fix: attunement system spec-vs-code discrepancies (issue #331)
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- Fix conversion rate level scaling from linear (1+level*0.5) to exponential (1.5^(level-1)) in conversion-rates.ts - Fix getAttunementLevelMultiplier formula to match spec §4.3 - Add level-up logging in attunementStore.ts via combat store addActivityLog - Clarify getAttunementConversionRate returns flat base rate (level scaling applied separately) - Update spec §8 to describe time-based puzzle room system matching code implementation - Add 17 regression tests verifying exponential scaling, base rate behavior, and spec table values
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@@ -295,8 +295,12 @@ per-attunement variants:
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| `hybrid_enchanter_invoker` | Dual attunement challenge |
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| `hybrid_fabricator_invoker` | Dual attunement challenge |
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Progress scales at 1.5–2% per tick base, with attunement bonus of 2.5–3% per
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relevant attunement level.
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**Time-based progression system:** Each puzzle room has a base time requirement
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that varies by floor range (4h for floors 1–20, 8h for 21–50, 16h for 51–100,
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24h for 101+). Each relevant attunement reduces the total time needed, up to
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a maximum 90% reduction shared across all relevant attunements. Progress
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accumulates at `HOURS_PER_TICK` (0.04h) per tick. The room completes when
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`puzzleProgress >= puzzleRequired`.
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---
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