A shared-damage stack marks one player and divides a fixed impact among eligible players in the marked area. Count participants at impact, not when the marker appears. A readable join window lets allies enter; an isolated target takes the whole budget and may fall. This is not a generic area attack that deals full damage to everyone.
Mark and gatherKern marks one player at 0.70 seconds with a circle of radius 115. Two allies enter before the 2.25-second impact. The circle, not proximity to Kern, defines who counts; all three bodies fit inside it.
Kern marks one player at 0.70 seconds with a circle of radius 115. Two allies enter before the 2.25-second impact. The circle, not proximity to Kern, defines who counts; all three bodies fit inside it.
Reduced motion disables autoplay. Scrub through 0.70, 1.05, 1.90, 2.25, 2.52, 3.08, 3.22, 3.90, 4.28, 4.55, and 5.30 seconds.
Implementation checklist
Define target ownership, marker geometry, participant eligibility, snapshot time, integer damage division, solo outcome, repeated-hit policy, retry reset, accessibility, and multiplayer telemetry.
Core checks
Three questions for the mechanic
Who counts at impact?
Keep a stable target player and hit ID. At the exact resolution frame, gather living eligible player IDs whose positions fall inside the marked circle. Count each ID once and do not include a disconnected, downed, duplicate, or outside body. Marker movement follows the target until its authored lock time; this demo keeps the target planted.
How is one budget divided?
Resolve one total integer damage value, not one full hit per body. Sort participant IDs, give each the floor of total divided by count, then distribute any remainder in that stable order. Apply this ledger once by encounter and hit ID. Expose both count and per-player result so the consequence of joining is legible.
What proves the coordination rule?
Compare the same 90-point attack with three participants and one. The first leaves each player at 70; the second takes an isolated 70-health target to zero. Make the warning long enough for the group to meet, avoid requiring pixel-perfect overlap, and restore roster and health on an explicit retry.
Design mistakes
Every body takes the full budget
A regular area attack is not a stack. Applying 90 to each of three players removes the promised benefit of joining. Generate exactly one event, split its total among the participant snapshot, and assert that all shares add back to 90.
The participant count changes after contact
Late movement or duplicate callbacks must not recalculate a resolved hit. Freeze the eligibility snapshot at contact and key the damage ledger to the hit ID; only the next distinct impact may take a new snapshot.
Tuning
Tune the attack
Budget for reachable grouping
Measure the farthest expected ally distance, ordinary movement speed, full-body radius, warning duration, arena obstacles, and latency. A marker should be generous enough for players to converge without precise stacking on one pixel.
Separate stack from spread
A stack rewards additional participants in one marked area; a personal spread punishes overlapping individual areas. If both appear in one encounter, use distinct silhouettes and enough transition time to prevent contradictory instructions.
Test roster edge cases
Try one, two, and three players; an ally exactly on the boundary; a downed ally inside; a disconnect before impact; simultaneous join and impact; a duplicate callback; and retry. Record hit ID, eligible IDs, shares, health before and after, and application count.
Arena
A rune becomes lighter when carried together
Kern places a heavy rune over one player. Two companions enter its circle before the stone pulse lands, dividing the burden. When they leave during the next warning, the rune falls on one pair of shoulders instead.
Player upgrades
Show the count without relying on color or sound
Keep the target marker and its boundary visible, announce the eligible count and resulting share in text, give each player a distinct position, and preserve the numeric result under reduced motion and on small screens.
Do not confuse this with
One divided hit is not a tower or ordinary splash
A tower often requires somebody to occupy a fixed zone, with a separate failure rule. A personal spread creates several independent areas. A shared-damage stack marks one target and divides one attack's budget among eligible bodies inside that target's area at impact.