pub fn effect_precision_scales(description: &str) -> Vec<EffectPrecisionScale>Expand description
Reads the decimal precision a description states for its own effect base values.
A percentage rendered as ${$sN/10}.1% stores one extra decimal digit.
The game applies base_points / 10 for it.
Only powers of ten qualify, because ${$s1/2}% is gameplay arithmetic — a split, a halving —
rather than a statement about stored precision.
The % right after the block is what makes the reading unambiguous, since the same
${$s1/1000} over a duration is a millisecond-to-second conversion the engine already handles
in its own units.