[1.12.x] Arbitrator Talents & Mechanics
Base Stats
Arbitrator 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.
health
knocked_down_health
base_critical_strike_chance
max
replenish_types.melee_kill
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.
PlayerCharacterConstants.coherency.radius
regeneration_delay
regeneration_delay_modifier
regeneration_speed
toughness_coherency_regen_rate_modifier
regeneration_speed_modifier
(allies: 1) 3.75 toughness per second
(allies: 2) 5.625 toughness per second
(allies: 3) 7.5 toughness per second
Time after Leaving
stickiness_time
base_stamina
regeneration_delay
regeneration_per_second
minimum_dodge_input
base_distance
dodge_cooldown
dodge_jump_override_timer
consecutive_dodges_reset
dodge_linger_time
0s (vs ranged)
stop_threshold
state_damage_modifiers.dodging
move_speed
jump_speed
climb_speed
crouch_move_speed
sprint_move_speed
no_stamina_sprint_speed_multiplier
state_damage_modifiers.sprinting
slide_move_speed_threshold
state_damage_modifiers.sliding
Cyber-Mastiff
Arbitrator is accompanied by a Cyber-Mastiff. This canine companion does not have health or a hit box. It is not attacked by enemies and does not occupy space on the navmesh (thereby does not interfere with enemy path finding).
(1) By default, it automatically tries to attack the closest attacking enemy within 6m to the player. Alternatively, it can select attacking targets within up to 16m to the player; should prioritize close melee elites over other elites and specials over other enemies. Generally, the Cyber-Mastiff 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 command the Cyber-Mastiff to attack one taggable enemy within tagging distance (100m); passive Daemonhosts are not valid targets. The Cyber-Mastiff will then attack the target dealing damage until it dies, or until the tag duration (25s) runs out, or until the target is changed by the player tagging a different one.
(3) If the player is disabled by a Mutant or Pox Hound breed, the Cyber-Mastiff will automatically jump at it thereby freeing the player. If the player is grabbed by a Chaos Spawn or Daemonhost, or is consumed by a Beast of Nurgle, the Cyber-Mastiff will automatically continue to attack the disabling monster (ignoring any command-tagged target). Note that while being disabled (e.g. while netted), the player can still command-tag enemies.
The leap attack has a fixed cooldown of 1.5s; the effective time before Cyber-Mastiff leaps again can be longer depending on the necessary steps in its attack positioning and/or target selection logic.
Cyber-Mastiff cannot crit and considers the base armor type of the target for calculating damage with the following armor damage modifiers (ADM):
('pounced')
• on pounce, creates a non-damaging explosion with a 2m radius around the pounced target which deals stagger
Crusher
Reaper
(for 2.5s)
(for 2.5s)
• attacks Poxburster only on command; note that it can stagger Poxburster unexpectedly while leaping when attacking a different target
Armoured Pox Hound
Pox Hounds
(for 2.5s)
• when player is grabbed by a Mutant, attacks automatically
• when player is disabled by Armoured Pox Hound or Pox Hound, attacks automatically
(for 1s)
Chaos Spawn
Plague Ogryn
• when player is consumed by a Beast of Nurgle, attacks automatically
• when player is grabbed by a Chaos Spawn, attacks automatically
• when player is grabbed by a Daemonhost, attacks automatically
Twins
(active shield)
200
(inactive shield)
• inactive shield: jumps at target dealing one instance of damage
Cyber-Mastiff's damage can be increased by Arbitrator's talents Bloodlust, Execution Order, Go Get 'Em!, Kill Order, and Unleashed Brutality, by 'brittleness' on the target, the weapon blessing debuff from Skullcrusher (while staggered), and by damage taken debuffs from 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, and Zealot's Blinded by Blood.
Talent Nodes (Part I)
15% Damage for 5s after Successful Dodge.
stat buff: damage
Increases any damage by 15% for 5s; can be refreshed during active duration. Cyber-Mastiff is unaffected. Stacks additively with other damage buffs, and multiplicatively with power level buffs.
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 Ghost, Hit & Run and Stripped Down weapon blessings can proc this talent (only against ranged attacks).
+25 Toughness.
stat buff: toughness
Adds 25 toughness to Arbitrator's base maximum toughness of 80 thereby increasing Arbitrator's max toughness; stacks additively with Plasteel Plates.
Current max toughness is multiplied by the toughness percentage buffs from curios. For example, at 105 max toughness (Arbitrator's base 80 and 25 from this talent) with one +17% toughness curio with a +4% toughness perk, Arbitrator's max toughness of 105 is increased by 105×(0.17+0.04)=22.05 to 127.05 toughness (HUD rounds up: 128).
A character's maximum toughness is the base value that is used in toughness replenished calculations of most talents and blessings.
Klling Pounced Targets grants Allies in Coherency +20% Toughness Damage Reduction and +10% Toughness over 5s.
stat buff: toughness_damage_taken_multiplier
function: recover_percentage_toughness
When human-sized enemies who are disabled ('pounced') by Cyber-Mastiff are killed by Cyber-Mastiff or a player, does two things for Arbitrator and allies who are in coherency with Arbitrator:
(1) Grants 20% toughness damage reduction for 5s; can be refreshed during active duration. Stacks multiplicatively with other damage reduction buffs.
(2) Replenishes 2% of maximum toughness per second for 5 seconds; can be refreshed during active duration. The effectiveness of this toughness replenishment is affected by certain player debuffs like toxic gas.
These two effects do not stack with the same talent from another Arbitrator.
Melee Weakspot hits make the enemy count as Staggered for 4s.
buff keyword: count_as_staggered
Melee hits against enemy weakspots apply a debuff that makes the target count as being staggered for 4s; can be refreshed during active duration. Can also be applied with melee special actions of ranged weapons. This debuff allows Arbitrator's Breaking Dissent, Final Warning, Force of Will, Forceful, Hold the Line, Strike Down, Suppression Force, and Target the Weak to proc consistently against any debuffed target as if the target had been put into staggered state before.
The best use case is against targets that are hard (or impossible) to stagger by usual means like monstrosities, Captains/Twins, or enemies buffed by the Havoc mutator 'The Final Toll'.
For example, with Target the Weak, the first hit would apply Concussive's fake stagger debuff, the second hit would apply Target the Weak's damage taken debuff, and the third hit (and subsequent ones) would then benefit from the damage increase.
Note that this talent's debuff also allows consistent procs for weapon blessings Execution, Opportunist, Skullcrusher, Smackdown, and Thunderstrike.
Interaction with Skullcrusher
While Concussive's debuff allows to apply and refresh Skullcrusher stacks on a target at any time, the blessing's damage increase, however, can only be procced and benefited from during its initial 5s duration after which it does not apply anymore because Concussive's debuff cannot keep the target in a 'proper' staggered state. In order to benefit from Skullcrusher's damage increase again, Concussive's debuff has to run out first and then be reapplied (or the target has to be actually staggered).
+25% Damage vs Suppressed Enemies.
stat buff: damage_vs_suppressed
Increases any damage against enemies who are suppressed by 25%; Cyber-Mastiff is unaffected. Stacks additively with other damage buffs, and multiplicatively with power level buffs.
Breeds that can be suppressed: Armored Groaner, Groaner, Dreg Gunner, Dreg Stalker, Radio Operator, Reaper, Scab Gunner, Scab Shooter, Scab Stalker
Pushing grants 75% Cleave for 5s.
stat buff: max_melee_hit_mass_attack_modifier
Pushing enemies increases the maximum hit mass limit of melee attacks by 75% for 5s, 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/Vanguards shield, Captains/Twins void shield). Stacks additively with related buff from Targets Acquired, the small cleave node, weapon blessings Devastating Strike, Savage Sweep, and Wrath, and multiplicatively with power level buffs.
15% Ranged Damage on Melee Staggering Hits. Lasts 5s.
stat buff: ranged_damage
Hits with melee attacks, pushes and Break the Line (direct impact) that successfully stagger the target (including hits against already staggered targets) increase the damage of ranged attacks by 15% for 5s; can be refreshed during active duration. Stacks additively with other related damage buffs, and multiplicatively with power level buffs.
Talent Nodes (Part II)
Replenish 7.5% Toughness on Staggering Melee Attack.
function: recover_percentage_toughness
Hits with melee attacks and Break the Line (direct impact) that successfully stagger the target (including hits against already staggered targets) replenish 7.5% of maximum toughness; procs once per attack regardless of how many enemies have been staggered.
The effectiveness of this talent's toughness replenishment is affected by certain player debuffs like toxic gas.
+10% Melee Attack Speed for 3s on hitting 3 or more enemies with a Melee Attack.
stat buff: melee_attack_speed
Hitting at least 3 enemies with a melee attack increases melee weapon attack animation speed by 10% for 3s; can be refreshed during active duration. Stacks additively with related buffs from Execution Order, Inspiring Recitation, Lone Wolf, Obstinate, Retaliatory Force, and Celerity Stimm.
Staggering an Enemy grants 1 stack(s) of +3% Damage Resistance, on the next Melee hit taken. Stacking 5 times and lasting 8s. Staggering Non-Human Sized Enemies grants 5 stack(s).
stat buff: damage_taken_multiplier
Hits with melee and ranged attacks, pushes, explosions, Break the Line (direct impact), Voltaic Shock Mine, and Cyber-Mastiff (only against human-sized enemies) that successfully stagger the target (including hits against already staggered targets) grant stacks (up to 5); stacks last for 8s or until taking a melee hit, and can be refreshed during active duration. Generates either 1 stack or 5 stacks depending on the staggered target:
Per stack, reduces both toughness and health damage taken by 3%; the buff stacks multiplicatively with itself, up to ~14.1% damage reduction at max stacks (1-0.97⁵=0.1412), and with other damage reduction buffs.
Gain +25% Damage Resistance for 5s after Elite or Specialist Kill.
stat buff: damage_taken_multiplier
Killing an elite or a special reduces both toughness and health damage taken by 25% for 5s; can be refreshed during active duration. Stacks multiplicatively with other damage reduction buffs.
This talent also procs on kills by Cyber-Mastiff.
20% Reload Speed on next reload after Elite Kill or Specialist Kill.
stat buff: reload_speed
Killing an elite or a special increases reload animation speed by 20% for the next reload action; stacks additively with reload speed buff from Ruthless Efficiency and Celerity Stimm. This also increases the speed of the loading special action of Exterminator Shotguns and Combat Shotguns.
This talent also procs on kills by Cyber-Mastiff.
+2% Damage on Successful Attack. 5 Max Stacks. Lasts 5s.
stat buff: damage
Hitting enemies with melee and ranged attacks, pushes, explosions, Break the Line, Voltaic Shock Mine, and Cyber-Mastiff grants stacks (up to 5); generates 1 stack per attack. Stacks last for 5s and can be refreshed during active duration. Per stack, increases any damage by 2% (up to +10%); Cyber-Mastiff is unaffected. Stacks additively with other damage buffs, and multiplicatively with power level buffs.
Replenish 5% Toughness per second while within 8m of your Cyber-Mastiff.
function: recover_percentage_toughness
If Cyber-Mastiff is within 8m to Arbitrator, replenishes 5% of maximum toughness per second. This effect is disabled while Arbitrator is disabled or knocked down. Does not interact with coherency toughness regeneration.
The effectiveness of this talent's toughness replenishment is affected by certain player debuffs like toxic gas.
+15% Movement Speed on Ranged Hit. Lasts 3s.
stat buff: movement_speed
Hitting enemies with ranged attacks (including grenade/shock mine direct impact hits) increases movement speed by 15% for 3s; can be refreshed during active duration. Stacks additively with related buff from Castigator's Stance, No Escape, Not Far Behind, and multiplicatively with the sprint speed buff from Rapid Movement.
Talent Nodes (Part III)
+20% Damage to Ogryns and Monstrosities.
stat buff: damage_vs_ogryn_and_monsters
Increases any damage against enemies with the ogryn tag (Bulwark, Crusher, Pack Master, Reaper) and against enemies with the monster tag (Beast of Nurgle, Chaos Spawn, Daemonhosts, Pack Master, Plague Ogryn); Cyber-Mastiff is unaffected. Stacks additively with other damage buffs, and multiplicatively with power level buffs.
Does not buff damage against Captains/Twins who do not have the monster tag.
+10% Damage and +10% Movement Speed on Elite or Specialist Kill. Lasts 4s.
stat buffs:
damage
movement_speed
Killing an elite or a special does two things for 4s (can be refreshed during active duration):
(1) Increases any damage by 10%; Cyber-Mastiff is unaffected. Stacks additively with other damage buffs, and multiplicatively with power level buffs.
(2) Increases movement speed by 10%; stacks additively with related buff from Castigator's Stance, March, Not Far Behind, and multiplicatively with sprint speed buff from Rapid Movement.
This talent also procs on kills by Cyber-Mastiff.
+25 Toughness.
stat buff: toughness
Adds 25 toughness to Arbitrator's base maximum toughness of 80 thereby increasing Arbitrator's max toughness; stacks additively with Arbitrator Armour.
Current max toughness is multiplied by the toughness percentage buffs from curios. For example, at 105 max toughness (Arbitrator's base 80 and 25 from this talent) with one +16% toughness curio with a +5% toughness perk, Arbitrator's max toughness of 105 is increased by 105×(0.16+0.05)=22.05 to 127.05 toughness (HUD rounds up: 128).
A character's maximum toughness is the base value that is used in toughness replenished calculations of most talents and blessings.
+20% Rending on Ranged Critical Strike.
stat buff: ranged_critical_strike_rending_multiplier
Grants 20% rending to critical ranged attacks boosting damage against armor types Carapace, Flak, Maniac, Unyielding. Only affects Arbitrator's own damage. Stacks additively with other rending buffs ('rending') and with rending debuffs that are applied to enemies ('brittleness').
Sliding increases Sprint Speed by +5% for 5s. Kills restore +5% Stamina. 0.75s Cooldown.
stat buff: sprint_movement_speed
function: add_stamina_percent
This talent does two things:
(1) Sliding increases sprinting speed by 5% for 5s; can be refreshed during active duration. This sprint speed buff stacks multiplicatively with movement speed buffs from March, No Escape, Not Far Behind, and weapon blessings like Rev It Up.
(2) Killing enemies replenishes 5% of maximum stamina; has an internal cooldown of 0.75s. This stamina replenishment also procs on kills by Cyber-Mastiff.
Enemies knocked away by your Cyber Mastiff's Pounce have 6 Stack(s) of Bleed applied to them.
Cyber-Mastiff applies 6 stacks of Bleed to enemies under two conditions:
(1) When Cyber-Mastiff disables ('pounces') a human-sized enemy, it creates a non-damaging explosion with a 2m radius. Enemies within radius receive Bleed stacks.
(2) When Cyber-Mastiff jumps at any target, it applies Bleed stacks to the target on impact.
Can apply up to 16 Bleed stacks max on a target; can apply Bleed through Bulwark/Vanguards shield (always), and Captains/Twins void shield (if pouncing a human-sized target that is within 2m). For details on Bleed, see 'Damage over Time Effects' section.
Note that this talent's Bleed effect is unaffected by player buffs. Only rending debuffs ('brittleness') and damage taken debuffs on the target can increase Bleed damage.
Talent Nodes (Part IV)
+20% Corruption Resistance and +75% Reduced Damage Taken from Toxic Gas.
stat buffs:
corruption_taken_multiplier
damage_taken_from_toxic_gas_multiplier
Reduces corruption damage taken by any enemy source that is dealing corruption damage by 20%; this includes Poxburster explosion, toxic gas, Poxwalker melee attacks, Pox Hound pounce, Beast of Nurgle vomit/slime/consumed, Daemonhost, grimoires, radiation (Expeditions mode), etc.
Also reduces corruption damage taken by toxic gas by 75%. Toxic gas is created by Dreg Tox Bomber grenades, the 'Pox Gas' mutator, and Karnak Twins events (ambush, boss fight).
These two damage reductions stack multiplicatively with each other (i.e. this talent by itself provides Arbitrator with 80% damage reduction against toxic gas; 1-0.8×0.25=0.8). They also stack multiplicatively with Corruption Resistance from curios, and other damage reduction buffs.
Gain 15% Reduced Block Cost. On Perfect Block gain +15% Damage and +15% Attack Speed for 8s.
stat buffs:
block_cost_multiplier
damage
attack_speed
Reduces the stamina cost when blocking melee or ranged attacks (shields only) by 15%; stacks multiplicatively with Block Efficiency from curios and melee weapon perks, with the Last Guard weapon blessing, and with the stamina cost reduction buff from Zealot's aura Zealous and Celerity Stimm.
Additionally, on perfect block, this talent does two things for 8s (can be refreshed during active duration):
(1) Increases any damage by 15%; Cyber-Mastiff is unaffected. Stacks additively with other damage buffs, and multiplicatively with power level buffs.
(2) Increases attack animation speed of both ranged and melee weapons by 15%; stacks additively with related buff from Execution Order, Hammer of Judgement, Inspiring Recitation, Lone Wolf, Obstinate, Targets Acquired, and Celerity Stimm.
'Perfect block' refers to perfect blocking. This is a blocking state which requires a successfully executed block action within 0.3s against an incoming attack. If the character has been blocking for longer than 0.3s when the to-be-blocked attack hits, it is not a perfect block. By default, a perfect block has no benefit. It is considered as a proc condition.
Your Cyber-Mastiff applies 6 Stacks of Brittleness on attack.
stat buff: rending_multiplier
When Cyber-Mastiff attacks, the initial hit applies 6 rending debuff stacks ('brittleness') to the target boosting damage against armor types Carapace, Flak, Maniac, Unyielding; also boosts Cyber-Mastiff's damage.
Each stack applies 2.5% rending (up to 40% max at 16 stacks), lasts 5s, and can be refreshed during active duration. Stacks additively with other rending debuffs ('brittleness'), and with rending buffs that only boost a character's own damage ('rending').
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:
(40% max per target)
• all sources of regular 'brittleness'
• duration: 5s
• max stacks: 16
(10% max per target)
• Heavy Swords (weapon special)
• duration: 5s
• max stacks: 1
(20% max per target)
• Penetrating Flame (weapon blessing)
• duration: 5s
• max stacks: 20
(15% max per target)
• Phosphor Blast Pistol Mk XI
• duration: 20s
• max stacks: 1
(25% max per target)
• Exterminator Shotgun Mk VIII (weapon special)
• duration: 8s
• max stacks: 1
(37.5% max per target)
• Bone Saw Mk IV (weapon special coating)
• duration: 5s
• max stacks: 15
• 3 stacks per hit (+1 if critical hit)
On Block, replenish 15% Toughness over 3s. On Perfect Block, instantly replenish 10% Toughness. 1s Cooldown.
function: recover_percentage_toughness
This talent does two things:
(1) Blocking a melee or ranged attack (shields only) always replenishes 5% of maximum toughness per second for 3 seconds; can be refreshed during active duration.
(2) If an attack is blocked with a perfect block, immediately replenishes 10% of maximum toughness (additionally to the toughness replenishment over time effect); has an internal cooldown of 1s.
'Perfect block' refers to perfect blocking. This is a blocking state which requires a successfully executed block action within 0.3s against an incoming attack. If the character has been blocking for longer than 0.3s when the to-be-blocked attack hits, it is not a perfect block. By default, a perfect block has no benefit. It is considered as a proc condition.
The effectiveness of this talent's toughness replenishment is affected by certain player debuffs like toxic gas.
Weakspot Hits grant 2% Weakspot Strength. 8 Max Stacks. Lasts 10s.
stat buff: weakspot_power_level_modifier
Weakspot hits with melee and ranged attacks grant stacks (up to 8); stacks last for 10s and can be refreshed during active duration. Per stack, increases the power level of melee and ranged attacks against weakspots by 2% (up to +16%); stacks additively with itself and 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).
Talent Nodes (Part V)
Gain +1 Effective Dodges and +25% Dodge Duration.
stat buffs:
extra_consecutive_dodges
dodge_linger_time_modifier
This talent does two things:
(1) Adds one effective dodge at all times; the total amount of effective dodges a character can perform varies depending on the dodge template of the currently wielded weapon or item.
(2) Increases Arbitrator's base dodge linger time against melee attacks of 0.2s by 25% to 0.25s. 'Dodge linger time' refers to the time window in which a character is still considered to be in is_dodging state against an incoming attack after a dodge has technically ended. This makes the dodge window more forgiving in regard to player input timing.
+15% Melee Rending on Staggered Enemies.
stat buff: melee_rending_vs_staggered_multiplier
Against enemies who are staggered, grants 15% rending to melee attacks boosting damage against armor types Carapace, Flak, Maniac, Unyielding. Only affects Arbitrator's own damage, Cyber-Mastiff is unaffected. Stacks additively with other rending buffs ('rending') and with rending debuffs that are applied to enemies ('brittleness').
Staggering an Enemy makes them deal -20% Damage. Lasts 5s.
Hits with melee attacks, pushes, and Break the Line (direct impact) that successfully stagger the target (including hits against already staggered targets) apply a debuff to enemies that reduces the damage of all their attacks against toughness and health by 20%; does not stack with the same debuff from another Arbitrator. Can also be applied with melee special actions of ranged weapons. The debuff lasts for 5s and can be refreshed during active duration. Stacks additively with the related debuff (only against enemy melee attacks) from Fear of Justice. This reduction of damage dealt stacks multiplicatively during calculation with any applicable damage reduction on the player side (talents, curios, etc).
Hitting 3 or more enemies with an Attack grants you +20% Toughness Damage Reduction for 5s.
stat buff: toughness_damage_taken_multiplier
Hitting at least 3 enemies with melee and ranged attacks, pushes, explosions, and Break the Line grants 20% toughness damage reduction for 5s; can be refreshed during active duration. Stacks multiplicatively with other damage reduction buffs.
Note that this talent also procs on the push from the Last Guard weapon blessing and on hits from Cyber-Mastiff's pounced explosion (see 'Cyber-Mastiff' section).
Replenish 10% Toughness instantly, and 10% Toughness over 4s, on Elite or Specialist Kill.
function: recover_percentage_toughness
Killing an elite or a special does two things:
(1) Immediately replenishes 10% of maximum toughness per kill; can proc multiple times when cleaving. If it is a melee kill, this talent procs additionally to Arbitrator's base 5% of maximum toughness gained on melee kill.
(2) Additionally per kill, replenishes 2.5% of maximum toughness per second for 4s. This replenishment over time effect can proc multiple times when cleaving and stacks without a cap (the default HUD displays only a limited amount of buff icons).
The effectiveness of this talent's toughness replenishment is affected by certain player debuffs like toxic gas.
This talent also procs on kills by Cyber-Mastiff.
Killing a Pounced Elite / Specialist grants +15% Damage vs Elites and Specialists. Lasts 8s.
stat buffs:
damage_vs_elites
damage_vs_specials
Killing human-sized elites or specials who are disabled ('pounced') by Cyber-Mastiff increases any damage against enemies with the elite or special tag by 15% for 8s; can be refreshed during active duration. Cyber-Mastiff is unaffected. Stacks additively with other damage buffs, and multiplicatively with power level buffs.
This talent also procs on kills by Cyber-Mastiff.
Human-sized breeds with elite or special tag that can be 'pounced': Bombers, Flamers, Gunners, Mauler, Plasma Gunner, Radio Operator, Ragers, Shotgunners, Sniper, Trapper
Enemies staggered by your Melee Attacks take +15% more Melee Damage for 5s.
stat buff: melee_damage_taken_modifier
Hits with melee attacks, pushes and Break the Line (direct impact) that successfully stagger the target (including hits against already staggered targets) apply a debuff to enemies that increases their melee damage taken by 15%; does not stack with the same debuff from another Arbitrator. Can also be applied with melee special actions of ranged weapons. The debuff lasts for 5s and can be refreshed during active duration. Stacks additively with damage taken debuffs from Hive Scum's Virulent Strain, Ogryn's Hard Knocks, Soften Them Up, Pickaxe (weapon special), and Skitarius' Artificer Servo-Skull / Servo-Skull; and multiplicatively with the damage taken debuff from Nuncio-Aquila and others, with damage buffs, and with power level buffs.
Talent Nodes (Part VI)
+15% Melee Damage and +30% Impact on first Enemy hit with each attack.
stat buffs:
melee_damage
impact_modifier
Only against the first target hit by a melee attack, does two things:
(1) Increases melee damage by 15%; stacks additively with other related damage buffs, and multiplicatively with power level buffs.
(2) Increases the stagger strength by 30%; stacks additively with other stagger buffs, and multiplicatively with power level buffs.
Limit the maximum Health Damage Taken from an Attack to 50.
buff keyword: limit_health_damage_taken
stat buff: max_health_damage_taken_per_hit
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.
Replenish 5% Toughness on Close Kill.
function: recover_percentage_toughness
Killing an enemy who is within 12.5m to Arbitrator with any attack (excluding DoT kills) replenishes 5% of maximum toughness. If it is a melee kill, this talent procs additionally to Arbitrator's base 5% of maximum toughness gained on melee kill. The effectiveness of this talent's toughness replenishment is affected by certain player debuffs like toxic gas.
This talent also procs on kills by Cyber-Mastiff.
Your Cyber-Mastiff Electrocutes enemies it attacks for 5s.
Cyber-Mastiff's attacks also apply Electrocution to the target; does not proc against Pack Master.
Electrocution: lasts 5s; deals 57.5 base damage with decent armor damage modifiers across the board; deals damage and stagger in a tick interval between 0.3s and 0.8s (randomly chosen); staggers all enemies except Mutants, Poxburster, monstrosities and Captains/Twins; for details on Electrocution, see 'Damage over Time Effects' section.
Electrocution damage is increased by 'rending' / 'brittleness', by perks of currently wielded weapons, by Combat Stimm, and by the following buffs from:(melee)
(ranged)
Spending 1 Stamina replenishes 10% Toughness over 3s.
function: recover_percentage_toughness
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), replenishes 3.33% of maximum toughness per second for 3s; can be refreshed during active duration.
The effectiveness of this talent's toughness replenishment is affected by certain player debuffs like toxic gas.
There is currently a bug: The talent also procs when switching between weapons with different stamina templates.
Gain +15% Damage for 5s after Heavy Melee Attack.
stat buff: damage
Hitting an enemy with a heavy melee attack increases any damage by 15% for 5s; can be refreshed during active duration. Cyber-Mastiff is unaffected. Stacks additively with other damage buffs, and multiplicatively with power level buffs. Also procs against Bulwark/Vanguards shield and Captains/Twins void shield.
+15% Ranged Damage for 5s after Reloading.
stat buff: ranged_damage
Upon reload, increases the damage of ranged attacks by 15% for 5s; can be refreshed during active duration. Stacks additively with other related damage buffs, and multiplicatively with power level buffs.
The loading special action of Exterminator Shotguns and Combat Shotguns also procs this talent.
2% Critical Strike Chance on Kill. 8 Stacks. Lasts 10s.
stat buff: critical_strike_chance
Killing enemies grants stacks (up to 8); stacks last for 10s and can be refreshed during active duration. Per stack, grants 2% additional crit chance to melee and ranged attacks; stacks additively with other sources of crit chance.
This talent also procs on kills by Cyber-Mastiff.
Small Nodes
+10% Toughness Damage Reduction.
stat buff: toughness_damage_taken_modifier
Grants 10% toughness damage reduction. Stacks additively with Lone Wolf and Part of the Squad; the sum stacks multiplicatively with other damage reduction buffs.
Availability on tree: 1+10% Ranged Damage.
stat buff: ranged_damage
Increases the damage of ranged attacks by 10%. Stacks additively with other related damage buffs, and multiplicatively with power level buffs.
Availability on tree: 1+10% Melee Damage.
stat buff: melee_damage
Increases the damage of melee attacks by 10%; Cyber-Mastiff is unaffected. Stacks additively with other related damage buffs, and multiplicatively with power level buffs.
Availability on tree: 1+25% Impact.
stat buff: impact_modifier
Increases the stagger strength of attacks by 25%; stacks additively with other stagger buffs, and multiplicatively with power level buffs.
Availability on tree: 1+25% Cleave.
stat buffs:
max_hit_mass_attack_modifier
max_hit_mass_impact_modifier
Increases the maximum hit mass limit of melee and ranged attacks by 25%, thereby allowing attacks to cleave more enemies. Note that this small node affects both damage cleave and stagger cleave. Stacks additively with related buff from Drive them Back, Targets Acquired, Terminus Warrant, weapon blessings Devastating Strike, Savage Sweep, and Wrath, and multiplicatively with power level buffs.
Availability on tree: 1
Blitz Nodes (Part I)
Cause an Explosion at your Cyber-Mastiff's Location. Staggering and Electrocuting nearby Enemies. 2 Charges. 50s Cooldown.
Upon use, does two things: (1) It causes an explosion at the location of the Cyber-Mastiff dealing mainly damage to enemies within radius, and (2) it releases a shout at the location of the Cyber-Mastiff applying Electrocution and mainly stagger to enemies.
Explosion:
• Explosion radius: 4m (max), 2m (epicenter)
• Suppression radius (explosion): 15m
• Explosion damage: enemies inside epicenter will take more damage, enemies between epicenter and max radius will take less damage depending on distance; base damage epicenter: 600, base damage between epicenter and max radius: 200 (decreases to 0 at max radius)
• Armor damage modifiers (explosion):
(epicenter)
(outside epicenter)
Shout:
• Shout radius: 5m
• Suppression: deals decent suppression to suppressible targets within radius
• Stagger: forces a light stagger on all enemies within radius for 2.5s
• Electrocution: has a tick interval between 0.1s and 0.3s (randomly chosen); lasts for 2s; deals up to 64 base damage per tick when reaching max charge level at 2s; the time before the first damage tick can happen depends on enemy hit mass, so the more hit mass an enemy has the longer it will take before this Electrocution effect deals damage; increases the damage enemies take by 10% for as long as the Electrocution deals damage to them
• Armor damage modifiers (Electrocution):
Buff Interactions: the damage of both the explosion and the Electrocution effect is affected by 'rending' / 'brittleness', by perks of currently wielded weapons, by Combat Stimm, and by the following buffs from:
(melee)
(ranged)
Charges:
• Amount: 2
• Ammo: replenishes 1 charge every 50s; Arbitrator cannot pick up grenade ammo
Blitz Nodes (Part II)
Throw a Voltaic Shock Mine that activates as it lands.For 15s it will Electrocute all enemies within 3m.
Throws a shock mine that arms itself 1s after landing and applies Electrocution to enemies within a 3m radius before it self-destructs.
• Max velocity: 12 (aimed), 30 (quick throw), 6 (underhand)
• Deals very low direct impact damage
• Arming time: 1s after landing
• Lifetime: 150s; this is the time the shock mine remains armed on the ground before it self-destructs if it is not triggered
• Active Duration: 15s; this is the time the shock mine remains on the ground before it self-destructs once it has been triggered
• Range: 3m
• Spread: once triggered, checks for targets every 0.2s within range; spreads Electrocution to up to 4 targets per check
• Electrocution: lasts 3s; deals 8 base damage; deals damage and stagger in a tick interval between 0.3s and 0.8s (randomly chosen); staggers all enemies in range except Mutants, Poxburster, monstrosities and Captains/Twins; ignores Bulwark/Vanguards shield; can be refreshed during active duration; for details on Electrocution, see 'Damage over Time Effects' section
• Self-destruct: when the shock mine disappears, it creates an explosion with a 2m radius dealing one instance of very low damage against all targets within radius
• Ammo: replenishes all shock mines per grenade pickup
Blitz Nodes (Part III)
Throw an Arbites Grenade that explodes after a short delay. 4 Max Grenades.
Throws a grenade that explodes on impact. • Max velocity: 30 (aimed, quick throw), 8 (underhand)
• Projectile deals very low damage on impact before explosion
• Suppression radius (explosion): 15m
• Explosion radius: 10m (max), 2.5m (epicenter)
• Explosion damage: enemies inside epicenter will take more damage, enemies between epicenter and max radius will take less damage depending on distance; base damage epicenter: 1500, base damage between epicenter and max radius: 600 (decreases to 0 at max radius); explosion damage is increased by 'rending' / 'brittleness', by Skullcrusher blessing debuff (while staggered), by Combat Stimm, and by damage buffs from Arbites Revelatum, Arbites Vigilant, Break the Line, Breaking Dissent (while staggered), Cower, Miscreants! (while suppressed), Execution Order, Justified Measures, Keeping Protocol (against monsters), Lone Wolf, Monstrosity Hunter (against ogryns and monsters), No Escape, Not Far Behind, Nuncio-Aquila (while debuffed), Retaliatory Force, Target Priority (while above 75% health), Target Selection (against elites and specials), Weight of the Lex, Writ of Execution
• Armor damage modifiers (explosion):
(epicenter)
(outside epicenter)
• Stagger: staggers all enemies except Mutants; Captains/Twins only without void shield
• Ammo: replenishes all grenades per grenade pickup
Starting version:
• Grenade amount: 3
Augmented version:
• Grenade amount: 4
Aura Nodes
Your Cyber-Mastiff counts towards unit Coherency. In addition, you and Allies in Coherency gain additional +7.5% Toughness Damage Reduction.
Starting version:
stat buff: toughness_coherency_regen_rate_modifier
Makes Cyber-Mastiff count as a coherency unit. This allows for a maximum amount of 7 allies in coherency (Arbitrator + 3 other Arbitrators + 4 Cyber-Mastiffs). The base amount of toughness regenerated from coherency can be increased by Toughness Regeneration Speed (TRS) from curios. Note that the proc conditions for coherency toughness regeneration (see 'Base Stats' section) still apply.
in
Coherency
per second
Regenerated
after 5s
per second
w/ 3×30% TRS
Regenerated
after 5s
w/ 3×30% TRS
(HUD rounds: 19)
(HUD rounds: 36)
(HUD rounds: 29)
(HUD rounds: 54)
(HUD rounds: 38)
(HUD rounds: 72)
(HUD rounds: 47)
(HUD rounds: 90)
(HUD rounds: 57)
(HUD rounds: 107)
(HUD rounds: 66)
(HUD rounds: 125)
(HUD rounds: 143)
Augmented version:
stat buffs:
toughness_coherency_regen_rate_modifier
toughness_damage_taken_modifier
Additionally to making Cyber-Mastiff count as a coherency unit, grants 7.5% toughness damage reduction for Arbitrator and allies who are in coherency with Arbitrator; stacks additively with small toughness damage reduction nodes, the sum stacks multiplicatively with other damage reduction buffs. This aura's toughness damage reduction effect does not stack with the same of another Arbitrator.
You and Allies in Coherency gain additional +12.5% Reload Speed.
stat buff: reload_speed
Increases reload animation speed by 12.5% for Arbitrator and allies who are in coherency with Arbitrator. This also increases the speed of the loading special action of Exterminator Shotguns and Combat Shotguns. For Arbitrator, stacks additively with reload speed buff from Judicious Efficiency and Celerity Stimm. Does not stack with the same aura of another Arbitrator.
You and Allies in Coherency deal additional +10% Damage vs Staggered.
stat buff: damage_vs_staggered
Increases any damage against enemies who are staggered by 10% for Arbitrator and allies who are in coherency with Arbitrator; Cyber-Mastiff is unaffected. Stacks additively with other damage buffs, and multiplicatively with power level buffs. Does not stack with the same aura of another Arbitrator.
Combat Ability Nodes (Part I)
Enter the Castigator's Stance for 10s, during which you have +15% Movement Speed, +70% Reduced Damage Taken, +20% Strength, 100% Reduced Movement Speed Penalty from Actions, but you cannot Sprint. On activation, you replenish all Toughness.Base Cooldown: 50s.
buff keyword:
no_sprint
stat buffs:
movement_speed
damage_taken_multiplier
power_level_modifier
alternate_fire_movement_speed_reduction_modifier
weapon_action_movespeed_reduction_multiplier
function: recover_max_toughness
Castigator's Stance• Duration: 10s
• Upon activation, sets Arbitrator's toughness to 100%
• Increases movement speed by 15%; stacks additively with other movement speed buffs
• Reduces both toughness and health damage taken by 70%; stacks multiplicatively with other damage reduction buffs
• Increases the power level of melee and ranged attacks, explosions, and DoTs by 20%; Cyber-Mastiff is unaffected; 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)
• Removes any movement speed penalty from weapon actions, e.g. slowdowns during windup actions, while attacking, while in alt fire mode, or while shooting, etc
• Disables sprinting for Arbitrator; sliding is still possible after dodge (dodge into slide)
During Castigator's Stance, each Elite or Specialist Kill grants +7.5% Damage. Lasting 12s. 6 Max Stacks.
stat buff: damage During Castigator's Stance, killing elite or special enemies grants stacks (up to 6); stacks last for 12s and can be refreshed during active duration. Per stack, increases any damage by 7.5% (up to +45%); Cyber-Mastiff is unaffected. Stacks additively with other damage buffs, and multiplicatively with power level buffs.
During Castigator's Stance, ranged kills replenish up to 10% of the total Ammo in your Clip from your Reserve, rounded up. Can occur once per Attack.
function: Ammo.transfer_from_reserve_to_clip
During Castigator's Stance, killing an enemy with a ranged attack transfers up to 10% of a weapon's maximum ammo in clip from the current ammo in reserve to the clip; procs once per ranged attack regardless of how many enemies have been killed.
For example, Arbitrator with a weapon that has a max clip size of 6 bullets can transfer 6×0.1=0.6 bullets per proc which is rounded up to 1; alternatively, with a weapon that has a max clip size of 74, Arbitrator can transfer 74×0.1=7.4 bullets per proc which is rounded up to 8.Combat Ability Nodes (Part II)
Deploy a Nuncio-Aquila in the target direction.Allies within 7.5m Replenish 7.5% Toughness per second, gain +30% Suppression Dealt, and +30% Impact, -25% Recoil as well as are Immune to Stun, Slowdown, and Suppression.
Enemies within 7.5m have +15% Damage Taken.
Lasts 20s. 60s Cooldown.
Deploys a drone that hovers above ground for 20s and creates an area of effect with a 7.5m radius. Can hold the ability button to preview location; preview can be block-canceled.
buff keywords:
stun_immune
slowdown_immune
suppression_immune
stat buffs:
suppression_dealt
impact_modifier
recoil_modifier
damage_taken_multiplier
function: recover_percentage_toughness
Starting version:
• to all enemies within drone radius, applies a debuff that increases their damage taken by 15%; the debuff is being applied as long as the enemy is within radius and remains applied for 1s after the enemy has left the radius; does not stack with the same debuff from another Arbitrator's drone; stacks multiplicatively with the damage taken debuff from Target the Weak and others, with damage buffs, and with power level buffs
• for Arbitrator and allies within drone radius, replenishes 5% of maximum toughness per second; this toughness replenishment effect does not stack if multiple drones overlap and is affected by certain player debuffs like toxic gas
• applies the same damage taken debuff to enemies as the starting version
• for Arbitrator and allies within drone radius, replenishes 7.5% of maximum toughness per second; this toughness replenishment effect does not stack if multiple drones overlap and is affected by certain player debuffs like toxic gas
• also for Arbitrator and allies within drone radius, grants a plethora of buffs: immunity to stuns and slowdowns from both melee and ranged attacks; immunity to suppression; reduces weapon recoil by 25%, stacks additively with other recoil buffs; increases the amount of suppression dealt to enemies by 30%, stacks additively with other suppression buffs; increases the stagger strength of attacks by 30%, stacks additively with other stagger buffs, and multiplicatively with power level buffs
Allies affected also gain 30% Toughness Damage Reduction, 30% Revive Speed, and 10% Attack Speed.
stat buffs:
toughness_damage_taken_multiplier
revive_speed_modifier
attack_speed
Additionally to the base drone buff, does three things for Arbitrator and allies within drone radius:
(1) Grants 30% toughness damage reduction; stacks multiplicatively with other damage reduction buffs.
(2) Increases interaction speed by 30% 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.
(3) Increases attack animation speed of both ranged and melee weapons by 10%; stacks additively with related buff from Execution Order, Hammer of Judgement, Lone Wolf, Obstinate, Retaliatory Force, Targets Acquired, and Celerity Stimm.The time between affected Enemies' Melee Attacks, is increased by 50%, and their Melee Attacks deal 25% less Damage.
Additionally to the base drone debuff, applies one more debuff to enemies within drone radius which does not stack with the same debuff from another Arbitrator's drone. This drone debuff does two things:
(1) Increases the time between animations of enemy melee attack actions (including kicks, punches, Bulwark shield pushes, etc) by 50% which effectively reduces their attack speed. Note that this also affects the timings related to recovery animations of enemies after an attack has been blocked by the player.
(2) Reduces the damage of enemy melee attacks against toughness and health by 25%; stacks additively with the related debuff from Suppression Force and Psyker's Warp Rupture. This reduction of damage dealt stacks multiplicatively during calculation with any applicable damage reduction on the player side (talents, curios, etc).
Combat Ability Nodes (Part III)
Step forward and Bash, causing high Stagger to enemies in front of you, and gain +25% Damage, +50% Impact, for 6s. During the Bash you count as Blocking.Base Cooldown: 20s.
buff keywords:
count_as_blocking
count_as_blocking_vs_ranged
count_as_dodge_vs_chaos_hound_pounce
count_as_dodge_vs_netgunner
stat buffs:
damage
impact_modifier
• Range: 3.75m
• Cannot be activated while jumping or falling
• Upon activation, forces a swap to melee weapon
• Can be canceled either by blocking or backwards movement input
• Cannot change direction while charging
• While charging, puts Arbitrator in is_blocking state against melee and ranged attacks which allows to proc talents Retaliatory Force and Shield Plates
• While charging, allows Arbitrator to automatically dodge Pox Hound's pounce and Trapper's net
• While charging, pushes smaller enemies away but stops on collision with elites, specials, monstrosties, and Captains/Twins
• On charge impact, staggers all enemies (except for monstrosities and Captains/Twins); deals no damage on direct impact
• On charge end, releases a shout that forces a heavy stagger against all enemies (except for monstrosities and Captains/Twins) who are within 5m inside a ~209° angle in front of Arbitrator; forced stagger lasts for 2.5s and does not apply to enemies who are already staggered
• On charge end, increases any damage by 25% for 6s; Cyber-Mastiff is unaffected; stacks additively with other damage buffs, and multiplicatively with power level buffs
• On charge end, increases the stagger strength of attacks by 50% for 6s; stacks additively with other stagger buffs, and multiplicatively with power level buffs
Replenish 20% Toughness and 15% Stamina for each Elite, Specialist, or Monstrosity hit, up to 100% Toughness and 75% Stamina.
functions:
recover_percentage_toughness
add_stamina_percent
On charge end, for each elite, special, or monstrosity hit while charging, does two things:
(1) Replenishes 20% of maximum toughness, up to 100% (=5 targets hit) per charge; the effectiveness of this toughness replenishment is affected by certain player debuffs like toxic gas.
(2) Replenishes 15% of maximum stamina, up to 75% (=5 targets hit) per charge.Restore 0.5s Ability Cooldown for each hit, increased to 1 on Elite, Specialist, or Monstrosity. 5 Max Cooldown restored.
function: reduce_ability_cooldown_time
On charge end, reduces the remaining ability cooldown of Break the Line by 1s for each elite, special, or monstrosity hit while charging or by 0.5s for any other enemy hit while charging; this cooldown reduction effect is capped at 5s per charge.
Procs additionally to the remaining cooldown reduction effects of Malocator (0.5s per second) and Concentration Stimm (3s per second). This flat decrease is not modified by Combat Ability Regeneration from curios which only reduces the maximum cooldown of a combat ability.
Note that the cooldown reduction effect procs twice per target (impact & shout).The distance of Break the Line is increased to 7.5m.
stat buff: lunge_distance Increases Break the Line's base charge distance of 3.75m to 7.5m.
Keystone Nodes (Part I)
Periodically mark Elites, Specialists and Bosses for Mercy Sanction. Killing a marked enemy replenishes 15% Toughness.Your Cyber-Mastiff gains +150% Cyber-Mastiff Damage for 8s after attacking a marked enemy. You gain +10% Damage and +10% Attack Speed for 8s after killing a Marked Enemy.
stat buffs:
companion_damage_modifier
damage
attack_speed
function: recover_percentage_toughness
Scans for targets within 40m to mark. Only marks targets who are inside Arbitrator's FOV and who have line of sight to Arbitrator. Valid targets are enemies with either the elite, the special, the monster, or the captain / cultist_captain tag; instantly marks monsters and captains within range, all other valid targets are marked one by one every 3s. There is no limit to how many total targets can be marked at the same time. Once marked, the outline remains on the target until it dies.
cultist_captain
Killing a marked enemy does four things:
(1) Replenishes 15% of maximum toughness. The effectiveness of this toughness replenishment is affected by certain player debuffs like toxic gas.
(2) Increases Cyber-Mastiff's damage by 150% for 8s; can be refreshed during active duration. Stacks additively with related buff from Bloodlust, Go Get 'Em!, Kill Order, and Unleashed Brutality. This effect is also procced when Cyber-Mastiff attacks a marked enemy.
(3) Increases any damage by 10% for 8s; can be refreshed during active duration. Cyber-Mastiff is unaffected. Stacks additively with other damage buffs, and multiplicatively with power level buffs.
(4) Increases attack animation speed of both ranged and melee weapons by 10% for 8s; can be refreshed during active duration. Stacks additively with related buff from Hammer of Judgement, Inspiring Recitation, Lone Wolf, Obstinate, Retaliatory Force, Targets Acquired, and Celerity Stimm.Gain +10% Crit Chance and +25% Crit Damage on Marked Kill. Lasts 8s.
stat buffs:
critical_strike_chance
critical_strike_damage Additionally to Execution Order's base on kill effect, grants 10% additional crit chance to melee and ranged attacks. Also increases critical hit damage of both melee and ranged attacks by 25%; stacks additively with other finesse damage buffs, and multiplicatively with power level buffs.
+50% Cooldown Regeneration for 8s after Marked Kill.
function: reduce_ability_cooldown_time
Additionally to Execution Order's base on kill effect, reduces Arbitrator's remaining ability cooldown by 0.5s per second for 8 seconds additionally to Arbitrator's base ability cooldown rate of 1s per second. This results in a total cooldown reduction of 12s per proc (8s from base rate + 8×0.5s from talent); can be refreshed during active duration.
Procs additionally to the remaining cooldown reduction effects of Targeted Brutality (0.5s or 1s per hit) and Concentration Stimm (3s per second). This effective regen rate increase is not modified by Combat Ability Regeneration from curios which only reduces the maximum cooldown of a combat ability.You gain +10% Rending for 8s after a Marked Kill.
stat buff: rending_multiplier Additionally to Execution Order's base on kill effect, grants 10% rending to all attacks boosting damage against armor types Carapace, Flak, Maniac, Unyielding (including damage of explosions and DoTs like Bleed and Burn applied by Arbitrator). Only affects Arbitrator's own damage, Cyber-Mastiff is unaffected. Stacks additively with other rending buffs ('rending') and with rending debuffs that are applied to enemies ('brittleness').
Killing a Marked Enemy grants +1% Damage vs Monstrosities and +1% Damage Resistance vs Monstrosities. 30 Max Stacks. Lasts until the end of the Mission.
stat buffs:
damage_vs_monsters
monster_damage_taken_multiplier
Additionally to Execution Order's base on kill effect, grants stacks (up to 30); stacks have no duration and are only dropped on player death. Per stack, does two things against enemies with the monster tag:
(1) Increases any damage by 1% (up to +30%); Cyber-Mastiff is unaffected. Stacks additively with other damage buffs, and multiplicatively with power level buffs.
(2) Reduces both toughness and health damage taken by 1%; the buff stacks multiplicatively with itself, up to ~26% damage reduction at max stacks (1-0.99³⁰=0.2602), and with other damage reduction buffs.Gain +10% Movement Speed and +10% Damage for 5s after Pounce.
stat buffs:
movement_speed
damage
When Cyber-Mastiff disables ('pounces') human-sized enemies, does two things for 5s (can be refreshed during active duration):
(1) Increases movement speed by 10%; stacks additively with related buff from Castigator's Stance, March, No Escape, and multiplicatively with the sprint speed buff from Rapid Movement.
(2) Increases any damage by 10%; Cyber-Mastiff is unaffected. Stacks additively with other damage buffs, and multiplicatively with power level buffs.
Keystone Nodes (Part II)
Ranged Attacks grant stacks of Melee Justice for each Enemy Hit (max 20), Weakspot hits grant 3 stacks. Wielding your Primary Weapon spends your Melee Justice stacks to grant you +10% Melee Strength and +20% Toughness Damage Reduction for 12s.Melee Hits grant stacks of Ranged Justice (max 20). Wielding your Secondary Weapon spends your Ranged Justice stacks to grant you +10% Ranged Strength, +50% Ranged Cleave and +50% Suppression for 12s.
Hitting enemies with ranged attacks (including grenade/shock mine direct impact hits) grants Melee Justice stacks (up to 20); generates 1 stack per enemy hit, weakspot hits generate 3 stacks.
Hitting enemies with melee attacks (Cyber-Mastiff attacks do not count) grants Ranged Justice stacks (up to 20); generates 1 stack per enemy hit.
These stacks of Melee Justice and Ranged Justice have no duration.
Melee Justice
stat buffs:
melee_power_level_modifier
toughness_damage_taken_multiplier
• Starts when wielding the melee weapon, dropping all current stacks, and lasts for 12s
• Increases the power level of melee attacks by 10%; 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)
• Grants 20% toughness damage reduction; stacks multiplicatively with other damage reduction buffs
Ranged Justice
stat buffs:
ranged_power_level_modifier
ranged_max_hit_mass_attack_modifier
suppression_dealt
• Starts when wielding the ranged weapon, dropping all current stacks, and lasts for 12s
• Increases the power level of ranged attacks by 10%; 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)
• Increases the maximum hit mass limit of ranged attacks by 50%, thereby allowing ranged attacks to cleave more enemies; stacks additively with related buff from the small cleave node, weapon blessings Devastating Strike, Savage Sweep, and Wrath, and multiplicatively with power level buffs.
• Increases the amount of suppression dealt to enemies by 50%, stacks additively with other suppression buffs
Spending 20 stacks grants you +33% Ability Cooldown Regeneration, for 12s.
function: reduce_ability_cooldown_time
Switching to the melee weapon with 20 stacks of Melee Justice or switching to the ranged weapon with 20 stacks of Ranged Justice reduces Arbitrator's remaining ability cooldown by 0.33s per second for 12 seconds additionally to Arbitrator's base ability cooldown rate of 1s per second. This results in a total cooldown reduction of 15.96s per proc (12s from base rate + 12×0.33s from talent); can be refreshed during active duration.
Procs additionally to the remaining cooldown reduction effects of Targeted Brutality (0.5s or 1s per hit) and Concentration Stimm (3s per second). This effective regen rate increase is not modified by Combat Ability Regeneration from curios which only reduces the maximum cooldown of a combat ability.Spending 20 stacks grants +10% Melee and Ranged Attack Speed as well as +10% Crit Chance for 12s.
stat buffs:
melee_attack_speed
ranged_attack_speed
critical_strike_chance
When switching to the melee weapon with 20 stacks of Melee Justice or when switching to the ranged weapon with 20 stacks of Ranged Justice, this talent does three things, additionally to the base effects of Melee Justice and Ranged Justice:
(1) Increases melee weapon attack animation speed by 10%. Stacks additively with related buffs from Hammer of Judgement, Inspiring Recitation, Lone Wolf, Retaliatory Force, and Celerity Stimm.
(2) Increases ranged weapon attack animation speed by 10%. Stacks additively with related buffs from Inspiring Recitation, Lone Wolf, Retaliatory Force, and Celerity Stimm.
(3) Grants 10% additional crit chance to melee and ranged attacks; stacks additively with other sources of crit chance.
Once procced, all buff effects remain active for 12s and can be refreshed during active duration when switching weapons again.For each stack you spend, replenish +1% Toughness to you and Allies in Coherency.
function: recover_percentage_toughness
Switching to the melee weapon with at least 1 stack of Melee Justice or switching to the ranged weapon with at least 1 stack of Ranged Justice replenishes 1% of maximum toughness per spent stack (up to 20%) to Arbitrator and to allies who are in coherency with Arbitrator. Does not stack with the same talent from another Arbitrator, each Arbitrator spreads their amounts separately.
The effectiveness of this talent's toughness replenishment is affected by certain player debuffs like toxic gas.
Keystone Nodes (Part III)
Staggering Hits and Blocked Attacks grant Stacks of Forceful. Lasting 5s and stacking 10 times. Each stack gives +5% Impact and +2.5% Damage Resistance. Remove stack on damage taken.
stat buffs:
impact_modifier
damage_taken_multiplier
Hits with melee and ranged attacks, pushes, explosions, Break the Line (direct impact), and Electrocution (Voltaic Shock Mine, Voltaic Mandibles Augment) that successfully stagger the target (including hits against already staggered targets) as well as blocking melee and ranged attacks (shields only) grant stacks of Forceful (up to 10); generates 1 stack per attack, push, explosion, or block, can generate multiple stacks per charge action (Break the Line).
Forceful stacks last for 5s, can be refreshed during active duration, and are dropped one by one. Every instance of damage taken also removes one stack of Forceful (0.25s internal cooldown).
Per Forceful stack, does two things:
(1) Increases the stagger strength of attacks by 5% (up to +50%); stacks additively with other stagger buffs, and multiplicatively with power level buffs.
(2) Reduces both toughness and health damage taken by 2.5%; the buff stacks multiplicatively with itself, up to ~22.4% damage reduction at max stacks (1-0.975¹⁰=0.2236), and with other damage reduction buffs.While at Max Stacks, and for 3s afterwards, Gain Stun Immunity, additionally, your perfect blocks can block all attacks.
buff keywords:
stun_immune
slowdown_immune
block_unblockable
While having 10 stacks of Forceful and for 3s after dropping below 10 stacks of Forceful, does two things:
(1) Grants immunity to stuns and slowdowns from both melee and ranged attacks.
(2) On perfect block, allows Arbitrator to block any melee attack, including 'unblockable' attacks (e.g. Crusher or Mauler overheads, Plague Ogryn stomp, etc). This prevents any bleedthrough damage that would have happened otherwise; stamina damage taken is unaffected.
Note that Arbitrator's Shock Maul & Shield and Shotpistol & Shield can block 'unblockable' melee or ranged attacks (Sniper shot) by default with all their blocking actions.
'Perfect block' refers to perfect blocking. This is a blocking state which requires a successfully executed block action within 0.3s against an incoming attack. If the character has been blocking for longer than 0.3s when the to-be-blocked attack hits, it is not a perfect block. By default, a perfect block has no benefit. It is considered as a proc condition.Replenish +0.5% Toughness each second per Stack.
function: recover_percentage_toughness
Per Forceful stack, replenishes 0.5% of maximum toughness per second. This effect remains active while Arbitrator is disabled but is inactive while Arbitrator is knocked down. Does not interact with coherency toughness regeneration.
The effectiveness of this talent's toughness replenishment is affected by certain player debuffs like toxic gas.While at Max Stacks, and for 3s afterwards, Gain +10% Attack Speed and +50% Cleave.
stat buffs:
attack_speed
max_hit_mass_attack_modifier
While having 10 stacks of Forceful and for 3s after dropping below 10 stacks of Forceful, does two things:
(1) Increases attack animation speed of both ranged and melee weapons by 10%; stacks additively with related buff from Execution Order, Hammer of Judgement, Inspiring Recitation, Lone Wolf, Obstinate, Retaliatory Force, and Celerity Stimm.
(2) Increases the maximum hit mass limit of melee and ranged attacks by 50%, thereby allowing attacks to cleave more enemies. Stacks additively with related buff from Drive them Back, the small cleave node, weapon blessings Devastating Strike, Savage Sweep, and Wrath, and multiplicatively with power level buffs.On Combat Ability, Gain +2.5% Strength for each stack. Lasts 12s. Removes all Stacks.
stat buff: power_level_modifier
Upon combat ability use, removes all current stacks of Forceful. Per removed stack of Forceful, increases the power level of melee and ranged attacks, explosions, and DoTs by 2.5% (up to +25%) for 12s; Cyber-Mastiff is unaffected. 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).Stagger nearby Enemies upon reaching 0 Stacks or 10 Stacks. 5s Cooldown (separate for each).
When reaching 10 stacks of Forceful or, alternatively, when reaching 0 stacks of Forceful, creates an explosion at Arbitrator's location that deals no damage but staggers surrounding enemies. The explosion has a radius of 2.5m and staggers all enemies except for Mutants, monstrosities, and Captains/Twins. Each explosion has a 5s internal cooldown that is tracked separately.
Keystone Nodes (Part IV)
You are no longer accompanied by your Cyber-Mastiff. Gain +15% Toughness Damage Reduction, +10% Attack Speed, +10% Damage, and +1 increased Charges on your Blitz Abilities.You also replenish charges of your Blitz Ability depending on the one chosen. Arbites Grenade every 45s, Voltaic Shock Mine every 90s.
stat buffs:
toughness_damage_taken_modifier
attack_speed
damage
extra_max_amount_of_grenades
Disables Cyber-Mastiff. Additionally, does five things:
(1) Grants 15% toughness damage reduction; stacks additively with the small toughness damage reduction node, the sum stacks multiplicatively with other damage reduction buffs.
(2) Increases attack animation speed of both ranged and melee weapons by 10%; stacks additively with related buff from Execution Order, Hammer of Judgement, Inspiring Recitation, Obstinate, Retaliatory Force, Targets Acquired, and Celerity Stimm.
(3) Increases any damage by 10%; stacks additively with other damage buffs, and multiplicatively with power level buffs.
(4) Allows Arbitrator to carry 1 more grenade/shock mine; stacks additively with the 'Enhanced Blitz' difficulty mutator that adds another 2 grenades/shock mines to Arbitrator's maximum grenade/shock mine capacity.
(5) Allows Arbitrator to recharge 1 grenade every 45s, and 1 shock mine every 90 seconds.
There is currently a bug: The timer can occasionally run out without a grenade/shock mine being recharged.
Your Cyber-Mastiff prioritises Elite and Specialist Enemies, and deals +25% Damage against them.
stat buffs:
companion_damage_vs_elites
companion_damage_vs_special
This talent does two things:
(1) Adds an alternative weight value during Cyber-Mastiff's target selection which manipulates the score calculation in favor of enemies with the elite or special tag to make it more likely that Cyber-Mastiff attacks them (prioritizing specials slightly over elites).
(2) Increases Cyber-Mastiff's damage by 25% against enemies with the elite tag; stacks additively with Bloodlust, Execution Order, and Kill Order.
Breeds with elite or special tag: Armoured Pox Hound, Bombers, Bulwark, Crusher, Flamers, Gunners, Maulers, Mutants, Plasma Gunner, Poxburster, Pox Hounds, Radio Operator, Ragers, Reaper, Shotgunners, Sniper, Trapper
Your Cyber-Mastiff prioritises Ranged Enemies, and deals +50% Damage to them.
stat buff: companion_damage_vs_ranged
This talent does two things:
(1) Adds an alternative weight value during Cyber-Mastiff's target selection which manipulates the score calculation in favor of enemies that are considered ranged to make it more likely that Cyber-Mastiff attacks them. Also increases the effective max range in which Cyber-Mastiff can automatically select potential targets from 16m to 45m.
(2) Increases Cyber-Mastiff's damage by 50% against enemies that are considered ranged; stacks additively with Bloodlust, Execution Order, and Kill Order.
Breeds that are considered ranged: Flamers, Gunners, Plasma Gunner, Shotgunners, Radio Operator, Reaper, Scab Shooter, Sniper, Stalkers
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