gate_id,system,parameter_or_function,validation_baseline,source_evidence,capture_protocol,min_samples,acceptance,current_status,release_effect FIT-001,damage,player_normal_damage,"max(1,round(atk*100/(100+def)*U[0.85,1.15]))",E-003|E-008|E-012,"裸装stage0;录属性页与至少30次非暴击命中;画面需同时包含敌人层号和伤害数字",30,median_APE<=5%,BLOCKED_CLEAN_CAPTURE,prototype_allowed_release_claim_blocked FIT-002,damage,enemy_normal_damage,"same formula using floor/prefab attack",E-002|E-005|E-012,"无局外减伤;floor1/floor5/floor10各录30次敌人非暴击命中与玩家掉血前后",90,median_APE<=5%,BLOCKED_CLEAN_CAPTURE,prototype_allowed_release_claim_blocked FIT-003,defense,mitigation,"100/(100+defense)",E-008|E-016,"同层同敌人;分别使用0防御和一件已知防御装备;各30次命中",60,paired_median_APE<=5%,BLOCKED_CLEAN_CAPTURE,prototype_allowed_release_claim_blocked FIT-004,hit,hit_chance,"clamp(0.05,0.95,(100+aim-evasion)/100)",E-002|E-003|E-008,"固定敌人;记录裸装和已知Aim装备各200次攻击的命中/闪避",400,prediction_inside_Wilson95,BLOCKED_CLEAN_CAPTURE,prototype_allowed_release_claim_blocked FIT-005,evasion,evasion_interaction,"same hit function with defender evasion",E-002|E-008,"固定玩家命中;0闪避和已知闪避值各200次敌人攻击",400,prediction_inside_Wilson95,BLOCKED_CLEAN_CAPTURE,prototype_allowed_release_claim_blocked FIT-006,critical,critical_multiplier,1.50,E-012,"装备已知暴击率;记录至少30组相同攻击/防御下普通与暴击伤害",30,median_ratio_APE<=5%,BLOCKED_CLEAN_CAPTURE,prototype_allowed_release_claim_blocked FIT-007,life_steal,heal_from_damage,"floor(finalDamage*lifeStealPct/100)",E-003|E-008,"降低玩家生命并装备已知吸血;记录30次伤害与同步回血",30,median_APE<=5%,BLOCKED_CLEAN_CAPTURE,prototype_allowed_release_claim_blocked FIT-008,attack_speed,player_attack_interval,"max(0.15,1/(attackSpeed/100))",E-003|E-008,"1x速度;裸装与已知攻速装备各录连续20次攻击时间戳",40,median_interval_APE<=5%,BLOCKED_CLEAN_CAPTURE,prototype_allowed_release_claim_blocked FIT-009,attack_speed,enemy_attack_interval,"board.attackSpeed*prefab.multiplier",E-002|E-005,"同一敌人连续20次攻击;包含完整前摇和命中帧",20,median_interval_APE<=5%,BLOCKED_CLEAN_CAPTURE,prototype_allowed_release_claim_blocked FIT-010,battle_duration,normal_battle,"deterministic simulation",E-002|E-003|E-005,"裸装或完整记录装备/祝福;floor1/floor5/floor10各10场;从Fight首帧到PostBattle",30,median_APE<=10%,BLOCKED_CLEAN_CAPTURE,release_candidate_false FIT-011,battle_duration,boss_0,"stage0 floor10 + boss multipliers",E-001|E-002|E-005,"完整记录进Boss前属性/装备/祝福与10场Boss战;不手动用药或标记用药tick",10,median_APE<=10%,BLOCKED_CLEAN_CAPTURE,release_candidate_false FIT-012,DDA,condition_and_value_mapping,"tier0 multipliers=1 until fitted",E-012|E-016,"用同一seed连续制造<=5s 5-8s 8-12s >12s战斗;每次录下一战敌方属性和技术日志",24,exact_transition_match,BLOCKED_CLEAN_CAPTURE,dda_forced_tier0 FIT-013,potion,potion_heal_and_augments,"potions.csv validation semantics",E-010|E-011,"每个强化单独启用;录使用前后HP/护盾/次数和后续一次攻击或战斗结束",9,exact_state_delta_match,BLOCKED_CLEAN_CAPTURE,prototype_uses_validation_semantics FIT-014,points,point_sources_and_salvage,"grade salvage=1|2|4|8|16",E-007|E-009|E-019,"分别分解五品质装备并录余额前后;再录移动 战斗 宝箱各一次",8,exact_delta_match,BLOCKED_CLEAN_CAPTURE,prototype_uses_validation_values