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shd.build/docs/TALENT_MECHANIC_RULES.md
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# 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.