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

FieldValue
Display nameAdaptive Plating
CategoryStat
Icon🛡️
Primary color#888888
Secondary color#555555
Bright/highlight colorcccccc
Damage tagNone (type-agnostic)
Proc audio cuePlays 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.

RarityArmor per stack (damage reduction)Weapon damage per stackMax stacksReactive pulse damage
Common+2%+41530
Uncommon+2%+41530
Rare+4%+81555
Epic+6%+121585
Legendary+10%+1815130

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:

ActionEffect
Armor stackAdds one stack of a percent damage-reduction modifier worth the tiered armor-per-stack value, lasting 3 seconds.
Weapon-damage stackAdds one stack of a flat weapon-damage modifier worth the tiered damage-per-stack value, lasting 3 seconds.
Reactive pulseDeals the tiered flat damage to every enemy inside a 140-unit radius centered on the ship.
Primary VFXPlays a burst-and-ring effect in the artifact’s bright color (14 particles, scale 3.5, 0.30 s lifetime).
Artifact flashFlashes the artifact’s HUD icon to signal the proc.
BannerShows 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

RuleBehavior
Max stacks (armor)15
Max stacks (weapon damage)15
Stacking modeRefresh — 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 sourcesThe armor stack and the weapon-damage stack each carry their own source key, so they refresh independently rather than overwriting each other.
Buff durationFixed at 3 seconds per stack regardless of tier.
Cooldown gatingNone. 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 decayOnce 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 stackingThe 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 artifacts roll-up page, not duplicated per entity.
  • The FLAT_BONUS_PCT_BY_TIER table (10 → 50 across common → legendary) referenced in the shared types is engine-wide and should live on the artifacts overview / 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_artifact action 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 procAudioCue mechanism (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: true first-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 artifacts roll-up or a dedicated family/synergy page rather than on each artifact page.