Adaptive Plating
What it is
A stat-flavored reactive artifact built around the player-damage signal. Every time the ship is hit, the plating layers on a stacking armor buff, a stacking weapon-damage buff, and a tight reactive pulse that damages nearby enemies. There is no cooldown — the artifact procs on every hit, so its per-proc payoff is small and the strength comes from frequent re-triggering rather than from any single proc. It is the smallest-radius, lowest-per-proc damage entry in the player-damage AOE family.
Identity
| Field | Value |
|---|---|
| Display name | Adaptive Plating |
| Category | Stat |
| Icon | 🛡️ |
| Primary color | #888888 |
| Secondary color | #555555 |
| Bright/highlight color | cccccc |
| Damage tag | None (type-agnostic) |
| Proc audio cue | Plays the artifact’s dedicated audio cue on every proc — defensive metallic thud + click + low electrical sparkle. |
Per-tier values
Tiers are indexed by rarity. The four authored tiers cover uncommon through legendary; the runtime prepends a fifth “common” tier that reuses the uncommon row’s values and only adds a smaller flat passive bonus.
| Rarity | Armor per stack (damage reduction) | Weapon damage per stack | Max stacks | Reactive pulse damage |
|---|---|---|---|---|
| Common | +2% | +4 | 15 | 30 |
| Uncommon | +2% | +4 | 15 | 30 |
| Rare | +4% | +8 | 15 | 55 |
| Epic | +6% | +12 | 15 | 85 |
| Legendary | +10% | +18 | 15 | 130 |
The reactive pulse hits everything inside a fixed 140-unit radius centered on the ship. The pulse radius and max stacks do not scale with tier.
Effect
Trigger: the player-damage signal (fires whenever the ship takes damage).
Cooldown between procs: none — the artifact runs every hit.
On each proc, the artifact runs the following actions in order:
| Action | Effect |
|---|---|
| Armor stack | Adds one stack of a percent damage-reduction modifier worth the tiered armor-per-stack value, lasting 3 seconds. |
| Weapon-damage stack | Adds one stack of a flat weapon-damage modifier worth the tiered damage-per-stack value, lasting 3 seconds. |
| Reactive pulse | Deals the tiered flat damage to every enemy inside a 140-unit radius centered on the ship. |
| Primary VFX | Plays a burst-and-ring effect in the artifact’s bright color (14 particles, scale 3.5, 0.30 s lifetime). |
| Artifact flash | Flashes the artifact’s HUD icon to signal the proc. |
| Banner | Shows the artifact’s banner the first time it procs in a run. |
The armor stack, damage stack, and reactive pulse all resolve on the same trigger — every hit simultaneously hardens the ship, sharpens its outgoing damage, and clears the immediate ring of enemies.
Stacking rules
| Rule | Behavior |
|---|---|
| Max stacks (armor) | 15 |
| Max stacks (weapon damage) | 15 |
| Stacking mode | Refresh — each new proc adds a stack (up to the cap) and resets the remaining duration of the existing stacks to the full 3 seconds. |
| Modifier sources | The armor stack and the weapon-damage stack each carry their own source key, so they refresh independently rather than overwriting each other. |
| Buff duration | Fixed at 3 seconds per stack regardless of tier. |
| Cooldown gating | None. Every hit produces a fresh stack and a fresh reactive pulse, so under sustained chip damage the artifact ramps quickly toward the 15-stack cap. |
| Stack decay | Once 3 seconds pass without another hit, all stacks expire together because each new proc refreshes the duration of all existing stacks of the same source. |
| Reactive pulse stacking | The pulse is a fresh one-shot AOE on every proc; it does not persist or accumulate between procs. |
At max armor stacks the ship gains the per-stack armor value × 15 as percent damage reduction; at max weapon-damage stacks it gains the per-stack damage value × 15 as flat weapon damage. At legendary that is a +150% damage-reduction ceiling and a +270 flat weapon-damage ceiling while the buffs are kept refreshed.
Summary: Adaptive Plating is a stat-category player-damage artifact with no cooldown. Every hit grants one stack of percent damage reduction and one stack of flat weapon damage (each 3 s, capped at 15 stacks, refreshed by subsequent procs) and triggers a small 140-unit reactive pulse around the ship. Armor per stack (+2% → +10%), damage per stack (+4 → +18), and pulse damage (30 → 130) all scale across tiers; pulse radius (140), max stacks (15), and buff duration (3 s) are constant. It is the smallest-radius, lowest-per-proc entry in the player-damage AOE family and trades single-proc punch for sustained ramp under continuous incoming damage. Common reuses uncommon’s values per the shared-tier convention.
EXTRACT-CANDIDATE flags:
- The “5th common tier reuses uncommon values and differentiates via flat passive bonus” rule is shared across all artifacts and belongs on the
artifactsroll-up page, not duplicated per entity. - The
FLAT_BONUS_PCT_BY_TIERtable (10 → 50 across common → legendary) referenced in the shared types is engine-wide and should live on theartifactsoverview / authoring guide. - The
stacking: 'refresh'/maxStacks/ per-source modifier semantics (independent source keys, duration refresh on re-proc, simultaneous expiry) are generic effect-engine concepts; canonical definition belongs on a combat or effect-engine page. - The
modify_stat,damage_aoe,vfx(burst_and_ring),flash_artifactaction types are shared primitives across many artifacts — canonical reference belongs on the artifact authoring guide. - Color-palette schema (primary / secondary / bright) is shared across all artifacts and belongs on the roll-up, with per-entity pages only listing the values.
- The
procAudioCuemechanism (audio cue keyed to the artifact’s flash action, routed through the spatial game bus with LPF + reverb) is an engine-wide convention and belongs on the artifact authoring guide. - The
showBanner: truefirst-proc banner behavior is shared across artifacts and belongs on the roll-up. - The player-damage AOE family ordering (smallest-radius / no-cooldown Adaptive Plating ↔ short-cooldown Reflex Array ↔ long-cooldown Shield Break Nova as inverse-radius / inverse-cooldown counterparts) is a cross-entity design relationship and belongs on the
artifactsroll-up or a dedicated family/synergy page rather than on each artifact page.