step 10.14: done
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- Decision: Each round, both attack; faster first; hero wins speed ties; a kill ends the round.
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- Consequences: Round log has up to 2 entries per round (max 40). Win rates need re-tuning (see STATUS issue 1).
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## D-022: Material sell prices use item-level formula
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- Context: BALANCE.md says materials sell at `common 2×level, uncommon 4×level, rare 8×level` — but "level" was ambiguous (hero level vs item level). The code used `defaultRate * heroLevel / itemMinLevel`, making high-level heroes overpay and low-level heroes underpay for high-level materials.
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- Decision: Use `materialSellPrice(rarity, itemMinLevel)` from `src/game/rewards.js` — price depends on the ITEM's level, not the hero's. BALANCE.md table corrected to match the formula (e.g., Drake Scale: 90g → 112g).
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- Consequences: Existing shop tests that asserted hero-level prices updated; material sell prices are now consistent regardless of hero level.
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## D-005: Equipment stats are counted once in derived stats
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- Context: maxHp added equipment VIT twice (once in totalVit, once as a separate term).
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- Decision: `calcDerived` in `src/game/stats.js` is the ONLY derived-stat formula; combat and services call it.
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