Release Healer Man 0.1.54
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@@ -9,8 +9,8 @@ import type { ContentCategoryId } from "../app/contentCategories";
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const WOW_BOSS_HEALTH_FLOOR: readonly (readonly [level: number, health: number])[] = [
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// The starter anchors include enough room for authentic presence, imbue,
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// disease, and shock rotations to retain the 25/45-second mechanic window.
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[2, 950],
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[4, 1_365],
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[2, 1_050],
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[4, 1_500],
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[9, 7_000],
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[21, 11_000],
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[41, 23_000],
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@@ -25,6 +25,7 @@ const WOW_BOSS_TEST_HEALTH_FLOOR: readonly (readonly [level: number, health: num
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[80, 180_000],
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];
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const BOSS_TEST_HEALTH_FLOOR_MULTIPLIER = 0.6;
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const FINAL_BOSS_HEALTH_FLOOR_MULTIPLIER = 1.9;
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function interpolatedFloor(level: number, anchors: readonly (readonly [number, number])[]): number {
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const upperIndex = anchors.findIndex(([anchorLevel]) => level <= anchorLevel);
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@@ -67,7 +68,7 @@ export function dungeonEnemyScaling(dungeon: DungeonDefinition, entity: Populati
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const finalBoss = boss && !testing && finalDungeonBoss(dungeon, difficultyId)?.id === instanceId;
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// Match durability to the character's game, including when crossing dungeon catalogs.
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const partyHealthFloor = partyBossHealthFloor(level, characterSource, testing);
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const bossFloor = partyHealthFloor * (finalBoss ? 1.8 : 1);
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const bossFloor = partyHealthFloor * (finalBoss ? FINAL_BOSS_HEALTH_FLOOR_MULTIPLIER : 1);
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// A test room's sole objective must not promote every boss to a campaign
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// finale. A reduced floor still prevents high-level source creatures with
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// tiny extrapolated level-two health from dying before mechanics can run.
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