Proximity damage scales a hit by distance from its announced source. Unlike a binary circle, moving farther can reduce damage even when no point in the arena is completely safe. This demo compares a timely retreat with standing near the same rune; both pulses hit once, but with different severity.

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Read the source and retreatAt 0.68 seconds Kern marks one fixed rune. Tavi walks from 220 to 410 units away before the first pulse. Concentric bands preview relative severity rather than a binary safe border.
Compare two distances from Kern's rune Kern marks a rune beneath the boss. Tavi retreats through its severity rings; the first pulse takes 13 health. Tavi comes closer for a second pulse from the same source and loses 79 health. The scene shows the resulting fall, then explicitly resets. Player Boss Player

At 0.68 seconds Kern marks one fixed rune. Tavi walks from 220 to 410 units away before the first pulse. Concentric bands preview relative severity rather than a binary safe border.

Implementation checklist

Define the source, distance metric, inner and outer clamps, minimum and maximum damage, sampling instant, hit identity, reachable retreat, and visible health change.

Core checks

Three questions for the mechanic

  • Where is distance measured?

    Lock one source at the warning. Measure from that point to the target's chosen sample point, not from the boss's later position or the camera. This version clamps damage to 90 at 140 units or less and 10 at 420 units or more, interpolating between; it never claims an outer safe edge.

  • When is the dose committed?

    Keep the source visible through the warning and sample each target once at 2.20 and 4.30 seconds with distinct hit IDs. A target moving after the pulse does not retroactively alter that hit. Reject duplicate callbacks and document whether cover, mitigation, and group effects modify the result.

  • Can distance be gained in time?

    Test ordinary walking from the nearest likely starting position, with the full character inside the arena. Compare health changes near, between, and beyond the clamps; test exact boundaries, invalid coordinates, duplicate IDs, and retry. Keep bands and numeric feedback legible without color.

Design mistakes

  • Drawing a safe circle that does not exist

    A standard AoE outline suggests zero damage beyond it. When the attack has a nonzero floor, use graded rings, a source marker, and health feedback instead of a false safe boundary.

  • Letting the source drift unnoticed

    If the boss moves after the warning, a live boss-centered measurement can contradict the telegraph. Snapshot the source or visibly track it, and use that same position in the damage calculation.

Tuning

Tune the attack

  • Choose a response budget

    Tune warning time, run speed, arena depth, and damage floor together. Reaching the low-damage band should not require an unannounced dash, immunity, or a camera trick.

  • Separate dose from mitigation

    First calculate distance-based damage, then apply shielding, resistance, or group rules in a documented order. Log both raw and final damage so tests can distinguish bad geometry from balance values.

  • Instrument the snapshot

    Record encounter, source, target, hit ID, sampled distance, unclamped fraction, clamped dose, health before and after, and reset. Rewind through both pulses to confirm identical results without a second application.

Arena

  • One rune, two costs

    Kern charges a rune. Tavi backs away and survives its first pulse with modest damage. On the next warning Tavi stands closer; the same rune strikes much harder.

Player upgrades

  • Show severity without relying on hue

    Combine the source glyph, concentric bands, distance-and-damage readout, pulse, health number, and clear hit reaction. Leave the timeline seekable with autoplay disabled.

Do not confuse this with

  • A graded hit, not a binary blast

    An ordinary radial AoE asks whether a target is inside a radius. Here distance sets the amount even at the outer edge. Wakfu's Hark Saniss is a related but different proximity rule: nearby players add a permanent boss damage bonus on scheduled turns, rather than receiving a continuously graded pulse.

Bosses that use this mechanic

Learn more

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