feedback6 R21P: every operator fights at full potential (潜能 6) — the owner's decision of 2026-10-07 (GitHub #252, PR #255; no host slider): tools/build-data.mjs OPERATOR_POTENTIAL adds every character_table potentialRanks attribute step (部署费用 / 再部署时间 / ATK / HP / DEF / RES / ASPD, all ADDITION, before rounding) to every chess (normal and elite), 补位 and 自选 unit form and picks talent / trait / module-talent candidates up to requiredPotentialRank 5 (「天赋效果增强」); a summon picks its talent candidates at its owner's potential (their requiredPotentialRank mirrors the owner's — PRTS 凯尔希: Mon3tr 3.5 s / 1400) and takes none of the owner's attribute steps; the 原型干员 stand-ins have no potential ranks (unchanged). 刺玫 413 / 17 → 435 / 15 as in the tournament video, 砾 18 → 16 s, 至简 80 → 70 s. data/chess.json (256 records), backups.json (the 71 owned picks, 8 summons), tokens.json (5 summons) and the data translations en / ja / ko / zh-TW rebuilt — only potential-driven fields (JSON-compared); the 干员调配 局内数值 and detail cards read the records. op-wang.js reads her stock cap 「最多拥有8(+1)枚」 through the potential step (the pattern fell back to 7: she sat at the cap from the start). Docs: DATA §2 / §18 / tokens, PLAYING (detail card), research 03, kits README, shared/diy.js / standIn.js, the 71 自选 kit headers and the kit comments that quoted potential-0 numbers. Tests: test/full-potential.test.js (new, fails on the parent); data.test.js re-derivation adds the potential steps (+ respawnTime); every test that hard-coded a potential-0 number carries the full-potential one (from the data and the test's own formula; no check loosened); golden: moves almost everywhere — roster 49/49, bonds 46/46, fields 22/22, matches 18/18, diy 133/138 (each battle parts on a stat: roster-001 / roster-020 at tick 1 on 角峰's HP (生命上限+250), bond-arcaneShip-high at 4.73 s and diy-001 at 3.70 s on an enemy's HP from a higher ATK; diy-110 / 111 also by 望's cap; the matches through those battles); unchanged: standins 10/10 and diy-135…138 (no potential ranks), diy-012 (twelve 夜莺 never hit, never redeployed)
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@@ -3,8 +3,8 @@
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// Kit contract and the 自选 rules: ../README.md ("How to add an operator (自选)").
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//
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// Forms (data/backups.json units.char_4037_demetr, the DIY slot statuses): normal = E2 Lv1, skills at rank 4, no module;
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// elite = E2 Lv60, rank 7, FGT-Y (his only module) at stage 1 (tier 5) or 3 (tier 6) or none. Potential 0 [ASSUMED: no
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// account]. Sources: character_table / skill_table / battle_equip_table (zh_CN, as built into backups.json; the 牵绊 token
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// elite = E2 Lv60, rank 7, FGT-Y (his only module) at stage 1 (tier 5) or 3 (tier 6) or none. Full potential (the owner's
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// decision of 2026-10-07). Sources: character_table / skill_table / battle_equip_table (zh_CN, as built into backups.json; the 牵绊 token
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// record backups.json tokens.token_10065_demetr_dmtpos); PRTS 贝洛内 (家族手段 备注 "防御减少效果于贝洛内每次普通攻击时,计算伤害前
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// 施加(可影响当次攻击)…防御减少方式为最终乘算…多个贝洛内之间的【手段】间仅防御减少量最高者生效…每0.1秒自然更新一次;当具有≥6层层数
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// 的【手段】自然更新/响应更新时,若该【手段】的来源(贝洛内)不处于2技能状态或已离场,层数将强制变回5层…增伤效果为线性提升,可对任何来自
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@@ -29,7 +29,7 @@
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// the higher per-stack value [ASSUMED: the client keeps one per source and only the highest reduction acts]. And every
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// damage of his ×(1 + add-on), the add-on linear from min_add_on_scale at min_hp_ratio of the target's HP to
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// max_add_on_scale at max_hp_ratio and below (DamageScaleAccordingToHpRatio, the target's HP before the hit). FGT-Y stage 3:
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// 8 % per stack, +42 % at most.
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// 8 % per stack, +50 % at most.
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// - T2 街头直觉 (bb init_prob / dec_prob / trig_cnt): from every deployment — a 【移动】 is one (demetr_s3_t[born_sync]) —
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// physical and arts dodge init_prob, −dec_prob each second trig_cnt times (80 % → 40 %), then stays.
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// - S1 家主的余裕 (AUTO, attack SP 4; data DEFAULT): the next attack strikes its target twice for atk_scale × ATK physical
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@@ -124,7 +124,7 @@ function installMeansTick(battle) {
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export default {
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char_4037_demetr: (bb, chess) => {
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const tb = traitBb(chess); // FGT-Y: attack_speed / hp_ratio
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const t0 = talentBb(chess, 0); // 家族手段 (FGT-Y stage 3: def −0.08, max_add_on_scale 0.42)
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const t0 = talentBb(chess, 0); // 家族手段 (FGT-Y stage 3: def −0.08, max_add_on_scale 0.5)
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const t1 = talentBb(chess, 1); // 街头直觉
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const b1 = bbOf(chess, S1), b2 = bbOf(chess, S2), b3 = bbOf(chess, S3);
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const s2 = skillRec(chess, S2), s3 = skillRec(chess, S3);
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