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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@@ -3,7 +3,7 @@
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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_293_thorns, the DIY slot statuses): normal = E2 Lv1, skills at rank 4, no module;
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// elite = E2 Lv60, rank 7, the picked module at stage 1 (tier 5) or 3 (tier 6). Potential 0 [ASSUMED: no account].
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// elite = E2 Lv60, rank 7, the picked module at stage 1 (tier 5) or 3 (tier 6). Full potential (the owner's decision of 2026-10-07).
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// Sources: character_table / skill_table / battle_equip_table (zh_CN, as built into backups.json); the client's battle
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// logic — buff_template_data (thorns_t_1, thorns_s_2, thorns_e_002_t / [mark] / _tr, thorns_e_003_t / _tr), his charpack
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// (talent 1 `_additiveActiveBuffs` thorns_t_1: triggerInterval 1, waitFirstTriggerInterval, independentCharacterSource;
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@@ -21,9 +21,9 @@
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// "造成伤害时附带相当于10%伤害的神经损伤" (trait ep_damage_ratio; thorns_e_003_tr: ON_AFTER_OUTPUT_DAMAGE, every damage
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// type): ep_damage_ratio × the HP damage of every damage instance he deals — attacks, spikes, LOR-X additions and the
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// poison ticks — as 神经损伤 (docs/SIM.md §7.2 element conventions).
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// - T1 神经腐蚀 "攻击使目标中毒,在3秒内每秒受到125点法术伤害(对会远程攻击的目标伤害加倍)": every hit of his attacks (and
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// of the S2 spikes, PRTS "所有攻击均能附加") poisons the target — one poison per 棘刺 (independentCharacterSource) for
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// `duration` s, ticking every second, the first a second in (waitFirstTriggerInterval), damage[normal] or
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// - T1 神经腐蚀 "攻击使目标中毒,在3秒内每秒受到125点法术伤害(对会远程攻击的目标伤害加倍)" (full potential: 140): every
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// hit of his attacks (and of the S2 spikes, PRTS "所有攻击均能附加") poisons the target — one poison per 棘刺
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// (independentCharacterSource) for `duration` s, ticking every second, the first a second in (waitFirstTriggerInterval), damage[normal] or
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// damage[ranged] (an enemy whose 攻击方式 includes 远程: data applyWay RANGED or ALL; PRTS "伤害加倍为数值提升") as a fixed
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// arts 持续伤害 (FixedValueDamage MAGICAL, attack type BUFF: RES applies, no dodge, tags dot). A new hit refreshes the
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// duration and keeps the damage value and the tick rhythm (PRTS "仅刷新持续时间而不改变伤害数值"). The ticks go on after
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@@ -36,9 +36,9 @@
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// normal attacks poison (mask 3; PRTS "仅有普通攻击能附加(意味着2技能不再附加中毒Buff)"), and that poison has no
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// independentCharacterSource: one per enemy whoever applies it. At stage 1 both modules leave the talent as it is
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// (battle_equip_table: no talent part in phase 1).
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// - T2 故土潮声 "如果2秒内没有主动攻击过,每秒恢复最大生命3.5%的生命": PRTS "增加“生命回复速度(百分比)”属性,不受治疗加成和禁疗
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// 影响" — an hpRegenRatio buff (checklist 11, never battle.heal), on while his last attack is at least `delay` s old
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// (the toggle's restoreDelay after the attack states) and from his deployment on [ASSUMED: no attack yet counts as
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// - T2 故土潮声 "如果2秒内没有主动攻击过,每秒恢复最大生命3.5%的生命" (full potential: 4%): PRTS "增加“生命回复速度(百分比)”属性,
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// 不受治疗加成和禁疗影响" — an hpRegenRatio buff (checklist 11, never battle.heal), on while his last attack is at least
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// `delay` s old (the toggle's restoreDelay after the attack states) and from his deployment on [ASSUMED: no attack yet counts as
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// "2秒内没有主动攻击过"]. The S2 spikes are no 主动攻击 (PRTS "不会使第二天赋效果中断").
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// - S1 攻击力强化·γ型 (MANUAL, data DEFAULT): ATK +atk for `duration` s.
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// - S2 护身尖刺 (MANUAL, 技能范围 3-1, data SKILL_RANGE): "停止攻击" (no normal attack; PRTS "技能期间,自身丢失全部视野"),
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