Vulnerability System
Vulnerability System
Section titled “Vulnerability System”The vulnerability system creates counterplay windows where titans take increased damage after using powerful attacks. This rewards players for dodging attacks and punishing titans during recovery.
Vulnerability States
Section titled “Vulnerability States”NORMAL (Default)
Section titled “NORMAL (Default)”Damage Multiplier: 1.0x (normal damage) Visual: No special effects Duration: Permanent until state changes
All titans start in NORMAL state and return to it after vulnerability ends.
RECOVERING (Minor Vulnerability)
Section titled “RECOVERING (Minor Vulnerability)”Damage Multiplier: 1.3x damage taken Visual: Slight particle effects, animation stagger Duration: 2-4 seconds (configurable)
When to Use:
- After medium-power attacks
- After successful dodges
- Between attack phases
- As phase transition punishment
{ "type": "set_vulnerable", "vulnerabilityState": "RECOVERING", "duration": "3000" // 3 seconds}EXHAUSTED (Major Vulnerability)
Section titled “EXHAUSTED (Major Vulnerability)”Damage Multiplier: 1.8x damage taken Visual: Heavy breathing, hunched posture, exhaustion particles Duration: 4-8 seconds (configurable)
When to Use:
- After ultimate attacks
- After missing high-commitment attacks
- After enrage phases
- As punishment for greedy behavior
{ "type": "set_vulnerable", "vulnerabilityState": "EXHAUSTED", "duration": "6000" // 6 seconds}Setting Vulnerability
Section titled “Setting Vulnerability”In ActionEffect Timeline
Section titled “In ActionEffect Timeline”Most Common: Set vulnerability after damage application:
{ "timeline": [ {"type": "add_holds", "holds": ["effects"]}, {"type": "define_obb", "name": "explosion", ...}, {"type": "telegraph_obb", "name": "explosion", "telegraphType": "DANGER"}, {"type": "damage_obb", "name": "explosion", "damage": "25.0"},
{"type": "set_vulnerable", "vulnerabilityState": "RECOVERING", "duration": "3000"},
{"type": "remove_holds", "holds": ["effects"]}, {"type": "pause", "pause": 1.5} ]}Execution:
- Titan uses attack
- Damage applies
- Vulnerability starts immediately
- Players can punish during recovery
Timing Considerations
Section titled “Timing Considerations”Option 1: Immediate Vulnerability
{"type": "damage_obb", "name": "attack", "damage": "20.0"},{"type": "set_vulnerable", "vulnerabilityState": "RECOVERING", "duration": "3000"}// Vulnerable as soon as damage appliesOption 2: Delayed Vulnerability
{"type": "damage_obb", "name": "attack", "damage": "20.0"},{"type": "pause", "pause": 1.0},{"type": "set_vulnerable", "vulnerabilityState": "RECOVERING", "duration": "3000"}// Vulnerable 1 second after damageOption 3: Vulnerability During Attack
{"type": "set_vulnerable", "vulnerabilityState": "RECOVERING", "duration": "5000"},{"type": "pause", "pause": 2.0},{"type": "damage_obb", "name": "attack", "damage": "20.0"}// Vulnerable during windup AND recoveryDuration Guidelines
Section titled “Duration Guidelines”RECOVERING Duration
Section titled “RECOVERING Duration”Short Window (2-3s):
- Fast attacks (2-4s cooldown)
- Low-medium damage (8-15 damage)
- Frequent attacks
{"type": "set_vulnerable", "vulnerabilityState": "RECOVERING", "duration": "2500"}Medium Window (3-4s):
- Medium attacks (6-10s cooldown)
- Medium-high damage (15-25 damage)
- Moderate frequency
{"type": "set_vulnerable", "vulnerabilityState": "RECOVERING", "duration": "3500"}Long Window (4-5s):
- Rare attacks (10-15s cooldown)
- High damage (25-35 damage)
- Infrequent but not ultimate
{"type": "set_vulnerable", "vulnerabilityState": "RECOVERING", "duration": "4500"}EXHAUSTED Duration
Section titled “EXHAUSTED Duration”Short Exhaustion (4-5s):
- Powerful but not ultimate attacks
- Phase 1-2 major moves
- Moderate commitment
{"type": "set_vulnerable", "vulnerabilityState": "EXHAUSTED", "duration": "4500"}Medium Exhaustion (5-7s):
- Ultimate attacks in early phases
- High-risk high-reward moves
- Significant commitment
{"type": "set_vulnerable", "vulnerabilityState": "EXHAUSTED", "duration": "6000"}Long Exhaustion (7-10s):
- Phase 3 ultimates
- One-shot attempts
- Maximum punishment
{"type": "set_vulnerable", "vulnerabilityState": "EXHAUSTED", "duration": "8000"}Balancing with Damage
Section titled “Balancing with Damage”Damage vs Vulnerability Trade-off
Section titled “Damage vs Vulnerability Trade-off”High Damage + Long Vulnerability:
{ "timeline": [ // ... attack setup ... {"type": "damage_obb", "name": "ultimate", "damage": "45.0"}, {"type": "set_vulnerable", "vulnerabilityState": "EXHAUSTED", "duration": "7000"}, // 45 damage, but 7s of 1.8x vulnerability ]}Medium Damage + Short Vulnerability:
{ "timeline": [ // ... attack setup ... {"type": "damage_obb", "name": "jab", "damage": "12.0"}, {"type": "set_vulnerable", "vulnerabilityState": "RECOVERING", "duration": "2000"}, // 12 damage, only 2s of 1.3x vulnerability ]}Low Damage + No Vulnerability:
{ "timeline": [ // ... attack setup ... {"type": "damage_obb", "name": "chip", "damage": "6.0"}, // No vulnerability - spam-safe ]}Damage Calculation Examples
Section titled “Damage Calculation Examples”RECOVERING (1.3x multiplier):
- Player deals 10 damage normally
- During RECOVERING: 10 × 1.3 = 13 damage
- Bonus: +3 damage per hit
EXHAUSTED (1.8x multiplier):
- Player deals 10 damage normally
- During EXHAUSTED: 10 × 1.8 = 18 damage
- Bonus: +8 damage per hit
EXHAUSTED Burst Window:
- Player has 6 seconds
- Deals 4 hits of 15 damage each
- Normal: 15 × 4 = 60 damage
- EXHAUSTED: (15 × 1.8) × 4 = 108 damage
- Bonus: +48 damage total
Visual Feedback
Section titled “Visual Feedback”RECOVERING Appearance
Section titled “RECOVERING Appearance”Titan Animation:
- Slight stagger
- Breathing heavily (subtle)
- Slower movement momentarily
Particle Effects:
- Light yellow particles around titan
- ~5-10 particles/second
- Subtle glow effect
Status Indicator:
- Yellow outline/aura
- Pulse effect (slow)
EXHAUSTED Appearance
Section titled “EXHAUSTED Appearance”Titan Animation:
- Heavy stagger/stumble
- Hunched posture
- Labored breathing (obvious)
- Reduced movement speed
Particle Effects:
- Heavy yellow/orange particles
- ~20-30 particles/second
- Sweat droplets
- Steam/exhaustion clouds
Status Indicator:
- Orange outline/aura
- Pulse effect (fast)
- Screen shake (slight) when entering state
Player Communication
Section titled “Player Communication”Actionable Feedback:
- Clear visual distinction between RECOVERING and EXHAUSTED
- Duration timer visible (optional UI mod)
- Audio cue when entering vulnerable state
- Chat message: “Titan is vulnerable!” (optional)
Phase Integration
Section titled “Phase Integration”Phase 1 (100% HP)
Section titled “Phase 1 (100% HP)”Vulnerability Frequency: Low
- 30% of attacks cause RECOVERING
- 5% of attacks cause EXHAUSTED
- Teach mechanic without overwhelming
Example:
"basic_slash": { // No vulnerability},"charged_blast": { // Set RECOVERING (3s)},"phase_1_ultimate": { // Set EXHAUSTED (5s)}Phase 2 (66% HP)
Section titled “Phase 2 (66% HP)”Vulnerability Frequency: Medium
- 50% of attacks cause RECOVERING
- 15% of attacks cause EXHAUSTED
- Reward skilled dodging
Example:
"combo_attack": { // Set RECOVERING (3.5s)},"beam_attack": { // Set RECOVERING (4s)},"explosion_ultimate": { // Set EXHAUSTED (6s)}Phase 3 (33% HP)
Section titled “Phase 3 (33% HP)”Vulnerability Frequency: High
- 60% of attacks cause RECOVERING
- 25% of attacks cause EXHAUSTED
- High-risk high-reward gameplay
Example:
"enrage_slash": { // Set RECOVERING (2.5s) - shorter but frequent},"desperate_explosion": { // Set EXHAUSTED (7s)},"final_ultimate": { // Set EXHAUSTED (8s) - if survived}Attack Design Patterns
Section titled “Attack Design Patterns”Pattern: Safe Spam Attack
Section titled “Pattern: Safe Spam Attack”No vulnerability, low damage, short cooldown:
{ "timeline": [ {"type": "define_obb", "name": "jab", ...}, {"type": "telegraph_obb", "name": "jab", "telegraphType": "WARNING"}, {"type": "damage_obb", "name": "jab", "damage": "8.0"} // No set_vulnerable - titan can spam safely ]}Use Case: Pressure tool, chip damage, gap closer
Pattern: Risk-Reward Attack
Section titled “Pattern: Risk-Reward Attack”Short RECOVERING, medium damage:
{ "timeline": [ {"type": "define_obb", "name": "slash", ...}, {"type": "telegraph_obb", "name": "slash", "telegraphType": "WARNING"}, {"type": "damage_obb", "name": "slash", "damage": "15.0"}, {"type": "set_vulnerable", "vulnerabilityState": "RECOVERING", "duration": "3000"} ]}Use Case: Main damage tool, balanced risk
Pattern: Punishable Ultimate
Section titled “Pattern: Punishable Ultimate”Long EXHAUSTED, massive damage:
{ "timeline": [ {"type": "pause", "pause": 2.0}, // Windup {"type": "define_obb", "name": "ultimate", ...}, {"type": "telegraph_obb", "name": "ultimate", "telegraphType": "CRITICAL"}, {"type": "damage_obb", "name": "ultimate", "damage": "50.0"}, {"type": "set_vulnerable", "vulnerabilityState": "EXHAUSTED", "duration": "8000"} ]}Use Case: High-stakes moment, massive punishment if dodged
Pattern: Miss Punishment
Section titled “Pattern: Miss Punishment”Vulnerability even if attack misses:
{ "timeline": [ {"type": "set_vulnerable", "vulnerabilityState": "RECOVERING", "duration": "5000"}, // Vulnerability starts BEFORE damage {"type": "pause", "pause": 1.0}, {"type": "define_obb", "name": "charge", ...}, {"type": "telegraph_obb", "name": "charge", "telegraphType": "DANGER"}, {"type": "damage_obb", "name": "charge", "damage": "30.0", "condition": "q.target_distance <= 6.0"} // If target too far, damage doesn't apply but titan still vulnerable ]}Use Case: Punish whiffs, reward baiting
State Machine Integration
Section titled “State Machine Integration”Transition on Vulnerability
Section titled “Transition on Vulnerability”Enter Defensive State When EXHAUSTED:
{ "stateMachine": { "states": { "aggressive": { "transitions": [ { "targetState": "defensive", "condition": "q.is_vulnerable('EXHAUSTED')" } ] }, "defensive": { "movementController": "titan:retreat", "speedMultiplier": 1.4, // Retreat faster "aggressionMultiplier": 0.3 } } }}Design: Titan retreats when exhausted, creating chase opportunities
Modify Move Pool
Section titled “Modify Move Pool”Use Different Moves When Vulnerable:
"escape_dash": { "condition": "q.is_vulnerable()", // Any vulnerability "weight": 3.0, "damage": "0.0" // No damage, just escape}Design: Titan prioritizes escape moves when vulnerable
Player Strategy
Section titled “Player Strategy”Optimal Punish Windows
Section titled “Optimal Punish Windows”RECOVERING (1.3x, 2-4s):
- 1-2 quick attacks
- Use fast weapons
- Don’t overcommit
- Prepare for next dodge
EXHAUSTED (1.8x, 4-8s):
- Full burst rotation
- Use big abilities
- Maximize damage
- Coordinate team focus
Risk Assessment
Section titled “Risk Assessment”Should I Punish?
Yes:
- Vulnerability duration >3s remaining
- My abilities off cooldown
- Safe positioning
- Team ready to heal if needed
No:
- Vulnerability ending soon
- Next attack incoming
- Low HP/resources
- Better to reset
Team Coordination
Section titled “Team Coordination”Callouts:
- “Titan exhausted!” - Focus fire
- “Recovering!” - Get 1-2 hits
- “Normal!” - Defensive positioning
Damage Windows:
- Synchronize burst during EXHAUSTED
- Save ultimates for long windows
- Stagger attacks during RECOVERING
Balancing Tips
Section titled “Balancing Tips”Testing Checklist
Section titled “Testing Checklist”For Each Attack:
- Damage amount feels fair
- Vulnerability duration matches power
- Players can capitalize on window
- Titan can’t chain attacks during vulnerability
- Visual feedback is clear
Common Issues
Section titled “Common Issues”Problem: Windows Too Short
- Players can’t react in time
- Increase duration by 1-2 seconds
- Add earlier visual cue
Problem: Windows Too Long
- Titan feels helpless
- Reduce duration
- Add escape moves during vulnerability
- Allow defensive actions
Problem: Damage Multiplier Too High
- Titan dies too fast
- Reduce EXHAUSTED frequency
- Shorten durations
- Increase titan HP pool
Problem: No Incentive to Dodge
- Attacks don’t cause vulnerability
- Add RECOVERING to medium attacks
- Add EXHAUSTED to ultimates
Advanced Techniques
Section titled “Advanced Techniques”Stacking Vulnerability
Section titled “Stacking Vulnerability”Not Allowed by Default:
// Titan already RECOVERING{"type": "set_vulnerable", "vulnerabilityState": "RECOVERING", "duration": "3000"}// Refreshes duration, doesn't stackUpgrade Vulnerability:
// Titan already RECOVERING{"type": "set_vulnerable", "vulnerabilityState": "EXHAUSTED", "duration": "5000"}// Upgrades to EXHAUSTEDConditional Vulnerability
Section titled “Conditional Vulnerability”Only Vulnerable If Attack Hits:
{ "type": "set_vulnerable", "vulnerabilityState": "RECOVERING", "duration": "3000", "condition": "q.hit_entity_count > 0" // Only if hit someone}Only Vulnerable If Attack Misses:
{ "type": "set_vulnerable", "vulnerabilityState": "EXHAUSTED", "duration": "6000", "condition": "q.hit_entity_count == 0" // Only if whiffed}Phase-Scaled Vulnerability
Section titled “Phase-Scaled Vulnerability”Longer Vulnerability at Low HP:
{ "type": "set_vulnerable", "vulnerabilityState": "EXHAUSTED", "duration": "math.lerp(4000, 8000, 1.0 - (q.user_health / q.user_max_health))" // 4s at 100% HP, 8s at 0% HP}Next Steps
Section titled “Next Steps”- Phases → - Phase progression system
- Telegraph System → - Visual attack warnings
- State Machines → - AI behavior integration
Master vulnerability windows to create fair, skill-expressive boss fights! ⚔️