feat(database): refine weapon registry cards
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@@ -1217,6 +1217,13 @@ use the stacked fact treatment. Brand Set bonuses are shown vertically in
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two-, three-, then four-piece order; do not add a redundant “3/3 bonuses”
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badge when all three rows are already visible.
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Weapon cards also use stacked facts. Their level-50 Damage range is the primary
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fact: a taller orange-railed row with enlarged values and the Damage Type in
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the label. Public damage is calculated from the stored level-1 endpoints using
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the same `weaponBaseRange` curve as the builder; never label the configured
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base endpoints as level-50 values. Weapon Talent 1 and Talent 2 pools use
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separate clickable icon rails and the standard Talent quick view.
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Record cards may end with contextual actions that connect related public
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registries. Actions use the compact orange tactical-button treatment and
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encode their destination filter in the URL. Brand cards provide a “find Gear”
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@@ -1253,6 +1260,13 @@ the talent name is unknown. Brand facets similarly index the names of all
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set-bonus Attributes, allowing players to search by the desired mechanic
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without exposing that metadata as extra visual clutter.
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Public database command headers are content-sized and must explicitly override
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the global 76-pixel site-header rule. Their eyebrow, title, description, count,
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and index action remain inside the bordered command surface at every scale.
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Children use `min-width: 0`, long titles may wrap, and category navigation
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tracks use zero-minimum grid columns so translated or enlarged text cannot
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force horizontal page overflow.
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### Build persistence and sharing
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The builder distinguishes device persistence from account persistence. `SAVE
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@@ -1335,3 +1349,25 @@ into per-item storage. A later contributor replaces it through the normal icon
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upload proposal, preserving the canonical record and audit history. The upload
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itself retains all transparent-format, size, SVG-safety, focus, drag/drop, and
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paste validation requirements.
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### Public database performance facts
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Use the shared `DatabaseFacts` renderer for registry-card performance data and
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quick views. Weapon identity headers keep the native tier beside the category
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identity as a compact textual `T0`, `T1`, or `T2` marker. Place tier and the
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smaller damage-type icon in a dedicated top-right status cluster; do not
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interrupt the readable `category // damage type` metadata with icons. Reserve
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the emphasized first fact for the weapon's damage range, pair it with the
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canonical damage-type icon, and render the calculated level as a subdued
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annotation rather than part of the primary label. Public level-50 damage must
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be calculated from the stored level-1 endpoints with `weaponBaseRange`; never
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relabel raw source values.
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Represent bounded handling values such as Accuracy and Stability with compact
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horizontal meters. Always retain the numeric value and an accessible
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`value out of 100` label so the graphic does not carry meaning alone. Use the
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stable sequence `label → meter → exact value`, with the exact number aligned in
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a dedicated column to the right of the graphic. Clamp display values to
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`0–100`, use orange only for the filled measure, and keep the unfilled track
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neutral. Stack meter labels and tracks on narrow cards rather than shrinking
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them below a reliably readable width.
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