Playtest #6 follow-up (v2.5.1): leader HP review — 直接乘算, one debuff instance, 999 layer cap, 限伤; elite to the board; 假想敌:胄 kit
- co-op leaders died within seconds: leader HP is the official data (40 values pinned); bond / strategy / item / 机变 / 特质 "+X%" bonuses now add up (PRTS 直接乘算) instead of compounding; a same-named enemy debuff keeps one (strongest) instance per target (奥术 across a pair field); leader parts pass damage 1:1; fixed co-op pool (the user's call) - official limits read from the client: each bond stops at 999 layers (MAX_GARRISON_STACK); a leader hit of 300000+ in boss / hidden battles is cancelled (MAX_BATTLE_DAMAGE, 限伤) — shared/constants.js switches, research 11 - a merge that consumes a deployed copy puts the elite on that tile and facing (user-confirmed); gold target highlight, promotion effect - 假想敌:胄 per PRTS: one shell, shells within range, any drone death costs 2 % max HP, 剑/锤 sorties and 瘫痪 - DESIGN §20.10–§20.14; 2842 unit tests, all 28 browser suites green; Chrome = Node on boss fields
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@@ -28,11 +28,18 @@ test('no custom balance: legacy tuning multipliers are ignored; enemy scale = th
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assert.deepEqual(hard.enemyScale(r), { hpMul: e.hp, atkMul: e.atk, speedMul: e.speed }, `R${r}: the config (PRTS) table`);
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}
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assert.equal(hard.bossHpMul('boss_1'), 1);
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// co-op: one pool = bloodPoint[difficulty] whatever the number of alive players; solo: ×0.25 [ASSUMED, flagged]
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// co-op: one pool = bloodPoint[difficulty] whatever the alive count (× alive / 4 only with config aliveScaling, off —
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// DESIGN §20.10); solo: ×0.25 [ASSUMED, flagged]
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for (const [modeId, key] of [['mode_multi_funny', 'FUNNY'], ['mode_multi_normal', 'NORMAL'], ['mode_multi_hard', 'HARD'], ['mode_multi_abyss', 'ABYSS']]) {
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const gd = new GameData(RAW, modeId);
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for (const b of ['boss_1', 'boss_5', 'boss_8']) assert.equal(gd.bossPoolHp(b), DATA.bosses[b].bloodPoint[key], `${modeId} ${b}`);
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for (const b of ['boss_1', 'boss_5', 'boss_8']) {
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assert.equal(gd.bossPoolHp(b), DATA.bosses[b].bloodPoint[key], `${modeId} ${b}`);
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assert.equal(gd.bossPoolHp(b, 4), DATA.bosses[b].bloodPoint[key], `${modeId} ${b} four alive`);
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assert.equal(gd.bossPoolHp(b, 2), DATA.bosses[b].bloodPoint[key], `${modeId} ${b} two alive: still the data value`);
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}
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}
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assert.equal(DATA.config.bossHpScale.aliveScaling, false);
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assert.equal(DATA.config.bossHpScale.aliveAssumed, true);
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const solo = new GameData(RAW, 'mode_single_hard');
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assert.equal(solo.bossPoolHp('boss_2'), Math.round(DATA.bosses.boss_2.bloodPoint.HARD * 0.25));
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assert.equal(DATA.config.bossHpScale.soloAssumed, true);
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