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FA-86069 / Game economy crafting balance / Member archive

Crafted quality tier: Novices can critically craft · case 04

Crafters below skill 25 still get critical upgrades.

Member previewVariant 4 · 3 implementations · 8 checks per implementation

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 fixture

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

Boundary fixtureActualExpectedOutcome
fault site critical skill gate #1{"score": 66, "tier": "masterwork"}{"score": 66, "tier": "superior"}Failed

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