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docs: revise alpha stat taxonomy#277

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JOY (JOY) merged 1 commit into
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codex/stat-taxonomy-refresh
May 27, 2026
Merged

docs: revise alpha stat taxonomy#277
JOY (JOY) merged 1 commit into
devfrom
codex/stat-taxonomy-refresh

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Summary

  • revises the canonical alpha stat taxonomy from eight core stats to seven: strength, dexterity, vitality, perception, intelligence, presence, and luck
  • removes focus as a core stat, makes endurance/focus legacy compatibility fields, and maps vitality to HP/recovery/TIME capacity
  • updates secondary-stat direction: Energy, Energy Recovery, TIME Capacity, elemental resistances from item/buff/passive, CDR from item/passive/buff/skill upgrades, and no global Skill Power by default

Verification

  • tools\windows\check-backlog-sync.ps1 - OK
  • git diff --check - OK
  • stat consistency grep for old canonical eight/focus/endurance core references - OK
  • markdownlint CLI not available in PATH, so markdownlint was not run

Local Review

  • Reviewed against SECOND SPAWN stat/skills docs and balance-check guidance.
  • No Unity, Nakama, or gameplay code changed.
  • AGENTS.md/.claude/CLAUDE.md were not edited because project context rules did not change.

@JOY JOY (JOY) merged commit c789e34 into dev May 27, 2026
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@JOY JOY (JOY) deleted the codex/stat-taxonomy-refresh branch May 27, 2026 09:43
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💡 Codex Review

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Reviewed commit: d0549f4ab5

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Comment on lines +109 to +110
| `critical_chance` | equipment, skill, dexterity or perception | Critical hit budget. |
| `critical_damage` | weapon, skill, equipment | Critical damage budget. |
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P2 Badge Align the crit stat field names

These newly introduced identifiers do not match the canonical secondary-stat contract elsewhere in the same stat migration: docs/design/14-character-stat-and-relationship-system.md defines crit_chance and crit_damage, and docs/design/10-character-profile-agent-memory.md repeats those runtime keys. If an implementer follows this alpha stats table, payloads/UI can be built around critical_* while the runtime contract expects crit_*, creating an avoidable schema mismatch during the migration.

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max_energy = 20 + focus * 4 + level * 3
attack_power = weapon_base + primary_stat * 0.6 + level * 1.5
defense_power = armor_base + endurance * 0.5
max_health = 60 + vitality * 5 + level * 5
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P2 Badge Align the max_health formula with the progression default

This section says the level/XP packet in 57-alpha-level-core-stat-progression.md fixes the first implementation defaults, but this formula omits frame_grade_bonus and uses level * 5 while that referenced default now uses level * 6 + frame_grade_bonus. That leaves two conflicting alpha HP formulas for server/client implementation, so one of these docs should be made the single default.

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| `max_time_capacity` | integer | Derived or cached |
| `attack_power` | integer | Derived or cached |
| `defense_power` | integer | Derived or cached |
| `armor_rating` | integer | Derived or cached |
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P2 Badge Preserve defense_power during the stat migration

The target contract replaces defense_power with armor_rating without listing defense_power as a legacy compatibility field, but the current Nakama seed payloads and Unity DTO/debug UI still emit or read defense_power (for example backend/nakama/modules/index.ts and Unity/Assets/_SecondSpawn/Scripts/AI/AgentContextDto.cs). During the coordinated migration described here, implementers could drop the old key at compatibility boundaries and break existing HUD/context consumers; keep defense_power documented as a read-only legacy alias until those payloads are actually migrated.

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