Release Healer Man 0.1.46
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@@ -3436,3 +3436,79 @@ Vite's existing large-chunk advisory remains informational.
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`playtest-artifacts/boss-spell-effects-black-stalker/results.json` and
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`03-empty-room.png`. Headless automation verified audio node selection and
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fallback behavior but did not perform a subjective loudspeaker/listening test.
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## Boss Testing random follow-up (2026-09-16)
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- The Boss Testing review shown after victory now includes **Fight another
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random boss**. It excludes the boss just completed, preserves the active party
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role, downloads missing content through the existing verified pack flow, and
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enters the new testing room directly. Review controls remain disabled while
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the next boss is being prepared.
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- All 15 focused Boss Testing, preparation, review, and display-snapshot tests
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passed. The production build, asset audits, and release-bundle validation
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passed.
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- Production Edge defeated Lady Anacondra, displayed the new victory action,
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selected Varos Cloudstrider, and entered his active testing room without
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returning to the menu. No browser runtime errors occurred. Evidence is in
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`playtest-artifacts/boss-testing/06-victory-review.png`,
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`06b-another-random-boss.png`, and `results.json`.
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## Eck the Ferocious visibility and healer pressure (2026-09-16)
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- Eck's Oracle GLB used a bind-pose-derived `groundOffset` of `11.859`, which
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lifted the animated body out of the gameplay camera while the encounter ring
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remained visible. The Gundrak adapter now keeps the original model but uses a
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reviewed zero ground offset and a seven-unit nameplate height.
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- Eck no longer repeats Spring Init and Berserk as 135% damage attacks. The
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runtime now follows `boss_eck.cpp`: Bite opens at 5 seconds and repeats every
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8–12 seconds, Spit opens in 10–37 seconds and repeats every 8–12 seconds,
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Spring targets one random party member every 10–24 seconds, and Berserk is a
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one-time non-damaging aura at 90 seconds. The original spell IDs remain bound
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so release/impact visual and sound presentation plus mechanic indicators are
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preserved; Spring also retains a target-circle warning.
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- The reusable `npm run dungeon:boss-pressure:audit` command compares all WoW
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bosses at level 80 over 60 seconds and writes the complete ranking plus
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per-attack contribution to `dungeon-pipeline/WOW_BOSS_PRESSURE_REPORT.json`
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and a top-30 summary to the adjacent Markdown report.
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- Production Edge rendered Eck, his nameplate, health bar, mechanic timers, and
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target marker with no browser errors. Evidence is in
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`playtest-artifacts/eck-final-visual/03-empty-room.png` and `results.json`.
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## Balance Lab run history and analytics (2026-09-16)
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- Server Balance Lab jobs now write private `job.json` metadata, restore the
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newest 100 runs after a restart, import completed pre-history reports, and
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mark interrupted work failed instead of losing it from the GM screen.
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- The selected completed run now has five in-app graphs for boss-to-party
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pressure, party-to-boss damage, kill time, class/spec boss damage, and
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class/spec damage taken. Boss, class/spec, and party tabs retain every row and
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add source, role, search, metric, and direction filtering plus wipe, defeat,
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death, healing, absorb, and tuning-outlier context.
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- Seven focused server job tests passed, including restart recovery, legacy
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import, and interrupted-run behavior; the combined Balance Lab/server set
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passed nine tests. The 8 GB TypeScript check and production Vite build passed.
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- Production Edge automation submitted a real Eck simulation through the GM
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UI, opened the generated JSON in the dashboard, exercised all tables and
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filters, and verified the 480×900 layout with no browser errors. Evidence is
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under `playtest-artifacts/balance-lab/`, especially
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`04-run-analytics.png` and `05-mobile-analytics.png`.
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## Balance Lab class/spec ability breakdown (2026-09-16)
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- Each simulated member now exports the full learned, level-appropriate,
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executable ability list in addition to observed combat events. Suite reports
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aggregate every class/spec ability with active-run coverage, usage rate,
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casts, hits, casts/minute, raw/effective damage, DPS, damage share, damage per
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hit, healing, overheal, absorbs, AI categories, and cooldowns. Learned
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abilities that produce no events remain visible as `available · unused`.
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- The GM dashboard adds an **Abilities** tab with class/spec, source, role,
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usage-state, free-text, metric, and direction filters; an unused-damage view;
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a damage-contribution graph; a complete horizontally scrollable table; and a
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downloadable `class_abilities_across_parties.csv` artifact.
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- Six Python aggregation tests, nine server tests, the 8 GB TypeScript check,
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and the production Vite build passed. Production Edge automation completed a
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real Eck run, verified 11 downloadable suite artifacts, exercised the unused
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ability filter, and passed desktop plus 480×900 overflow checks with no
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browser errors. Evidence is in
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`playtest-artifacts/balance-lab/04b-ability-breakdown.png` and
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`playtest-artifacts/balance-lab/06-mobile-abilities.png`.
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