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Originally Posted by Derakon
This will get trickier if we decide to start making monster powers more exotic. For example, how do you consider the power of a monster whose melee attacks have a 10% chance of setting off a radius2 fireball?

That's actually an easy example because it equates to 10% of the fireball's damage ... but the real issue is, is there a better metric than converting things to damageequivalent values. You're right that we'll need to equate a lot of wonderful but not directly damaging effects.
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More generally, there's nothing that says that the minimum rarity must be 1. Pyrel supports floatingpoint, so we could have values ranging from e.g. .001 to 1000 and still have that "common thing is a million times more common than rare thing" range. If ints are needed codeside then the code can simply apply a constant scaling factor based on the smallest value used in the data file.

Well yes, but the original context was an allocation table  your random number line. The minimum number of entries on such a line is one, so something a million times more common must have a million entries.
But yes, there's no reason your number line can't use intervals of 0.00001 or whatever.