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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@@ -3467,7 +3467,13 @@ const DEFAULT_ENEMY_MULTIPLIERS = {
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abyssMoveSpeedMulFromRound3: 1.15,
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};
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/** Enemy stat multipliers {atk, hp, speed} of one round (research 01 A3; leader HP pools excluded). */
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/**
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* Enemy stat multipliers {atk, hp, speed} of one round (research 01 A3; leader HP pools excluded). `supplyHp` (only
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* when ≠ 1) = the share of `hp` that comes from 补给线 / 补给线II: the HP-only steps — 1.2^(kHp − kAtk), 补给线II "最大生命值
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* +20%" with no ATK (攻坚装备 always brings ATK ×1.1, so kAtk counts its stacks) — times `extra` 1.08 (补给线). Those two
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* effects leave out the 14 器物 hit-count keys (activity_table aceffect_enemy_2 / 2_2 `enemy_exclude`, data/effects.json),
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* which take hp / supplyHp (server/sim/content/enemies/archetypes.js `times`).
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*/
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function enemyScaleFor(table, type, difficulty, round, isHidden) {
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const t = table?.[type === 'SINGLE' ? 'single' : 'multi']?.[difficulty];
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if (!t) return { atk: 1, hp: 1, speed: 1, assumed: true };
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@@ -3477,8 +3483,10 @@ function enemyScaleFor(table, type, difficulty, round, isHidden) {
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const kHp = t.kHp ? pick(t.kHp, t.hiddenHp) : pick(t.k, t.hidden);
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const extra = t.hpExtra ? (isHidden ? t.hiddenHpExtra ?? 1 : t.hpExtra[Math.min(i, t.hpExtra.length - 1)] ?? 1) : 1;
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const speedMul = difficulty === 'ABYSS' && round >= 3 ? (table.abyssMoveSpeedMulFromRound3 ?? 1.15) : 1;
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const supplyHp = cleanNum(1.2 ** Math.max(0, kHp - kAtk) * extra);
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return {
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atk: cleanNum(t.atkBase * 1.1 ** kAtk), hp: cleanNum(t.hpBase * 1.2 ** kHp * extra), speed: speedMul, kAtk, kHp,
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...(supplyHp !== 1 ? { supplyHp } : {}),
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};
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}
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