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Enchantment upgrade ladder: Level seven items break · case 03

Unprotected level seven failures destroy the item instead of downgrading.

Member previewVariant 3 · 3 implementations · 8 checks per implementation

Case contract

Success chance (percent) from level L: [100,100,100,90,80,70,60,50,40,30][L]; max level 10. A roll r (0..99) succeeds when r < chance. Failure at L <= 5 keeps the level; at L >= 6 consumes a protection if one is left (level kept); otherwise L 6..7 downgrades by one and L >= 8 breaks the item. Rolls stop being consumed once the item is at max level or broken; used counts consumed rolls.

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 fixture

This sample comes from the broken implementation of a controlled reproducer.

Boundary fixtureActualExpectedOutcome
regression break tier start #1{"broken": true, "level": 7, "protections": 0, "used": 3}{"broken": true, "level": 8, "protections": 0, "used": 8}Failed

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This record includes three runnable implementations, regression fixtures, execution results, and source hashes.

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