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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@@ -106,8 +106,8 @@ test('trait 猎手: 8 bullets, one per attack at ×1.2 (HUN-Y ×1.33); empty ⇒
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const hits = atkHits(h, u);
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assert.equal(hits.length, 8);
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const sc = mod === HY ? 1.33 : 1.2;
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// (入神 adds +8 % / +9 % per attack on the same target; the first shot has one layer)
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const t1 = (mod === HY && tier === 6) ? 0.09 : 0.08;
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// (入神 adds +9 % / +10 % per attack on the same target; the first shot has one layer)
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const t1 = (mod === HY && tier === 6) ? 0.1 : 0.09;
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approx(hits[0].amount, u.base.atk * (1 + t1) * sc, `${mod}: ×${sc}`);
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const iv = u.s.interval;
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approx(iv, 1.6 * 100 / (u.base.aspd + 100), 'ASPD +100 shortens her attacks');
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@@ -149,12 +149,12 @@ test('莱伊 shoots air units (猎手 "可对空"): a flyer in her range is her
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}
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});
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test('T2 入神: +8 % ATK per attack on the same target, ≤ 3 layers (HUN-Y stage 3: +9 %, ≤ 4), lost on a new target (one layer again)', () => {
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test('T2 入神: +9 % ATK per attack on the same target, ≤ 3 layers (HUN-Y stage 3: +10 %, ≤ 4), lost on a new target (one layer again)', () => {
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for (const [tier, elite, mod] of [[5, false, null], [5, true, HY], [6, true, HY], [6, true, HX]]) {
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const y3 = tier === 6 && mod === HY;
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const [per, max] = y3 ? [0.09, 4] : [0.08, 3];
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const [per, max] = y3 ? [0.1, 4] : [0.09, 3];
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const t1 = (mod ? formOf(tier, true) : formOf(tier, elite)).talents.find((t) => t.index === 1).bb;
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if (!y3) assert.deepEqual(t1, { atk: 0.08, max_stack_cnt: 3 });
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if (!y3) assert.deepEqual(t1, { atk: 0.09, max_stack_cnt: 3 });
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const { h, u } = field({ tier, elite, mod, skill: 1 });
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u.skill.sp = 0;
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h.b.addBuff(u, { key: 'test:noSp', flags: { noSp: true } });
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@@ -237,7 +237,7 @@ test('S2 广域警觉 (AUTO, attack SP 16): on at full SP — no enemy needed be
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assert.ok(h.runUntil(() => u.skill.active, 120), `T${tier}: on`);
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assert.equal(h.hooksOf('attack').filter((c) => c.attacker === u).length, 16, `T${tier}: after 16 attacks (reloads give no SP)`);
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assert.deepEqual(u.liveRangeGrid, sk.rangeGrid, `T${tier}: 4-10`);
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approx(u.s.atk, u.base.atk * (1 + sk.bb.atk + u.mem.rayStacks * 0.08), `T${tier}: ATK (with 入神's layers)`);
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approx(u.s.atk, u.base.atk * (1 + sk.bb.atk + u.mem.rayStacks * 0.09), `T${tier}: ATK (with 入神's layers)`);
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h.b.kill(e, null);
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h.run(200);
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assert.ok(u.skill.active, `T${tier}: 持续时间无限`);
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