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derive combat stats from the avatar's equipped build #708

Description

@zgeoff

An avatar's combat numbers — life, damage, attack speed — currently come from a level-based placeholder curve and a stand-in weapon. This delivers real stat derivation from what the avatar actually wields.

Player story

You enter an engagement and your fighter is unmistakably yours: the life pool and the weapon you strike with reflect the gear you've earned and chosen, not a generic loadout. Upgrading an item is felt the next time you fight — hits land harder, you survive longer. Two avatars at the same level with different gear fight differently, and nothing about your build is lost or swapped out when a fight starts.

You are what you equipped.

Scope

  • An equip mechanic: designate which owned items an avatar wields, per slot
  • A mapping from a rolled item (base, rarity, affixes) to combat stats (damage, speed, life contributions)
  • Simulation input seeds from the equipped build, captured at activity start so verification stays deterministic
  • The engagement plate and avatar profile read the same derived stats

Notes

  • Split from seed the idle sim from the real avatar, not a placeholder #702, which shipped the minimal version: life from a level-based placeholder curve, real display name on the plate.
  • Depends on rolled items existing as rewards (already shipped) but not on any trade/market work.
  • Passives are out of scope until a passive system exists.

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    area/gamearea: simulation, aether, game systemsfeaturenew featurep2-mediumpriority: medium

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