Pulse Engine — core¶
Pulse Engine adds a nonrecursive burst to normal damaging cast sequences.
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:42 · Aliases: PulseEngine
Behaviour and interactions¶
Requires a damaging normal ability. Every third genuine damaging normal cast emits a 4-metre burst for 25 × log2(1 + rank) ability damage, with a 5-second trigger interval. Echo events do not advance the genuine-cast counter.
Tier: Legendary · Categories: Abilities, Utility
Restriction: Every third genuine damaging normal cast; once per 5 s; secondary.
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=25*l;v.Count=3;v.Radius=4;v.TriggerInterval=5;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.