160 lines
7.1 KiB
Markdown
160 lines
7.1 KiB
Markdown
# Talent Mechanic Rules
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The project owner confirmed these game rules on July 29, 2026. Apply them when
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importing Talents, editing mechanic programs, evaluating combat events, or
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deciding whether a Talent still requires assumptions.
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## Shared timed-stack lifecycle
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Timed stack pools use one shared duration:
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- Gaining a stack refreshes the duration for the full pool.
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- The pool loses all stacks when the duration expires.
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- A qualifying activation at maximum stacks refreshes the duration. The stack
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count remains at its maximum.
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This rule covers Combat Inspiration, Simple Pleasures, Explosive Fury, Injured
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Taunt, Defense Enhancement, Explosive Burst, Unstoppable, Painkillers, Injured
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Concealment, Hypervigilant, Suppressive Fire, Defensive Charge, and Battlelust.
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## Trigger definitions
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Use these event boundaries:
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- **Hit taken:** Count any hit, including a hit absorbed by Extra Health.
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Friendly Skill healing also counts as a hit.
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- **Healing:** Count each healing event. A heal-over-time effect counts each
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tick as a separate event.
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- **Extra Health gained:** Count every Extra Health grant, including a grant
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received while the Agent already has Extra Health. Use `extra_health_granted`
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for the grant action.
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- **Extra Health state changed:** `extra_health_changed` is Agent-scoped. Emit
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it when the Agent receives a grant, when the remaining amount changes, and
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when it is depleted to zero. Every event requires the boolean
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`values.hasExtraHealth`. It may include the non-negative
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`values.currentExtraHealth`, which must agree with that status. This state
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event is distinct from the `extra_health_granted` grant action.
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- **Reloading:** Trigger on reload completion when the weapon had at least one
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round to load. A canceled reload does not count. A weapon that loads one round
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at a time produces one completed-reload event for each round.
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- **Taking damage:** Require Health loss. A hit absorbed by Extra Health does
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not count as taking damage.
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## Talent cooldowns
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A Talent starts its cooldown when it activates. A failed chance roll does not
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start the cooldown.
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Battlelust can grant no more than one stack per second because a successful
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activation starts its one-second cooldown. Its five-second duration and
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three-stack maximum still allow the Agent to reach three stacks. A successful
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activation at maximum stacks refreshes the five-second duration.
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Apply the same activation-only cooldown rule to Explosive Fury and Explosive
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Burst. A trigger that occurs during cooldown cannot activate the Talent.
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## Persistent deployed Skills
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Inspiration and Crossfire use a binary deployed-Skill state:
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- The benefit remains active while the Agent has at least one persistent
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deployed Skill object.
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- Destruction or timed expiration removes that object from the active count. The
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benefit ends when no qualifying objects remain.
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- Instant-use Skills do not qualify.
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- Multiple deployed Skill objects do not multiply the benefit.
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Ability data must identify whether an ability leaves a persistent deployed
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object. Use that flag instead of inferring deployment behavior from an ability
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name or category.
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## Downed allies
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Suppression Rescue and Instant Triage activate while a downed ally is within 30
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meters:
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- Moving within 30 meters of an ally who is already downed qualifies.
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- Each qualifying presence refreshes the ten-second duration.
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- Leaving the radius or reviving the ally does not cancel the current ten-second
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duration.
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- The wearer does not count as an ally.
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## Close and Personal
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Close and Personal uses a proximity-snapshot qualifying set:
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- Include each distinct allied Agent whose distance from the source Agent is
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less than or equal to 30 meters and who has at least one buff granted by that
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source Agent.
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- Count an ally once when several of the source Agent's buffs qualify.
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- Do not include an ally whose qualifying buffs come only from other sources.
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Record the resolved non-negative integer count in
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`proximity_snapshot.values.alliesWithin30MetersWithAgentGrantedBuff`. The
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calculation builder supplies it from the
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`allies-within-30m-with-agent-granted-buff` scenario input. The confirmed rule
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defines this qualifying set but does not provide Close and Personal's base
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percentage. Keep that percentage unresolved until source evidence or an author's
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clarification supplies it.
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## Emergency Retreat
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Emergency Retreat activates whenever at least one enemy is within 20 meters and
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the Talent is off cooldown. The same enemy can activate it again when the
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cooldown ends. Each activation lasts three seconds from its activation time.
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Leaving the radius does not end that active three-second effect.
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## Second Wind
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Second Wind follows the shared reload-completion rule. Any completed reload
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qualifies when the weapon had at least one round to load. This includes each
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round inserted by a weapon that reloads one round at a time. A canceled reload
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does not qualify.
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Resolve the Extra Health amount from the Agent's displayed Firepower when Second
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Wind activates. Include all equipped-item and active-buff contributions in that
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Firepower value:
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- Tier I grants Extra Health equal to 600% of displayed Firepower.
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- Tier II grants Extra Health equal to 840% of displayed Firepower.
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Second Wind adds its Extra Health to Extra Health from other sources. Its
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five-second duration and five-second cooldown start when it activates. Expiry
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removes only the Second Wind contribution. At the five-second boundary, the
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prior grant can expire as a qualifying reload completion grants a new amount. If
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Second Wind supplies the Agent's only Extra Health, the old amount expires and
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the new amount begins at that boundary.
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## Nothing to Lose
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Nothing to Lose uses a forward-looking deployment window:
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- Each Health-damage instance makes its own 50% activation roll. Damage absorbed
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by Extra Health does not roll.
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- A successful activation applies to every Skill deployed during the five
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seconds after that damage instance. Several Skills can qualify during the same
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window.
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- Calculate each reduction from the Skill's total cooldown after equipment
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modifiers.
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- A Skill can receive no more than three reductions during one cooldown cycle.
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## OS Protocol Talents
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Happy Survival restores Health once per second while it has a qualifying nearby
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enemy count. Each restoration resolves 0.5% of maximum Health per enemy within
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10 meters, capped at 2.5% before OS Protocol upgrade scaling.
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Explosive Charge requires three seconds of uninterrupted firing. Completion
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opens an eight-second window to deploy the next Skill. The window ends when the
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Agent deploys that Skill. Only the enhanced Skill's first damaging hit creates
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the five-meter explosion. The shared Talent cooldown rule starts its five-second
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cooldown when that explosion activates.
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Heavy Armor and Pummeling Shield replace and refresh their own active Extra
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Health grant when the same Talent activates again. Extra Health grants from
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different sources remain separate.
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Pummeling Shield counts confirmed weapon hits while the Agent possesses Extra
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Health. Losing all Extra Health resets the hit count. The full-Health condition
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checks Health immediately before the incoming hit resolves.
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