Procs, stacking and damage budgets¶
Proc behaviour depends on an accepted event, owner, source, target and effect family. Rank growth does not remove validation or allow recursive offensive chains.
One trigger versus many pellets¶
Weapon pellets aggregate per target/trigger before core proc budgets are selected. A shotgun shell consumes one Focus/Rail trigger and receives one Last Round multiplier for the shell. Splinter/Chain effects budget applied-health damage rather than treating each pellet as a full independent gun trigger.
Intensity is not a probability cap¶
For intensity above one, whole activations are guaranteed and the remaining fractional part is rolled. An intensity of 1.25 represents one guaranteed activation plus a 25% chance of one more; it is not silently clamped to 100%.
Runtime packet/output aggregation keeps increased ranks from causing unbounded object growth. Rank representation limits and physical float ceilings still apply.
Secondary effects do not feed offensive loops¶
Bleed, shards, arcs, echo, penetration, kill blasts and bleed bursts carry secondary provenance. They do not recursively launch unrestricted offensive procs. Rupture/Kill Blast and Bleed Burst use applied killing-hit health damage, excluding overkill; solid cover blocks their affected targets.
Bleed Burst additionally requires owned Serrated Payload bleed and its killing-hit budget. Chain targets must be distinct and visible. Pierce damage derives from the original hit without compounding and stops at walls.
Genuine casts and charge rules¶
Echo supports Nova, Arc Lance, Shard Grenade, Repulsor Burst and Arc Anchor. It spends no extra charge and emits no normal-cast, passive or proc event. Ultimate and melee are excluded. Echoed Nova damage does not repeat stun.
Echo inherits captured original-cast output, including a Field Battery boost consumed by that genuine cast; the echo does not consume or prime another stored bonus. Arc Anchor echo is one immediate secondary packet representing magnitude × duration to visible targets at echo time, rather than another deployed six-second node.
Cast Shield, Overcharge, Cast Overdrive and Pulse Engine distinguish genuine normal casts from secondary output. Refunds reduce missing normal-active queues without storing future credit while full.
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