Slipstream

What it is

Slipstream is a stat-category artifact that procs on a repeating internal timer. Each proc grants the ship two simultaneous timed buffs — full immunity to enemy projectiles and a large flat boost to weapon damage — for a short window. Within the timer-driven defensive-burst family it is the only artifact that combines a hard projectile-immunity window with an offensive damage swing in the same proc, making it both a survival cooldown and a damage cooldown sharing a clock.

Identity

FieldValue
Display nameSlipstream
Categorystat
Iconcheckered flag
Damage tagnone (type-agnostic)
Trigger typetimer
Trigger repeatsyes
Banner on procyes
Proc audio cuenone defined
Primary color00ffcc
Secondary color00cc99
Bright color66ffdd

The trigger is a self-repeating timer keyed off the tier’s interval value. There is no kill-streak condition, no damage-type gate, and no other entry condition beyond the timer firing.

Per-tier values

Tiers indexed 0 → 3 map to uncommon → rare → epic → legendary. A fifth common tier is prepended at runtime via the engine’s flat-bonus layer and shares the uncommon values record.

TierRarityProc interval (s)Buff duration (s)Damage boost (%)
0Uncommon10350
1Rare9390
2Epic84140
3Legendary64200

The proc interval shortens, the buff duration lengthens, and the damage boost scales with tier. At legendary the buff is active for 4 out of every 6 seconds, i.e. roughly two-thirds of the run uptime.

Effect

On every timer tick, the artifact fires two stat-modifier actions in the same frame plus a VFX burst and a flash on the artifact icon.

ElementValue
Stat 1 modifiedprojectile immunity (internal flag)
Stat 1 modeflat additive, value 1
Stat 1 source tagartifact:speed_demon:imm
Stat 2 modifiedweapon damage (percent)
Stat 2 modeflat additive percentage
Stat 2 source tagartifact:speed_demon:dmg
Buff windowtier-defined buff duration
VFX typeburst-and-ring
VFX particle count26
VFX scale5.5
VFX lifetime (s)0.40
VFX color66ffdd

The projectile-immunity buff sets an internal ship flag for the buff duration; while the flag is set, enemy projectiles do not damage the ship. The damage buff is applied to the ship’s weapon-damage percentage stat as a flat additive percentage for the same buff duration. Both buffs share the same duration, the same source artifact, and the same start frame, but are tracked as two independent sources on the stat layer.

Stacking rules

RuleValue
Stacking mode (both buffs)refresh
Max stacks (both buffs)1

Neither buff can accumulate. A second proc landing while the first window is still active resets the remaining duration on both buffs to the full tier-defined window without adding a second stack. Because both buffs share a single source artifact and a single trigger, they always start and end on the same frame.

When the proc interval is greater than the buff duration (tiers 0 and 1 — 10/3 and 9/3) the buffs lapse between procs and the ship is exposed during the gap. When the proc interval is less than or equal to the buff duration plus one engine tick (tier 3 — 6/4) the buffs effectively chain with only a brief gap. Tier 2 (8/4) sits between these regimes.

Slipstream does not share its trigger source with any other artifact; it has its own dedicated timer keyed off the artifact’s own interval. Other timer-trigger artifacts run on their own independent timers. Tier upgrades replace the per-tier values record wholesale. Tier is set at run start by meta-progression and does not change mid-run.


EXTRACT-CANDIDATE flags

  • Timer trigger primitive. The trigger: { type: 'timer', timerDuration: '$interval', timerRepeat: true } shape is a generic effect-engine primitive used by any artifact with a self-clocked proc. Threshold-binding via the $interval token and the repeat semantics are engine-side and belong on a concepts/effect-engine-triggers.md page rather than repeated per artifact.
  • Refresh stacking with max stacks = 1. Recurring buff-stacking mode across the stat-burst artifact family. Same flag as Frenzy / Aegis / Bloodlust / Salvager. Candidate concept page: concepts/buff-stacking-modes.md.
  • Projectile immunity as an internal stat. The _projectileImmune flag is treated as a stat modified by the same modify_stat action used for percentage stats. The underscore-prefixed stat namespace, the integer-flag semantics, and the interaction with the enemy-projectile damage path are engine-side and belong on a concepts/projectile-immunity.md or combat-pipeline page.
  • Multi-action proc with shared duration. Two modify_stat actions sharing one $duration token but distinct source tags is a reusable pattern for any artifact that buffs multiple stats together. Candidate concept page or roll-up section: paired buffs with independent stat-layer tracking.
  • Common-tier flat-bonus layer. The runtime adds a 5th common tier that shares the uncommon values record and differentiates only through a per-artifact flat-bonus field. Slipstream declares no flatBonus, so common-tier behavior depends on engine defaults. Document once on the artifacts roll-up.
  • Weapon-damage stat composition. How the weaponDamagePct ship stat composes with other sources, base weapon damage, per-weapon overrides, and damage tags is not specified in the artifact file and belongs on a combat / weapon-pipeline page.
  • Banner, flash, and VFX actions. showBanner: true, flash_artifact, and the burst_and_ring VFX recipe are shared UI/VFX primitives across many artifacts; their exact behavior is engine-side and should live on the artifacts roll-up or a VFX-primitives page.
  • Uptime ratio as a design lever. The (duration / interval) ratio progression across tiers (3/10 → 3/9 → 4/8 → 4/6) is a deliberate design curve and is a candidate for the artifacts roll-up’s tier-scaling discussion, not a per-entity prose paragraph.