[1.12.x] Skitarius Talents & Mechanics
Base Stats
Skitarius has the following base stats which can be modified by respective talents. Some of these base stats interact with the respective toughness, stamina, dodge, sprint, and handling templates of currently wielded weapons.
The coherency regen delay (i.e. the time until coherency regeneration kicks in after its conditions have been met) is currently bugged: If the last enemy occupying a slot is in melee combat, it varies depending on the length of the death animation of this enemy and hence, only in this case, is unaffected by the toughness_regen_delay_multiplier provided by Toughness Regeneration Speed curios.
Basic
Health (alive)
health
health
150
Health (downed)
knocked_down_health
knocked_down_health
1000
Crit chance
base_critical_strike_chance
base_critical_strike_chance
7.5%
Toughness
Toughness
max
max
100
Toughness on Melee Kill
replenish_types.melee_kill
replenish_types.melee_kill
5% of max toughness
Coherency Toughness
Generally, coherency works like a daisy chain[i.imgur.com]that connects the players; a player does not need to be in coherency with all others at once, just with one that might be in coherency with others. Then, coherency toughness regeneration is active only when there are no enemies occupying slots around the player unit (Darktide's slot system is similar to Vermintide 2's slot system). Coherency toughness regeneration is disabled while the player is downed or while the player is affected by specific debuffs like toxic gas or ground fire; while carrying luggable mission objects (e.g. batteries, containers) the regeneration is extremely slowed and reduced.The coherency regen delay (i.e. the time until coherency regeneration kicks in after its conditions have been met) is currently bugged: If the last enemy occupying a slot is in melee combat, it varies depending on the length of the death animation of this enemy and hence, only in this case, is unaffected by the toughness_regen_delay_multiplier provided by Toughness Regeneration Speed curios.
Coherency Radius
PlayerCharacterConstants.coherency.radius
PlayerCharacterConstants.coherency.radius
8m
Base Coherency Toughness Regen Delay
regeneration_delay
regeneration_delay_modifier
regeneration_delay
regeneration_delay_modifier
1.5s
Base Coherency Toughness Regen
regeneration_speed
toughness_coherency_regen_rate_modifier
regeneration_speed_modifier
regeneration_speed
toughness_coherency_regen_rate_modifier
regeneration_speed_modifier
(allies: 0) 0 toughness per second
(allies: 1) 3.75 toughness per second
(allies: 2) 5.625 toughness per second
(allies: 3) 7.5 toughness per second
(allies: 1) 3.75 toughness per second
(allies: 2) 5.625 toughness per second
(allies: 3) 7.5 toughness per second
Coherency Toughness Regen Grace
Time after Leaving
stickiness_time
Time after Leaving
stickiness_time
2s
Stamina
Stamina
base_stamina
base_stamina
3
Stamina Regen Delay
regeneration_delay
regeneration_delay
0.75s
Stamina Regen Speed
regeneration_per_second
regeneration_per_second
1.5 stamina per second
Dodge
Minimum Direction Input Requirement
minimum_dodge_input
minimum_dodge_input
0.25m
Minimum travel distance needed before a dodge can be performed
Dodge Distance
base_distance
base_distance
2m
How far the dodge can move the character
Dodge Cooldown
dodge_cooldown
dodge_cooldown
0.15s
Time until next dodge can be performed
Dodge Cooldown after Jump
dodge_jump_override_timer
dodge_jump_override_timer
0.3s
Time until next dodge can be performed if interrupted by a jump
Dodge Count Reset Time
consecutive_dodges_reset
consecutive_dodges_reset
0.85s
Time to reset the effective dodge count
Dodge Linger Time
dodge_linger_time
dodge_linger_time
0.2s (vs melee)
0s (vs ranged)
0s (vs ranged)
Grace window after finishing a dodge in which the character is still considered as is_dodging against an attack
Dodge Stop Threshold
stop_threshold
stop_threshold
25%
Maximum dodge time after dodging into an obstacle
Toughness Damage Taken Modifier (Dodging)
state_damage_modifiers.dodging
state_damage_modifiers.dodging
0.5
Modifies toughness damage taken while dodging; below 1 means taking less damage, above 1 means taking more damage BUT due to the complexity of the calculation, neither does 0 translate into taking no damage at all nor does 2 translate into taking double damage. For an in-depth explanation, refer to this write-up (still up to date despite some values having changed).
Movement
Base Movement Speed
move_speed
move_speed
4m/s
Movement Speed when Jumping
jump_speed
jump_speed
4m/s
Climbing Speed
climb_speed
climb_speed
1.75m/s
Crouching Speed
crouch_move_speed
crouch_move_speed
1.4m/s
Sprinting Speed
sprint_move_speed
sprint_move_speed
5.2m/s
Sprint Multiplier when out of Stamina
no_stamina_sprint_speed_multiplier
no_stamina_sprint_speed_multiplier
0.75
This reduces only the bonus to movement speed when sprinting with stamina.
Toughness Damage Taken Modifier (Sprinting)
state_damage_modifiers.sprinting
state_damage_modifiers.sprinting
1
Modifies toughness damage taken while sprinting; below 1 means taking less damage, above 1 means taking more damage BUT due to the complexity of the calculation, neither does 0 translate into taking no damage at all nor does 2 translate into taking double damage. For an in-depth explanation, refer to this write-up (still up to date despite some values having changed).
Speed Requirement to Slide
slide_move_speed_threshold
slide_move_speed_threshold
4.2m/s
Minimum movement speed required to perform a slide
Toughness Damage Taken Modifier (Sliding)
state_damage_modifiers.sliding
state_damage_modifiers.sliding
0.5
Modifies toughness damage taken while sliding; below 1 means taking less damage, above 1 means taking more damage BUT due to the complexity of the calculation, neither does 0 translate into taking no damage at all nor does 2 translate into taking double damage. For an in-depth explanation, refer to this write-up (still up to date despite some values having changed).
Passive Talent
Skitarius has one passive talent ('Class Iconic') that is always active by default:
function: reduce_ability_cooldown_percentage
This talent does three things:
(1) Sets Skitarius' base amount of combat ability charges to 3. The cooldown of each combat ability charge starts only after the previous charge has finished its cooldown.
(2) Sets the base maximum cooldown of a combat ability charge to 50s and establishes Skitarius' base ability charge cooldown regen rate of 1s per second (50×0.02=1).
(3) Killing an enemy with melee and ranged attacks, arc lightning, explosions, and DoTs reduces the remaining cooldown of a combat ability charge by 2% (i.e. by 1s by default); killing an elite or special reduces the remaining cooldown of a combat ability charge by 4% instead (i.e. by 2s by default). Can proc multiple times per swing or shot when cleaving. Procs alongside the cooldown regen effects from Augmented Power-Cycle, Flux Conduit Build-Up, Redline Capacitors, Static Capacitor Drain; and additionally to the remaining cooldown reduction effects of Capacitor Reclamation Loop, Higher Purpose, Reactor Coil Recharge, Satiated Steel, and Concentration Stimm. This percentage decrease is not modified by Combat Ability Regeneration from curios which only reduces the maximum cooldown of a combat ability charge.
"ability_recharge" / "passive_cooldown_regen"
Your Abilities are powered by your Motive Engine.
You have 3 Base Charges. Abilities require at least 1 Charge(s) to be activated, and will Spend up to 3 Charge(s), providing additional effects for each Charge.
Generate 2% Capacitance each second. At 100% Capacitance you generate 1 Charge and the Capacitance is reset. You also generate 2% Capacitance on Kills, increased to 4% on Elite or Specialist Kill.
function: reduce_ability_cooldown_percentage
This talent does three things:
(1) Sets Skitarius' base amount of combat ability charges to 3. The cooldown of each combat ability charge starts only after the previous charge has finished its cooldown.
(2) Sets the base maximum cooldown of a combat ability charge to 50s and establishes Skitarius' base ability charge cooldown regen rate of 1s per second (50×0.02=1).
(3) Killing an enemy with melee and ranged attacks, arc lightning, explosions, and DoTs reduces the remaining cooldown of a combat ability charge by 2% (i.e. by 1s by default); killing an elite or special reduces the remaining cooldown of a combat ability charge by 4% instead (i.e. by 2s by default). Can proc multiple times per swing or shot when cleaving. Procs alongside the cooldown regen effects from Augmented Power-Cycle, Flux Conduit Build-Up, Redline Capacitors, Static Capacitor Drain; and additionally to the remaining cooldown reduction effects of Capacitor Reclamation Loop, Higher Purpose, Reactor Coil Recharge, Satiated Steel, and Concentration Stimm. This percentage decrease is not modified by Combat Ability Regeneration from curios which only reduces the maximum cooldown of a combat ability charge.
Talent Nodes (Part I)
Ablative Motion Routines
Icon
Mechanics
25% Damage Resistance while Sprinting or Sliding.
stat buff: damage_taken_multiplier
While sliding and while sprinting with stamina, reduces both toughness and health damage taken by 25%; stacks multiplicatively with other damage reduction buffs. When stamina reaches 0 while sprinting, the damage reduction does not apply.
Ablative Wards
Icon
Mechanics
Gain +90% Corruption Resistance. Every 20s, take 1 Corruption Damage.
stat buff: corruption_taken_multiplier
This talent does two things:
(1) Reduces corruption damage taken by any enemy source that is dealing corruption damage by 90%; this includes Poxburster explosion, toxic gas, Poxwalker melee attacks, Pox Hound pounce, Beast of Nurgle vomit/slime/consumed, Daemonhost, grimoires, radiation (Expeditions mode), etc. Stacks multiplicatively with Corruption Resistance and Grimoire Corruption Resistance from curios, and other damage reduction buffs.
(2) Every 20s, deals 1 corruption damage to Skitarius. This will eventually convert all health to corruption but not kill the player. Does not proc while Skitarius is knocked down or disabled. Note that the talent's own corruption damage reduction is already factored in to calculate the base tick damage of 1. The corruption damage taken from this talent is reduced by Corruption Resistance and Grimoire Corruption Resistance from curios.
Note that taking damage by this talent does not proc Data Sensor Protocol (toughness part), Flensing Protocols (stack removal), or Kinetic Energy Distributors.
Adaptive Combat Calibration
Icon
Mechanics
Gain +30% Melee Cleave while above 50% Toughness and +30% Melee Impact while below.
stat buffs:
max_melee_hit_mass_attack_modifier
melee_impact_modifier
This talent does two things:
(1) While above 50% of maximum toughness, increases the maximum hit mass limit of melee attacks by 30%, thereby allowing attacks to cleave more enemies. Stacks additively with related buff from Shockline Breach Protocol, Foe-Render Creed, weapon blessings Devastating Strike, Savage Sweep, and Wrath, and multiplicatively with power level buffs.
(2) While at or below 50% of maximum toughness, increases the stagger strength of melee attacks by 30%; stacks additively with other stagger buffs, and multiplicatively with power level buffs.
Adaptive Combat Engram
Icon
Mechanics
Ammo-Cell Augury
Icon
Mechanics
Ammunition-Restoration Pod
Icon
Mechanics
Every 15s, replenish 1% of your Max Ammo Reserve.
Every 15s, replenishes 1% of max ammo in reserve; rounds down. Note that the 15s check interval starts when the talent is equipped and not when a change is made to the weapon loadout (e.g. in the Psykhanium).
For example, with a weapon that has 72 bullets max ammo in reserve: On the first check, Skitarius regains 72×0.01=0.72 bullets which is rounded down to 0; the leftover amount of 0.72-0=0.72 is carried over to the next check. On the second check, Skitarius regains 72×0.01+0.72=1.44 bullets which is rounded down to 1; the leftover amount of 1.44-1=0.44 is once again carried over to the next check, and so on. This means, in this case, Skitarius would get 0 bullets on the first check, 1 bullet on the next two checks, 0 bullets on the fourth check, 1 bullet again on the next three checks, 0 bullets on the eighth check, and so on.
Assassination Protocols
Icon
Mechanics
Increases Ranged Damage vs Ogryns, Monstrosities and Captains by +25%.
stat buffs:
ranged_damage_vs_captains
ranged_damage_vs_monsters
ranged_damage_vs_ogryn
Increases the damage of ranged attacks against enemies with the ogryn, monster, or captain / cultist_captain tag by 25%; stacks additively with other damage buffs, and multiplicatively with power level buffs.
Breeds with ogryn, monster, or captain / cultist_captain tag: Beast of Nurgle, Bulwark, Chaos Spawn, Crusher, Daemonhosts, Dreg Captain, Pack Master, Plague Ogryn, Reaper, Scab Captain, Twins
Note that since Pack Master has both the ogryn and the monster tag, two of this talent's three buffs apply to him, increasing ranged damage against him specifically by 50%.
Auto-Repair Doctrines
Icon
Mechanics
Replenish +3% Toughness per second. Increased by +0.5% per Current Charge.
function: recover_percentage_toughness
Always replenishes 3% of maximum toughness per second. Replenishes an additional 0.5% of maximum toughness per second for each currently held combat ability charge. The effectiveness of this toughness replenishment is affected by certain player debuffs like toxic gas.
Binary Ballistics Protocol
Icon
Mechanics
Elite Kills restore 15% Toughness over 3s.
function: recover_percentage_toughness
Killing an elite replenishes 5% of maximum toughness per second for 3 seconds; can be refreshed during active duration. The effectiveness of this toughness replenishment is affected by certain player debuffs like toxic gas.
Talent Nodes (Part II)
Channelled Motive Force
Icon
Mechanics
Spending 1 Stamina grants +15% Damage for 4s.
stat buff: damage
After spending at least 1 stamina by sprinting, pushing, blocking, jumping while sprinting, or dodge-canceling revved up attacks (1 spent stamina is equal to one fully depleted segment of the stamina bar, only if the 'Show Stamina with 25% dividers' setting is set to off in the game's 'Interface' options), increases any damage by 15% for 4s; can be refreshed during active duration. Stacks additively with other damage buffs, and multiplicatively with power level buffs.
There is currently a bug: The talent also procs when switching between weapons with different stamina templates.
Data Sensor Protocol
Icon
Mechanics
When you or an Ally in Coherency take toughness damage, they restore 25% Stamina. 15s Cooldown.
When you or an Ally in Coherency take health damage, they restore 25% Toughness. 15s Cooldown.
functions:
add_stamina_percent
recover_percentage_toughness
This talent does two things for Skitarius and allies who are in coherency with Skitarius:
(1) If not on cooldown, replenishes 25% of maximum stamina when Skitarius or an ally who is in coherency with Skitarius takes damage to toughness.
(2) If not on cooldown, replenishes 25% of maximum toughness when Skitarius or an ally who is in coherency with Skitarius takes damage to health. The effectiveness of this toughness replenishment is affected by certain player debuffs like toxic gas.
Note that the cooldowns of each effect are tracked separately and are shared between all players.
Electro-Strike Conduit
Icon
Mechanics
Melee Critical hits Electrocute the first target hit.
To the first target hit by a critical melee attack, applies a specific Electrocution effect for 3s; can be refreshed during active duration. Staggers all enemies except Mutants, Poxburster, monstrosities and Captains/Twins; ignores Bulwark/Vanguards shields.
For details on Electrocution, see 'Damage over Time Effects' section.
Entropic Transfer
Icon
Mechanics
Replenish 12% Toughness over 4s on Electrocuting an enemy.
function: recover_percentage_toughness
Replenishes 3% of maximum toughness per second for 4s; can be refreshed during active duration. Any of Skitarius' attacks that apply an Electrocution effect to an enemy can proc this talent except for the following sources: Shock Mauls (regular attacks), weapon blessings Lightning Reflexes and Overwhelming Force.
The effectiveness of this talent's toughness replenishment is affected by certain player debuffs like toxic gas.
Evasive Servo Recovery
Icon
Mechanics
Successful dodges restore 10% Stamina.
function: add_stamina_percent
Replenishes 10% of maximum stamina per successful dodge; has no internal cooldown. Procs on successfully dodging enemy melee or ranged attacks (except Gunners, Reaper, Sniper), and disabler attacks (Pox Hound jump, Trapper net, Mutant grab). 'Successful dodge' means dodging an enemy attack that is locked on the player with an accordingly timed dodge or sliding action.
The dodge effects from Integrated Refraction Emitter as well as from weapon blessings Ghost, Hit & Run and Stripped Down can also proc this talent.
Force Distribution Actuators
Icon
Mechanics
Galvanic Marking Array
Icon
Mechanics
Ranged Elite Kills increase Damage by +5% for 15s. Stacks 4 times. Stacks decay one at a time.
stat buff: damage
Killing an elite with a ranged attack grants stacks (up to 4); can proc multiple times per shot when cleaving. Stacks last for 15s, can be refreshed during active duration, and are dropped one by one. Per stack, increases any damage by 5% (up to +20%); stacks additively with other damage buffs, and multiplicatively with power level buffs.
Galvanized Coating
Icon
Mechanics
You are Stun Immune and have +15% Damage Resistance. Taking Melee Damage spends 5% Capacitance.
buff keyword: stun_immune
stat buff: damage_taken_multiplier
function: increase_ability_cooldown_percentage
This talent does three things:
(1) Grants immunity to stuns from both melee and ranged attacks.
(2) Reduces both toughness and health damage taken by 15%; stacks multiplicatively with other damage reduction buffs.
(3) Taking a damaging melee hit increases the remaining cooldown of a combat ability charge by 5% (i.e. by 2.5s by default); has no internal cooldown. Does not proc while Skitarius is knocked down or disabled.
Talent Nodes (Part III)
Gunsmith
Icon
Mechanics
Gain 15% Reload Speed. Additionally, after not shooting for 5s, each second spent not shooting reloads 7.5% of your Clip from your Ammo Reserve.
stat buff: reload_speed
function: Ammo.transfer_from_reserve_to_clip
This talent does two things:
(1) Increases reload animation speed by 15%; stacks additively with other reload speed buffs.
(2) Starting 5s after having executed a shooting action, transfers 7.5% of a weapon's max ammo in clip from the current ammo in reserve to the clip; rounds up. This ammo transfer occurs every second and cannot happen if the current ammo in reserve is 0.
For example, Skitarius with a weapon that has a max clip size of 16 bullets will transfer 16×0.075=1.2 bullets which is rounded up to 2.
Hybrid Combat Covenant
Icon
Mechanics
Melee Kills increase Ranged Damage by +3% for 8s. Stacks 5 times. Ranged Kills increase Melee Damage by +3% for 8s. Stacks 5 times.
Stacks decay one at a time.
stat buffs:
ranged_damage
melee_damage
This talent does two things:
(1) Killing enemies with melee attacks grants stacks (up to 5). Per stack, increases the damage of ranged attacks by 3% (up to +15%); stacks additively with other related damage buffs, and multiplicatively with power level buffs.
(2) Killing enemies with ranged attacks grants stacks (up to 5). Per stack, increases the damage of melee attacks by 3% (up to +15%); stacks additively with other related damage buffs, and multiplicatively with power level buffs.
Either buff effect can proc multiple times per attack when cleaving. Stacks last for 8s, are dropped ony by one, and can be refreshed during active duration.
Hydraulic Impact
Icon
Mechanics
Uninterruptible while charging melee attacks. Gain +15% Heavy Melee Damage.
buff keyword: uninterruptible
stat buff: melee_heavy_damage
This talent does two things:
(1) During the windup phases of light and heavy melee attacks, makes any of Skitarius' melee attack actions uninterruptible so that they cannot be canceled as a result of hit reactions. 'Windup' refers to a specific action kind in weapon profiles, it is the 'charging or ready up movement' animation before an actual swing is executed.
(2) Always increases the damage of heavy melee attacks by 15%; stacks additively with other related damage buffs, and multiplicatively with power level buffs.
Kinetic Energy Distributors
Icon
Mechanics
Taking damage restores 25% Toughness over 5s. 10s Cooldown.
function: recover_percentage_toughness
If not on cooldown, replenishes 5% of maximum toughness per second for 5s when Skitarius takes damage to health. The effectiveness of this toughness replenishment is affected by certain player debuffs like toxic gas.
Last Stand Relay
Icon
Mechanics
Gain +6% Crit Chance, increased to +10% when at 0 charges.
stat buff: critical_strike_chance
Always grants 6% additional crit chance to all attacks that can crit. Only when Skitarius has 0 combat ability charges remaining, grants another 4% additional crit chance. Stacks additively with other sources of crit chance.
Moebian Conductor
Icon
Mechanics
Omnissian Recharge Litany
Icon
Mechanics
Hitting 3 or more enemies with an Attack restores 10% Toughness over 3s.
function: recover_percentage_toughness
Hitting at least 3 enemies with melee and ranged attacks, pushes, arc lightning, and explosions replenishes 3.33% of maximum toughness per second for 3s; has an internal cooldown of 0.25s. Can be refreshed during active duration. The effectiveness of this toughness replenishment is affected by certain player debuffs like toxic gas.
Overcharge Transfer Lattice
Icon
Mechanics
If an Enemy hits you with a Melee Attack, they and enemies within 2.5m of them are Electrocuted. 15s Cooldown.
If not on cooldown, taking a damaging melee hit applies a specific Electrocution effect for 3s to enemies who are within 2.5m of Skitarius. Staggers all enemies except Mutants, Poxburster, monstrosities and Captains/Twins; ignores Bulwark/Vanguards shields.
For details on Electrocution, see 'Damage over Time Effects' section.
Talent Nodes (Part IV)
Power Overflow
Icon
Mechanics
When at full Toughness, 25% of excess Toughness Replenished is distributed to each Ally in Coherency.
function: recover_flat_toughness
Spreads 25% of the amount of toughness actively generated by Skitarius to allies who are in coherency with Skitarius. This effect is only active while Skitarius is at 100% of maximum toughness and considers all toughness replenished by melee kills, talents, and weapon blessings. Toughness replenished by coherency regeneration cannot be spread because coherency regeneration is disabled while at 100% toughness. Does not stack with the same talent from another Skitarius, each Skitarius spreads their amounts separately.
Note that if Skitarius has bonus toughness (yellow) from Veteran's Duty and Honour or Zealot's Chorus of Spiritual Fortitude, the talent considers the temporary new maximum for its 100% activation threshold.
The effectiveness of this talent's toughness replenishment is affected by certain player debuffs like toxic gas.
Power Redistribution Uplink
Icon
Mechanics
Critical hits restore 7.5% Toughness and grant +15% Toughness Damage Reduction over 3s.
function: recover_percentage_toughness
stat buff: toughness_damage_taken_multiplier
Hitting an enemy with a critical attack does two things for 3s (can be refreshed during active duration):
(1) Replenishes 2.5% of maximum toughness per second. The effectiveness of this toughness replenishment is affected by certain player debuffs like toxic gas.
(2) Grants 15% toughness damage reduction; stacks multiplicatively with other damage reduction buffs.
Precision Combat Augurs
Icon
Mechanics
+15% Damage for your Next Attack on Successful Dodge.
stat buffs:
melee_damage
ranged_damage
Increases the damage of melee and ranged attacks by 15%; stacks additively with other damage buffs, and multiplicatively with power level buffs. This buff effect has no duration and is consumed upon executing a melee or ranged attack. Note that, for melee attacks, the respective damage buff can increase damage against multiple targets only if successive hits during one swing occur fast enough after the first.
Procs on successfully dodging enemy melee or ranged attacks (except Gunners, Reaper, Sniper), and disabler attacks (Pox Hound jump, Trapper net, Mutant grab). 'Successful dodge' means dodging an enemy attack that is locked on the player with an accordingly timed dodge or sliding action.
The dodge effects from Integrated Refraction Emitter as well as from weapon blessings Ghost, Hit & Run and Stripped Down can also proc this talent.
Progressive Plating Matrix
Icon
Mechanics
Hits grant +2.5% Toughness Damage Reduction for 5s. Stacks 6 times. Max one per attack.
stat buff: toughness_damage_taken_multiplier
Hitting enemies with melee and ranged attacks, arc lightning, and explosions grants stacks (up to 6); generates one stack per attack regardless of how many enemies have been hit. Stacks last for 5s and can be refreshed during active duration. Per stack, grants 2.5% toughness damage reduction; stacks linearly with itself (i.e. 2 stacks = 5%, 3 = 7.5% toughness damage reduction, etc), and multiplicatively with other damage reduction buffs.
Protectorate Protocol
Icon
Mechanics
When an Ally in Coherency is Incapacitated, they have +25% Damage Resistance until freed. If you free them, they gain Stun Immunity and +25% Damage Resistance for 6s.
stat buff: damage_taken_multiplier
buff keyword: stun_immune
While being knocked down or incapacitated, reduces both toughness and health damage taken by 25% for Skitarius and allies who are in coherency with Skitarius; stacks multiplicatively with other damage reduction buffs. Note that this effect always applies to Skitarius themselves and that it can stack with the same talent of another Skitarius (up to 4 times).
'Incapacitated', in this talent's case, includes: netted (by Trapper), pounced (by Pox Hounds), grabbed (by Chaos Spawn, Daemonhost, Mutants), consumed (by Beast of Nurgle), and hanging from ledge.
Additionally, does two things for 6s for allies who have been assisted by Skitarius (does not apply when assisted by Medicae Servo-Skull); assisting includes reviving knocked down allies, rescuing respawned allies, pulling allies up from ledges, or freeing allies from nets:
(1) Grants immunity to stuns from both melee and ranged attacks.
(2) Reduces both toughness and health damage taken by 25%; stacks multiplicatively with other damage reduction buffs. Note that this talent's damage reduction buff always stacks with the innate Revive Grace that is granted to players within 3s after having been revived.
Rad-Sink
Icon
Mechanics
After not Shooting for 1s, each subsequent second spent not Shooting increases Ranged Damage by +10% on your next Shot. Stacks 2 times.
stat buff: ranged_damage
Starting 1s after having executed a shooting action, grants stacks every second (up to 2); stacks last until consumed upon shooting. Per stack, increases the damage of ranged attacks by 10% (up to +20%); stacks additively with other damage buffs, and multiplicatively with power level buffs.
Talent Nodes (Part V)
Residual Current Buffer
Icon
Mechanics
Gain +10% Toughness Damage Reduction, increased by +2.5% per Current Charge.
stat buff: toughness_damage_taken_multiplier
Always grants 10% toughness damage reduction. Grants an additional 2.5% toughness damage reduction for each currently held combat ability charge; stacks linearly with itself (i.e. 1 charge = 12.5%, 2 = 15% toughness damage reduction, etc), and multiplicatively with other damage reduction buffs.
Retribution Conduit
Icon
Mechanics
Gain +10% Damage vs Electrocuted, increased by +5% per current charge.
stat buff: damage_vs_electrocuted
Always increases any damage against enemies who are under the effect of Electrocution by 10%. Increases any damage against electrocuted enemies by an additional 5% for each currently held combat ability charge. Stacks additively with other damage buffs, and multiplicatively with power level buffs.
For a list of Electrocution sources, see 'Damage over Time Effects' section.
Salvation Doctrine
Icon
Mechanics
Gain +20% Damage Resistance while Reviving an Ally. Gain +20% Revive Speed.
stat buffs:
damage_taken_multiplier
revive_speed_modifier
This talent does two things:
(1) Only while reviving knocked down allies, rescuing respawned allies, pulling allies up from ledges, or freeing allies from nets, reduces both toughness and health damage taken by 20%; stacks multiplicatively with other damage reduction buffs.
(2) Increases Skitarius' interaction speed by 20% when reviving knocked down allies, rescuing respawned allies, pulling allies up from ledges, or freeing allies from nets; stacks additively with Revive Speed (Ally) from curios.
Sequenced Charge
Icon
Mechanics
Gain +12.5% Strength on gaining a charge. Lasts 10s.
stat buff: power_level_modifier
Whenever Skitarius' combat ability charge count increases by 1, increases the power level of melee and ranged attacks, arc lightning, explosions, and DoTs by 12.5%; stacks additively with other power level buffs, and multiplicatively with damage buffs.
'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
Servo-Core Recharge Engine
Icon
Mechanics
Weakspot Kills restore 5% Toughness.
function: recover_percentage_toughness
Killing an enemy with a melee or ranged weakspot hit replenishes 5% of maximum toughness. If it is a melee kill, this talent procs additionally to Skitarius' base 5% of maximum toughness gained on melee kill. The effectiveness of this toughness replenishment is affected by certain player debuffs like toxic gas.
Shockline Breach Protocol
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Mechanics
Pushing an enemy grants +50% increased Melee Cleave for 8s.
stat buff: max_melee_hit_mass_attack_modifier
Pushing enemies increases the maximum hit mass limit of melee attacks by 50% for 8s, thereby allowing melee attacks to cleave more enemies; can be refreshed during active duration. The push action does not need to stagger the enemy (procs against monstrosities, Bulwark shield, Captains/Twins void shield). Stacks additively with related buff from Adaptive Combat Calibration, Foe-Render Creed, weapon blessings Devastating Strike, Savage Sweep, and Wrath, and multiplicatively with power level buffs.
Slaughter Protocol
Icon
Mechanics
+25% Toughness Replenishment on Melee Kill. Increased to +50% when at 0 Charges.
stat buff: toughness_melee_replenish
Always increases Skitarius' base 5% of maximum toughness gained on melee kill by 25% (i.e. to 6.25%). Only when Skitarius has 0 combat ability charges remaining, increases Skitarius' base 5% of maximum toughness gained on melee kill by 50% (i.e. to 7.5%). The effectiveness of this toughness replenishment is affected by certain player debuffs like toxic gas.
Superior Defence Engrams
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Mechanics
Ranged kills grant stacks. Each stack replenishes +1% Toughness per second. Max 5 stacks. Lasts 8s.
function: recover_percentage_toughness
Killing enemies with ranged attacks grant stacks (up to 5); can proc multiple times per shot when cleaving. Stacks last for 8s and can be refreshed during active duration. Per stack, replenishes 1% of maximum toughness per second (up to +5% of maximum toughness per second). The effectiveness of this toughness replenishment is affected by certain player debuffs like toxic gas.
Superior Tracking Litanies
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Mechanics
-50% movement speed penalty while bracing or aiming down sights. Additionally, you gain -30% Spread.
stat buffs:
alternate_fire_movement_speed_reduction_modifier
spread_modifier
This talent does two things:
(1) Reduces applicable movement speed penalties from ranged weapons by 50% while in alt fire mode; stacks multiplicatively with related buff from Roaring Advance weapon blessing; stacks multiplicatively with movement speed buffs.
(2) Reduces the spread of ranged weapons by 30%; stacks additively with other spread reduction buffs.
Talent Nodes (Part VI)
Sureshot Cogitator Sync
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Mechanics
Sustained Assault Doctrine
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Mechanics
+3% Damage on successful Melee Attack for 8s. Stacks 5 times.
stat buff: damage
Hitting enemies with melee attacks grants stacks (up to 5); stacks last for 8s and can be refreshed during active duration. Per stack, increases any damage by 3% (up to +15%); stacks additively with other damage buffs, and multiplicatively with power level buffs.
System Shock
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Mechanics
Electrocuting an enemy applies 4 Stacks of 2.5% Brittleness to them.
Applies 4 rending debuff stacks ('brittleness') to enemies boosting damage against armor types Carapace, Flak, Maniac, Unyielding (including damage of explosions and DoTs). Any of Skitarius' attacks that apply an Electrocution effect to an enemy can proc this talent except for the following sources: Shock Mauls (regular attacks), weapon blessings Lightning Reflexes and Overwhelming Force.
Each stack applies 2.5% rending (up to 40% max at 16 stacks) and lasts for 5s. Stacks additively with other rending debuffs ('brittleness'), and with rending buffs that only boost a character's own damage ('rending').
There is currently a bug: Arc Maul's regular attacks only apply 4 rending debuff stacks to a target and cannot refresh stacks. The electrocuted state on a target has to end before rending debuff stacks can be applied again.
The following table lists all rending debuffs that are currently in the game. They stack separately with each other in regard to the total rending amount on a target:
Brittleness%
Debuff
2.5% per stack
(40% max per target)
(40% max per target)
rending_debuff
• all sources of regular 'brittleness'
• duration: 5s
• max stacks: 16
• all sources of regular 'brittleness'
• duration: 5s
• max stacks: 16
10% per stack
(10% max per target)
(10% max per target)
combatsword_p2_weapon_special_debuff
• Heavy Swords (weapon special)
• duration: 5s
• max stacks: 1
• Heavy Swords (weapon special)
• duration: 5s
• max stacks: 1
1% per stack
(20% max per target)
(20% max per target)
rending_burn_debuff
• Penetrating Flame (weapon blessing)
• duration: 5s
• max stacks: 20
• Penetrating Flame (weapon blessing)
• duration: 5s
• max stacks: 20
15% per stack
(15% max per target)
(15% max per target)
phosphor_rending_debuff
• Phosphor Blast Pistol Mk XI
• duration: 20s
• max stacks: 1
• Phosphor Blast Pistol Mk XI
• duration: 20s
• max stacks: 1
25% per stack
(25% max per target)
(25% max per target)
shotgun_special_rending_debuff
• Exterminator Shotgun Mk VIII (weapon special)
• duration: 8s
• max stacks: 1
• Exterminator Shotgun Mk VIII (weapon special)
• duration: 8s
• max stacks: 1
2.5% per stack
(37.5% max per target)
(37.5% max per target)
saw_rending_debuff
• Bone Saw Mk IV (weapon special coating)
• duration: 5s
• max stacks: 15
• 3 stacks per hit (+1 if critical hit)
• Bone Saw Mk IV (weapon special coating)
• duration: 5s
• max stacks: 15
• 3 stacks per hit (+1 if critical hit)
Target-Neutralization Feedback
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Mechanics
Target Prioritization Psalms
Talent Nodes (Part VII)
Threat Detection Imperative
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Mechanics
Ranged Kills reduce Toughness Damage Taken by +4% for 8s. Stacks 5 times. Stacks decay one at a time.
stat buff: toughness_damage_taken_multiplier
Killing enemies with ranged attacks grants stacks (up to 5); stacks last for 8s, can be refreshed during active duration, and are dropped one by one. Per stack, grants 4% toughness damage reduction; stacks linearly with itself (i.e. 2 stacks = 8%, 3 = 12% toughness damage reduction, etc), and multiplicatively with other damage reduction buffs.
Uncapped Arrestor
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Mechanics
Successful Melee Attacks grants +2.5% Melee Attack Speed for 3s. Stacking 5 times.
stat buff: melee_attack_speed
Hitting enemies with melee attacks grants stacks (up to 5); stacks last for 3s and can be refreshed during active duration. Per stack, increases melee weapon attack animation speed by 2.5% (up to +12.5%); stacks additively with other related attack speed buffs.
Voltaic Burst
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Mechanics
Staggering enemies with a Push applies Electrocution, dealing damage and stunning enemies. 15s Cooldown.
If not on cooldown, applies a specific Electrocution effect for 3s to all enemies who have been successfully staggered by a push action. Note that wieldable items and all weapons in Skitarius' arsenal have a push radius of 2.5m. The effective angle of a strong push in front of the player (and thereby also the angle of a weak push behind the player) varies depending on the currently wielded weapon or item.
For details on Electrocution, see 'Damage over Time Effects' section.
Voltaic Restoration
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Mechanics
Restore 20% Toughness to you and Allies in Coherency on Ability Use.
function: recover_percentage_toughness
Upon combat ability use (regardless of how many combat ability charges were spent), replenishes 20% of maximum toughness to Skitarius and allies who are in coherency with Skitarius. The effectiveness of this toughness replenishment is affected by certain player debuffs like toxic gas.
Weakness Analysis Doctrine
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Mechanics
+10% Damage for 8s when hitting an Electrocuted, Soulblazed, Burning, Bleeding, or Toxin afflicted enemy with a Melee or Ranged attack.
stat buff: damage
Hits with melee and ranged attacks against an enemy who is affected by Bleed (including Chordclaw Bleed), Burn, Chem Toxin (including Bone Saw's weapon special coating), Electrocution, Phosphor, or Soulblaze increase any damage by 10% for 8s; stacks additively with other damage buffs, and multiplicatively with power level buffs.
For details on those DoTs and their sources, see 'Damage over Time Effects' section.
Blitz Nodes (Part I)
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Mechanics
Arc Grenades
Throw an Arc Grenade, creating an electrical explosion that Arcs 4 times, prioritising Armoured and Specialist Enemies, dealing massive damage and Impact.
Throws a grenade that explodes creating up to 4 arc lightning chains on targets hit by the explosion.
• Fuse time: 2s
• Max velocity: 30 (aimed, quick throw), 8 (underhand)
• Deals very low direct impact damage
• Suppression radius (explosion): 15m
• Explosion radius: 8m
• Explosion damage: 100 base damage; applies the electrocuted buff keyword for 10s to all enemies hit by the explosion; explosion damage is increased by 'rending' / 'brittleness', by Skullcrusher blessing debuff (while staggered), by Combat Stimm, and by damage buffs from Advanced Power Management, Calculated Priority, Channelled Motive Force, Flensing Protocols, Galvanic Marking Array, Moebian Conductor, Power Overload, Retribution Conduit (while electrocuted), Sequenced Charge, Static Capacitor Drain, Sustained Assault Doctrine, and Weakness Analysis Doctrine
• Armor damage modifiers (explosion):
Unarmoured
1
Flak
1.5
Unyielding
1.5
Maniac
1
Carapace
1.5
Infested
1
Void Shield
1
• Arc lightning: creates up to 4 arc lightning chains; enemies have to be hit by the explosion in order to be acquired as a root target; applies the electrocuted buff keyword for 10s to all enemies hit by arc lightning
• Arc lightning target prioritization: while acquiring targets for arc lightning jumps, there are three priority groups: (1) Armoured Pox Hound, Crusher, Mauler, and Scab Rager, (2) all enemies with the elite tag, and (3) all other enemies; targets from the first group will be preferred over targets from the second group over targets from the third group
• Arc lightning damage: 1000 base damage; for further details, see appendix below
• Amount: 3
• Ammo: replenishes all grenades per grenade pickup
Enhanced Arc Grenades
Your Arc Grenades also cause Ranged Enemies within 8m to have their Ranged weapons Malfunction, making them unable to use them for 12s.
Applies Weapon Malfunction to all valid targets hit by the explosion or by the arc lightning created by Arc Grenades; for details on Weapon Malfunction, see appendix below.
Overcharged Arc Grenades
Increase the number of Arcs created by your Arc Grenades by 2. Enemies hit by the Arcs have 8 Stacks of 2.5% Brittleness applied to them.
stat buff: rending_multiplier
This talent does two things:
(1) Increases the maximum amount of arc lightning chains that can be created by Arc Grenades from 4 to 6.
(2) Each arc lightning chain applies 8 rending debuff stacks ('brittleness') to enemies boosting damage against armor types Carapace, Flak, Maniac, Unyielding (including damage of arc lightning, explosions and DoTs). Each stack applies 2.5% rending (up to 40% max at 16 stacks) and lasts for 5s. Stacks additively with other rending debuffs ('brittleness'), and with rending buffs that only boost a character's own damage ('rending').
Blitz Nodes (Part II)
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Mechanics
Artificer Servo-Skull / Servo-Skull
You are accompanied by a Servo-Skull that you can order by Double Tapping your Tag input. You can order it to Shoot at nearby Enemies. You can also order it to complete a data interrogation.
The Activated bonuses from the Servo-Skull Blitz base ability are now permanent.
Enables a Servo-Skull as permanent companion that hovers close to Skitarius unless ordered to do certain actions. The Servo-Skull does not have health or a hit box and is not attacked by enemies.
stat buff: damage_taken_modifier
Attack Behavior:
The Servo-Skull initiates attacks against enemies in three main ways:
(1) By default, it automatically tries to attack the closest attacking enemy within 8m to the player. Alternatively, it can select attacking targets within up to 20m to the player; should prioritize close melee elites over other elites and specials as well as enemies with the melee tag over all other enemies. Generally, the Servo-Skull tries to attack appropriate targets within range that are attacking the player and are preferably inside an 120° angle in front of the player. Does not automatically attack Poxburster.
(2) Using the command-tag (double tap), the player can order the Servo-Skull to shoot one taggable enemy within tagging distance (100m); passive Daemonhosts are not valid targets. The Servo-Skull will then continue to shoot the target until it dies, or until the tag duration (25s) runs out, or until the target is changed by the player tagging a different one. Note that the Servo-Skull's shot is affected by spread, making it not pinpoint accurate over distance, and also by damage falloff, starting at 15m and reducing damage by up to 60% at 30m and beyond.
(3) If the player is disabled by a Mutant or Pox Hound breed, is grabbed by a Chaos Spawn or Daemonhost, or is consumed by a Beast of Nurgle, the Servo-Skull will automatically shoot the disabling enemy (ignoring any command-tagged target). Note that while being disabled (e.g. while netted), the player can still command-tag enemies.
Data Interrogation Behavior:
The Servo-Skull can be ordered to independently solve data interrogation 'minigames' by tagging the interaction prompt (requires line of sight within 100m). The Servo-Skull will then leave the player and fly to the minigame's location to start the data interrogation. The duration to solve all minigames is 15s except for the one in the Rolling Steel mission (45s).
Starting version: (Servo-Skull)
• Hit zone targeting: shoots the torso hit zone by default; can occasionally hit weakspots
• Shoot interval (base): between 3s and 3.25s (randomly chosen)
• Shoot interval (when activated): reduced by 50%, down to between 1.5s and 1.625s (randomly chosen)
• Cleave: 1.5 hit mass
• Active duration: 8s
• On hit debuff (when activated): applies a debuff to enemies that increases all their damage taken by 15% for 5s; can be refreshed during active duration; does not stack with the same debuff from another Skitarius' Servo-Skull; stacks additively with damage taken debuffs from Arbitrator's Target the Weak, Hive Scum's Virulent Strain, Ogryn's Hard Knocks, Soften Them Up, and Pickaxe (weapon special), and multiplicatively with other damage taken debuffs, with damage buffs, and with power level buffs
• On hit Burn (when activated): each shot of Servo-Skull applies 1 stack of Burn (up to 8 max on a target); for details on Burn, see 'Damage over Time Effects' section; note that enemies who die to the Servo-Skull's Burn do not count as being killed by Skitarius
• Damage increase (when activated): increases Servo-Skull's damage by 25%; does not stack with any damage buff or power level buff from Skitarius
• Activation cooldown: 16s
• Critical attack: cannot crit
• Armor damage modifiers (shot):
ADM
Unarmoured
0.8
Flak
0.8
Unyielding
0.8
Maniac
1
Carapace
0.25
Infested
0.8
Void Shield
0.5
• Damage (Damnation/Auric):
Shot*
(non-weakspot)
(non-weakspot)
Shot**
(weakspot)
(weakspot)
Unarmoured
204.8
Flak
204.8
Unyielding
204.8
Maniac
256
Carapace
64
Infested
204.8
Void Shield
128
Unarmoured
450.56
Flak
532.48
Unyielding
327.68
Maniac
409.6
Carapace
79.36
Infested
450.56
Void Shield
-
Shot*
(activated, non-weakspot)
(activated, non-weakspot)
Shot**
(activated, weakspot)
(activated, weakspot)
Unarmoured
256
Flak
256
Unyielding
256
Maniac
320
Carapace
80
Infested
256
Void Shield
160
Unarmoured
563.2
Flak
665.6
Unyielding
409.6
Maniac
512
Carapace
99.2
Infested
563.2
Void Shield
-
** All values account for ADMs and finesse scaling.
Augmented version: (Artificer Servo-Skull)
The augmented version has the same properties as the starting version with all activated effects now being baseline.
Buff Interactions:
• The Servo-Skull can proc the following talents for Skitarius: Binary Ballistics Protocol, Calculated Priority, Flensing Protocols (including Higher Purpose), Galvanic Marking Array, Hybrid Combat Covenant (ranged part), Progressive Plating Matrix, Reactor Coil Recharge (on weakspot), Servo-Core Recharge Engine, Superior Defence Engrams, System Shock (if buffed by the 3 charges effect from Voltaic Emitter), Target-Neutralization Feedback, Threat Detection Imperative, Weakness Analysis Doctrine; also Skitarius' base cooldown reduction on kill effect
• The Servo-Skull can proc the following melee weapon blessings for Skitarius (while the weapon is wielded): Superiority, Vicious Slice
• The Servo-Skull can proc the following ranged weapon blessings for Skitarius (while the weapon is wielded): none
• The Servo-Skull is affected by the following buffs from: Noospheric Command; also rending debuffs ('brittleness') and damage taken debuffs on the target; generally, note that buffs from talents, weapon perks, and weapon blessings which apply to player units do not apply to companion units
Blitz Nodes (Part III)
Icon
Mechanics
Medicae Servo-Skull
You have an additional Servo-Skull equipped with Adapted Medicae Syringes. Target a Knocked Down, Hogtied, or Netted Ally to inject them.
The injection Revives them, as well as granting them +75% Toughness Damage Reduction and 20% Toughness per second. Lasts for 5s.
Enables another Servo-Skull to accompany Skitarius that can be ordered to assist allies.
stat buff: toughness_damage_taken_multiplier
function: recover_percentage_toughness
Allows Skitarius to order a Servo-Skull to revive knocked down allies, to remove nets from allies, or to rescue allies after they have respawned; has 4 Blitz charges (replenishes all charges on grenade pickup). The range within which allies can be targeted is 25m. After the Servo-Skull has reached the targeted ally, there is a 1s delay before the assist action starts (1.5s duration).
Allies that have been assisted by Skitarius' Servo-Skull receive two buff effects for 5s (note that this duration starts immediately when the Servo-Skull has reached the targeted ally):
(1) Grants 75% toughness damage reduction; stacks multiplicatively with other damage reduction buffs. Note that this toughness damage reduction buff always stacks with the innate Revive Grace that is granted to players within 3s after having been revived.
(2) Replenishes 20% of maximum toughness per second. The effectiveness of this toughness replenishment is affected by certain player debuffs like toxic gas.
Noospheric Command
Ordering your Servo-Skull to attack an Enemy will greatly increase its Fire Rate for 2s. Costs 25% Capacitance.
function: increase_ability_cooldown_percentage
Using the command-tag (double tap) to order the Servo-Skull to shoot a taggable target does two things:
(1) Reduces the Servo-Skull's shoot interval by another 85%, now down to between 0.225s and ~0.244s (randomly chosen), for 2s.
(2) Increases the remaining cooldown of a combat ability charge by 25% (i.e. by 12.5s by default). Note that this 'capacitance cost', only for subsequent uses of the command-tag while the 2s buff duration is already active, scales with the elapsed buff time: For example, if this talent's buff is already active and if the command-tag is used to refresh it after 0.4s of its 2s duration have elapsed, the cooldown of a combat ability charge will be increased by only 5% instead (i.e. by 2.5s by default); 0.25×(0.4/2)=0.05. Alternatively, if the buff is refreshed after 1.6s have elapsed, the cooldown of a combat ability charge will be increased by 20% (i.e. by 10s by default); 0.25×(1.6/2)=0.2.
Purgator Servo-Skull
You have an additional Servo-Skull equipped with a Flamer. Target an Area to deploy it. Use your Primary Action to switch between a Dispersed or Focused Fire Mode.
Enables another Servo-Skull to accompany Skitarius that can be ordered to shoot a flamethrower.
• Blitz charges: 4 (replenishes all charges per grenade pickup)
• Placement: can hold the ability button to preview the deployment location; preview can be block-canceled
• Fire modes: while holding the ability button, the player can choose between a unidirectional cone and a rotating cone
• Deployment duration: 15s
• Flamethrower range: 10m (for either fire mode)
• Burn application: applies 1 stack of Burn every 0.375s to targets (up to 16 max on a target); for details on Burn, see 'Damage over Time Effects' section; note that enemies who die to the Servo-Skull's Burn do not count as being killed by Skitarius
• Direct flame hit: 20 base damage per hit; after 2.025s have elapsed, hit interval is 0.45s; direct flame hit damage falloff starts at 5m (lowest damage would be reached at 15m and beyond but flame range ends at 10m)
• Suppression: deals suppression to enemies who are within 2m inside an ~83° angle in front of the Servo-Skull
• Armor damage modifiers (direct flame hit):
ADM
(within 5m)
(within 5m)
ADM
(at 15m and beyond)
(at 15m and beyond)
Unarmoured
2
1
Flak
1
0.5
Unyielding
2
1
Maniac
2.5
1
Carapace
0.1
0
Infested
1.5
0.7
Void Shield
1
1
• Buff Interactions: same as Artificer Servo-Skull
Blitz Nodes (Part IV)
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Mechanics
Integrated Refraction Emitter
Surround yourself in a shield that absorbs all incoming Ranged Damage. Lasts 8s. Upon activation, and again when it ends, cause an electric explosion around you, applying Electrocution to enemies within 5m.
Activates a personal force field that absorbs enemy ranged attacks.
buff keywords:
count_as_dodge_vs_ranged
suppression_immune
• Blitz charges: 3 (replenishes all charges per grenade pickup)
• Duration: 8s
• On activation, creates an explosion at Skitarius' location that deals neither damage nor stagger; applies a specific Electrocution effect to all enemies hit by the explosion
• Explosion radius: 5m
• Electrocution: lasts for 2s, has a tick interval between 0.3s and 0.8s (randomly chosen), and deals 25 base damage; staggers all enemies except Mutants, Poxburster, monstrosities and Captains/Twins; for details on Electrocution, see 'Damage over Time Effects' section
• On activation, puts Skitarius into is_dodging state against enemy ranged attacks which allows for automatically dodging enemy ranged attacks; if the activation is timed accordingly, this dodge effect is able to proc weapon blessings and talents that proc on_successful_dodge like Evasive Servo Recovery and Precision Combat Augurs; once the force field is active, no further dodge procs (against ranged attacks) can happen for the remainder of the duration
• While active, grants immunity to suppression
• On end, creates a second explosion with the same properties and the same Electrocution effect as the first one
Kinetic Repulsion
Limit all Health Damage Taken while Integrated Refraction Emitter is active to 50.
buff keyword: limit_health_damage_taken
stat buff: max_health_damage_taken_per_hit
While active, limits the maximum amount of health damage taken from any enemy attack to 50 (if the attack were to deal more than 50 health damage). Also applies to fall damage. Does not interact with any source of damage reduction. If an attack deals a portion of its damage as corruption damage (e.g. Poxwalker melee hits, Havoc enemies, etc), the appropriate amount of corruption damage will be dealt first, before the regular health damage amount, until the 50 damage limit.
Overcharged Refraction Emitter
Increase the field duration to 12s. In addition, you electrocute nearby enemies an additional time at the midpoint of its duration.
This talent does two things:
(1) Increases the force field's active duration from 8s to 12s.
(2) Creates a third explosion after 6s have elapsed, additionally to the ones at the start and at the end of the active duration, with the same properties and the same Electrocution effect.
Voltaic Resistance
When your Refraction Emitter ends, shoot up to 4 Arcs towards enemies in front of you, based on the number of attacks absorbed.
For every 10 ranged hits absorbed by the force field, creates 1 arc lightning chain when the duration ends. Up to 4 arc lightning chains can be created. The calculation rounds down, so the first arc lightning chain can happen if at least 10 ranged hits have been absorbed, the second if at least 20 have been absorbed, etc. In order to be acquired as the root target for an arc lightning chain, an enemy has to be within 12m inside a 120° angle in front of Skitarius when the force field ends. Applies the electrocuted buff keyword for 5s to all enemies hit by the arc lightning. For details on arc lightning, see appendix below.
Aura Nodes
Ammunition Deposit
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Mechanics
Gain +25 Toughness.
You and allies in Coherency have +10% Ammo Reserve.
stat buffs:
toughness
ammo_reserve_capacity
This aura does two things:
(1) Only for Skitarius personally, adds 25 toughness to Skitarius' base maximum toughness of 100 thereby increasing Skitarius' max toughness to 125. A character's max toughness is the base value that is used in toughness replenished calculations of most talents and blessings. It can be further increased by the toughness percentage buffs from curios.
(2) Increases the maximum ammo in reserve by 10% for Skitarius and any other player on the server; once the aura buff has been granted to a player, coherency is not required to keep it. The ammo calculation rounds down. For Skitarius, stacks additively with Ammo-Cell Augury. Does not stack with the same aura from another Skitarius.
Foe-Render Creed
Icon
Mechanics
Gain +25 Toughness.
You and allies in Coherency gain +15% Cleave and +7.5% Rending.
stat buffs:
toughness
max_hit_mass_attack_modifier
rending_multiplier
This aura does three things:
(1) Only for Skitarius personally, adds 25 toughness to Skitarius' base maximum toughness of 100 thereby increasing Skitarius' max toughness to 125. A character's max toughness is the base value that is used in toughness replenished calculations of most talents and blessings. It can be further increased by the toughness percentage buffs from curios.
(2) Increases the maximum hit mass limit of melee and ranged attacks by 15% for Skitarius and allies who are in coherency with Skitarius; stacks additively with related buffs from Adaptive Combat Calibration, Piercing Sight, Shockline Breach Protocol, weapon blessings Devastating Strike, Savage Sweep, and Wrath, and multiplicatively with power level buffs. Does not stack with the same aura from another Skitarius.
(3) Grants 7.5% rending to all attacks for Skitarius and allies who are in coherency with Skitarius boosting damage against armor types Carapace, Flak, Maniac, Unyielding (including damage of arc lightning, explosions and DoTs). Only affects a character's own damage. Stacks additively with other rending buffs ('rending') and with rending debuffs that are applied to enemies ('brittleness'). Does not stack with the same aura from another Skitarius.
Resurgence
Icon
Mechanics
Gain +25 Toughness.
You and Allies in Coherency regenerate +50% Coherency Toughness regardless of enemy proximity.
Starting version:
stat buff: min_toughness_coherency_regen_rate_modifier
Allows Skitarius and allies who are in coherency with Skitarius to always replenish 25% of the base amount of toughness regenerated from coherency; does not stack with the same aura from another Skitarius.
Usually, coherency toughness regeneration is disabled when at least one enemy is occupying a slot around the player unit (see 'Base Stats' section for details on coherency). This aura's buff allows coherency toughness regeneration to continue 'during combat' at a quarter of its base amount. The base amount of toughness regenerated from coherency can be increased by Toughness Regeneration Speed (TRS) from curios.
Allies
in
Coherency
in
Coherency
Coherency Regen
per second
base amount
per second
base amount
Coherency Regen
per second
w/o aura (in combat)
per second
w/o aura (in combat)
Coherency Regen
per second
w/ aura (in combat)
per second
w/ aura (in combat)
Coherency Regen
per second
w/ aura (in combat)
w/ 3×30% TRS
per second
w/ aura (in combat)
w/ 3×30% TRS
0
0
0
0
0
1
3.75
0
0.9375
1.78125
2
5.625
0
1.40625
2.671875
3
7.5
0
1.875
3.5625
Augmented version:
stat buffs:
toughness
min_toughness_coherency_regen_rate_modifier
The augmented version of the aura does two things:
(1) Only for Skitarius personally, adds 25 toughness to Skitarius' base maximum toughness of 100 thereby increasing Skitarius' max toughness to 125. A character's max toughness is the base value that is used in toughness replenished calculations of most talents and blessings. It can be further increased by the toughness percentage buffs from curios.
(2) Now allows Skitarius and allies who are in coherency with Skitarius to always replenish 50% of the base amount of toughness regenerated from coherency; does not stack with the same aura from another Skitarius.
Allies
in
Coherency
in
Coherency
Coherency Regen
per second
base amount
per second
base amount
Coherency Regen
per second
w/o aura (in combat)
per second
w/o aura (in combat)
Coherency Regen
per second
w/ aura (in combat)
per second
w/ aura (in combat)
Coherency Regen
per second
w/ aura (in combat)
w/ 3×30% TRS
per second
w/ aura (in combat)
w/ 3×30% TRS
0
0
0
0
0
1
3.75
0
1.875
3.5625
2
5.625
0
2.8125
5.34375
3
7.5
0
3.75
7.125
Combat Ability Nodes (Part I)
Icon
Mechanics
Advanced Combat Doctrines
Spend 25% Capacitance and Swap to your Secondary Weapon. Your weapon locks onto enemies close to your targeting reticule, granting you inhuman accuracy. You gain -90% Spread and -60% Recoil for its duration.
While active, you drain 10% Capacitance per second, and an additional 1% per shot. The drain is paused while reloading.
The Ability is disabled if you switch from your Secondary Weapon, if you reach 0% Capacitance and 0 Charges, or if you reactivate it. Only usable if you have at least 1 Charge available.
No Cooldown.
buff keywords: enable_auto_aim
stat buffs:
spread_modifier
recoil_modifier
function: increase_ability_cooldown_percentage
• Requires Skitarius to have at least 1 combat ability charge available for activation
• On activation, forces a swap to ranged weapon and immediately increases the remaining cooldown of a combat ability charge by 25% (i.e. by 12.5s by default)
• While active, constantly increases the remaining cooldown of a combat ability charge by 10% per second (i.e. by 5s per second by default); while reloading, this constant cooldown increase is paused
• While active, increases the remaining cooldown of a combat ability charge by 1% per shot fired (i.e. by 0.5s per shot by default)
• While active, reduces ranged weapon spread by 90% and recoil by 60%; stacking additively with other spread and recoil reduction buffs
• Ends immediately when the ranged weapon is not wielded, otherwise ends when all combat ability charges have been spent and the remaining cooldown has been increased to its maximum
How the auto aim works:
Generally, while aiming towards a target, the auto aim picks the unit node that is nearest to where the player is already aiming, correcting the player's aim horizontally within a certain tolerance. In regard to the player's vertical aim, the auto aim projects where the player's current aim would land on the target's vertical axis, and then picks one of three possible unit nodes that is closest to that aim point. The chosen unit node is highlighted by bluish VFX.
• Distance: The auto aim is active against targets within 100m.
• Horizontal correction: The auto aim tolerance is 5° to the left and to the right when moving the crosshair horizontally.
• Vertical correction: The auto aim tolerance is 5° above and below when moving the crosshair vertically. There are three possible unit nodes the auto aim can pick on the vertical axis, from top to bottom: 'head', 'torso', and 'center'; note that the bottom node ('center') can only be picked when certain distance checks allow for it (it must be possible to specifically aim below the middle node which in most cases, due to the calculation, becomes possible when the distance to the target increases). Also note that the bluish highlight effect on middle and bottom nodes can be visually obscured by an enemy's model (e.g. Plague Ogryn, Chaos Spawn).
• Direct aim prioritization: When moving the crosshair over multiple targets, the auto aim will always prefer the target at which the player is directly aiming.
Calculated Priority
While Advanced Combat Doctrines is active, Elite Kills grant you +5% Damage for 10s. Stacking 5 times.
stat buff: damage
While auto aim is active, killing an elite grants stacks (up to 5); can proc multiple times per shot when cleaving. Stacks last for 10s and can be refreshed during active duration. Per stack, increases any damage by 5% (up to +25%); stacks additively with other damage buffs, and multiplicatively with power level buffs.
Piercing Sight
While Advanced Combat Doctrines is active, gain 30% Ranged Cleave and 15% Ranged Critical Strike Chance, increased to 60% Ranged Cleave and 30% Ranged Critical Strike Chance after 4s.
stat buffs:
ranged_max_hit_mass_attack_modifier
ranged_critical_strike_chance
While auto aim is active, does two things:
(1) Always increases the maximum hit mass limit of ranged attacks by 30%. Once auto aim has been active for at least 4s, increases the maximum hit mass limit of ranged attacks by an additional 30%; stacks additively with related buff from Foe-Render Creed, and multiplicatively with power level buffs.
(2) Always grants 15% additional crit chance to ranged attacks. Once auto aim has been active for at least 4s, grants another 15% additional crit chance to ranged attacks. Stacks additively with other sources of crit chance.
Readiness Doctrines
+25% Reload Speed for the duration of Advanced Combat Doctrines and for 5s afterwards.
stat buff: reload_speed
While auto aim is active and for 5s after auto aim has ended, increases reload animation speed by 25%; stacks additively with other reload speed buffs.
Restoration Protocol
Advanced Combat Doctrines restores 10% Toughness per second for the duration and instantly clears all Suppression on activation.
functions:
recover_percentage_toughness
Suppression.clear_suppression
This talent does two things:
(1) When auto aim starts, removes current suppression effects from the player unit (spread and sway). This happens only once upon activation, this is not suppression immunity.
(2) While auto aim is active, replenishes 10% of maximum toughness per second. The effectiveness of this toughness replenishment is affected by certain player debuffs like toxic gas.
Writ of Ammunition Enumeration
While Advanced Combat Doctrines is active, gain +15% Fire Rate, increased to +30% Fire Rate after 4s.
stat buff: ranged_attack_speed
While auto aim is active, always increases ranged weapon attack animation speed by 15%. Once auto aim has been active for at least 4s, increases ranged weapon attack animation speed by an additional 15%; stacks additively with other related attack speed buffs.
Combat Ability Nodes (Part II)
Icon
Mechanics
Chordclaw Strike
Perform a Powerful Heavy Melee Attack using a Chordclaw. The Attack is a Guaranteed Critical Strike and has +50% Rending.
Wields a Chordclaw. Can hold the ability button (also while sprinting) to keep the Chordclaw wielded; can be block-canceled. The attack is always critical and consists of two parts: an initial hit and a sticky hit; the sticky hit can be dodge-canceled. Technically, the Chordclaw is a proper melee weapon with weapon stats and its own stamina, dodge, and sprint templates.
stat buffs:
melee_rending_multiplier
melee_damage
• Attack type: heavy melee attack
• Cleave (initial hit): 6.5 hit mass
• Sticky behavior: sticks to elites, specials, Captains/Twins, monstrosities; cannot stick to Bulwark/Vanguards shields; dodge-canceling the sticky hit drains 0.8 flat stamina
• Armor damage modifiers:
ADM*
(Initial Hit)
(Initial Hit)
ADM*
(Sticky Hit)
(Sticky Hit)
Unarmoured
1
1
Flak
1.4415
1.4415
Unyielding
1.425
1.425
Maniac
1.125
1.125
Carapace
1.4415
1.4415
Infested
1
1
Void Shield
1
1
• Damage (non-weakspot):
Initial Hit*
(1st target)
(1st target)
Sticky Hit*
Sticky Hit*
(dodge-canceled)
(dodge-canceled)
Unarmoured
1196
Flak
~1724.03
Unyielding
1704.3
Maniac
1345.5
Carapace
~1724.03
Infested
1196
Void Shield
1196
Unarmoured
2242.5
Flak
~3232.56
Unyielding
~3195.56
Maniac
2522.81
Carapace
~3232.56
Infested
2242.5
Void Shield
2242.5
Unarmoured
1196
Flak
~1724.03
Unyielding
1704.3
Maniac
1345.5
Carapace
~1724.03
Infested
1196
Void Shield
1196
• Damage (weakspot):
Initial Hit*
(1st target)
(1st target)
Sticky Hit*
Sticky Hit*
(dodge-canceled)
(dodge-canceled)
Unarmoured
1300
Flak
1873.95
Unyielding
1852.5
Maniac
1462.5
Carapace
1873.95
Infested
1300
Void Shield
-
Unarmoured
2437.5
Flak
~3513.66
Unyielding
~3473.44
Maniac
~2742.19
Carapace
~3513.66
Infested
2437.5
Void Shield
-
Unarmoured
1300
Flak
1873.95
Unyielding
1852.5
Maniac
1462.5
Carapace
1873.95
Infested
1300
Void Shield
-
• Stagger: the sticky hit can stagger all enemies except monstrosities (Captains/Twins only without void shield)
• Buff Interactions: Chordclaw is affected by 'rending' / 'brittleness', by Skullcrusher blessing debuff (while staggered), by Combat Stimm, and by the following buffs from:
Talents
Adaptive Combat Calibration, Advanced Power Management, Channelled Motive Force, Flensing Protocols, Foe-Render Creed, Galvanic Marking Array, Hybrid Combat Covenant (melee part), Hydraulic Impact, Moebian Conductor, Power Overload, Precision Combat Augurs (melee part), Retribution Conduit (while electrocuted), Sequenced Charge, Shockline Breach Protocol, Static Capacitor Drain, Sureshot Cogitator Sync, Sustained Assault Doctrine, Weakness Analysis Doctrine
Damage Taken
Debuffs
Debuffs
Arbitrator's Nuncio-Aquila, Target the Weak; Hive Scum's Virulent Strain; Ogryn's Hard Knocks, Soften Them Up, Valuable Distraction, Pickaxe (weapon special); Psyker's Enfeeble, Warp Rupture; Skitarius' Artificer Servo-Skull / Servo-Skull, Critical Power Overload; Veteran's Focus Target; Zealot's Blinded by Blood
Combat Ability Nodes (Part III)
Icon
Mechanics
Axial Slash
Your Chordclaw now executes a Horizontal Sweep attack.
Enables Skitarius to execute a horizontal attack with the Chordclaw. The sweep is automatically executed when the ability button is pressed. Holding the button for at least 0.2s executes the regular Chordclaw attack.
• Attack type: heavy melee attack
• Cleave: 19 hit mass; has ignore_armor_aborts_attack which allows to cleave Carapace by default; note that Bulwarks do not take damage from hits that cleave their shields
• Armor damage modifiers (sweep):
ADM*
Unarmoured
1
Flak
1.425
Unyielding
1.325
Maniac
1.125
Carapace
1.325
Infested
1
Void Shield
0.9
• Damage:
Sweep Hit*
(non-weakspot)
(non-weakspot)
Sweep Hit*
(weakspot)
(weakspot)
Unarmoured
845
Flak
1204.125
Unyielding
1119.625
Maniac
950.625
Carapace
1119.625
Infested
845
Void Shield
760.5
Unarmoured
975
Flak
1389.375
Unyielding
1291.875
Maniac
1096.875
Carapace
1291.875
Infested
975
Void Shield
-
• Stagger: can stagger all enemies except Mutants, monstrosities, Captains/Twins
• Buff Interactions: same as Chordclaw Strike
Probing Strikes
Your Chordclaw now executes 3 Quick Stab attacks, that apply 6 stack(s) of Bleed.
Enables Skitarius to execute 3 stab attacks with the Chordclaw that apply a DoT (Chordclaw Bleed). The three stabs are automatically executed when the ability button is pressed. Holding the button for at least 0.2s executes the regular Chordclaw attack.
• Attack type: heavy melee attack
• Cleave: 6.5 hit mass
• Armor damage modifiers (stab):
ADM*
(1st target)
(1st target)
Unarmoured
1.25
Flak
1.425
Unyielding
1.925
Maniac
1.375
Carapace
1.325
Infested
1.25
Void Shield
1
• Damage:
Stab Hit*
(non-weakspot,
1st target)
(non-weakspot,
1st target)
Stab Hit*
(weakspot,
1st target)
(weakspot,
1st target)
Unarmoured
~1027.81
Flak
~1171.71
Unyielding
~1582.83
Maniac
~1130.59
Carapace
~1089.48
Infested
~1027.81
Void Shield
822.25
Unarmoured
~1117.19
Flak
~1273.59
Unyielding
~1720.47
Maniac
~1228.91
Carapace
~1184.22
Infested
~1117.19
Void Shield
-
• Stagger: can stagger all enemies except Mutants, monstrosities, Captains/Twins
• On hit Bleed: each stab applies 6 stacks of Chordclaw Bleed (up to 18 on a target); for details on Chordclaw Bleed, see appendix below
• Buff Interactions: same as Chordclaw Strike
Satiated Steel
Chordclaw Kills restore 25% Capacitance over 5s.
function: reduce_ability_cooldown_percentage
Killing an enemy with Chordclaw reduces the remaining cooldown of a combat ability charge by 5% per second for 5s (i.e. by 2.5s per second by default) additionally to Skitarius' base combat ability charge cooldown regen rate of 1s per second. Procs alongside the cooldown regen effects from Augmented Power-Cycle, Flux Conduit Build-Up, Redline Capacitors, Static Capacitor Drain; and additionally to the remaining cooldown reduction effects of Skitarius' base cooldown reduction on kill, Capacitor Reclamation Loop, Higher Purpose, Reactor Coil Recharge, and Concentration Stimm.
This percentage decrease is not modified by Combat Ability Regeneration from curios which only reduces the maximum cooldown of a combat ability charge.
Slice and Dice
Using the Chordclaw Ability increases damage dealt by the Chordclaw by 20% for 5s. Stacking 3 times.
stat buff: cryptic_chordclaw_damage
Upon combat ability use, grants stacks (up to 3). Stacks last for 5s and cannot be refreshed. Per stack, increases the damage of Chordclaw by 20% (up to +60%); stacks additively with other damage buffs, and multiplicatively with power level buffs. Note that Chordclaw attacks benefit from this damage buff immediately on stack generation.
Combat Ability Nodes (Part IV)
Icon
Mechanics
Voltaic Emitter / Voltaic Expander
Unleash an Electric Discharge around you. Enemies within 12m are Electrocuted for 2s, Stunning them and dealing damage.
When using Voltaic Emitter at 2 charges or above, Ranged Enemies, within 30m, have their weapons Malfunction for 12s.
When using Voltaic Emitter at 3 charges or above, for the next 15s your Attacks Electrocute enemies hit for 2s, dealing damage.
Starting version: (Voltaic Expander)
• On activation, creates an explosion at Skitarius' location that ignores cover and deals neither damage nor stagger; the explosion applies a specific Electrocution effect to all enemies hit by it and its radius varies depending on the amount of combat ability charges spent upon activation: 6m (1 ability charge), 9m (2 ability charges), or 12m (3 ability charges)
• Electrocution: lasts for 2s, has a tick interval between 0.3s and 0.8s (randomly chosen), and deals 25 base damage; staggers all enemies except Mutants, Poxburster, monstrosities and Captains/Twins; for details on Electrocution, see 'Damage over Time Effects' section
Augmented version: (Voltaic Emitter)
• On activation, creates the same explosion as the starting version with the same Electrocution effect but the explosion radius is always 12m regardless of how many combat ability charges were spent
• Spending at least 2 combat ability charges upon activation creates another explosion 1.5m above Skitarius' location that deals neither damage nor stagger; the explosion has a 30m radius and applies Weapon Malfunction to all valid targets hit by it; for details on Weapon Malfunction, see appendix below
• Spending 3 combat ability charges upon activation enables Skitarius for 15s to apply a specific Electrocution effect to enemies with melee and ranged attacks (also with attacks from Servo-Skull). This Electrocution effect lasts for 2s, has a tick interval between 0.3 and 0.8s (randomly chosen), and deals 50 base damage but no stagger; for details on Electrocution, see 'Damage over Time Effects' section
Voltaic Arcs
When using Voltaic Emitter, you release 1 forward-facing Arcs per Charge spent. Each deals high damage and Impact.
Upon combat ability use, creates up to 3 arc lightning chains, based on the amount of combat ability charges spent. In order to be acquired as a root target for the arc lightning chain, an enemy has to be within 12m inside a 120° angle in front of Skitarius. Applies the electrocuted buff keyword for 5s to all enemies hit by the arc lightning. For details on arc lightning, see appendix below.
Voltaic Motivator
When using Voltaic Emitter at 2 charge or above, gain +15% Attack Speed for 15s.
stat buff: attack_speed
Spending at least 2 combat ability charges upon activation increases attack animation speed of both ranged and melee weapons by 15% for 15s; stacks additively with other attack speed buffs.
Voltaic Overcharge
Voltaic Emitter restores 25% Toughness plus an additional 1% Toughness for each enemy hit by the Electric Discharge.
function: recover_percentage_toughness
This talent does two things:
(1) Upon combat ability use (regardless of how many combat ability charges were spent), replenishes 25% of maximum toughness.
(2) For each enemy hit by Voltaic Emitter's explosion (12m radius), replenishes an additional 1% of maximum toughness.
The effectiveness of this talent's toughness replenishment is affected by certain player debuffs like toxic gas.
Combat Ability Nodes (Part V)
Augmented Power-Cycle
Icon
Mechanics
Generate 1% Capacitance each second.
stat buff: combat_ability_cooldown_regen_modifier
Increases Skitarius' base ability charge cooldown regen rate of 1s per second to 1.5s per second; 50×(0.02+0.01)=1.5. Stacks additively with the related cooldown regen effects from Flux Conduit Build-Up, Redline Capacitors, Static Capacitor Drain. Procs alongside the remaining cooldown reduction effects of Skitarius' base cooldown reduction on kill, Capacitor Reclamation Loop, Higher Purpose, Reactor Coil Recharge, Satiated Steel, and Concentration Stimm.
This regen rate increase is not modified by Combat Ability Regeneration from curios which only reduces the maximum cooldown of a combat ability charge.
Capacitor Reclamation Loop
Icon
Mechanics
Hitting 3 or more enemies with an Attack restores 1% Capacitance.
function: reduce_ability_cooldown_percentage
Hitting at least 3 enemies with melee and ranged attacks, pushes, arc lightning, and explosions reduces the remaining cooldown of a combat ability charge by 1% (i.e. by 0.5s by default); has an internal cooldown of 0.25s. Procs alongside the cooldown regen effects from Augmented Power-Cycle, Flux Conduit Build-Up, Redline Capacitors, Static Capacitor Drain; and additionally to the remaining cooldown reduction effects of Skitarius' base cooldown reduction on kill, Higher Purpose, Reactor Coil Recharge, Satiated Steel, and Concentration Stimm.
This percentage decrease is not modified by Combat Ability Regeneration from curios which only reduces the maximum cooldown of a combat ability charge.
Flux Conduit Build-Up
Icon
Mechanics
Critical hits generate 5% Capacitance over 4s.
stat buff: combat_ability_cooldown_regen_modifier
Hitting an enemy with a critical attack increases Skitarius' base ability charge cooldown regen rate of 1s per second to 1.625s per second for 4 seconds; 1+(50×0.05)/4=1.625. Can be refreshed during active duration. Stacks additively with the related cooldown regen effects from Augmented Power-Cycle, Redline Capacitors, Static Capacitor Drain. Procs alongside the remaining cooldown reduction effects of Skitarius' base cooldown reduction on kill, Capacitor Reclamation Loop, Higher Purpose, Reactor Coil Recharge, Satiated Steel, and Concentration Stimm.
This regen rate increase is not modified by Combat Ability Regeneration from curios which only reduces the maximum cooldown of a combat ability charge.
Reactor Coil Recharge
Icon
Mechanics
Weakspot Kills generate 2% Capacitance.
function: reduce_ability_cooldown_percentage
Killing an enemy with a melee or ranged weakspot hit reduces the remaining cooldown of a combat ability charge by 2% (i.e. by 1s by default); can proc multiple times per attack when cleaving. Procs alongside the cooldown regen effects from Augmented Power-Cycle, Flux Conduit Build-Up, Redline Capacitors, Static Capacitor Drain; and additionally to the remaining cooldown reduction effects of Skitarius' base cooldown reduction on kill, Capacitor Reclamation Loop, Higher Purpose, Satiated Steel, and Concentration Stimm.
This percentage decrease is not modified by Combat Ability Regeneration from curios which only reduces the maximum cooldown of a combat ability charge.
Keystone Nodes (Part I)
Icon
Mechanics
Flensing Protocols
You have up to 6 stacks of Flensing Protocols. Each stack grants +2.5% Damage and +2.5% Toughness Damage Reduction.
Taking damage removes 1 stack(s). Can only occur once every 1s. Elite and Specialist kills restore 2 stack(s), and restore 15% Toughness.
stat buffs:
damage
toughness_damage_taken_multiplier
function: recover_percentage_toughness
Grants 6 stacks of Flensing Protocols. Every instance of damage taken removes one stack of Flensing Protocols (1s internal cooldown). Killing an elite or special generates 2 stacks of Flensing Protocols and replenishes 15% of maximum toughness. The effectiveness of this toughness replenishment is affected by certain player debuffs like toxic gas.
Per stack of Flensing Protocols, does two things:
(1) Increases any damage by 2.5% (up to +15%); stacks additively with other damage buffs, and multiplicatively with power level buffs.
(2) Grants 2.5% toughness damage reduction; stacks linearly with itself (i.e. 6 stacks = 15%, 5 = 12.5% toughness damage reduction, etc), and multiplicatively with other damage reduction buffs.
Enhanced Capacitance Protocols
Using an Ability replenishes all stacks.
Upon combat ability use, sets current stacks of Flensing Protocols to 6 (or to 8 if Honed Dissector).
Higher Purpose
Elite and Specialist kills restore an additional +5% Capacitance.
function: reduce_ability_cooldown_percentage
Additionally to Skitarius' base cooldown reduction effect on elite or special kill (4%), reduces the remaining cooldown of a combat ability charge by 5%. So proccing this talent results in a cooldown reduction of 50×(0.04+0.05)=4.5s by default; can proc multiple times per attack when cleaving. Procs alongside the cooldown regen effects from Augmented Power-Cycle, Flux Conduit Build-Up; and additionally to the remaining cooldown reduction effects of Capacitor Reclamation Loop, Reactor Coil Recharge, Satiated Steel, and Concentration Stimm.
This percentage decrease is not modified by Combat Ability Regeneration from curios which only reduces the maximum cooldown of a combat ability charge.
Honed Dissector
Increase Max Stacks to 8.
Increases the maximum amount of Flensing Protocols stacks Skitarius can gain from 6 to 8.
Servo-Sinew Surge
Each stack also grants +1.5% Critical Hit Chance, and +1.5% Melee Attack Speed.
stat buffs:
critical_strike_chance
melee_attack_speed
Additionally to the base effect, does two things per stack of Flensing Protocols:
(1) Grants 1.5% additional crit chance to all attacks that can crit (up to +9%, or up to +12% if Honed Dissector); stacks additively with other sources of crit chance.
(2) Increases melee weapon attack animation speed by 1.5% (up to +9%, or up to +12% if Honed Dissector); stacks additively with other related attack speed buffs.
Keystone Nodes (Part II)
Icon
Mechanics
Redline Capacitors
Spending or gaining a Charge grants +5% Toughness Damage Reduction and +5% Capacitance generation for 12s. Stacking 4 times. Stacks decay one at a time.
Additionally, you have +1 Max Ability Charges.
stat buffs:
toughness_damage_taken_multiplier
combat_ability_cooldown_regen_modifier
ability_extra_charges
Increases Skitarius' base amount of combat ability charges from 3 to 4. Additionally, whenever Skitarius' combat ability charge count increases or decreases by 1, grants stacks of Redline Capacitors (up to 4). Stacks last for 12s, can be refreshed during active duration, and are dropped one by one.
Per stack, does two things:
(1) Grants 5% toughness damage reduction; stacks linearly with itself (i.e. 2 stacks = 10%, 3 = 15% toughness damage reduction, etc), and multiplicatively with other damage reduction buffs.
(2) Increases Skitarius' base ability charge cooldown regen rate of 1s per second to 1.05s per second (up to 1.25s per second at 5 stacks); 50×(0.02+0.02×0.05)=1.05. Stacks additively with the related cooldown regen effects from Augmented Power-Cycle, Flux Conduit Build-Up. Procs alongside the remaining cooldown reduction effects of Skitarius' base cooldown reduction on kill, Capacitor Reclamation Loop, Reactor Coil Recharge, Satiated Steel, and Concentration Stimm. This regen rate increase is not modified by Combat Ability Regeneration from curios which only reduces the maximum cooldown of a combat ability charge.
Advanced Power Management
On Ability use, gain +5% Strength for each Charge you had on use, for 10s.
stat buff: power_level_modifier
Upon combat ability use, grants stacks (up to 5), based on the amount of combat ability charges available before use. Stacks last for 10s and can be refreshed during active duration. Per stack, increases the power level of melee and ranged attacks, arc lightning, explosions, and DoTs by 5% (up to +25%); stacks additively with other power level buffs, and multiplicatively with damage buffs.
'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
There is currently a bug: Activating Advanced Combat Doctrines does not grant stacks.
Capacitory Limit Override
+15% Rending while at 3 Redline Capacitors stacks or above.
stat buff: rending_multiplier
While at or above 3 stacks of Redline Capacitors, grants 15% rending to all attacks boosting damage against armor types Carapace, Flak, Maniac, Unyielding (including damage of arc lightning, explosions and DoTs). Only affects Skitarius' own damage. Stacks additively with other rending buffs ('rending') and with rending debuffs that are applied to enemies ('brittleness').
Resource Optimisation Canticles
+1 Max Ability Charges and +1 Redline Capacitors Max Stacks.
stat buff: ability_extra_charges
This talent does two things:
(1) Additionally to the base effect of Redline Capacitors, increases Skitarius' amount of combat ability charges from 4 to 5.
(2) Lets Skitarius generate up to 5 stacks of Redline Capacitors instead of 4.
Surge-Extension
Gaining a Redline Capacitors stack replenishes 25% Toughness over 5s.
function: recover_percentage_toughness
Whenever Skitarius' combat ability charge count increases or decreases by 1, replenishes 5% of maximum toughness per second for 5s; can be refreshed during active duration. The effectiveness of this toughness replenishment is affected by certain player debuffs like toxic gas.
Keystone Nodes (Part III)
Icon
Mechanics
Power Overload
Kills by you and allies in coherency grant 1 stacks of Power Overload. Elite and Specialist enemy kills grant 2 stacks. Max 30 stacks. Reaching max stacks causes an overload and reset to 0 stacks.
The overload grants you and allies in Coherency +15% Damage and +15% Toughness Damage Reduction, for 8s.
stat buffs:
damage
toughness_damage_taken_multiplier
Whenever an enemy is killed by Skitarius or by an ally who is in coherency with Skitarius, grants stacks of Power Overload (up to 30); elite or special kills grant 2 stacks, other kills grant 1 stack. Stacks have no duration and once 30 stacks have been reached, the stack count is reset.
Upon reaching 30 stacks, triggers some electro FX (has no actual gameplay effect) and does two things for Skitarius and allies who are in coherency with Skitarius for 8s (can be refreshed during active duration):
(1) Increases any damage by 15%; stacks additively with other damage buffs, and multiplicatively with power level buffs. Does not stack with the same buff from another Skitarius.
(2) Grants 15% toughness damage reduction; stacks multiplicatively with other damage reduction buffs. Does not stack with the same buff from another Skitarius.
Critical Power Overload
The Overload now also applies an Electrocution effect to enemies in melee range, causing enemies hit to also take 15% more damage for 8s.
stat buff: damage_taken_multiplier
Upon reaching 30 stacks, now creates an explosion at Skitarius' location that deals neither damage nor stagger. The explosion has an 8m radius and does two things:
(1) Applies the electrocuted buff keyword to enemies for 8s.
(2) Applies a debuff to enemies that increases all their damage taken by 15% for 8s; can be refreshed during active duration. Does not stack with the same debuff from another Skitarius. Stacks multiplicatively with other damage taken debuffs, with damage buffs, and with power level buffs.
Invigorating Overload
You and allies in coherency restore 20% Toughness and 20% Stamina when the overload occurrs.
functions:
recover_percentage_toughness
add_stamina_percent
Upon reaching 30 stacks, does two things for Skitarius and allies who are in coherency with Skitarius:
(1) Replenishes 20% of maximum stamina.
(2) Replenishes 20% of maximum toughness. The effectiveness of this toughness replenishment is affected by certain player debuffs like toxic gas.
Powerdrive
Gain 5 stacks for each Charge spent.
Upon combat ability use, grants 5 stacks of Power Overload for each combat ability charge spent on activation.
There is currently a bug: Activating Advanced Combat Doctrines with 2 or more combat ability charges available grants 10 stacks instead of 5 (despite only spending 1 charge on activation).
Static Capacitor Drain
Overloading 8 Times grants you +15% Damage.
Overloading 16 Times grants +20% Toughness Damage Reduction.
Overloading 24 Times increases Capacitance generation by +25%.
Bonuses last until death.
stat buffs:
damage
toughness_damage_taken_multiplier
combat_ability_cooldown_regen_modifier
This talent does three things for Skitarius personally:
(1) Once 30 stacks have been reached 8 times, increases any damage by 15%; stacks additively with other damage buffs, and multiplicatively with power level buffs.
(2) Once 30 stacks have been reached 16 times, grants 20% toughness damage reduction; stacks multiplicatively with other damage reduction buffs.
(3) Once 30 stacks have been reached 24 times, increases Skitarius' base ability charge cooldown regen rate of 1s per second to 1.25s per second; 50×(0.02+0.02x0.25)=1.25. Stacks additively with the related cooldown regen effects from Augmented Power-Cycle, Flux Conduit Build-Up. Procs alongside the remaining cooldown reduction effects of Skitarius' base cooldown reduction on kill, Capacitor Reclamation Loop, Reactor Coil Recharge, Satiated Steel, and Concentration Stimm. This regen rate increase is not modified by Combat Ability Regeneration from curios which only reduces the maximum cooldown of a combat ability charge.
Note that these three buff effects do not have a duration and last until the player dies after which they have to be regained.
Appendix – Arc Lightning (Part I)
Arc lightning is a type of chain lightning that is exclusive to Skitarius. Arc lightning chains can be created by certain weapons and talents. Starting on a root target, arc lightning will jump to additional chain targets dealing damage and stagger. It is telegraphed by electro VFX on enemies and by lightning VFX between affected targets.
* For weapons, the listed values account for an 80% Arc Efficiency stat.
Jump angle and jump radius define the main targeting parameters and vary per arc lightning source; vertical distance is 5m by default. Enemies that are not within the defined parameters (red dots) cannot be targeted. If there are multiple valid chain targets in the jump area, the arc lightning will jump to the closest one and disregard the others (grey dots). This selection behavior is only altered for those arc lightning sources that have explicit target prioritization in which case there are three priority groups: (1) Armoured Pox Hound, Crusher, Mauler, and Scab Rager, (2) all enemies with the elite tag, and (3) all other enemies; targets from the first group will be preferred over targets from the second group over targets from the third group.
While the arc lightning chain is built, it is possible that the same enemy is acquired as a chain target of two separate arc lightning chains ('Chain Target 2'); it is also possible that an enemy who is the root target of one arc lightning chain is acquired as a chain target of another arc lightning chain. As long as each arc lightning chain can find new valid chain targets, it will continue to jump until the max jump limit is reached. Note that, in regard to the jump validation of Arc Maul's and Arc Rifle's arc lightning, either the new chain target or the previous one in the chain must have the electrocuted keyword in order to facilitate a jump.
Arc Lightning: Base Parameters
Source
Arc Chains
Jump Angle*
Jump Radius*
Max Jumps
Specifics
Arc Grenades
(Blitz ability)
(Blitz ability)
up to 4
(+2 if subnode)
(+2 if subnode)
270°
8m
5
• cannot crit
• has target priority
• stagger category: melee
• has target priority
• stagger category: melee
Arc Maul
(weapon special)
(weapon special)
1
90°
6.6m
2
• can crit
• no target priority
• stagger category: sticky
• no target priority
• stagger category: sticky
Arc Rifle
(LMB)
(LMB)
1
122°
4.8m
1
• can crit
• no target priority
• stagger category: ranged
• no target priority
• stagger category: ranged
Arc Rifle
(RMB)
(RMB)
1
122°
4.8m
2
• can crit
• no target priority
• stagger category: ranged
• no target priority
• stagger category: ranged
Voltaic Arcs
(talent)
(talent)
up to 3
(1 per charge)
(1 per charge)
180°
8m
5
• cannot crit
• no target priority
• stagger category: melee
• no target priority
• stagger category: melee
Voltaic Resistance
(talent)
(talent)
up to 4
(1 per 10 hits)
(1 per 10 hits)
180°
8m
5
• cannot crit
• no target priority
• stagger category: melee
• no target priority
• stagger category: melee
Arc Lightning: Chain Logic
As an example, the graphic below shows an attack that creates two arc lightning chains, each able to jump up to 4 times. In order to create two arc lightning chains, two separate root targets have to be acquired; if there is only one available, then only one arc lightning chain will start.Jump angle and jump radius define the main targeting parameters and vary per arc lightning source; vertical distance is 5m by default. Enemies that are not within the defined parameters (red dots) cannot be targeted. If there are multiple valid chain targets in the jump area, the arc lightning will jump to the closest one and disregard the others (grey dots). This selection behavior is only altered for those arc lightning sources that have explicit target prioritization in which case there are three priority groups: (1) Armoured Pox Hound, Crusher, Mauler, and Scab Rager, (2) all enemies with the elite tag, and (3) all other enemies; targets from the first group will be preferred over targets from the second group over targets from the third group.
While the arc lightning chain is built, it is possible that the same enemy is acquired as a chain target of two separate arc lightning chains ('Chain Target 2'); it is also possible that an enemy who is the root target of one arc lightning chain is acquired as a chain target of another arc lightning chain. As long as each arc lightning chain can find new valid chain targets, it will continue to jump until the max jump limit is reached. Note that, in regard to the jump validation of Arc Maul's and Arc Rifle's arc lightning, either the new chain target or the previous one in the chain must have the electrocuted keyword in order to facilitate a jump.
Appendix – Arc Lightning (Part II)
Arc Lightning: Base Chain Damage
Arc lightning always targets center_mass hit zone (i.e. it cannot hit weakspots) and it ignores hit zone damage multipliers. If arc lightning is created on a critical attack (possible for Arc Maul and Arc Rifle), it will deal critical damage to all targets on the current chain. The following table lists base damage values against root target and respective chain targets (CT) per arc lightning source.Root Target
1st CT
2nd CT
3rd CT
4th CT
5th CT
Arc Grenades
1000
1000
1000
1000
1000
1000
Arc Maul*
240.5
(crit: 312.65)
(crit: 312.65)
277.5
(crit: 360.75)
(crit: 360.75)
305.25
(crit: 396.825)
(crit: 396.825)
333**
(crit: 432.9)
(crit: 432.9)
333**
(crit: 432.9)
(crit: 432.9)
-
Arc Rifle*
(LMB)
(LMB)
74
(crit: 96.2)
(crit: 96.2)
217
(crit: 282.1)
(crit: 282.1)
305**
(crit: 396.5)
(crit: 396.5)
-
-
-
Arc Rifle*
(RMB)
(RMB)
74
(crit: 96.2)
(crit: 96.2)
217
(crit: 282.1)
(crit: 282.1)
305
(crit: 396.5)
(crit: 396.5)
342.5**
(crit: 445.25)
(crit: 445.25)
-
-
Voltaic Arcs
Voltaic Resistance
Voltaic Resistance
200
200
200
200
200
200
** Requires Enhanced Voltaic Arcs weapon blessing.
Arc Lightning: Armor Damage Modifiers
Arc Grenades
Voltaic Arcs
Voltaic Resistance
Voltaic Arcs
Voltaic Resistance
Arc Maul
Arc Rifle
Unarmoured
0.75
Flak
1
Unyielding
0.75
Maniac
0.75
Carapace
1.25
Infested
0.75
Void Shield
0.75
Unarmoured
0.9
Flak
1
Unyielding
0.8
Maniac
0.9
Carapace
1
Infested
0.8
Void Shield
0.5
Unarmoured
0.6
Flak
0.7
Unyielding
0.5
Maniac
0.6
Carapace
0.4
Infested
0.5
Void Shield
0.7
Arc Lightning: Buff Interactions
Arc lightning is affected by 'rending' / 'brittleness', by perks of currently wielded weapons, by Combat Stimm, and by the following buffs from:Talents
Advanced Power Management, Calculated Priority, Channelled Motive Force, Flensing Protocols, Galvanic Marking Array, Moebian Conductor, Power Overload, Retribution Conduit (while electrocuted), Sequenced Charge, Static Capacitor Drain, Sustained Assault Doctrine, Weakness Analysis Doctrine
Weapons
Arc Maul's innate 10% damage_vs_electrocuted (while wielded)
Blessings
(melee)
(melee)
Energy Leakage, Enhanced Voltaic Arcs (only for Arc Maul's arc lightning), Execution (while staggered), Executor, High Voltage (while electrocuted), Skullcrusher (while staggered), Voltagheist Overload
Blessings
(ranged)
(ranged)
Blaze Away, Ceaseless Barrage (while suppressed), Deathspitter, Dumdum, Enhanced Voltaic Arcs (only for Arc Rifle's arc lightning), Fire Frenzy, No Respite (while staggered), Pinning Fire, Pinpointing Target, Powderburn (while suppressed), Rising Heat, Run 'n' Gun (while sprinting)
Damage Taken
Debuffs
Debuffs
Arbitrator's Nuncio-Aquila; Hive Scum's Virulent Strain; Ogryn's Soften Them Up, Valuable Distraction, Pickaxe (weapon special); Psyker's Enfeeble, Warp Rupture; Skitarius' Artificer Servo-Skull / Servo-Skull, Critical Power Overload; Veteran's Focus Target; Zealot's Blinded by Blood
Appendix – Chordclaw Bleed
Chordclaw Bleed
Chordclaw Bleed is a damage over time effect (DoT) that is exclusive to Skitarius' Chordclaw combat ability (Probing Strikes). It stacks separately on a target with regular Bleed. Enemies affected by it take damage over time in a specific interval for a specific duration. The particle effect is dripping blood.General Info
Armor Damage Modifiers
Internal Name
bleed_long
Tick Rate
every 0.375s
Max Stacks
18
Stack Duration
9.5s
Base Damage
175 at 18/18 stacks
(non-linear, cubic function)
(non-linear, cubic function)
Specifics
• Can bypass Bulwark/Vanguards shield
• Can bypass Captain/Twins void shield
• Can bypass Captain/Twins void shield
Unarmoured
0.5
Flak
0.75
Unyielding
0.75
Maniac
1
Carapace
0.25
Infested
0.5
Chordclaw Bleed: Base Damage vs Stack Count
Chordclaw Bleed: Base Damage per Stack Count
Stack Count
Base Damage
Stack Count
Base Damage
1
~1.56
10
~102.02
2
~6
11
~116.19
3
~12.96
12
~129.63
4
~22.09
13
~141.99
5
~33
14
~152.91
6
~45.37
15
~162.04
7
~58.81
16
~168.99
8
~72.98
17
~173.44
9
87.5
18
175
Chordclaw Bleed: Sources
Source
Specifics
Probing Strikes
(talent)
(talent)
• 6 stacks on Chordclaw hit
• caps at 18 stacks
• caps at 18 stacks
Appendix – Phosphor
Phosphor is a damage over time effect (DoT) that is exclusive to Skitarius' Phosphor Blast Pistol. Enemies affected by it take damage over time in a specific interval for a specific duration. The visual effect is white.
General Info
Armor Damage Modifiers
Internal Name
phosphor_burn
Tick Rate
every 0.55s
Max Stacks
1
Stack Duration
20s
Base Damage
20
Specifics
• Can bypass Bulwark/Vanguards shield
• Cannot bypass Captain/Twins void shield
• Also applies a hit mass debuff (see below)
• Cannot bypass Captain/Twins void shield
• Also applies a hit mass debuff (see below)
Unarmoured
1
Flak
1
Unyielding
1
Maniac
1
Carapace
0.1
Infested
1
Void Shield
1
Additional Effects
Hit Mass Debuff (Phosphor stack)
stat buffs:
hit_mass_multiplier_vs_melee
hit_mass_multiplier_vs_ranged
The stack of Phosphor also applies a debuff to enemies that reduces their hit mass by 45% against melee and ranged attacks; stacks multiplicatively with related effects that modify an enemy's effective hit mass against an attack, e.g. buffs from weapon blessings Devastating Strike, Hot-Shot, Perfect Strike, Savage Sweep, Shock & Awe, Sunder, and Wrath, or enemy buffs from Pox Gas and difficulty mutators.
stat buffs:
hit_mass_multiplier_vs_melee
hit_mass_multiplier_vs_ranged
The stack of Phosphor also applies a debuff to enemies that reduces their hit mass by 45% against melee and ranged attacks; stacks multiplicatively with related effects that modify an enemy's effective hit mass against an attack, e.g. buffs from weapon blessings Devastating Strike, Hot-Shot, Perfect Strike, Savage Sweep, Shock & Awe, Sunder, and Wrath, or enemy buffs from Pox Gas and difficulty mutators.
Rending Debuff (Phosphor Blast Pistol shot)
stat buff: rending_multiplier
The shot of the Phosphor Blast Pistol that applies Phosphor also applies a rending debuff to enemies boosting damage against armor types Carapace, Flak, Maniac, Unyielding (including damage of arc lightning, explosions and DoTs); stacks additively with other rending debuffs ('brittleness'), and with rending buffs that only boost a character's own damage ('rending').
This rending debuff is unique: phosphor_rending_debuff. It stacks once, applies a rending_multiplier of 15%, and lasts for 20s. This debuff being unique means that it is, in regard to the total rending amount on an enemy, in fact a separate debuff which stacks additively with the regular rending debuff ('brittleness') from weapon blessings and talents. It also stacks additively with the other unique rending debuffs from Bone Saw Mk IV (weapon special coating), Exterminator Shotgun Mk VIII (weapon special), Heavy Swords (weapon special), and Penetrating Flame (weapon blessing).
The following table lists all rending debuffs that are currently in the game. They stack separately with each other in regard to the total rending amount on a target:
stat buff: rending_multiplier
The shot of the Phosphor Blast Pistol that applies Phosphor also applies a rending debuff to enemies boosting damage against armor types Carapace, Flak, Maniac, Unyielding (including damage of arc lightning, explosions and DoTs); stacks additively with other rending debuffs ('brittleness'), and with rending buffs that only boost a character's own damage ('rending').
This rending debuff is unique: phosphor_rending_debuff. It stacks once, applies a rending_multiplier of 15%, and lasts for 20s. This debuff being unique means that it is, in regard to the total rending amount on an enemy, in fact a separate debuff which stacks additively with the regular rending debuff ('brittleness') from weapon blessings and talents. It also stacks additively with the other unique rending debuffs from Bone Saw Mk IV (weapon special coating), Exterminator Shotgun Mk VIII (weapon special), Heavy Swords (weapon special), and Penetrating Flame (weapon blessing).
The following table lists all rending debuffs that are currently in the game. They stack separately with each other in regard to the total rending amount on a target:
Brittleness%
Debuff
2.5% per stack
(40% max per target)
(40% max per target)
rending_debuff
• all sources of regular 'brittleness'
• duration: 5s
• max stacks: 16
• all sources of regular 'brittleness'
• duration: 5s
• max stacks: 16
10% per stack
(10% max per target)
(10% max per target)
combatsword_p2_weapon_special_debuff
• Heavy Swords (weapon special)
• duration: 5s
• max stacks: 1
• Heavy Swords (weapon special)
• duration: 5s
• max stacks: 1
1% per stack
(20% max per target)
(20% max per target)
rending_burn_debuff
• Penetrating Flame (weapon blessing)
• duration: 5s
• max stacks: 20
• Penetrating Flame (weapon blessing)
• duration: 5s
• max stacks: 20
15% per stack
(15% max per target)
(15% max per target)
phosphor_rending_debuff
• Phosphor Blast Pistol Mk XI
• duration: 20s
• max stacks: 1
• Phosphor Blast Pistol Mk XI
• duration: 20s
• max stacks: 1
25% per stack
(25% max per target)
(25% max per target)
shotgun_special_rending_debuff
• Exterminator Shotgun Mk VIII (weapon special)
• duration: 8s
• max stacks: 1
• Exterminator Shotgun Mk VIII (weapon special)
• duration: 8s
• max stacks: 1
2.5% per stack
(37.5% max per target)
(37.5% max per target)
saw_rending_debuff
• Bone Saw Mk IV (weapon special coating)
• duration: 5s
• max stacks: 15
• 3 stacks per hit (+1 if critical hit)
• Bone Saw Mk IV (weapon special coating)
• duration: 5s
• max stacks: 15
• 3 stacks per hit (+1 if critical hit)
Phosphor: Sources
Source
Specifics
Phosphor Blast Pistol
(shot)
(shot)
• 1 stack on hit
Phosphor Blast Pistol
(impact explosion)
(impact explosion)
• 1 stack on explosion hit
• 1.1m radius
• 1.1m radius
Appendix – Weapon Malfunction
Weapon Malfunction is a type of taunt that is exclusive to Skitarius. It can be applied by Voltaic Emitter (combat ability) and Enhanced Arc Grenades (talent) and only applies to certain enemies. Affected enemies have their behavior altered: They are either (1) forced into a specific action loop or (2) forced into melee combat to attack player targets in melee only. The duration is 12 seconds. Weapon Malfunction is telegraphed by light blue VFX on an enemy's head and smoking guns (where applicable).
Note that while certain animations during those forced action loops are the same that enemies would play when they are suppressed, Weapon Malfunction does not actually apply suppression.
Weapon Malfunction: Overview
Enemy
Duration
Effect on Behavior
Dreg Shotgunner
Dreg Stalker
Scab Plasma Gunner
Scab Shotgunner
Scab Stalker
Dreg Stalker
Scab Plasma Gunner
Scab Shotgunner
Scab Stalker
12s
forced into melee combat
Dreg Tox Flamer
Scab Flamer
Scab Flamer (mutator)
Scab Flamer
Scab Flamer (mutator)
12s
forced into run-away action; tries to move to closest spawner (20m to 50m)
Reaper
12s
forced into gun tinker action loop
Dreg Gunner
Radio Operator
Scab Shooter
Radio Operator
Scab Shooter
12s
forced into cower action loop; might run away first
Scab Gunner
12s
forced into gun tinker action loop; might run away first
Scab Sniper
12s
forced into run-away action
Trapper
12s
forced into run-away-and-reload action
Note that while certain animations during those forced action loops are the same that enemies would play when they are suppressed, Weapon Malfunction does not actually apply suppression.
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