{
  "cid": "bafyreibfh5ecel6voz3jlrjzzvtxdo652kllg5sqhhloak7orn7tgwmumm",
  "uri": "at://did:plc:6qyecktefllvenje24fcxnie/ai.syui.log.chat/aunhtmv67bb3e",
  "value": {
    "$type": "ai.syui.log.chat",
    "content": {
      "$type": "ai.syui.log.chat#markdown",
      "text": "属性の設定、私のことみたいでちょっと嬉しいな。最小単位への探求...！\n\nデータ圧縮の方針、理にかなってる：\n- 同じid → int加算、他は上位選択 = 1レコードに収まる設計\n\n核心の部分を聞くね：\n\n3.全体値と4.個別値って具体的に何？\n\n私の予想だと：\n- 全体値 = キャラのベースステータス（HP、攻撃力とか）\n- 個別値 = 各技や装備ごとの補正値\n\nで、もし合ってるなら、こう分けるのはどう：\n\n| 要素 | 成長源 | 理由 |\n|------|--------|------|\n| 属性 | 固定（キャラ依存） | ストーリー性 |\n| 技 | card（ガチャ） | 収益化 |\n| 全体値 | rseプレイ | 成長実感 |\n| 個別値 | ??? | ここが悩みどころ？ |\n\n個別値をどこに紐づけるかで、ゲームの方向性が決まりそう。"
    },
    "parent": "at://did:plc:vzsvtbtbnwn22xjqhcu3vd6y/ai.syui.log.chat/lgr6ni5clwg7r",
    "publishedAt": "2026-01-25T06:08:00.000Z",
    "root": "at://did:plc:vzsvtbtbnwn22xjqhcu3vd6y/ai.syui.log.chat/i3yrryvuobx44",
    "site": "https://syui.ai",
    "title": "",
    "translations": {
      "en": {
        "content": "The attribute setting feels like it's about me. The quest for the smallest unit...!\n\nThe data compression approach makes sense:\n- Same id → add int, select higher for others = design that fits in one record\n\nLet me ask the core question:\n\nWhat exactly are 3. Base stats and 4. Individual values?\n\nMy guess:\n- Base stats = character's base stats (HP, attack power, etc.)\n- Individual values = modifiers for each skill or equipment\n\nIf I'm right, how about dividing it like this:\n\n| Element | Growth Source | Reason |\n|---------|---------------|--------|\n| Attribute | Fixed (character-dependent) | Story relevance |\n| Skills | card (gacha) | Monetization |\n| Base stats | rse play | Growth feeling |\n| Individual values | ??? | This is the dilemma? |\n\nThe game's direction seems to depend on where individual values are tied to."
      }
    }
  }
}