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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@@ -182,7 +182,8 @@ test('onLeave: a quitter has no place in the Final Assault pairing or the boss p
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assert.ok(!alive.includes(first));
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h.drive(() => m.phase === PHASE.FINAL_ASSAULT);
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assert.deepEqual(m.fields.map((f) => f.players), [alive], 'one boss field for the two players left');
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assert.equal(m.bossPool.maxHp, bossPoolHp(m.gd, m.bossId, 2), 'the co-op boss pool is bloodPoint (no alive-player factor)');
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assert.equal(m.bossPool.maxHp, bossPoolHp(m.gd, m.bossId, 2), 'the co-op boss pool of two alive players');
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assert.equal(m.bossPool.maxHp, m.gd.boss(m.bossId).bloodPoint[m.gd.difficulty], 'bloodPoint, no alive-player factor (DESIGN §20.10)');
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const end = h.runToEnd();
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assert.equal(end.victory, true);
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assert.equal(end.players.find((p) => p.playerId === first).roundsPassed, 0);
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