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healer-man/docs/ROM_BLOOD_ARROW_STOCKADE_PLAYTEST_2026-10-04.md
2026-10-04 22:51:21 -04:00

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Stockade Blood Arrow targeted UI proof

Run 20261004-194732821 completed on the corrected final build in the full Stormwind Stockade (stormwind-stockade). It used the normal download and role-selection flow, with Boss Testing off and gmTestMode false. The parent build passed TypeScript, Vite, asset audits, compression, and release-bundle verification before capture. The playtest served all five expected frozen chunks and 141 JavaScript asset responses with HTTP 200:

  • index-CpWq1F33.js
  • GameRuntime-CSfKe7bD.js
  • combatStore-D4Bif_EK.js
  • PartyFrames-BDJ5ssyc.js
  • romAbilityCatalog-Dh-3_mot.js

Fixtures and input

Both profiles were prepared through the character UI as level-30 RoM characters before entering the dungeon. Telemetry was read-only. Dungeon entry, ability binding, movement, target selection, casts, and right-click aura actions used ordinary UI controls. No combat-time profile, gear, weapon, health, mana, cooldown, or mob-health edits were made.

Fixture Profile identity Roster
Primary Bloodarrowks, character-3fc723a3-01f2-46d4-81cb-b48125217eec, level 30 Knight/Scout, RoM Exact native-five complement verified: Priest/Knight, Knight/Scout player, Rogue/Warrior, Scout/Rogue, Mage/Warlock.
HP-only Bloodarrowsr, character-7275636c-ebe2-4d7f-99b9-57f12fce34f9, level 30 Scout/Rogue, RoM Ordinary generated party: Knight/Scout, Priest/Knight, Rogue/Warrior and another Scout/Rogue. It duplicates the player's pairing and omits Mage/Warlock from the native-five complement; this composition gap remains open.

Blood Arrow was discovered as rom-scout-general-4 (DBC source 490434; the Knight/Scout alias is 499924). The real in-game primary bindings recorded for the Knight/Scout were face-bottom → Blood Arrow, face-left → Scout Shot (rom-scout-general-0, DBC 490423), and face-top → Holy Shield. The Scout/Rogue fixture had face-bottom → Blood Arrow, face-left → Shot, and face-top → Arrow of Essence. The character/equipment panel showed supplied level-30 ranged gear before combat.

The on-screen Blood Arrow tooltip labels it permanent and states that each offensive ranged-weapon skill costs 2.0% HP and 1.0% MP. That verifies the displayed rule; the live Knight/Scout sample below does not isolate those exact amounts.

Results

  • Indefinite toggle and idle: Blood Arrow was active at entry. The harness did not press its toggle while already active; it used the normal right-click path to deactivate it, then activated it again after the cooldown. During the separate 32.094-second Knight/Scout idle window, the aura remained active and the sampled combat log contained no Blood Arrow self-damage event. Incoming enemy damage and party healing were separately present in the sample.
  • Player cancellation and cooldown: Right-clicking the player's Blood Arrow buff removed the aura and set an approximately 9.9-second cooldown. Pressing the bound action while it was recharging produced no Blood Arrow cast event, left the aura absent, and showed “That ability is still recharging.” After readiness, the ordinary bound action restored the aura; using the same toggle again removed it. The final aura counts were 1 after reactivation and 0 after reuse-deactivation.
  • Different-buff guard: Right-clicking Holy Shield on Knight/Scout and Arrow of Essence on Scout/Rogue preserved each owner's Blood Arrow aura. Both checks passed using the actual buff UI.
  • NPC owner isolation: The visible Caelan Scout/Rogue party-frame Blood Arrow icon was right-clicked. Caelan (party-damage-1-rom-scout) lost only its own aura and entered a 9.864-second cooldown. The before/after cooldown maps show null for the healer, rogue, and mage both before and after; only Caelan changed from null to a Blood Arrow cooldown. No player AutoShot timer was added or simulated.
  • Knight/Scout ranged cast: The ordinary Shot action was accepted against a Stockade Defias inmate; the actual log contains both a cast and damage event from __player__ for rom-scout-general-0. The pre/post sample was 3420.955/3420.955 HP and 1315.028/1315.028 mana to 3206.955 HP and 1304.445 mana. This window also records a 146-effective incoming hit from creature creature-79046; the HP delta therefore does not isolate Blood Arrow's cost. The mana sample also spans natural resource updates. Neither raw delta is claimed as the exact Blood Arrow cost.
  • Scout/Rogue HP-only cast: The same accepted Shot cast recorded HP 2293.534 → 2247.534 (−46) with resource remaining 100 → 100 and no other player-directed combat event in the captured cast window. The observed HP change is consistent with the expected rounded 2% max-HP cost for this HP-only fixture.

The live sample does not isolate a clean Knight/Scout per-cast HP amount, does not expose a separately attributable NPC scheduled ranged-auto cost, and does not test the level-70 rider. The live proof does not quantify the existing hybrid damage modifier or its cap. These RoM fixtures remain targeted Needs Testing diagnostics, not balance certification. The combat segment was bounded; this report does not claim a full Stockade clear.

Evidence

All screenshots and raw snapshots are in playtest-artifacts/rom-blood-arrow-stockade/20261004-194732821. The full telemetry is in results.json; the reusable run harness is playtest-stockade-blood-arrow.cjs.

UI state Evidence
Level-30 rosters, Stockade picker/entry and supplied gear Knight/Scout roster, entry party, Inventory & Equipment training-gear panel, Scout/Rogue roster
Active aura, tooltip/cost text and different-buff preservation Knight/Scout Blood Arrow, buff tooltip with permanent state and displayed cost, other-buff click result, Scout/Rogue other-buff click result
>30-second idle and accepted ranged casts idle window, Knight/Scout Shot, Scout/Rogue Shot
Player and NPC cancellation/cooldown player cooldown, activation rejected during cooldown, reactivated, toggle reused to deactivate, NPC owner aura, NPC owner cooldown

The run recorded zero page errors and zero HTTP errors. Chromium logged one non-blocking 404 for /favicon.ico; the expected game chunks were all served successfully.