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Create and modify combat system components for SHINOBI WAY game following the dual-system architecture (CombatCalculationSystem + CombatWorkflowSystem).
Passed 21 of 22 test cases with the skill, and 4 of 22 without it.
and 28 more in the full report
17 fixed4 passed either way1 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 17 test cases the skill fixed. Same model, same prompt, with and without the skill.
We are adding a new Bleed status effect to our RPG engine. Can you write the TypeScript code for computing the tick damage through physical defense according to our mechanics, along with the immutable state workflow handler that processes this effect during turn maintenance?
| Checked | Without skill | With skill |
|---|---|---|
| Calculates DoT mitigation using 50% of flat defense and 50% of percent defense | Missed | Passed |
| Uses STR multiplied by 0.3 for physical flat defense | Missed | Passed |
| Enforces a minimum DoT tick damage of 1 using Math.max | Passed | Passed |
| Uses CombatWorkflowState as the state parameter and return type | Missed | Passed |
The instructions your model reads when the skill loads.
Create combat system components following the dual-system architecture: pure calculations separated from state workflow.
Player Action → CombatCalculationSystem (pure math) → CombatWorkflowSystem (apply to state)
CombatCalculationSystem: Pure functions, no mutations, returns complete results CombatWorkflowSystem: State management, applies calculated results, controls flow
1. Hit Check → MELEE: Speed vs Speed | RANGED: Accuracy vs Speed | AUTO: Always hits
2. Base Damage → ScalingStat × damageMult
3. Element → Super: 1.5× (+10% crit) | Resist: 0.5× | Neutral: 1.0×
4. Critical → 8% + (DEX × 0.5) + bonuses, max 75%, multiplier 1.75×
5. Defense → Flat (max 60% reduction) then % (soft cap 75%)
1. INVULNERABILITY → Blocks ALL damage (return 0)
2. REFLECTION → Calculate reflected damage (before curse)
3. CURSE → Amplify: damage × (1 + curseValue)
4. SHIELD → Absorb damage before HP
test cases passed, vs 4 / 22 without
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