feedback6 R21H: the round's enemy effects reach the 频次 器物 and the leaders' mid-fight summons (PR #272, 感谢 @CXUtk); golden: 74 moved

器物 (the 14 hit-count keys): hits = data × the spawn's hpMul ÷ supplyHpMul, rounded as before (setHits) — 攻坚装备 / II / III
leave out only 炎佑, 补给线 / 补给线II also exactly these 14 keys (activity_table aceffect_enemy_2 / 2_2 enemy_exclude,
data/effects.json); until now setHits(def.maxHp) overwrote the round's HP (青铜镜 30 hits at every difficulty). build-data
writes enemyScale[r].supplyHp = 1.2^(kHp − kAtk) · extra (the HP-only 补给线II steps and 补给线's 1.08; co-op 终极 R5–R15
only — the rebuild changed config.json alone), gamedata returns it as supplyHpMul and the wave / 悬赏 mods carry it
(waves.js roundMods; a 频次 enemy's death spawn inherits it). Not taken from the PR: its 1.08 / 1.2 back-calculation (it
counted the 补给线II steps as 攻坚装备) and its fractional-HP ceiling. Leader summons (死亡集群's 妖怪, 刺胄之弹,
“裂管之音”/“断弦之音”, 不祥幻影): the boss / hidden field carries the round's scale as flags.enemyScale (bossRounds.js,
golden fields, tools/balance.mjs) and bosses.js summonMods gives them HP / ATK / speed (死亡集群's summon.hp_ratio on
top; 刺胄之弹 / 余音 hit counts follow their HP); the leader's pool stays exempt; 王权号令's invulnerable equipment
unchanged; 炎佑 is an ally token, never scaled (no change). Unchanged and open: the 逐火 / 再生 husk counts (talent
prop_max_hp).

Golden — 器物 counts: roster 37 (002 003 004 005 007–020 022 023 025 026 029–034 036–041 043 045 049: each holds a 器物
extra spawn / 频次 wave / death spawn), bond-soloShip-high, diy 9 (036 040 056 062 068 073 091 114 115), boss-boss_6-solo
(俗心's 小说卷轴 escorts); matches 16 (all but solo-ABYSS-2 and coop2-NORMAL-70-diy: 频次 rounds / 悬赏 and the Final
Assault summons). Summons: boss-boss_1-pair/solo, hidden-boss_8-pair/solo (妖怪, 刺胄之弹), boss-boss_3-pair/solo,
hidden-boss_10-pair/solo (余音), boss-boss_5-pair/solo (不祥幻影). standins unchanged.
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sganggs committed 2026-10-07 18:05:42 +08:00
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@@ -70,7 +70,7 @@ Top level: `{ season, seasonName, modes, economy, lpCapPerRound, bossOvertimeAft
| `rounds[r]` | see below | per-round schedule |
| `spRounds` | `[3,9,11]` | rounds whose prep opens with a 机变 draft |
| `combatTimeLimit[r]` | `{"1":45,…,"14":null}` | = `rounds[r].combatTimeLimit`: **real** seconds of the forced-2× battle (DESIGN §4) |
| `enemyScale[r]` | `{"atk":1.1,"hp":1.2,"speed":1,"kAtk":1,"kHp":1}` | non-boss enemy multipliers (research 01 A3): `atk = atkBase·1.1^kAtk`, `hp = hpBase·1.2^kHp·extra`, `speed` 1.15 on ABYSS from R3. Apply to level-0 stats after special-enemy replacement, also to bounty/special enemies. **Leader HP pools excluded.** |
| `enemyScale[r]` | `{"atk":1.1,"hp":1.2,"speed":1,"kAtk":1,"kHp":1}` | non-boss enemy multipliers (research 01 A3): `atk = atkBase·1.1^kAtk`, `hp = hpBase·1.2^kHp·extra`, `speed` 1.15 on ABYSS from R3; `supplyHp` (only when ≠ 1, co-op 终极 R5–R15) = the share of `hp` from 补给线 / 补给线II (1.2^(kHp − kAtk) · extra), which the 14 器物 hit-count keys do not take (their `enemy_exclude`). Apply to level-0 stats after special-enemy replacement, also to bounty/special enemies and to the leaders' mid-fight summons. **Leader HP pools excluded.** |
| `bossHpScale` | `{"bloodPointKey":"bloodPointAbyss","unaffectedByEnemyScale":true}` | which `bloodPoint` column the mode reads; the pool rule's keys live in the global `bossHpScale` below — one set here would override it for this mode (`gamedata.js bossPoolShareOf`) |
| `upgradePrices` | `[5,8,11,12,13]` | base price L1→2 … L5→6 (−1 per round start, floor 0, reset after upgrade) |
| `maxShopLevel` | `6` | |