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`