Docs: 07-21 heavy feel lock session log
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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# 2026-07-21 (F) — HEAVY FEEL LOCKED (the A/B winner folded into code defaults)
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**Operator:** "lets lock the heavy feel, commit everything." The `heavy-committed` profile wins the A/B; per the
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bench rule the winner folds into code defaults and the profile stays as the record.
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## The locked numbers (TuningConfig.Defaults / FeelConfig.ResetDefaults)
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| Knob | Was | LOCKED | Note |
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|---|---|---|---|
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| MeleeRecoverTicks | 30 | **36** | 0.60s light lock; finisher x1.5 = 54t (0.90s) |
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| MeleeDamage | 30 | **36** | DPS 60 held (dmg = recover) |
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| MeleeContactTicks | 16 | **20** | blade lands 20/12/25t per step |
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| MeleeChainGraceTicks | 24 | **28** | |
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| MeleeBufferTicks | 8 | **10** | |
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| MeleeSwingMoveScale | 0.35 | **0.25** | deeper commit |
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| MeleeArcIntensity | 1.0 | **0.8** | the weapon is the read |
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| FinisherHoldFrames | 5 | **7** | ~117ms beat |
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| MeleeConnectFovKick | 0.8 | **1.1** | |
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**Honesty correction while locking:** the profile as played had damage at 20/12/25t while the clips' VISUAL
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contacts sat at 16/10/20t (4–5t drift, the audit flagged it). The lock keeps the approved DAMAGE timing and
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retimes the clip state speeds to match — wire-tool swaps now **1.0 / 0.85 / 0.88** → audit shows **ZERO drift**
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(derived == configured at every step). Coupling note baked into the knob comment: step-3 contact (25t) sits ONE
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tick under CastFacingTicks (26) — never raise the contact knob without raising the cast window.
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## Verified
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- Audit: zero drift, DPS 60.0 per-light AND full-chain, buffer 10t + batch slack 4t.
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- Probe (server-measured, in play): gaps exactly 36/36/54/36/36, contacts +20/+12/+25 exactly, damage 42/42/63
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(base 36 x class seed, finisher x1.5).
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- 414/414 EditMode green (mechanics tests pin their own config — default drift can't break them, by design).
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- **The grip-anchor flow got its first real operator use**: the anchor moved from the seed (0, .06, .02) to the
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hand-tuned (0.115, .06, .061) and the baked mesh matches it exactly (expected-radius recompute == baked 1.53m).
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Reach with the tuned grip: swept ~1.98m vs 2.2m cone = **x1.11** base (in budget); finisher x1.39 — slightly
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over the 1.25 guideline, watch it in play (trim MeleeFinisherRangeMult toward ~1.15 if the finisher reads long).
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Profiles: `baseline-0720.json` now carries the LOCKED defaults (display name `baseline-heavy-0721`, the reset
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button); `heavy-committed.json` marked as the locked record; `snappier.json` stays as the contrast experiment.
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**Next:** hit-react pass (the last missing impact layer: pack React/Stagger clips + a damage-edge anim param +
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the Rukhanka-compatible victim-flinch that replaces the cut vibrate) · finisher-reach eyes-on (x1.39) ·
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G6 zone-socket telegraph + the SpecialSlam socket's damage-at-contact (same honesty fix melee got).
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