FA-86054 / Game economy crafting balance / Member archive
Crafted quality tier: Material weights are ignored · case 04
A small pinch of a rare reagent counts as much as the bulk material.
Case contract
materials = [[quality, weight], ...]. If total weight <= 0 the craft fails (score 0, tier "failed"). score = floor(sum(q*w)/sum(w)) + skill//10, capped at 100. Tier index = number of cutoffs [40, 65, 85] with score >= cutoff over [common, fine, superior, masterwork]. A critical craft (skill >= 25 and crit_roll < 5) raises the tier by one, never above masterwork.
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 |
|---|---|---|---|
| heavy rare material #1 | {"score": 60, "tier": "fine"} | {"score": 75, "tier": "superior"} | Failed |
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