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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@@ -2580,7 +2580,7 @@ function buildConfig(ctx, waves, stages, bands) {
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combatTimeLimit, enemyScale,
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bossHpScale: type === 'SINGLE'
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? { bloodPointKey: DIFF_KEYS[m.modeDifficulty] || null, solo: 0.25, soloAssumed: true, unaffectedByEnemyScale: true }
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: { bloodPointKey: DIFF_KEYS[m.modeDifficulty] || null, coop: 1, aliveScaling: false, unaffectedByEnemyScale: true },
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: { bloodPointKey: DIFF_KEYS[m.modeDifficulty] || null, coop: 1, aliveScaling: false, aliveFull: 4, aliveAssumed: true, unaffectedByEnemyScale: true },
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upgradePrices: levels.slice(0, -1).map((l) => shopLv[l].initialUpgradePrice),
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maxShopLevel: levels.length ? levels[levels.length - 1] : 6,
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shopSlots: Object.fromEntries(levels.map((l) => [l, { chess: shopLv[l].charChessCount, item: shopLv[l].itemCount }])),
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@@ -2645,8 +2645,8 @@ function buildConfig(ctx, waves, stages, bands) {
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lpCapPerRound: act.constData.costPlayerHpLimit ?? 10,
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bossOvertimeAfter: 150, bossOvertimeDrainPerSec: 1,
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bossHpScale: {
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formula: 'co-op: bloodPoint[difficulty] (one pool shared by the split leaders, no alive-player scaling — "敌方领袖的总生命值不变"); solo: bloodPoint[difficulty] × solo [ASSUMED]',
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coop: 1, solo: 0.25, soloAssumed: true, aliveScaling: false, unaffectedByEnemyScale: true,
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formula: 'co-op: bloodPoint[difficulty] — one pool for every field ("所有人将一起对敌方领袖造成伤害"; the mirrored copies of a pair field share it, "两侧的敌方领袖共享生命值(敌方领袖的总生命值不变)"); aliveScaling true would scale it × alive players at the Final Assault / aliveFull (巴哈姆特 12294 "聯機隊友(撤退/死掉)變少,最後boss血條也會變少", one community note, no proportion: off until confirmed, the alive / 4 proportion [ASSUMED]); solo: bloodPoint[difficulty] × solo (0.25 = one player of four) [ASSUMED]',
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coop: 1, solo: 0.25, soloAssumed: true, aliveScaling: false, aliveFull: 4, aliveAssumed: true, unaffectedByEnemyScale: true,
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},
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hiddenCore: { single: 350, multi: 1200, minTeamLpExclusive: 1, difficulties: ['NORMAL', 'HARD', 'ABYSS'], checkedAfterRound: 14 },
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dp: { init: 10, perSec: 1, max: 99 },
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