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Update Healer Man server
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@@ -53,3 +53,15 @@ At the shared combat boundary, runtime may use numeric native ATK as common atta
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## Focused verification
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`romNativeStats.test.ts` checks every class/race/gender primary curve, player-derived level-1 channels, MP gating, source healing coefficients, the 148/191 conversion boundary, a real level-70 Mage reference curve, rate-preserving aura recomputation, and gear aggregation. `equipment.test.ts` checks per-item payload precedence, foreign direct-stat bridging, mixed-loadout behavior, and native equip/unequip impact. `itemStats.test.ts` checks that native payload persistence does not change the existing WotLK numeric fields.
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## Combat amount follow-up (2026-10-03)
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The earlier per-spell boundary above is now partially bridged by `src/game/romNativeCombatAmount.ts`, `romNativeHealing.ts`, and `romNativeDamage.ts`. `romAbilityCatalog.ts` attaches a source skill/component key to supported native effect amounts; the runtime resolves that key against generated RuneWaker binding data. Direct HolyHeal calculation type 5 uses the source OrgPower/MagicLv and caster MND, MDMG, MPow, HealPowerRate, HealPoint inputs. The currently selected MagicLv is the character level clamped to 1–80, an explicit simulator policy rather than a source rank curve. This amount uses mean variance; the ordinary shared healing resolver continues to handle the common critical and overheal result.
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The direct HolyHeal caster amount excludes target absorption fields; the source HealAbsorbRate and flat HealAbsorb are applied once for each actual recipient. DotMagic healing has its own source rank correction at application and stores its integer buff/tick amount for later pulses; player and NPC recipients reuse that same snapshot rather than reapplying the amount formula. It is not routed through the direct HolyHeal equation. The present all-magic MPow value does not establish missing element-specific BodyRate values. Unbound or unsupported components still use the shared simulator fallback.
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The current direct-damage route accepts only supported active-five source components with a matching canonical training-weapon payload. `MagicAttackCalENUM` fixed types 0, 1, 2, 3, and 5–9 are implemented from the checked source enum; throw, prior-hit, and shield-category branches remain unsupported because the sidecar lacks their exact inputs. The consumer also declines `isShareDamage` components and components with nonzero `decreaseArg` on nonzero `rangeType` until exact runtime target-count and target-ordinal context is wired; the pure helper's support for these fields is not end-to-end area-damage support. Reflected Shot has a regression for this fail-closed boundary. Custom/unverified native equipment, missing source items/components, and unavailable school inputs keep the shared fallback. The returned ability amount stops at mean outgoing source power before source weapon variance, native hit/avoidance, and native target-defense handling; the existing shared target resolver remains the simulator bridge.
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`nativeTrainingAutoAttackProfile` provides native physical weapon damage and intervals for player Knight main-hand attacks and NPC Knight/Rogue melee plus Scout Bow attacks; NPC Rogue offhand is also covered. Player Rogue offhand handling requires an explicitly present equipped inventory item. Player Scout Shot uses the native direct-damage route for its actual bound Shoot hit, not a continuous native bow-auto profile. Caster ambient basic-spell attacks keep the generic clock and MDMG policy. Player melee timing reads the existing common haste aura through `resolveAuraStatValue`, since native stat re-derivation does not populate the shared haste fields; the existing race-affix timing is retained. The final source-damage selection passed 13 tests: seven helper cases, two player/companion amount-parity and Reflected Shot fail-closed cases, and four actual auto/source-action cases. Native direct/periodic healing passed 14 player/NPC cases. These routes do not complete native hit/avoidance, armor categories, weapon variance, or critical resolution.
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The final fixed player-rotation/native-companion diagnostic covers 80 pulls across the five requested builds at levels 1/10/30/60/65/66/79/80. All 80 targets died, with zero player/NPC deaths and zero invalid cast failures; trash took 4.5–9 seconds and Anglo 39–53.4 seconds. Native-only enemy health pacing is scoped separately from legacy WoW-stat RoM and other character origins; details and the exact bands are in [`ROM_NATIVE_COMBAT_PASS_2026-10-03.md`](ROM_NATIVE_COMBAT_PASS_2026-10-03.md). The ordinary randomized companion pool is now restricted to the active five identities; the configured factory remains broader for explicit party construction. Final production build passed with asset audits, compression, and bundle verification. Exact-dist browser QA passed with 11 screenshots captured and four representative roster, dungeon, NPC-stat, and mobile screenshots visually reviewed; current chunks were `index-D_h9IRuA.js` and `combatStore-BiA9BOQG.js`. There were no page, server, or HTTP errors and the network response-errors list was empty; the only console error was the optional existing favicon 404. A release check passed on 249 paths; the final documentation update requires the final hygiene/release check. The remaining limits are not a readiness promotion or complete balance certification.
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