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healer-man/docs/ROM_HEALING_RANGED_STOCKADE_PLAYTEST_2026-10-04.md
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2026-10-06 22:25:34 -04:00

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RoM healing and ranged Stockade diagnostic — 2026-10-05

Outcome: complete for the focused live criteria. Two bounded ordinary-UI runs verified an effective Group Heal, two source-attributed recurring Auto Shot hits, and the generated native-five party complement at both normal Stockade entries. This is not a full Stockade clear, readiness promotion, or balance certification. The report filename remains the date originally assigned; the browser runs occurred on October 5.

Runner and fixtures

The reusable runner is scripts/playtest-rom-healing-ranged.cjs. It opens the full Stormwind Stockade (stormwind-stockade) through Dungeons → WoW and the ordinary content-download/role flow. It creates two disposable level-30 profiles through the visible character UI. Level and secondary-class preparation occurs only in isolated pre-entry progression.

Player fixture Exact companions checked at normal entry Live focus
Priest/Knight healer, Romhealpk Knight/Scout tank; Mage/Warlock damage; Rogue/Warrior damage; Scout/Rogue damage Learned Group Heal, normal action-bar cast, healing events and available recipient distances
Scout/Rogue damage, Romrangesr Knight/Scout tank; Mage/Warlock damage; Priest/Knight healer; Rogue/Warrior damage Learned Auto Shot, ordinary action-bar activation/cancellation, and descriptive Blood Arrow HP/resource windows

At both entries, all four companions matched the exact native-five complement for the player's ordered identity pair; each had level 30 and the RoM stat ruleset. The runner recorded all action-binding layers and used normal UI assignment where needed. It did not inject or prescribe companions. Movement, facing, targeting, rendered UI orders, and ability casts were ordinary inputs. Store snapshots were read-only; there were no in-combat HP, resource, cooldown, position, cast, target, or party mutations.

Frozen build and browser health

The approved frozen build used 123 recursively fingerprinted JavaScript assets. Both successful runs started and ended with the same manifest SHA-256, ed3cb65752426810c84be15184306114fdf36d3804a23f917213fc854f4651d4. dist/index.html was 812 bytes with SHA-256 786875f7ca8e26df9d896810ecc7820e1b68f9a46b799d5922fd5cf61b638175. Key served bundles were:

Asset Bytes SHA-256
index-Cvmh-YKE.js 5,476,357 f7346f993f9dde4f23c5678513413dd7a5cba9e6fbf6b942b280f472c72b8c8f
GameRuntime-Bvkmd8ZT.js 354,351 517f0c6d4d2a753b6aee8852c546aa213205ca276816f8444fb135960a531a1a
combatStore-Q2hxVe7P.js 5,373,025 d8ca4427d693f24111a84ff55ce454b0ef0f2e0bcc51615018083231e746e6d6
PartyFrames-Cy8eifsT.js 2,293,069 821ceea9ac9cdc7b94e9e4248a8e39f6ff1a6cf48c9a907dea904cf8e196bce0
romAbilityCatalog-CD84SmiY.js 1,797,034 b66428b14f2fd5055344129f436d14a9a52e14b04a527ee689ceac8f5302f574

The primary run recorded 145 JavaScript response events and all returned HTTP 200; the required fingerprinted bundles were served successfully. Four repeated basis/basis_transcoder.js responses are outside the 123-asset fingerprint manifest and had no response hash. Across both successful runs there were no page errors and no HTTP errors. The only console error was a local favicon.ico 404.

Preserved attempts

The first attempt, 20261005-040846797, stopped before dungeon entry when the character UI normalized fixture names to initial-cap plus lowercase. Its failure.png and failure.json are preserved; the harness now uses canonical names.

The next attempt, 20261005-040932648, reached both normal entries and verified both complements, but remained inconclusive: Defend/selection-only input did not create a natural Group Heal opportunity, and Auto Shot could not start with empty explicit inventory under the then-current equipment guard. The source was corrected to use the existing automatic Training Gear loadout. This run remains preserved and is not counted as success evidence.

Primary complete run

20261005-042203897 completed in 61.051 seconds with all three required evidence flags true and an unchanged frozen manifest. Its roster, normal-entry, Group Heal, encounter-stop, Scout action, and cancellation images were inspected.

  • Group Heal: The Priest/Knight's learned source 490281 (rom-priest-primary-8, radius 12, 3-second cast) was normally bound and cast from the action bar while a rendered Attack party order was active. A player-sourced healing event (ID 104) restored 92 effective HP to a Scout/Rogue companion (1,679 raw; 1,587 overheal). The self-recipient event (ID 105) was entirely overheal. The companion's runtime position was unavailable, so the event does not establish a live 12 m boundary measurement.
  • Auto Shot: After ordinary movement/targeting/facing and a rendered action-bar start, scheduler state selected a real Defias Inmate at 4.78 m. Two distinct player-to-enemy physical hits tagged rom-scout-primary-57 / source 492589 landed for 37 effective damage each (event IDs 102 and 117). Auto Shot cancellation cleared its scheduler target and next-shot state. Restart was not attempted because the live target died during the post-cancel window.
  • Blood Arrow: The owned aura was already active before direct test input. The raw snapshots show HP 2293.53 → 2247.53 → 2247.53 → 2201.53 from a 2293.53 maximum and resource remaining at 100. No player incoming-damage or healing events appeared in the recorded windows. The frozen source contract intentionally emits no separate self-cost event; these snapshots are descriptive and are not used to prove the exact two-percent cost.

Primary screenshots include priest-knight-roster.png, priest-knight-stockade-entrance-party.png, priest-knight-group-heal-attempt-1.png, scout-rogue-roster.png, scout-rogue-stockade-entrance-party.png, scout-rogue-blood-arrow-state.png, scout-rogue-auto-shot-target-1.png, and scout-rogue-auto-shot-cancel-restart.png. The rendered bodies, equipment and HUD are present, though doorway/party overlap and close-camera occlusion remain visible.

Supplemental stop-before-cancel run

20261005-042845955 also completed the required criteria in 61.658 seconds with the same unchanged asset manifest. It independently observed a 92-effective-HP Group Heal and two positive Auto Shot physical hits (IDs 100 and 115, 36 effective damage each) against a real target at 4.24 m. The runner sent the normal party order Defend → Stop → Defend, and the Stop button's pressed state and restored Defend state were captured. Auto Shot cancellation cleared scheduler state, but the target died before a restart attempt; restart remains inconclusive. Blood Arrow snapshots were the same descriptive values and provide no standalone cost proof.

Inspected supplemental images include priest-knight-group-heal-attempt-1.png, priest-knight-group-heal-encounter-stopped.png, scout-rogue-auto-shot-target-1.png, scout-rogue-auto-shot-cancel-party-stopped.png, and scout-rogue-auto-shot-cancel-restart.png. These images show the same doorway and camera occlusion noted above.

Limits

This was a bounded encounter at the Stockade entrance, not a clear or broad party-balance evaluation. The live Group Heal observation proves an effective event on one generated companion but cannot validate the 12 m cutoff because the companion position was null. Deterministic focused integration coverage owns the exact-radius, living-recipient and line-of-sight checks for player and companion casts. Likewise, Auto Shot cancellation was verified, while a successful restart could not be observed before the natural target's death. Blood Arrow's exact two-percent max-HP debit remains source/integration evidence: this live report records the owned aura and HP/resource/event windows without attributing ambiguous HP deltas to the cost.

Raw JSON, all screenshots, build hashes, party-complement assertions, scheduler snapshots, event IDs, and run diagnostics are preserved in each linked run directory.