feedback3 WH: 叙拉古 6's true-damage chance rolls on every 普通伤害 hit of a member, not only on normal attacks — 荒芜拉普兰德's S3 drone bites, 德克萨斯 剑雨 and other skill hits now roll; 溅射, 持续 (the S3 per-second hit), 附加 and item procs still do not (community report 「叙拉古盟约真伤概率数值没有正确递增成长」, GitHub #79)
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@@ -18,8 +18,8 @@
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// 阿戈尔 egirShip members max HP +(base_max_hp + max_hp_per_stack·L) (直接乘算); battle start devour (see devour());
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// 5: the first max_free_respawn_cnt members knocked out for the first time redeploy at once (free)
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// 叙拉古 siracusaShip every member deployment: ASPD +(base + per·L) for (base_duration + per·L) s; 6: 隐匿 for the same
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// time, and while hidden / end_duration s after, attacks proc (PRD, nominal `prob`) base_damage +
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// damage_per_stack·L true damage + fear `fear` s
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// time, and while hidden / end_duration s after, every 普通伤害 hit (siracusaRolls) procs (PRD,
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// nominal `prob`) base_damage + damage_per_stack·L true damage + fear `fear` s
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// 卡西米尔 kazimierzShip every deployment of one of the player's operators (initial ones included): members ATK
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// +atk_when_born, total ≤ base_max_atk_when_born + max_atk_when_born_per_stack·L; 6: blocking
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// members pulse damage_atk_scale×ATK true damage + stun around them every damage_interval s,
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@@ -451,6 +451,29 @@ function installEgir(battle, pid, bb, members) {
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// =====================================================================================================================
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// 叙拉古
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/**
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* Does a member's damage instance try the tier-6 proc? PRTS 盟约记录 叙拉古: "※仅在造成普通伤害时尝试造成来源为干员自身的
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* 真实附加伤害和恐惧", "每次造成普通伤害时尝试触发" — 普通伤害 is the attack type NORMAL (PRTS 伤害分类: the default type,
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* group damage included unless it is 溅射), not "a normal attack" (community report 「叙拉古盟约真伤概率数值没有正确递增
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* 成长」, GitHub #79: it rolled on normal attacks only). So skill hits roll — 德克萨斯 剑雨, 缄默德克萨斯's bursts and
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* sword rain, 阿罗玛 S1 / S2, 忍冬 S1 / S2, 伺夜 S3 — and so do 荒芜拉普兰德's S3 drone attacks (PRTS 备注 "不属于普通攻击/
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* 技能直接伤害": neither an attack nor skill damage, still 普通伤害). Not: 溅射 (`isSplash`); 持续伤害 (tags dot / periodic:
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* 荒芜拉普兰德's S3 pulse, PRTS 备注 "持续法术伤害"; 缄默德克萨斯 S1, "伤害分类为法术持续伤害"); 附加伤害 (tag `addition`:
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* 拉普兰德's module, 忍冬's 追凶 — PRTS "法术附加伤害"; item procs and the bonds' riders, own proc included [ASSUMED: 附加,
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* PRTS gives no class]); element damage; 无来源 damage (坚守's thorns); 流失.
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*/
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function siracusaRolls(dmg) {
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if (!dmg || dmg.isSplash || dmg.sourceless || dmg.type === 'element' || dmg.type === 'elemental') return false;
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const tags = dmg.tags;
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if (!Array.isArray(tags)) return true;
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for (let i = 0; i < tags.length; i++) {
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const t = tags[i];
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if (t === 'dot' || t === 'periodic' || t === 'addition' || t === 'item' || t === 'hpLoss') return false;
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if (typeof t === 'string' && t.startsWith('bond:')) return false;
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}
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return true;
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}
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function installSiracusa(battle, pid, bb, members) {
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const memberSet = new Set(members);
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const six = reached(battle, pid, 'siracusaShip', bb.power_bond_char_cnt);
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@@ -472,7 +495,7 @@ function installSiracusa(battle, pid, bb, members) {
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const st = { n: 0 };
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const onDmg = (ctx) => {
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const u = ctx.source, t = ctx.target, dmg = ctx.dmg;
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if (!dmg || !dmg.isAttack || dmg.isSplash || !isEnemyTarget(t) || ownTag(dmg, 'bond:siracusa')) return;
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if (!isEnemyTarget(t) || !siracusaRolls(dmg)) return;
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const hidden = u.s.flags.stealth || battle.time <= num(u.mem.siraStealthEnd, -Infinity) + end + 1e-9;
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if (!hidden) return;
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st.n++;
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@@ -721,7 +721,8 @@ export default {
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if (num(t.duration) > 0) trait.onHitStatus = { key: 'silence', duration: num(t.duration) };
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if (num(tb.atk_scale_m) > 0) {
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trait.afterHit = (battle, u, target) => {
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if (target && target.alive && target.side === 'enemy') battle.dealDamage(u, target, { amount: u.s.atk * num(tb.atk_scale_m), type: 'arts', tags: ['module'] });
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// PRTS 特性备注 "造成预计算的法术附加伤害": 附加伤害 (tag addition — no 叙拉古 6 roll)
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if (target && target.alive && target.side === 'enemy') battle.dealDamage(u, target, { amount: u.s.atk * num(tb.atk_scale_m), type: 'arts', tags: ['module', 'addition'] });
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};
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}
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return {
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@@ -1381,7 +1381,8 @@ const KITS = {
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if (t == null) { marks.set(e.id, battle.time); return; }
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if (battle.time - t <= num(t0.interval, 10) + 1e-9 && e.alive) {
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busy = true;
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try { battle.dealDamage(unit, e, { amount: unit.s.atk * num(t0.atk_scale), type: 'arts', canDodge: false, tags: ['talent', 'vulpisHunt'] }); } finally { busy = false; }
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// PRTS 备注 "伤害类型为法术附加伤害": tag addition (no 叙拉古 6 roll)
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try { battle.dealDamage(unit, e, { amount: unit.s.atk * num(t0.atk_scale), type: 'arts', canDodge: false, tags: ['talent', 'vulpisHunt', 'addition'] }); } finally { busy = false; }
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}
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}, { owner: unit });
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battle.on('kill', (ctx) => { if (ctx.killer === unit && unit.skill?.active) unit.mem.vulpisKill = true; }, { owner: unit });
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@@ -2972,11 +2972,13 @@ function whitw2(bb, chess, def) {
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// 信息 驭械术师 "浮游单元攻击不同目标…时,上述的伤害立刻恢复至初始值"). That damage is arts and neither a normal attack
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// nor skill damage (PRTS S3 备注 "该技能释放的浮游单元造成的伤害不属于普通攻击/技能直接伤害", which for this skill
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// overrides the branch note "通过技能释放的浮游单元造成技能直接伤害": no 'attack' hook, isAttack / isSkill false — the
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// 叙拉古 6 assassin proc and the on-attack items skip it), and 缴械 does not stop it (PRTS 驭械术师 "…不受缴械类效果
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// on-attack items skip it; it is still 普通伤害, so the 叙拉古 6 proc rolls on it, bonds/core.js siracusaRolls), and
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// 缴械 does not stop it (PRTS 驭械术师 "…不受缴械类效果
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// 制约"); [ASSUMED] nor do her stun, freeze or silence (PRTS names only 缴械) — the skill ticks on and so do the drones.
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// Around every drone (attack@range_radius): move speed attack@move_speed and, once per second, attack@magic_atk_scale
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// × ATK arts (不叠加: one hit per enemy whatever the number of drones); [ASSUMED] that area hit keeps `isSkill` (a skill
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// DoT — the 备注 speaks of 直接伤害). A knocked-out / withdrawn wolf (onEnd cleared the drones mid-tick, e.g. from a
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// DoT — the 备注 speaks of 直接伤害) and is 持续伤害 (tag dot: PRTS 备注 "持续法术伤害" — no 叙拉古 6 roll, 锡人's
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// 凋敝魂灵 raises it). A knocked-out / withdrawn wolf (onEnd cleared the drones mid-tick, e.g. from a
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// kill hook) deals nothing more in that tick.
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skill: {
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kind: 'duration',
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@@ -3009,7 +3011,7 @@ function whitw2(bb, chess, def) {
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unit.mem.droneAcc -= 1;
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for (const e of near) {
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if (gone()) return;
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if (e.alive) battle.dealDamage(unit, e, { amount: unit.s.atk * dmgScale, type: 'arts', isSkill: true, tags: ['skill', 'drone'] });
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if (e.alive) battle.dealDamage(unit, e, { amount: unit.s.atk * dmgScale, type: 'arts', isSkill: true, tags: ['skill', 'drone', 'dot'] });
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}
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// (a drone on its target already pulses with each of its attacks)
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for (const d of D) if (d.phase !== 'lock') battle.fx('drone', { x: d.x, y: d.y, id: unit.id });
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