Last Stand
What it is
A timer-triggered stat artifact. On a repeating tier-scaled cadence, the ship gains a short burst of bonus weapon damage and bonus magnet range simultaneously. Both buffs are flat additive, refresh-stacking, and tied to the same proc.
Identity
| Field | Value |
|---|---|
| Display name | Last Stand |
| Category | stat |
| Damage tag | (none) |
| Icon | rage burst |
| Primary color | ff2222 |
| Secondary color | aa0000 |
| Bright color | ff6666 |
| Trigger | timer (repeating, interval scales by tier) |
| Banner on proc | yes |
| Proc audio cue | (none) |
The reward-card description reads: “Every few seconds, your damage is boosted and you gain magnet range.” All four tiers share the same description line; only the magnitudes and cadence change.
Per-tier values
Each proc applies two refresh-stacking buffs whose duration matches the values record’s duration field. The interval is the timer cadence between procs. All buffs are flat additive points.
| Tier | Rarity | Interval (s) | Buff duration (s) | Damage bonus (+%) | Magnet range bonus (flat) |
|---|---|---|---|---|---|
| 1 | Uncommon | 10 | 4 | 30 | 80 |
| 2 | Rare | 9 | 4 | 50 | 130 |
| 3 | Epic | 8 | 5 | 80 | 200 |
| 4 | Legendary | 7 | 5 | 120 | 300 |
The common tier (tier 0) reuses the uncommon values record; differentiation at common comes from the shared flat passive bonus, not this table.
The buff window grows shorter than the interval at every tier, so the buffs are intermittent rather than always-on. Uptime ratio is duration ÷ interval: 40% at uncommon and rare, 62.5% at epic, 71.4% at legendary.
Effect
A single repeating timer effect drives the artifact. On every tick the four actions below fire in order:
| Step | Action | What happens |
|---|---|---|
| 1 | Modify stat | Apply flat additive weapon damage percent bonus for the tier’s buff duration. Source tag scoped to the damage buff. Refresh stacking, max 1 stack. |
| 2 | Modify stat | Apply flat additive magnet range bonus for the tier’s buff duration. Source tag scoped to the magnet buff. Refresh stacking, max 1 stack. |
| 3 | VFX | Spawn a burst-and-ring at the ship in the bright identity color (#ff6666), 24 particles, scale 5.0, lifetime 0.40s. |
| 4 | Flash artifact | Flash the artifact’s HUD slot. The trigger also raises the banner because the effect is flagged to show one. |
Both modify-stat actions tag their source independently (one for damage, one for magnet) so the buff bookkeeping treats them as separate refresh-stacking buffs that happen to share a trigger.
Stacking rules
- Each of the two buffs is refresh-stacking with a maximum of 1 stack from its own source tag. A second proc inside the active window does not add a second copy; it resets the duration timer to the full tier value.
- The damage buff and the magnet buff are independent in the modifier table — they cannot share a stack and cannot mask each other.
- The repeating timer fires unconditionally; there is no conditions array, no signal gating, and no break trigger. The cadence is exactly the tier’s interval value, starting from run begin.
- VFX and the HUD flash fire every proc; they are not gated by any cooldown beyond the trigger itself.
- Tier upgrades replace the values record wholesale. Mid-run tier changes do not apply — tier is set at run start by meta-progression and does not increase during a run.
EXTRACT-CANDIDATE flags
- The “two independent refresh-stacking buffs from a single timer proc” pattern is shared with other multi-buff timer artifacts in the stat category. Candidate concept page:
concepts/multi-buff-proc.md. - The “interval longer than duration → intermittent buff window” pattern recurs across every timer-driven stat artifact and is worth surfacing as a design convention on the artifacts roll-up alongside the existing tier-mapping note.
- The id/display-name mismatch (
shieldless_furyid vs. “Last Stand” name) is a content convention worth documenting once for AI authors on the authoring guide; the runtime always shows the display name, but data files key off the id.