Update Healer Man server
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@@ -35,8 +35,10 @@ The prompt selects:
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Automatic class/spec selection has three strategies:
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- **Random parties** preserves the original seeded behavior and generates the
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requested number of unique parties per source.
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- **Random parties** preserves the original seeded behavior and generates up
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to the requested number of unique parties per source. If a Ready/Beta pool
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can form fewer unique 1/1/3 rosters, Balance Lab runs each available roster
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once and reports the cap instead of failing or duplicating identical data.
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- **All specs** creates the minimum deterministic set of valid parties needed
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to include every available class/spec build for the selected WoW, CoA, or
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RoM source at least once.
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@@ -484,6 +486,15 @@ all bosses use the same testing-room durability rule at the chosen level.
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Runtime IDs include the simulation seed, which deterministically varies the
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game's stable target and cooldown rolls.
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Shared curves remain the baseline, but confirmed encounter outliers belong in
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`src/game/bossBalanceOverrides.ts`. Each source-controlled entry identifies one
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dungeon boss and may apply at one exact level, across a bounded level bracket,
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or at every level. Health and damage multipliers are independent and compose;
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isolated `boss-testing:` rooms resolve back to their source dungeon so the same
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exception is exercised by Balance Lab and live dungeon runs. Record the audit
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evidence in the entry reason and prefer this layer over another global curve
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change when the problem is confined to particular encounters.
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## Coverage and limitations
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The selectable roster includes every authored WoW and CoA specialization plus
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@@ -513,18 +524,32 @@ remains the class's primary resource. A completed companion cast resolves the
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member's currently learned rank before applying its effects, so cast-time spell
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damage and healing cannot fall back to rank one.
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`playerbots-inspired-v4` keeps level-10-and-up non-healer builds on their
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`playerbots-inspired-v6-reactive-ready-five` keeps level-10-and-up non-healer builds on their
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specialization's authored damage priority whenever that build knows a profile
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damage action. Reactive interrupts, taunts, control, and defenses still take
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precedence. Bear and Cat actions are isolated to their matching Feral specs;
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Overpower, Revenge, and Victory Rush require an explicitly modeled trigger;
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and Drain Soul, Hammer of Wrath, and Kill Shot obey their target-health gates.
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Overpower and Victory Rush require an explicitly modeled trigger, while
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Protection companions derive Revenge's five-second trigger from incoming
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dodge, parry, and block combat events; Drain Soul, Hammer of Wrath, and Kill
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Shot obey their target-health gates.
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Off-profile control, interrupt, and debuff buttons cannot consume ordinary
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rotation GCDs after their reactive conditions have been checked. Incidental DBC
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aura categories cannot outrank explicit profile actions. Rage and Runic Power
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generated during an action persist without erasing that action's cooldown/GCD;
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short-range melee abilities use companion combat reach; and pets move every
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combat tick while retaining their own attack cadence.
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combat tick while retaining their own attack cadence. Untargeted cooldown
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resets exclude the source ability, Discipline mitigation/absorbs precede direct
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triage and moderate injuries receive a pending-HoT-aware periodic-heal pass,
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and Assassination banks Energy for Mutilate while using Envenom as its primary
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four-plus-point finisher, matching the pinned Playerbots strategy. Rogue weapon
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hits now execute the maintained Instant/Deadly coatings: Deadly Poison stacks a
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12-second DoT to five source-specific doses, Envenom uses one dose per combo
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point for Nature damage and grants its temporary poison-frequency buff, Mutilate
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offers two poison application opportunities, and Shiv guarantees the off-hand
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Deadly application at four-plus combo points only while the pending Envenom
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lacks enough doses. Envenom normally consumes the used doses; Orin's pinned 3/3
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Master Poisoner build preserves them 100% of the time as specified by the
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talent.
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## Code map
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@@ -556,6 +581,8 @@ combat tick while retaining their own attack cadence.
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pools, and appearance for an exact companion.
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- `src/game/bossTesting.ts`: the authoritative all-boss catalog and isolated
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room construction.
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- `src/game/bossBalanceOverrides.ts`: audited boss-specific health and damage
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exceptions, optionally scoped to an exact level or level bracket.
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When extending the tool, add fields to `raw-runs.json` first, aggregate them in
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Python second, and document the metric here. Keep formula ownership in `src/game`
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