forked from phenom/healer-man
Update Healer Man server
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@@ -35,8 +35,10 @@ The prompt selects:
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Automatic class/spec selection has three strategies:
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- **Random parties** preserves the original seeded behavior and generates the
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requested number of unique parties per source.
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- **Random parties** preserves the original seeded behavior and generates up
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to the requested number of unique parties per source. If a Ready/Beta pool
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can form fewer unique 1/1/3 rosters, Balance Lab runs each available roster
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once and reports the cap instead of failing or duplicating identical data.
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- **All specs** creates the minimum deterministic set of valid parties needed
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to include every available class/spec build for the selected WoW, CoA, or
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RoM source at least once.
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@@ -484,6 +486,15 @@ all bosses use the same testing-room durability rule at the chosen level.
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Runtime IDs include the simulation seed, which deterministically varies the
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game's stable target and cooldown rolls.
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Shared curves remain the baseline, but confirmed encounter outliers belong in
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`src/game/bossBalanceOverrides.ts`. Each source-controlled entry identifies one
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dungeon boss and may apply at one exact level, across a bounded level bracket,
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or at every level. Health and damage multipliers are independent and compose;
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isolated `boss-testing:` rooms resolve back to their source dungeon so the same
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exception is exercised by Balance Lab and live dungeon runs. Record the audit
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evidence in the entry reason and prefer this layer over another global curve
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change when the problem is confined to particular encounters.
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## Coverage and limitations
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The selectable roster includes every authored WoW and CoA specialization plus
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@@ -513,18 +524,32 @@ remains the class's primary resource. A completed companion cast resolves the
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member's currently learned rank before applying its effects, so cast-time spell
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damage and healing cannot fall back to rank one.
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`playerbots-inspired-v4` keeps level-10-and-up non-healer builds on their
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`playerbots-inspired-v6-reactive-ready-five` keeps level-10-and-up non-healer builds on their
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specialization's authored damage priority whenever that build knows a profile
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damage action. Reactive interrupts, taunts, control, and defenses still take
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precedence. Bear and Cat actions are isolated to their matching Feral specs;
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Overpower, Revenge, and Victory Rush require an explicitly modeled trigger;
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and Drain Soul, Hammer of Wrath, and Kill Shot obey their target-health gates.
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Overpower and Victory Rush require an explicitly modeled trigger, while
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Protection companions derive Revenge's five-second trigger from incoming
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dodge, parry, and block combat events; Drain Soul, Hammer of Wrath, and Kill
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Shot obey their target-health gates.
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Off-profile control, interrupt, and debuff buttons cannot consume ordinary
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rotation GCDs after their reactive conditions have been checked. Incidental DBC
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aura categories cannot outrank explicit profile actions. Rage and Runic Power
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generated during an action persist without erasing that action's cooldown/GCD;
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short-range melee abilities use companion combat reach; and pets move every
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combat tick while retaining their own attack cadence.
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combat tick while retaining their own attack cadence. Untargeted cooldown
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resets exclude the source ability, Discipline mitigation/absorbs precede direct
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triage and moderate injuries receive a pending-HoT-aware periodic-heal pass,
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and Assassination banks Energy for Mutilate while using Envenom as its primary
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four-plus-point finisher, matching the pinned Playerbots strategy. Rogue weapon
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hits now execute the maintained Instant/Deadly coatings: Deadly Poison stacks a
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12-second DoT to five source-specific doses, Envenom uses one dose per combo
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point for Nature damage and grants its temporary poison-frequency buff, Mutilate
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offers two poison application opportunities, and Shiv guarantees the off-hand
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Deadly application at four-plus combo points only while the pending Envenom
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lacks enough doses. Envenom normally consumes the used doses; Orin's pinned 3/3
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Master Poisoner build preserves them 100% of the time as specified by the
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talent.
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## Code map
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@@ -556,6 +581,8 @@ combat tick while retaining their own attack cadence.
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pools, and appearance for an exact companion.
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- `src/game/bossTesting.ts`: the authoritative all-boss catalog and isolated
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room construction.
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- `src/game/bossBalanceOverrides.ts`: audited boss-specific health and damage
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exceptions, optionally scoped to an exact level or level bracket.
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When extending the tool, add fields to `raw-runs.json` first, aggregate them in
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Python second, and document the metric here. Keep formula ownership in `src/game`
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@@ -11,14 +11,14 @@ The most useful upstream starting points are `src/Ai/Class/<Class>/Strategy/` fo
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| Execute | Execute-category abilities move ahead of the normal profile below 20% target health. |
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| Multiple targets | Cleave gains value at two hostiles; area damage moves ahead at three or more. |
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| Healing | Critical, medium, and light triage bands begin below 30%, 60%, and 90% health. Area healing requires three injured allies. |
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| Threat | Tanks interrupt first and taunt a hostile that is not attacking them; non-tanks drop dangerous threat before continuing their profile. |
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| Threat | Tanks interrupt first and taunt a hostile that is not attacking them; non-tanks drop or redirect dangerous threat before continuing their profile. Threat effects update every engaged enemy and immediately resolve its next target. |
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| Control | Interrupts are reactive. Long crowd control is used only when an encounter requests control. |
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| Defense | Mitigation is used below 55% actor health and receives emergency priority below 35%. |
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| Resources | Low-resource generators are favored below 30%; spenders still have to pass runtime cost and rune validation. |
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| Defense | Mitigation is used below 55% actor health and receives emergency priority below 35%. Assassination uses Evasion for boss aggro, low-health melee pressure, or a telegraphed strong melee hit; Vanish resets threat for boss aggro or near-death escape. |
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| Resources | Low-resource generators are favored below 30%; spenders still have to pass runtime cost and rune validation. Arms banks Rage for Mortal Strike and Assassination banks Energy for Mutilate instead of starving those signature actions with a cheaper filler. |
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| Combo points | Builders run below four points; finishers require at least four points on the current target. |
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| Major cooldowns | Offensive cooldowns of 60 seconds or longer are held for bosses or durable targets. |
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`playerbots-inspired-v5-ready-five` also generates legal level-scaled talent plans for all
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`playerbots-inspired-v6-reactive-ready-five` also generates legal level-scaled talent plans for all
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31 classic specializations. Each level-80 plan spends 51 points in the selected
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tree and 20 in a compatible secondary tree, prefers executable active talents
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and their prerequisites, and sanitizes obsolete imported prerequisite links.
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@@ -43,7 +43,7 @@ The leftmost available action wins after reactive rules, learned-talent gating,
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| Hunter | Beast Mastery | Aspect of the Dragonhawk/Hawk; Call Pet; Kill Command; Bestial Wrath; Serpent Sting; Arcane Shot; Multi-Shot; Steady Shot |
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| Hunter | Marksmanship | Aspect of the Dragonhawk/Hawk; Call Pet; Misdirection; Rapid Fire; Readiness; Kill Shot; Chimera Shot; Aimed Shot; Serpent Sting; Arcane Shot; Steady Shot; Silencing Shot; Disengage; Feign Death |
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| Hunter | Survival | Aspect of the Dragonhawk/Hawk; Call Pet; Kill Shot; Explosive Shot; Black Arrow; Serpent Sting; Aimed Shot; Arcane Shot; Steady Shot |
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| Rogue | Assassination | Deadly/Instant Poison; Tricks of the Trade; Cold Blood; Envenom; Rupture; Mutilate; Eviscerate; Sinister Strike; Kick; Evasion; Cloak of Shadows; Vanish |
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| Rogue | Assassination | Deadly/Instant Poison; Tricks of the Trade; Cold Blood; Envenom; Shiv; Rupture; Mutilate; Eviscerate; Sinister Strike; Kick; Evasion; Cloak of Shadows; Vanish |
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| Rogue | Combat | Killing Spree; Blade Flurry; Eviscerate; Sinister Strike |
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| Rogue | Subtlety | Shadow Dance; Rupture; Eviscerate; Hemorrhage; Backstab |
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| Priest | Discipline | Inner Fire; Pain Suppression; Inner Focus; Power Infusion; Shadowfiend; Divine Hymn; Penance; Power Word: Shield; Flash/Greater Heal; Renew; Dispel Magic; Cure Disease; Resurrection |
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@@ -92,3 +92,33 @@ major offensive and defensive cooldown decisions without unexplained idle
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windows. Stock abilities whose Talent.dbc node was removed by the patched
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client (currently Devastate, Shadowstep, and Lava Lash) use their retained
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Spell.dbc source level rather than an impossible dangling talent gate.
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The Ready-five runtime gives healer mitigation its own triage pass before
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direct healing: Discipline uses Pain Suppression at the defensive threshold,
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Power Word: Shield as named absorb capacity, and Renew on moderately injured
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targets without replacing a pending HoT. Inner Focus is reserved for an ally
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at or below 40% health or at least two allies at or below 60%, then empowers
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the next direct single-target or area heal with a free cost and 25 percentage
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points of critical chance. Protection Revenge is enabled for a
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five-second window after an authoritative incoming dodge, parry, or block.
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Untargeted cooldown resets affect other abilities only, so Readiness cannot
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reset itself and monopolize the Hunter rotation. Blink and Disengage create
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distance from threat, low-health danger, or an imminent strong melee hit;
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Fire Blast is the instant Fire action available while moving.
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Assassination treats Envenom as its primary four-plus-combo-point finisher,
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matching the pinned Playerbots Assassination trigger, and banks Energy rather
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than spending those points on cheaper Rupture while Envenom becomes affordable.
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Rupture remains a bleed fallback rather than a required maintenance action.
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Instant Poison now deals rank- and attack-power-scaled Nature damage. Deadly
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Poison applies a source-specific, refreshable 12-second DoT that scales from one
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to five doses. Envenom uses up to one dose per combo point, normally consumes
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those doses, deals Nature damage per used dose, and grants its 1 + combo-point
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second buff: 75% more frequent Instant Poison applications and 15 percentage
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points more Deadly Poison application chance. Mutilate supplies two poison
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opportunities. Shiv
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models its off-hand strike by guaranteeing a Deadly Poison application and is
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eligible at four-plus combo points only while the target lacks enough doses for
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the pending Envenom. The pinned Assassination build's 3/3 Master Poisoner gives
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Envenom a 100% chance to
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preserve the doses while retaining their damage scaling.
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