Constant POWER_JITTER_HALF

Source
pub const POWER_JITTER_HALF: i32 = 5;
Expand description

Half-width of the per-item power jitter band, in raw combat-power units. Each rolled item gets a uniform integer draw from [-POWER_JITTER_HALF, +POWER_JITTER_HALF] using the session-seeded RNG already in scope, so:

  • Deterministic: same session seed + same logical timestamp → same jitter.
  • Balance-neutral in expectation: the distribution is symmetric around 0 (mean = 0), so population-average power is unchanged. Two items rolled from the same template can differ by up to 2 × POWER_JITTER_HALF power units.
  • Perceptible on early items: at character level 1 the displayed Combat-Power is in the low hundreds to low thousands; a ±5 shift is visible to the player and guarantees the designer’s requested “at least ±1” is met everywhere on the curve. Late-game items (millions of power) absorb the ±5 as rounding noise — which is acceptable: the feature targets the feel problem in the early game where each (rarity, type) cell has exactly ONE eligible template.
  • Applied universally (no per-item config flag per the project rule): every rolled item gets the jitter, regardless of rarity or type.