Owner direction (2026-07-29): "Pummel seems like a good candidate to do 2x bludgeon, where Suplex is one big hit. Bum Rush could go either way. And not just Sabin, but also Tools, Quadra Slam should hit 4x, etc. This one's a big one, not necessarily v0.8 but somewhere soon."
Why this is a balance pass and not a flavour pass. In OT6 a landed hit that matches a weakness chips a shield. So hit count is the break-rate dial — a 2× Pummel against a bludgeon-weak enemy chips twice per use, a 4× Quadra Slam chips four times. It multiplies straight against the MP costs just set in #45, and it interacts with the boost economy, which already grants Fight +1 hit per BP.
That makes it the strongest single lever we have over the break loop, which is the whole game. Hence: design first, with measurement, before any data moves.
Phase 1 — audit what is actually true today
- Which abilities multi-hit in the shipped ROM, and how many times? Read it, don't trust the docs:
kits.md already annotates Flurry ×4, Tempest ×4, Bum Rush ×8, and those claims have never been verified against attack_prop/the damage path.
- How does a multi-hit ability's chipping actually resolve — per hit, or once per action?
Ot6HitJoin (ot6_break.asm) is the join point; establish the real rule with a live measurement, because the entire design rests on it.
- What does vanilla already do for each candidate (Quadra Slam/Slice are 4-hit in vanilla; several Tools are single).
Phase 2 — the design
Per ability, a hit count with a stated reason, in the discipline magicite-tube-six.md used. The owner's seeds: Pummel 2× bludgeon (a fast prober), Suplex one big hit (a committer), Bum Rush open, Quadra Slam 4×. Extend to Tools and the rest of SwdTech.
The shape worth aiming at, stated so it can be argued with: hit count is a character's break-probing identity. Sabin opens gauges fast with cheap multi-hits; Cyan's ladder buys single big commitments that pay off once a gauge is already open; Edgar's Tools sit between. That gives the three ability characters genuinely different jobs against the same enemy, which is the Octopath structure the whole project is chasing.
Phase 3 — measure before shipping
Not blocking
Unmilestoned deliberately — the owner said soon, not next. It should land as one coherent pass rather than dribbling out per character, because half a hit-count table is worse than none: it would make two characters' probing rates incomparable.
Owner direction (2026-07-29): "Pummel seems like a good candidate to do 2x bludgeon, where Suplex is one big hit. Bum Rush could go either way. And not just Sabin, but also Tools, Quadra Slam should hit 4x, etc. This one's a big one, not necessarily v0.8 but somewhere soon."
Why this is a balance pass and not a flavour pass. In OT6 a landed hit that matches a weakness chips a shield. So hit count is the break-rate dial — a 2× Pummel against a bludgeon-weak enemy chips twice per use, a 4× Quadra Slam chips four times. It multiplies straight against the MP costs just set in #45, and it interacts with the boost economy, which already grants Fight +1 hit per BP.
That makes it the strongest single lever we have over the break loop, which is the whole game. Hence: design first, with measurement, before any data moves.
Phase 1 — audit what is actually true today
kits.mdalready annotates Flurry ×4, Tempest ×4, Bum Rush ×8, and those claims have never been verified againstattack_prop/the damage path.Ot6HitJoin(ot6_break.asm) is the join point; establish the real rule with a live measurement, because the entire design rests on it.Phase 2 — the design
Per ability, a hit count with a stated reason, in the discipline
magicite-tube-six.mdused. The owner's seeds: Pummel 2× bludgeon (a fast prober), Suplex one big hit (a committer), Bum Rush open, Quadra Slam 4×. Extend to Tools and the rest of SwdTech.The shape worth aiming at, stated so it can be argued with: hit count is a character's break-probing identity. Sabin opens gauges fast with cheap multi-hits; Cyan's ladder buys single big commitments that pay off once a gauge is already open; Edgar's Tools sit between. That gives the three ability characters genuinely different jobs against the same enemy, which is the Octopath structure the whole project is chasing.
Phase 3 — measure before shipping
check_break_reach.py— hit counts change how fast a party opens a gauge, not which classes it can field, but the bands' feel moves.Not blocking
Unmilestoned deliberately — the owner said soon, not next. It should land as one coherent pass rather than dribbling out per character, because half a hit-count table is worse than none: it would make two characters' probing rates incomparable.