Combat Stim

What it is

A timer-triggered stat artifact. After avoiding damage for a fixed window, the ship gains a sustained weapon damage buff and emits a focused damage pulse around itself. The buff stays active until the ship is hit, at which point it is stripped and the timer restarts.

Identity

FieldValue
Display nameCombat Stim
Categorystat
Damage tag(none)
Iconbullseye
Primary colorff4444
Secondary colorcc2222
Bright colorff8888
Proc audio cuecombat-stim adrenal pop / crackle / sizzle

Per-tier values

The arm window is fixed at 8 seconds across every tier — only the buff strength, pulse damage, and pulse radius scale.

TierRarityDamage buff (+%)Pulse damagePulse radius (px)Arm window (s)
1Uncommon80601408
2Rare1301001658
3Epic2001551908
4Legendary3002302208

The common tier (tier 0) reuses the uncommon values record; differentiation at common is supplied by the shared flat passive bonus, not this table.

Effect

Two coupled effects run on the unified effect engine:

PhaseTriggerWhat happens
Activate8s elapsed without taking damageApply weapon damage buff (flat additive to weaponDamagePct, no duration), deal area damage in a ring centered on the ship, play burst-and-ring VFX, flash the artifact icon, show a banner, play the proc audio cue.
BreakPlayer takes damage while the buff is heldStrip the buff. The arm timer then begins a fresh 8s countdown.

Pulse damage is dealt as flat damage at the moment of activation. VFX is a burst-and-ring at scale 4.0 with 16 particles, lifetime 0.35 seconds, in the bright identity color.

Stacking rules

  • The buff source is tagged artifact:patient_fury. The break effect removes modifiers from that exact source, so taking a hit cleanly clears only this artifact’s contribution.
  • The damage buff has no duration on its own — it persists indefinitely until cleared by the break trigger.
  • The 8-second arm window is reset by the player_damage signal; consecutive activations are impossible while the buff is already active because the break effect fires first.
  • The pulse is one-shot per activation; it does not repeat while the buff is held.
  • Tier scaling is monotone in all three scaling values (damage buff, pulse damage, pulse radius). Arm time does not scale.

EXTRACT-CANDIDATE: the “timer-then-break” pattern (timer trigger paired with a signal-clear) is shared with Absorption Barrier; consider promoting to a cross-cutting page on the artifacts index when a second sibling lands.

EXTRACT-CANDIDATE: the rule that single-stat sustained-buff artifacts live in the small-radius / higher-per-proc-damage band (140-220px) is a system-level convention worth surfacing on the artifacts overview rather than re-stating per entity.