Steady Trigger — core¶
Steady Trigger rewards repeated direct hits on one target.
Status: Current. Availability: Source-defined; acquisition is build-dependent.
Evidence: statically inspected repository definitions. No new automated gameplay, Editor, network or human acceptance is claimed. See the evidence guide.
Identity: core:28 · Aliases: SteadyTrigger
Behaviour and interactions¶
Each step adds 2% × log2(1 + rank) direct gun damage, up to five steps. A miss, target change or 2-second gap resets the chain.
Tier: Uncommon · Categories: Weapons
Restriction: Same target; max five steps; miss/switch/2 s gap resets.
Rank scaling from source¶
n = rank, q = rank − 1, l = log2(1 + rank), h = log2(rank), for rank ≥ 1. The excerpt below is copied as text, not executed. Primary/secondary meaning is defined in the resolver description and behaviour notes.
v.Primary=.02*l;v.Count=5;v.Duration=2;break;
Acquisition ranks have no authored balance cap; integer/float representation and bounded runtime effect rules still apply. Spare Charge is ranked per selected normal active. Run upgrades survive stage travel and downing, and clear at final run end.
Eligibility and acquisition · Proc and stacking rules · Defenses
Where to change or verify¶
- Authoring: UpgradeCatalog.cs
- Runtime/design owner: RunEffectService.cs
Freshness: this page is generated from a hashed source snapshot. Run the documentation check after source edits. Edit catalog-notes.json for narrative; do not edit generated pages.