FA-85973 / Game economy crafting balance / Member archive
Vendor sell saturation: Saturated junk sells for zero · case 03
Low-value items pay nothing once saturated though a unit is consumed.
Case contract
Selling qty units after `sales` units already sold today. Daily cap 20 units total; excess is returned. Per unit, with done = units sold today before it: saturation = min(60, 5*done) percent; unit = floor(base*(100-sat)/100), then floor(unit*(100+bonus)/100) with bonus neutral 0, friendly 5, honored 10; each unit pays at least 1.
Why this case matters
Game economies leak or destroy currency when one crafting or pricing rule is off by one boundary, rounding stage or state update; the defect is observable in exact integer outcomes.
One recorded failure
Sample boundary fixtureThis sample comes from the broken implementation of a controlled reproducer.
| Boundary fixture | Actual | Expected | Outcome |
|---|---|---|---|
| cheap junk at saturation #1 | {"gold": 0, "returned": 0, "sold": 3} | {"gold": 3, "returned": 0, "sold": 3} | Failed |
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