feedback5: merge feedback4 (583899d) — W4B ported: 阿戈尔's devoured base ATK as a 最终加算 (atkFinal), a fallen marker's marks still resolve, 缇缇 S2 pulses re-enter sleep for her trait (applyStatus reenter in server/sim/battle/status.js; the 缇缇 kit in kits/ops/chess_char_5_02-titi.js; Battle.js / tier5.js stay feedback5's façade and shim); golden: roster-042, bond-egirShip-high, coop2-ABYSS-10-boosted moved, the same three as on feedback4 (bond-egirShip-high identical to it)

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sganggs committed 2026-10-06 14:47:13 +08:00
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"algorithm": [
"Order: 阿戈尔 members sorted leftmost first, then topmost (\"更靠左和靠上\").",
"Each 阿戈尔 in order marks the unit on the tile directly in front of it (its facing direction) and also the front-tile unit of every 阿戈尔 it has marked (chain). It never marks itself, a unit it already marked, or a unit that marked it.",
"The marker immediately gains the base ATK of every unit it marked (added to base ATK at the final stage) and their block counts.",
"After all marks are placed, each mark makes its target suffer one 5000-point physical 流失 (HP loss, source = the target itself; if it dies, the kill is credited to the marker), resolved in marking order. A target that dies cancels its remaining pending marks.",
"The marker immediately gains the base ATK of every unit it marked (a 最终加算: added after its ATK percentages, PRTS \"基础攻击力(最终加算)\") and their block counts.",
"After all marks are placed, each mark makes its target suffer one 5000-point physical 流失 (HP loss, source = the target itself; if it dies, the kill is credited to the marker), resolved in marking order. A target that dies cancels its remaining pending marks; a marker knocked out earlier in the pass still resolves its own marks (only the target's state cancels a mark).",
"Each devoured unit adds layers to 阿戈尔 equal to its tier (1-6), once per unit per battle.",
"(5-member tier) Revive is implemented as: when the unit leaves the field for any reason other than being moved, its next deployment has 0 redeploy time and 0 cost (PRTS). Devour layers: each devoured unit adds its tier once per battle (refreshes next round)."
],
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@@ -378,8 +378,8 @@ Members (11 chess, 10 in current shop pool; by tier in shop: {'1': 1, '2': 1, '3
- Algorithm:
1. Order: 阿戈尔 members sorted leftmost first, then topmost ("更靠左和靠上").
2. Each 阿戈尔 in order marks the unit on the tile directly in front of it (its facing direction) and also the front-tile unit of every 阿戈尔 it has marked (chain). It never marks itself, a unit it already marked, or a unit that marked it.
3. The marker immediately gains the base ATK of every unit it marked (added to base ATK at the final stage) and their block counts.
4. After all marks are placed, each mark makes its target suffer one 5000-point physical 流失 (HP loss, source = the target itself; if it dies, the kill is credited to the marker), resolved in marking order. A target knocked out for the first time has its pending marks cancelled ("目标首次被击倒后解除自身被付与但还未触发的【吞噬】效果") — also when it is back at once (the 5-tier revive, 不屈's 立刻重新部署, 埃芒加德, M3茧甲), so a revived member is not devoured again. DESIGN §22.3.
3. The marker immediately gains the base ATK of every unit it marked — a 最终加算, added after its ATK percentages (PRTS "该付与来源获得所有标记单位的基础攻击力(最终加算)和阻挡数"; until 0.1.3 the engine added it before them, so a skill's ATK +% scaled it — DESIGN §24.7) — and their block counts.
4. After all marks are placed, each mark makes its target suffer one 5000-point physical 流失 (HP loss, source = the target itself; if it dies, the kill is credited to the marker), resolved in marking order. A target knocked out for the first time has its pending marks cancelled ("目标首次被击倒后解除自身被付与但还未触发的【吞噬】效果") — also when it is back at once (the 5-tier revive, 不屈's 立刻重新部署, 埃芒加德, M3茧甲), so a revived member is not devoured again. DESIGN §22.3. Only the target's state cancels a mark: a marker knocked out earlier in the pass still resolves its own marks, credited to it (DESIGN §24.7; until 0.1.3 they were dropped).
5. Each devoured unit adds layers to 阿戈尔 equal to its tier (1-6), once per unit per battle.
6. (5-member tier) Revive is implemented as: when the unit leaves the field for any reason other than being moved, its next deployment has 0 redeploy time and 0 cost (PRTS). Devour layers: each devoured unit adds its tier once per battle (refreshes next round).
- Formulas: `hpMultiplier = 1.35 + 0.01*L`; `devourDamage = 5000`; `layersPerDevoured = tier of devoured unit`