Adding skills & isac talent updates
This commit is contained in:
@@ -0,0 +1,114 @@
|
||||
# Talent Mechanic Rules
|
||||
|
||||
The project owner confirmed these game rules on July 29, 2026. Apply them when
|
||||
importing Talents, editing mechanic programs, evaluating combat events, or
|
||||
deciding whether a Talent still requires assumptions.
|
||||
|
||||
## Shared timed-stack lifecycle
|
||||
|
||||
Timed stack pools use one shared duration:
|
||||
|
||||
- Gaining a stack refreshes the duration for the full pool.
|
||||
- The pool loses all stacks when the duration expires.
|
||||
- A qualifying activation at maximum stacks refreshes the duration. The stack
|
||||
count remains at its maximum.
|
||||
|
||||
This rule covers Combat Inspiration, Simple Pleasures, Explosive Fury, Injured
|
||||
Taunt, Defense Enhancement, Explosive Burst, Unstoppable, Painkillers, Injured
|
||||
Concealment, Hypervigilant, Suppressive Fire, Defensive Charge, and Battlelust.
|
||||
|
||||
## Trigger definitions
|
||||
|
||||
Use these event boundaries:
|
||||
|
||||
- **Hit taken:** Count any hit, including a hit absorbed by Extra Health.
|
||||
Friendly Skill healing also counts as a hit.
|
||||
- **Healing:** Count each healing event. A heal-over-time effect counts each
|
||||
tick as a separate event.
|
||||
- **Extra Health gained:** Count every Extra Health grant, including a grant
|
||||
received while the Agent already has Extra Health.
|
||||
- **Reloading:** Trigger on reload completion when the weapon had at least one
|
||||
round to load. A canceled reload does not count. A weapon that loads one
|
||||
round at a time produces one completed-reload event for each round.
|
||||
- **Taking damage:** Require Health loss. A hit absorbed by Extra Health does
|
||||
not count as taking damage.
|
||||
|
||||
## Talent cooldowns
|
||||
|
||||
A Talent starts its cooldown when it activates. A failed chance roll does not
|
||||
start the cooldown.
|
||||
|
||||
Battlelust can grant no more than one stack per second because a successful
|
||||
activation starts its one-second cooldown. Its five-second duration and
|
||||
three-stack maximum still allow the Agent to reach three stacks. A successful
|
||||
activation at maximum stacks refreshes the five-second duration.
|
||||
|
||||
Apply the same activation-only cooldown rule to Explosive Fury and Explosive
|
||||
Burst. A trigger that occurs during cooldown cannot activate the Talent.
|
||||
|
||||
## Persistent deployed Skills
|
||||
|
||||
Inspiration and Crossfire use a binary deployed-Skill state:
|
||||
|
||||
- The benefit remains active while the Agent has at least one persistent
|
||||
deployed Skill object.
|
||||
- Destruction or timed expiration removes that object from the active count.
|
||||
The benefit ends when no qualifying objects remain.
|
||||
- Instant-use Skills do not qualify.
|
||||
- Multiple deployed Skill objects do not multiply the benefit.
|
||||
|
||||
Ability data must identify whether an ability leaves a persistent deployed
|
||||
object. Use that flag instead of inferring deployment behavior from an ability
|
||||
name or category.
|
||||
|
||||
## Downed allies
|
||||
|
||||
Suppression Rescue and Instant Triage activate while a downed ally is within 30
|
||||
meters:
|
||||
|
||||
- Moving within 30 meters of an ally who is already downed qualifies.
|
||||
- Each qualifying presence refreshes the ten-second duration.
|
||||
- Leaving the radius or reviving the ally does not cancel the current
|
||||
ten-second duration.
|
||||
- The wearer does not count as an ally.
|
||||
|
||||
## Emergency Retreat
|
||||
|
||||
Emergency Retreat activates whenever at least one enemy is within 20 meters and
|
||||
the Talent is off cooldown. The same enemy can activate it again when the
|
||||
cooldown ends. Each activation lasts three seconds from its activation time.
|
||||
Leaving the radius does not end that active three-second effect.
|
||||
|
||||
## Second Wind
|
||||
|
||||
Second Wind follows the shared reload-completion rule. Any completed reload
|
||||
qualifies when the weapon had at least one round to load. This includes each
|
||||
round inserted by a weapon that reloads one round at a time. A canceled reload
|
||||
does not qualify.
|
||||
|
||||
Resolve the Extra Health amount from the Agent's displayed Firepower when
|
||||
Second Wind activates. Include all equipped-item and active-buff contributions
|
||||
in that Firepower value:
|
||||
|
||||
- Tier I grants Extra Health equal to 600% of displayed Firepower.
|
||||
- Tier II grants Extra Health equal to 840% of displayed Firepower.
|
||||
|
||||
Second Wind adds its Extra Health to Extra Health from other sources. Its
|
||||
five-second duration and five-second cooldown start when it activates. Expiry
|
||||
removes only the Second Wind contribution. At the five-second boundary, the
|
||||
prior grant can expire as a qualifying reload completion grants a new amount.
|
||||
If Second Wind supplies the Agent's only Extra Health, the old amount expires
|
||||
and the new amount begins at that boundary.
|
||||
|
||||
## Nothing to Lose
|
||||
|
||||
Nothing to Lose uses a forward-looking deployment window:
|
||||
|
||||
- Each Health-damage instance makes its own 50% activation roll. Damage
|
||||
absorbed by Extra Health does not roll.
|
||||
- A successful activation applies to every Skill deployed during the five
|
||||
seconds after that damage instance. Several Skills can qualify during the
|
||||
same window.
|
||||
- Calculate each reduction from the Skill's total cooldown after equipment
|
||||
modifiers.
|
||||
- A Skill can receive no more than three reductions during one cooldown cycle.
|
||||
Reference in New Issue
Block a user