Update Healer Man server

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phenom committed 2026-09-20 11:23:13 -04:00
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@@ -35,8 +35,10 @@ The prompt selects:
Automatic class/spec selection has three strategies:
- **Random parties** preserves the original seeded behavior and generates the
requested number of unique parties per source.
- **Random parties** preserves the original seeded behavior and generates up
to the requested number of unique parties per source. If a Ready/Beta pool
can form fewer unique 1/1/3 rosters, Balance Lab runs each available roster
once and reports the cap instead of failing or duplicating identical data.
- **All specs** creates the minimum deterministic set of valid parties needed
to include every available class/spec build for the selected WoW, CoA, or
RoM source at least once.
@@ -484,6 +486,15 @@ all bosses use the same testing-room durability rule at the chosen level.
Runtime IDs include the simulation seed, which deterministically varies the
game's stable target and cooldown rolls.
Shared curves remain the baseline, but confirmed encounter outliers belong in
`src/game/bossBalanceOverrides.ts`. Each source-controlled entry identifies one
dungeon boss and may apply at one exact level, across a bounded level bracket,
or at every level. Health and damage multipliers are independent and compose;
isolated `boss-testing:` rooms resolve back to their source dungeon so the same
exception is exercised by Balance Lab and live dungeon runs. Record the audit
evidence in the entry reason and prefer this layer over another global curve
change when the problem is confined to particular encounters.
## Coverage and limitations
The selectable roster includes every authored WoW and CoA specialization plus
@@ -513,18 +524,32 @@ remains the class's primary resource. A completed companion cast resolves the
member's currently learned rank before applying its effects, so cast-time spell
damage and healing cannot fall back to rank one.
`playerbots-inspired-v4` keeps level-10-and-up non-healer builds on their
`playerbots-inspired-v6-reactive-ready-five` keeps level-10-and-up non-healer builds on their
specialization's authored damage priority whenever that build knows a profile
damage action. Reactive interrupts, taunts, control, and defenses still take
precedence. Bear and Cat actions are isolated to their matching Feral specs;
Overpower, Revenge, and Victory Rush require an explicitly modeled trigger;
and Drain Soul, Hammer of Wrath, and Kill Shot obey their target-health gates.
Overpower and Victory Rush require an explicitly modeled trigger, while
Protection companions derive Revenge's five-second trigger from incoming
dodge, parry, and block combat events; Drain Soul, Hammer of Wrath, and Kill
Shot obey their target-health gates.
Off-profile control, interrupt, and debuff buttons cannot consume ordinary
rotation GCDs after their reactive conditions have been checked. Incidental DBC
aura categories cannot outrank explicit profile actions. Rage and Runic Power
generated during an action persist without erasing that action's cooldown/GCD;
short-range melee abilities use companion combat reach; and pets move every
combat tick while retaining their own attack cadence.
combat tick while retaining their own attack cadence. Untargeted cooldown
resets exclude the source ability, Discipline mitigation/absorbs precede direct
triage and moderate injuries receive a pending-HoT-aware periodic-heal pass,
and Assassination banks Energy for Mutilate while using Envenom as its primary
four-plus-point finisher, matching the pinned Playerbots strategy. Rogue weapon
hits now execute the maintained Instant/Deadly coatings: Deadly Poison stacks a
12-second DoT to five source-specific doses, Envenom uses one dose per combo
point for Nature damage and grants its temporary poison-frequency buff, Mutilate
offers two poison application opportunities, and Shiv guarantees the off-hand
Deadly application at four-plus combo points only while the pending Envenom
lacks enough doses. Envenom normally consumes the used doses; Orin's pinned 3/3
Master Poisoner build preserves them 100% of the time as specified by the
talent.
## Code map
@@ -556,6 +581,8 @@ combat tick while retaining their own attack cadence.
pools, and appearance for an exact companion.
- `src/game/bossTesting.ts`: the authoritative all-boss catalog and isolated
room construction.
- `src/game/bossBalanceOverrides.ts`: audited boss-specific health and damage
exceptions, optionally scoped to an exact level or level bracket.
When extending the tool, add fields to `raw-runs.json` first, aggregate them in
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
| Execute | Execute-category abilities move ahead of the normal profile below 20% target health. |
| Multiple targets | Cleave gains value at two hostiles; area damage moves ahead at three or more. |
| Healing | Critical, medium, and light triage bands begin below 30%, 60%, and 90% health. Area healing requires three injured allies. |
| Threat | Tanks interrupt first and taunt a hostile that is not attacking them; non-tanks drop dangerous threat before continuing their profile. |
| 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. |
| Control | Interrupts are reactive. Long crowd control is used only when an encounter requests control. |
| Defense | Mitigation is used below 55% actor health and receives emergency priority below 35%. |
| Resources | Low-resource generators are favored below 30%; spenders still have to pass runtime cost and rune validation. |
| 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. |
| 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. |
| Combo points | Builders run below four points; finishers require at least four points on the current target. |
| Major cooldowns | Offensive cooldowns of 60 seconds or longer are held for bosses or durable targets. |
`playerbots-inspired-v5-ready-five` also generates legal level-scaled talent plans for all
`playerbots-inspired-v6-reactive-ready-five` also generates legal level-scaled talent plans for all
31 classic specializations. Each level-80 plan spends 51 points in the selected
tree and 20 in a compatible secondary tree, prefers executable active talents
and their prerequisites, and sanitizes obsolete imported prerequisite links.
@@ -43,7 +43,7 @@ The leftmost available action wins after reactive rules, learned-talent gating,
| Hunter | Beast Mastery | Aspect of the Dragonhawk/Hawk; Call Pet; Kill Command; Bestial Wrath; Serpent Sting; Arcane Shot; Multi-Shot; Steady Shot |
| 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 |
| Hunter | Survival | Aspect of the Dragonhawk/Hawk; Call Pet; Kill Shot; Explosive Shot; Black Arrow; Serpent Sting; Aimed Shot; Arcane Shot; Steady Shot |
| Rogue | Assassination | Deadly/Instant Poison; Tricks of the Trade; Cold Blood; Envenom; Rupture; Mutilate; Eviscerate; Sinister Strike; Kick; Evasion; Cloak of Shadows; Vanish |
| Rogue | Assassination | Deadly/Instant Poison; Tricks of the Trade; Cold Blood; Envenom; Shiv; Rupture; Mutilate; Eviscerate; Sinister Strike; Kick; Evasion; Cloak of Shadows; Vanish |
| Rogue | Combat | Killing Spree; Blade Flurry; Eviscerate; Sinister Strike |
| Rogue | Subtlety | Shadow Dance; Rupture; Eviscerate; Hemorrhage; Backstab |
| 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 |
@@ -92,3 +92,33 @@ major offensive and defensive cooldown decisions without unexplained idle
windows. Stock abilities whose Talent.dbc node was removed by the patched
client (currently Devastate, Shadowstep, and Lava Lash) use their retained
Spell.dbc source level rather than an impossible dangling talent gate.
The Ready-five runtime gives healer mitigation its own triage pass before
direct healing: Discipline uses Pain Suppression at the defensive threshold,
Power Word: Shield as named absorb capacity, and Renew on moderately injured
targets without replacing a pending HoT. Inner Focus is reserved for an ally
at or below 40% health or at least two allies at or below 60%, then empowers
the next direct single-target or area heal with a free cost and 25 percentage
points of critical chance. Protection Revenge is enabled for a
five-second window after an authoritative incoming dodge, parry, or block.
Untargeted cooldown resets affect other abilities only, so Readiness cannot
reset itself and monopolize the Hunter rotation. Blink and Disengage create
distance from threat, low-health danger, or an imminent strong melee hit;
Fire Blast is the instant Fire action available while moving.
Assassination treats Envenom as its primary four-plus-combo-point finisher,
matching the pinned Playerbots Assassination trigger, and banks Energy rather
than spending those points on cheaper Rupture while Envenom becomes affordable.
Rupture remains a bleed fallback rather than a required maintenance action.
Instant Poison now deals rank- and attack-power-scaled Nature damage. Deadly
Poison applies a source-specific, refreshable 12-second DoT that scales from one
to five doses. Envenom uses up to one dose per combo point, normally consumes
those doses, deals Nature damage per used dose, and grants its 1 + combo-point
second buff: 75% more frequent Instant Poison applications and 15 percentage
points more Deadly Poison application chance. Mutilate supplies two poison
opportunities. Shiv
models its off-hand strike by guaranteeing a Deadly Poison application and is
eligible at four-plus combo points only while the target lacks enough doses for
the pending Envenom. The pinned Assassination build's 3/3 Master Poisoner gives
Envenom a 100% chance to
preserve the doses while retaining their damage scaling.