docs: correct OD spec/plan — variance orientation per UB source, SpellInfo change/bonus semantics
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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2 changed files with 22 additions and 11 deletions
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@ -106,8 +106,9 @@ func TestOD_MeleeRetailMaxIsZero(t *testing.T) {
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}
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}
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// Melee with tighter variance (0.376 = one granite tink below 0.47):
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// varianceTinks = round(log(0.47/0.376)/log(0.8), 2) = round(1.00,2)=1 → OD = 71-1-71 = -1.
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// Melee with tighter variance (0.376, one granite tink BETTER than the 0.47 baseline):
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// varianceTinks = round(log(0.47/0.376)/log(0.8), 2) = -1.00 → OD = 71-(-1)-71 = +1.
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// (Table MaxVar is the type's baseline variance; lower variance = higher OD.)
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func TestOD_MeleeOneTinkVariance(t *testing.T) {
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raw := map[string]any{
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"ObjectClass": 1.0,
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@ -116,8 +117,8 @@ func TestOD_MeleeOneTinkVariance(t *testing.T) {
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"Spells": []any{}, "ActiveSpells": []any{},
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}
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od, ok := computeOD(raw)
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if !ok || !approx(od, -1.0) {
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t.Fatalf("melee OD = %v ok=%v, want -1", od, ok)
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if !ok || !approx(od, 1.0) {
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t.Fatalf("melee OD = %v ok=%v, want +1", od, ok)
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}
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}
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