Spirit Stance: require 20% SP to toggle on, prevent flip-flop
Spirit Stance costs 1 SP + 10% OC per round (wiki). Previously toggled on at 10% SP which meant ~5 rounds of sustain, often running out immediately. Now requires 20% SP (~10 rounds sustain) to toggle on. 3-turn cooldown still prevents rapid flip-flopping between states.
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3 changed files with 15 additions and 6 deletions
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@ -1006,11 +1006,14 @@ function strategyAdept() {
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}
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}
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// 6. Spirit Stance at OC 60 — with cooldown to prevent flip-flopping
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if (STATE.oc >= 60 && !STATE.spiritStance && STATE.sp > 0.10 && !STATE._spiritCooldown) {
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// 6. Spirit Stance at OC 60 — only if we have enough SP to sustain it
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// Costs 1 SP + 10% OC per round (wiki formula)
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// Minimum 20% SP = ~10 rounds of sustain before we run out
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if (STATE.oc >= 60 && !STATE.spiritStance && STATE.sp > 0.20 && !STATE._spiritCooldown) {
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STATE._spiritCooldown = 3;
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return { type: 'toggle_spirit' };
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}
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// Toggle off when SP is critically low
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if (STATE.sp < 0.03 && STATE.spiritStance && !STATE._spiritCooldown) {
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STATE._spiritCooldown = 3;
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return { type: 'toggle_spirit' };
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@ -1006,11 +1006,14 @@ function strategyAdept() {
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}
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}
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// 6. Spirit Stance at OC 60 — with cooldown to prevent flip-flopping
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if (STATE.oc >= 60 && !STATE.spiritStance && STATE.sp > 0.10 && !STATE._spiritCooldown) {
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// 6. Spirit Stance at OC 60 — only if we have enough SP to sustain it
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// Costs 1 SP + 10% OC per round (wiki formula)
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// Minimum 20% SP = ~10 rounds of sustain before we run out
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if (STATE.oc >= 60 && !STATE.spiritStance && STATE.sp > 0.20 && !STATE._spiritCooldown) {
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STATE._spiritCooldown = 3;
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return { type: 'toggle_spirit' };
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}
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// Toggle off when SP is critically low
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if (STATE.sp < 0.03 && STATE.spiritStance && !STATE._spiritCooldown) {
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STATE._spiritCooldown = 3;
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return { type: 'toggle_spirit' };
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@ -363,11 +363,14 @@ function strategyAdept() {
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}
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}
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// 6. Spirit Stance at OC 60 — with cooldown to prevent flip-flopping
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if (STATE.oc >= 60 && !STATE.spiritStance && STATE.sp > 0.10 && !STATE._spiritCooldown) {
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// 6. Spirit Stance at OC 60 — only if we have enough SP to sustain it
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// Costs 1 SP + 10% OC per round (wiki formula)
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// Minimum 20% SP = ~10 rounds of sustain before we run out
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if (STATE.oc >= 60 && !STATE.spiritStance && STATE.sp > 0.20 && !STATE._spiritCooldown) {
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STATE._spiritCooldown = 3;
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return { type: 'toggle_spirit' };
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}
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// Toggle off when SP is critically low
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if (STATE.sp < 0.03 && STATE.spiritStance && !STATE._spiritCooldown) {
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STATE._spiritCooldown = 3;
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return { type: 'toggle_spirit' };
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