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 damage-equivalent values. You're right that we'll need to equate a lot of wonderful but not directly damaging effects.
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.
More generally, there's nothing that says that the minimum rarity must be 1. Pyrel supports floating-point, 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 code-side then the code can simply apply a constant scaling factor based on the smallest value used in the data file.
But yes, there's no reason your number line can't use intervals of 0.00001 or whatever.
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