[1.12.x] Ranged Weapon Blessings & Mechanics
– – A – –
Your Grenades stick to Ogryns and Monstrosities. +X% Damage vs Ogryns and Monstrosities
stat buff: damage_vs_ogryn_and_monsters
Allows Rumbler grenades to stick to enemies who have the ogryn or the monster tag. Also against these enemies, increases the damage (see values below) of ranged attacks (including explosions) and DoTs while the weapon is wielded; stacks additively with other damage buffs, and multiplicatively with power level buffs.
Breeds with ogryn tag: Bulwark, Crusher, Pack Master, ReaperBreeds with monster tag: Beast of Nurgle, Chaos Spawn, Daemonhosts, Pack Master, Plague Ogryn
Adds X stacks of 2.5% Brittleness to hit enemies, based on charge level.
stat buff: rending_multiplier
Scaling with charge level, ranged attacks apply a rending debuff ('brittleness') to enemies boosting damage against armor types Carapace, Flak, Maniac, Unyielding (including damage of explosions and DoTs). Each stack applies 2.5% rending (up to 40% max at 16 stacks), lasts 5s, and can be refreshed during active duration; can apply stacks through shields.
Stacks additively with other rending debuffs ('brittleness'), and with rending buffs that only boost a character's own damage ('rending').
For example, with Tier 4 Armourbane:Required
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)
– – B¹ – –
Gain Suppression Immunity for Xs on Weak Spot Hit.
buff keyword: suppression_immune When hitting a weakspot, grants suppression immunity for a duration (see values below); can be refreshed during active duration. Also procs on melee special actions (Galvanic Rifle, Vigilant Autoguns).
Infantry Lasguns
Laspistols
Needle Pistols
Vigilant Autoguns
2.4s | 2.8s | 3.2s | 3.6s
2.4s | 2.8s | 3.2s | 3.6s
2.4s | 2.8s | 3.2s | 3.6s
2.4s | 2.8s | 3.2s | 3.6s
+X% Explosion Radius for every shot fired during continuous fire. Stacks 5 times.
stat buff: explosion_radius_modifier
Continuous shots grant stacks (up to 5); generates first stack on the first shot (alt fire) or on the second shot (left-clicks). Per stack, increases the explosion radius (see values below) of Rumbler grenades; stacks additively with Ogryn's Big Boom talent.
'Continuous fire' refers to chaining shooting actions immediately after each other before weapon sway and spread reset fully. Removes all stacks when this shooting state is ended; in this blessing's case, keeps stacks on chained reloads.
For example, the grenade explosion radii of a Rumbler with an 80% Blast Radius stat:(5 stacks)
w/ Tier 4 Blessing
(5 stacks)
+X% Strength for every 10% of magazine spent during continuous fire. Stacks 5 times.
stat buff: power_level_modifier
While continuously firing shots, for every 10% of max ammo in clip spent, grants stacks (up to 5); stack calculation rounds down so if the clip size is 116, generates stacks for every 11 rounds fired (116×0.1=11.6, rounded down to 11). Per stack, increases the power level (see values below) of ranged attacks and DoTs while the weapon is wielded; stacks additively with other power level buffs, and multiplicatively with damage buffs.
'Continuous fire' refers to chaining shooting actions immediately after each other before weapon sway and spread reset fully. Removes all stacks when this shooting state is ended or on reload.
'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).Autopistol
Dual Autopistols
Flamer
Heavy Stubbers
Twin-Linked Stubbers
5% | 6% | 7% | 8% (up to +40%)
5% | 6% | 7% | 8% (up to +40%)
5% | 6% | 7% | 8% (up to +40%)
5% | 6% | 7% | 8% (up to +40%)
5% | 6% | 7% | 8% (up to +40%)
+X% Strength for every 8% of magazine spent during continuous fire. Stacks 5 times.
stat buff: power_level_modifier
While continuously firing shots, for every 8% of max ammo in clip spent, grants stacks (up to 5); stack calculation rounds down so if the clip size is 21, generates stacks for every single round fired (21×0.08=1.68, rounded down to 1). Per stack, increases the power level (see values below) of ranged attacks and DoTs while the weapon is wielded; stacks additively with other power level buffs, and multiplicatively with damage buffs.
'Continuous fire' refers to chaining shooting actions immediately after each other before weapon sway and spread reset fully. Removes all stacks when this shooting state is ended or on reload.
'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).+X% Strength for every shot fired during continuous fire. Stacks 5 times.
stat buff: power_level_modifier
Continuous shots grant stacks (up to 5); generates first stack on the first shot (Inferno Staff, Kickback, Plasma Guns, Rumbler alt fire), or on the second shot (Grenadier Gauntlet, Rumbler left-clicks). Per stack, increases the power level (see values below) of ranged attacks, melee attacks (Grenadier Gauntlet), melee special actions (Kickback, Rumbler), explosions created by weapons (Grenadier Gauntlet, Rumbler) and DoTs while the weapon is wielded; stacks additively with other power level buffs, and multiplicatively with damage buffs.
'Continuous fire' refers to chaining shooting actions immediately after each other before weapon sway and spread reset fully. Removes all stacks when this shooting state is ended; in this blessing's case, keeps stacks on chained reloads (Grenadier Gauntlet, Kickback, Rumbler).
Chained melee attacks (Grenadier Gauntlet) and chained melee special actions (Inferno Staff, Kickback, Rumbler) can generate stacks and benefit from the buff but drop all current stacks when shooting or entering alt fire mode.
For Plasma Guns, holding down right-click after firing a shot, thereby continuing to charge, holds all current stacks until vent or reload.
'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).Inferno Staff
Kickback
Plasma Guns
Rumbler
5% | 6% | 7% | 8% (up to +40%)
6% | 7% | 8% | 9% (up to +45%)
5% | 6% | 7% | 8% (up to +40%)
6% | 7% | 8% | 9% (up to +45%)
– – B² – –
Enemy gains X Stacks of Soulblaze on Critical Hit.
Ranged critical hits apply stacks of Soulblaze (see values below). Can apply Soulblaze through shields. Can apply up to 6 max Soulblaze stacks on a target.
Interaction with explosions
The alt fire of Voidblast and Voidstrike creates explosions: Voidblast Staff creates an explosion where the AoE is placed; Voidstrike creates an explosion on projectile impact. When this blessing is procced by the alt fire explosions, Soulblaze is applied to all enemies within range. Note that enemies who are hit directly by the Voidstrike projectile receive 6 stacks (Tier 3+) immediately because they are hit twice, by the projectile and by the explosion that the projectile creates.
Explosion radii with an 80% Blast Radius stat:
• Voidblast Staff: up to 8.4m (max), up to 2.3m (epicenter)
• Voidstrike Staff: up to 3.6m (max), up to ~1.33m (epicenter)
Voidstrike Staff
1 | 2 | 3 | 4
+X% Toughness on Close Range Kill.
function: recover_percentage_toughness
When killing enemies who are within 12.5m with ranged attacks, replenishes a fixed percentage of maximum toughness (see values below); can proc multiple times per shot. Procs additionally to toughness replenishments from talents like Arbitrator's Execution Order, Target Neutralised, Up Close, or Hive Scum's Voice of Tertium, Vulture's Mark, or Ogryn's Bullet Bravado. Does not proc on Ripper Gun's melee special action (bayonette).
The amount of toughness replenished is neither affected by the buff from Hive Scum's Barrage (Cartel Special Stimm), Ogryn's Feel No Pain (including Toughest!), Stay Close!, Too Stubborn to Die nor by toughness replenishment debuffs like being in toxic gas.Exterminator Shotguns
Ripper Guns
4.5% | 5% | 5.5% | 6%
4.5% | 5% | 5.5% | 6%
Killing an enemy by firing both barrels makes your next Reload X% faster.
stat buff: reload_speed
When killing an enemy with a ranged attack while in alt fire mode and with at least 2 shells in clip, increases reload animation speed (see values below); does not proc with only 1 shell in clip; stacks additively with reload speed buffs from talents, weapon perks, and Celerity Stimm.
Since there is no buff duration, the reload speed buff can be held until next reload if there is a shell remaining in clip after proccing the blessing (e.g. with Arbitrator's Priority Endowment, Hive Scum's Ammo Jack, or Veteran's Lock and Load.– – C¹ – –
Hitting an enemy with the special attack gives them X stacks of 2.5% Brittleness. Debuff lasts for 5 seconds and can have a maximum of 16 stacks.
stat buff: rending_multiplier
Melee attacks with Ripper Gun's melee special action (bayonette) apply a rending debuff ('brittleness') to enemies boosting damage against armor types Carapace, Flak, Maniac, Unyielding (including damage of explosions and DoTs). Each stack applies 2.5% rending (up to 40% max at 16 stacks), lasts 5s, and can be refreshed during active duration; can apply stacks through shields.
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)
+X% Critical Chance for every 10% of magazine spent during continuous fire. Stacks 5 times.
stat buff: critical_strike_chance
While continuously firing shots, for every 10% of max ammo in clip spent, grants stacks (up to 5); stack calculation rounds down so if the clip size is 26, generates stacks for every second round fired (26×0.1=2.6 rounded down to 2). Per stack, grants additional crit chance (see values below) to ranged attacks.
'Continuous fire' refers to chaining shooting actions immediately after each other before weapon sway and spread reset fully. Removes all stacks when this shooting state is ended or on reload.Autopistol
Boltguns
Heavy Stubbers
3.5% | 4% | 4.5% | 5% (up to +25%)
3.5% | 4% | 4.5% | 5% (up to +25%)
3.5% | 4% | 4.5% | 5% (up to +25%)
+X% Critical Chance for every 8% of magazine spent during continuous fire. Stacks 5 times.
stat buff: critical_strike_chance
While continuously firing shots, for every 8% of max ammo in clip spent, grants stacks (up to 5); stack calculation rounds down so if the clip size is 21, generates stacks for every single round fired (21×0.08=1.68 rounded down to 1). Per stack, grants additional crit chance (see values below) to ranged attacks.
'Continuous fire' refers to chaining shooting actions immediately after each other before weapon sway and spread reset fully. Removes all stacks when this shooting state is ended or on reload.+X% Suppression and +X% Damage against Suppressed Enemies for every 2.5% of magazine spent during continuous fire. Stacks 5 times.
stat buffs:
suppression_dealt
damage_vs_suppressed
While continuously firing shots, for every 2.5% of max ammo in clip spent, grants stacks (up to 5); stack calculation rounds down so if the clip size is 85, generates stacks for every 2 rounds fired (85×0.025=2.05, rounded down to 2). Per stack, increases suppression dealt to enemies (see values below) and, against enemies who are suppressed, increases the damage (see values below) of ranged attacks and DoTs while the weapon is wielded. The suppression buff stacks additively with Ogryn's aura Coward Culling; the damage buff stacks additively with Ogryn's aura Coward Culling and 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
'Continuous fire' refers to chaining shooting actions immediately after each other before weapon sway and spread reset fully. Removes all stacks when this shooting state is ended or on reload.Twin-Linked Stubbers
12.5% & 4% | 15% & 5% | 17.5% & 6% | 20% & 7% (up to +100% & +35%)
– – C² – –
+X bullets loaded from Reserve on Critical Hit.
On crit, transfers a fixed amount of ammo (see values below) from ammo in reserve to ammo in clip. Procs once per crit, the critical shot does not need to connect with an enemy. Follow-up crit hits during a guaranteed crit sequence do not proc the blessing.
Twin-Linked Stubbers
2 | 3 | 4 | 5
Up to +X% Critical Chance on Chained Ranged Weak Spot Hit (Any Target).
stat buff: critical_strike_chance
Chained ranged weakspot hits grant stacks (up to 5); stacks persist through weapon/item swaps and are held until a shot is missed. Per stack, grants additional crit chance (see values below) to ranged attacks. Despite the buff icon staying after weapon swap, the buff does not benefit melee attacks.
'Chained weakspot hit' refers to repeatedly hitting an enemy's weakspot. Can be against any target, does not need to be the same target. Hitting any other hit zone or shooting air removes all stacks.Needle Pistols
2% | 3% | 4% | 5% (up to +25%)
+X% Critical Chance for each expended round in your weapon (resets on reload).
stat buff: critical_strike_chance For every round missing in clip, grants additional crit chance to ranged attacks and melee special actions (see values below); holds all current stacks until reload.
Phosphor Blast Pistol
Stub Revolvers
Vigilant Autoguns
4.5% | 5% | 5.5% | 6%
4.5% | 5% | 5.5% | 6%
0.45% | 0.5% | 0.55% | 0.6%
– – D – –
+X% Critical Weak Spot Damage.
stat buff: critical_strike_weakspot_damage Increases the damage of ranged critical weakspot hits (see values below); stacks additively with related finesse damage buffs, and multiplicatively with power level buffs. Also applies to melee special actions (Bolt Pistol, Galvanic Rifle, Vigilant Autoguns).
Galvanic Rifle
Heavy Stubbers
Infantry Lasguns
Vigilant Autoguns
30% | 40% | 50% | 60%
70% | 80% | 90% | 100%
70% | 80% | 90% | 100%
70% | 80% | 90% | 100%
+X% Strength for Xs on Close Range Kill.
stat buff: power_level_modifier
When killing enemies who are within 12.5m with ranged attacks, grants stacks (up to 5); stacks last for a duration (see values below) and can be refreshed during active duration. Per stack, increases the power level (see values below) of ranged attacks, melee special actions (bashes), and DoTs while the weapon is wielded; 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).Combat Shotguns
Double-Barrel Shotgun
Exterminator Shotguns
Twin-Linked Stubbers
Infantry Autoguns
Recon Lasguns
Shotpistol & Shield
5% | 5.5% | 6% | 6.5% (up to +32.5%) | 3.5s
5% | 5.5% | 6% | 6.5% (up to +32.5%) | 5s
5% | 5.5% | 6% | 6.5% (up to +32.5%) | 3.5s
5% | 5.5% | 6% | 6.5% (up to +32.5%) | 3.5s
5% | 5.5% | 6% | 6.5% (up to +32.5%) | 3.5s
5% | 5.5% | 6% | 6.5% (up to +32.5%) | 3.5s
5% | 5.5% | 6% | 6.5% (up to +32.5%) | 3.5s
+X% Critical Chance for 6s on successful Dodge.
stat buff: critical_strike_chance
Grants additional crit chance (see values below) to ranged attacks for 6s; can be refreshed during active duration. Despite the buff icon staying after weapon swap, the buff does not benefit melee attacks.
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.
Note that this blessing can also be procced by successful dodges during the active duration of Hive Scum's Enhanced Desperado / Desperado, Slippery Customer, and Psyker's Empathic Evasion.Laspistols
Needle Pistols
12.5% | 15% | 17.5% | 20%
12.5% | 15% | 17.5% | 20%
Hitting at least 3 enemies with your secondary attack grants X% bonus to Strength on melee attacks for 3.5s.
stat buff: melee_power_level_modifier
Hitting at least three enemies with explosions created by Grenadier Gauntlet's grenades increases the power level (see values below) of melee attacks for 3.5s; can be refreshed during active duration. Does not proc on explosions created by the special action (explosive punch). This buffs Grenadier Gauntlet's melee attacks as well as regular melee attacks after weapon swap.
For example, grenade explosion radii with an 80% Blast Radius stat:'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
+X% Close Range damage on Repeated Hit. Stacks 5 times.
stat buff: damage_near
Consecutive ranged hits and pushes (Laspistol melee special action) against enemies grant stacks (up to 5); generates first stack on second hit or push; note that arc lightning hits also generate stacks (Arc Rifle). Stacks last 2s and can be refreshed during active duration. Per stack, increases the damage (see values below) of ranged attacks and DoTs while the weapon is wielded against targets who are within 30m (see table); stacks additively with other damage buffs, and multiplicatively with power level buffs.
Against enemies within 12.5m, the damage buff increases damage with full effect. Beyond 12.5m, the damage buff falls off convexly[i.imgur.com](dropping off sharply at first, then leveling out) until it loses its effect entirely at 30m. For example, Dumdum (6% per stack) at max stacks:
to Target
Increase
Infantry Autoguns
Laspistols
Recon Lasguns
4.5% | 5% | 5.5% | 6% (up to +30%)
4.5% | 5% | 5.5% | 6% (up to +30%)
4.5% | 5% | 5.5% | 6% (up to +30%)
– – E – –
66% Reduced Ammo use after not shooting for Xs.
buff keyword: reduced_ammo_consumption
If not on cooldown (see values below), reduces the ammo consumption of the next shot by 66%. The cooldown (re)starts after each shot.
Lasgun
w/o Blessing
w/ Blessing
Arc lightning gains +X jump angle and +X jump distance, and can jump 1 additional times.
stat buffs:
chain_lightning_arc_rifle_max_angle
chain_lightning_arc_rifle_max_jumps
chain_lightning_arc_rifle_max_radius
This blessing buffs Arc Rifle's arc lightning in three ways:
(1) Increases the base maximum jump angle in which potential targets can be acquired by a specific flat amount (see values below).
(2) Increases the base maximum jump radius in which potential targets can be acquired by a specific flat amount (see values below).
(3) Increases the maximum amount of jumps that can happen during one arc lightning chain by 1.
For example, the buffed arc lightning parameters[i.imgur.com]of Arc Rifle's LMB; for comparison, the base parameters[i.imgur.com]of Arc Rifle's LMB arc lightning.
The arc lightning parameters of an Arc Rifle with an 80% Arc Efficiency stat:(LMB)
(RMB)
Critical Hits spend Ammo from your Reserve instead of you current fuel tank.
On crit, transfers a fixed amount of ammo (see values below) from ammo in reserve to ammo in clip. Procs once per crit, the critical shot does not need to connect with an enemy.
X% Damage Bonus vs Staggered enemies.
stat buff: damage_vs_staggered Against enemies who are staggered, increases damage (see values below) of ranged attacks, melee special action (bash), and DoTs while the weapon is wielded; stacks additively with other damage buffs, and multiplicatively with power level buffs.
Exterminator Shotguns
5% | 10% | 15% | 20%
+X%Melee Strength for 3.5s on Hitting 3+ Enemies with a Ranged Attack.
stat buff: melee_power_level_modifier
When hitting at least three enemies with one shot, increases the power level of melee attacks (see values below) for 3.5s; can be refreshed during active duration. Stacks additively with related power level buffs, and multiplicatively with damage buffs. This buffs regular melee attacks as well as Kickback's melee special action.
'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).X% Strength bonus for 6 seconds after hitting multiple enemies with your weapon special explosion.
stat buff: power_level_modifier
Hitting at least three enemies with the explosion created by the special action (explosive punch) increases the power level (see values below) of Grenadier Gauntlet's melee attacks, explosions created by Grenadier Gauntlet, and DoTs while the weapon is wielded for 6s; can be refreshed during active duration. Stacks additively with other power level buffs, and multiplicatively with damage buffs.
The special action explosion radii with an 80% Blast Radius stat:'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
– – F¹ – –
Increased stagger on enemies by X%, on Weakspot hit. Additionally, increases ranged stagger strength by 30%.
stat buffs:
stagger_weakspot_reduction_modifier
ranged_impact_modifier
Grants a modifier that further reduces enemy stagger_reduction on weakspot hits (including Helbore Lasguns' melee weapon special) which, overall, increases the stagger potential of ranged attacks on headshots. Additionally, increases ranged stagger strength by 30%.
How Stagger Works
This video is by far the best resource on this topic.
Infantry Lasguns
Vigilant Autoguns
60% | 70% | 80% | 90%
60% | 70% | 80% | 90%
Primary Attack ignores X% Stagger Resistance on Burning Enemies, as well as dealing +X% Impact.
stat buffs:
stagger_burning_reduction_modifier
ranged_impact_modifier
Only for the primary attack (left-click burst), grants a modifier that reduces the stagger_reduction of enemies who are burning and increases ranged stagger strength (see values below); the ranged stagger buff stacks additively with related stagger buffs, and multiplicatively with power level buffs. Overall, this is meant to increase the stagger potential of Flamer's left-click bursts against burning enemies.
How Stagger Works
This video is by far the best resource on this topic.
Gain +X% Close Damage for 3.5 seconds after killing an enemy at close range, stacking 5 times.
stat buff: damage_near
When killing enemies who are within 12.5m with ranged attacks, grants stacks (up to 5); stacks last 3.5s and can be refreshed during active duration. Per stack, increases the damage (see values below) of ranged attacks, melee special actions (bashes) and DoTs while the weapon is wielded against targets who are within 30m (see table); stacks additively with other damage buffs, and multiplicatively with power level buffs.
Against enemies within 12.5m, the damage buff increases damage with full effect. Beyond 12.5m, the damage buff falls off convexly[i.imgur.com](dropping off sharply at first, then leveling out) until it loses its effect entirely at 30m. For example, Fire Frenzy (10% per stack) at max stacks:
to Target
Increase
Braced Autoguns
Combat Shotguns
Exterminator Shotguns
Twin-Linked Stubbers
Infantry Autoguns
Ripper Guns
Shotpistol & Shield
7% | 8% | 9% | 10% (up to +50%)
7% | 8% | 9% | 10% (up to +50%)
7% | 8% | 9% | 10% (up to +50%)
7% | 8% | 9% | 10% (up to +50%)
7% | 8% | 9% | 10% (up to +50%)
7% | 8% | 9% | 10% (up to +50%)
7% | 8% | 9% | 10% (up to +50%)
– – F² – –
+X Bleed Stacks on Critical Hit.
Damaging ranged critical hits apply stacks of Bleed (see values below). Can't apply Bleed through shields. Can apply up to 16 max Bleed stacks on a target.
With Ripper Guns, all critical hits during the guaranteed crit squence apply Bleed stacks.
For details on Bleed, see 'Damage over Time Effects' section.Double-Barrel Shotgun
Ripper Guns
3 | 4 | 5 | 6
3 | 4 | 5 | 6
Your Secondary Attack cannot be interrupted and loses X% of Secondary Attack Movement Speed penalties.
buff keywords:
uninterruptible
stun_immune
stat buff: charge_movement_reduction_multiplier
While charging alt fire attacks, grants immunity to stuns from melee and ranged attacks and makes the charge action itself uninterruptible. Also reduces the movement speed penalty while in alt fire mode (see values below); does not stack with movement speed buffs.
Note that the charging actions of all staves are uninterruptible even without this blessing.Inferno Staff
Voidblast Staff
Voidstrike Staff
20% | 30% | 40% | 50%
20% | 30% | 40% | 50%
20% | 30% | 40% | 50%
-X% Heat generation on Critical Hit.
stat buff: overheat_immediate_amount_critical_strike
Critical shots generate less overheat (see values below); stacks multiplicatively with the Optimised Cooling blessing.
For example, a Plasma Gun with an 80% Thermal Resistance stat generates 24% immediate overheat on fully charged alt fire shots (not accounting for the overheat cost per second while charging). With Tier 4 Focused Cooling, this immediate overheat cost is reduced to 9.6% if the attack crits.+X% Strength for 5s when every bullet in a shot hits the same enemy.
stat buff: power_level_modifier
When all pellets of a shot hit the same enemy, increases the power level (see values below) of ranged attacks and DoTs while the weapon is wielded for 5s; 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).Double-Barrel Shotgun
Exterminator Shotguns
Kickback
Shotpistol & Shield
14% | 16% | 18% | 20%
14% | 16% | 18% | 20%
18% | 22% | 26% | 30%
14% | 16% | 18% | 20%
– – G – –
Each chained melee hit with the gauntlet adds a stack which increases Melee Strength by X%. Stacks 10 times and each stack lasts for 1.5 seconds.
stat buff: melee_power_level_modifier
Hitting enemies with Grenadier Gauntlet's melee attacks grants stacks (up to 10); generates 1 stack per melee attack regardless of how many enemies have been hit. Stacks last 1.5s, can be refreshed during active duration and are dropped one by one. Per stack, increases the power level (see values below) of Grenadier Gauntlet's melee attacks; 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).
Note that this blessing is currently bugged: Per stack, it increases melee power level by 5% regardless of tier.Critical hit chance scales by your current heat level up to X%. Also increases critical ranged attacks damage by X%.
stat buffs:
critical_strike_chance
ranged_critical_strike_damage
Scaling with overheat, grants stacks (up to 5). Per stack, grants additional crit chance to ranged attacks and increases damage of critical ranged attacks (see values below); stacks additively with related damage buffs, and multiplicatively with power level buffs.
Required
Immune to Ranged Attacks for Xs on Weak Spot Hit.
buff keyword: count_as_dodge_vs_ranged Ranged weakspot hits put the character into is_dodging state against enemy ranged attacks for a duration (see values below); can be refreshed during active duration. During this duration, ranged hit scan attacks are automatically dodged and if proccing this dodge effect is timed accordingly, it is able to also trigger talents and blessings that proc on_successful_dodge (not against Gunners, Reaper, Sniper) like Arbitrator's Arbites Revelatum, Hive Scum's Float Like a Butterfly, Quick and Deadly, and Regained Posture, Skitarius' Evasive Servo Recovery and Precision Combat Augurs, Veteran's Duck and Dive and Reciprocity, Zealot's Dance of Death, Duellist, Good Balance, Inebriate's Poise, and Second Wind, or the Desperado weapon blessing.
Infantry Lasguns
Laspistols
Needle Pistols
Vigilant Autoguns
0.6s | 0.8s | 1s | 1.2s
0.6s | 0.8s | 1s | 1.2s
0.6s | 0.8s | 1s | 1.2s
0.6s | 0.8s | 1s | 1.2s
+X% Toughness on Elite Kill.
function: recover_percentage_toughness
When killing an elite enemy, replenishes a fixed percentage of maximum toughness (see values below); can proc multiple times per shot and also on elite kills with melee special actions of ranged weapons. Procs additionally to toughness replenishments from talents like Arbitrator's Execution Order, Target Neutralised, Up Close, or Hive Scum's Voice of Tertium, Vulture's Mark, or Ogryn's Bullet Bravado, or Psyker's Disrupt Destiny, Mettle, Soulstealer, or Skitarius' Binary Ballistics Protocol, Flensing Protocols, Servo-Core Recharge Engine, Superior Defence Engrams, or Veteran's Confirmed Kill, Exhilarating Takedown, Out for Blood, or Zealot's The Voice of Terra; does not interact with coherency toughness.
For Needle Pistols, note that this blessing procs when the projectile kills a target, DoT kills cannot proc it.
The toughness amount replenished is neither affected by toughness replenishment debuffs like being in toxic gas and Psyker's Empyric Resolve nor by the toughness replenishment buff from Hive Scum's Barrage (Cartel Special Stimm), Ogryn's Feel No Pain (including Toughest!), Stay Close!, Too Stubborn to Die, Psyker's Warp Ghost, Veteran's Tunnel Vision or Zealot's Restorative Verses.Bolt Pistols
Galvanic Rifle
Grenadier Gauntlet
Heavy Stubbers
Needle Pistols
Phosphor Blast Pistol
Plasma Guns
Rumbler
Stub Revolvers
18% | 22% | 26% | 30%
10% | 12% | 14% | 16%
20% | 25% | 30% | 35%
10% | 12% | 14% | 16%
17.5% | 20% | 22.5% | 25%
17.5% | 20% | 22.5% | 25%
17.5% | 20% | 22.5% | 25%
20% | 25% | 30% | 35%
18% | 22% | 26% | 30%
– – H¹ – –
+X% Rending on Critical Hit.
stat buff: critical_strike_rending_multiplier
Grants rending (see values below) to critical ranged attacks boosting damage against armor types Carapace, Flak, Maniac, Unyielding. Only affects a character's own damage. Stacks additively with other rending buffs ('rending') and with rending debuffs that are applied to enemies ('brittleness').
Rending and Armor Damage Modifiers
Every enemy has a specific base armor type and specific armor hit zones on their body. Every attack has specific armor damage modifiers that define how much damage an attack deals against the respective base armor types or the armor hit zones. The values of armor damage modifiers range between no_damage (which does not always mean 0 damage is dealt), below 1 (which means reduced damage), 1 (which means unchanged damage), and above 1 (which means increased damage). A rending_multiplier provided by 'rending' (buffing a character's own damage) or by 'brittleness' (debuffing a target for all attackers) increases an attack's armor damage modifier against armor types Carapace, Flak, Maniac and Unyielding.
Stub Revolvers
30% | 40% | 50% | 60%
+X Critical Chance on Weak Spot Hit until your next Critical Hit. Stacks 5 times.
stat buff: critical_strike_chance Ranged weakspot hits grant stacks (up to 5); holds all current stacks until consumed by the next crit shot (even when shooting air). Melee special actions (bashes) can also generate and consume stacks. Per stack, grants additional crit chance to ranged attacks and melee special actions (see values below).
Heavy Stubbers
Infantry Lasguns
Recon Lasguns
Vigilant Autoguns
14% | 16% | 18% | 20% (up to +100%)
14% | 16% | 18% | 20% (up to +100%)
3.5% | 4% | 4.5% | 5% (up to +20%)
14% | 16% | 18% | 20% (up to +100%)
+X% Damage vs Electrocuted.
stat buff: damage_vs_electrocuted
Against enemies who are under the effect of Electrocution, increases any damage (see values below) including explosions and DoTs while the weapon is wielded; stacks additively with other damage buffs, and multiplicatively with power level buffs.
For details on Electrocution and a list of Electrocution sources, see 'Damage over Time Effects' section.Shotpistol & Shield
10% | 15% | 20% | 25%
– – H² – –
Immune to Ranged Attacks for Xs on Close Range Kill.
buff keyword: count_as_dodge_vs_ranged When killing enemies who are within 12.5m with ranged attacks, puts the character into is_dodging state against enemy ranged attacks for a duration (see values below); can be refreshed during active duration. During this duration, ranged hit scan attacks are automatically dodged and if proccing this dodge effect is timed accordingly, it is able to also trigger talents that proc on_successful_dodge (not against Gunners, Reaper, Sniper) like Arbitrator's Arbites Revelatum, Hive Scum's Float Like a Butterfly, Quick and Deadly, and Regained Posture, Skitarius' Evasive Servo Recovery and Precision Combat Augurs, Veteran's Duck and Dive and Reciprocity, or Zealot's Dance of Death, Duellist, Good Balance, Inebriate's Poise, and Second Wind.
Combat Shotguns
Double-Barrel Shotgun
Dual Stub Pistols
Infantry Autoguns
Recon Lasguns
0.7s | 0.8s | 0.9s | 1s
0.7s | 0.8s | 0.9s | 1s
0.7s | 0.8s | 0.9s | 1s
0.7s | 0.8s | 0.9s | 1s
0.7s | 0.8s | 0.9s | 1s
Weak Spot Hits gain X Cleave.
stat buff: consumed_hit_mass_modifier_on_weakspot_hit
Enemy hit mass is reduced for attacks against enemy weakspots (see values below); this applies to ranged attacks and melee special actions (bayonette).
Hit mass & cleave:
Every enemy has a specific hit mass, and every attack has a specific hit mass budget. In order to successfully cleave an enemy, an attack's (remaining) hit mass budget is required to be greater than the hit mass of the enemy that is to be cleaved.
Helbore Lasguns
Needle Pistols
20% | 30% | 40% | 50%
20% | 30% | 40% | 50%
– – I¹ – –
+X Burn Stack(s) on Critical Hit to a maximum of X Stack(s).
Damaging ranged critical hits apply stacks of Burn. Can't apply Burn through shields. Can apply up to a specific max amount of Burn stacks on a target (see values below). For details on Burn, see 'Damage over Time Effects' section.
Infantry Lasguns
Laspistols
Phosphor Blast Pistol
Recon Lasguns
1 (3 max) | 2 (6 max) | 3 (9 max) | 4 (12 max)
1 (3 max) | 2 (6 max) | 3 (9 max) | 4 (12 max)
2 (4 max) | 3 (9 max) | 4 (12 max) | 5 (15 max)
1 (3 max) | 2 (6 max) | 3 (9 max) | 4 (12 max)
+X% Toughness for every 10% of magazine spent during continuous fire. Stacks 5 times.
function: recover_percentage_toughness
While continuously firing shots, for every 10% of max ammo in clip spent, grants stacks (up to 5); stack calculation rounds down so if the clip size is 29, generates stacks for every 2 rounds fired (29×0.1=2.9, rounded down to 2). Per stack, replenishes a fixed percentage of maximum toughness (see values below) and while at max stacks, keeps on proccing until out of ammo. Procs additionally to toughness replenishments from talents like Arbitrator's Execution Order, Target Neutralised, Up Close, or Hive Scum's Voice of Tertium, Vulture's Mark, or Ogryn's Bullet Bravado, or Psyker's Disrupt Destiny, Mettle, Soulstealer, or Skitarius' Binary Ballistics Protocol, Flensing Protocols, Servo-Core Recharge Engine, Superior Defence Engrams, or Veteran's Confirmed Kill, Exhilarating Takedown, Out for Blood, or Zealot's The Voice of Terra; does not interact with coherency toughness.
The toughness amount replenished is neither affected by toughness replenishment debuffs like being in toxic gas and Psyker's Empyric Resolve nor by the toughness replenishment buff from Hive Scum's Barrage (Cartel Special Stimm), Ogryn's Feel No Pain (including Toughest!), Stay Close!, Too Stubborn to Die, Psyker's Warp Ghost, Veteran's Tunnel Vision or Zealot's Restorative Verses.
'Continuous fire' refers to chaining shooting actions immediately after each other before weapon sway or spread reset fully. Removes all stacks when this shooting state is ended or on reload.
For example, continuously firing a weapon with a clip size of 109 rounds on a character with 105 maximum toughness and Tier 4 Inspiring Barrage:
fired
Replenished
Replenished
Autopistol
Boltguns
Braced Autoguns
Dual Autopistols
Flamer
Heavy Stubbers
Twin-Linked Stubbers
1% | 2% | 3% | 4% (up to 20%)
1% | 2% | 3% | 4% (up to 20%)
1% | 2% | 3% | 4% (up to 20%)
1% | 2% | 3% | 4% (up to 20%)
1% | 2% | 3% | 4% (up to 20%)
1% | 2% | 3% | 4% (up to 20%)
1% | 2% | 3% | 4% (up to 20%)
+X% Toughness for every 8% of magazine spent during continuous fire. Stacks 5 times.
function: recover_percentage_toughness
While continuously firing shots, for every 8% of max ammo in clip spent, grants stacks (up to 5); stack calculation rounds down so if the clip size is 21, generates stacks for every single round fired (21×0.08=1.68, rounded down to 1). Per stack, replenishes a fixed percentage of maximum toughness (see values below) and while at max stacks, keeps on proccing until out of ammo. Procs additionally to toughness replenishments from Ogryn's Bullet Bravado; does not interact with coherency toughness.
The amount of toughness replenished is neither affected by the buff from Ogryn's Feel No Pain (including Toughest!), Stay Close!, Too Stubborn to Die nor by toughness replenishment debuffs like being in toxic gas.
'Continuous fire' refers to chaining shooting actions immediately after each other before weapon sway or spread reset fully. Removes all stacks when this shooting state is ended or on reload.
For example, continuously firing a Ripper Gun with a clip size of 21 rounds as an Ogryn with 105 maximum toughness and Tier 4 Inspiring Barrage:
fired
Replenished
Replenished
– – I² – –
+X% Toughness for every shot fired during continuous fire. Stacks 5 times.
function: recover_percentage_toughness
Continuous shots grant stacks (up to 5); generates first stack on the first shot but first proc is on second shot (twice). Per stack, replenishes a fixed percentage of maximum toughness (see values below) and while at max stacks, keeps on proccing until out of ammo. Procs additionally to toughness replenishments from Ogryn's Bullet Bravado; does not interact with coherency toughness.
The amount of toughness replenished is neither affected by the buff from Ogryn's Feel No Pain (including Toughest!), Stay Close!, Too Stubborn to Die nor by toughness replenishment debuffs like being in toxic gas.
'Continuous fire' refers to chaining shooting actions immediately after each other before weapon sway or spread reset fully. Removes all stacks when this shooting state is ended; in this blessing's case, keeps stacks on chained reloads (Kickback).
For example, continuously firing the Kickback as Ogryn with 121 maximum toughness and Tier 4 Inspiring Barrage:
fired
Replenished
Replenished
– – L – –
Point blank shots cause an explosion. Explosion Radius increases by +X%.
stat buffs:
explosion_arming_distance_multiplier
explosion_radius_modifier
This blessing does two things:
(1) Usually, the Bolt Pistol projectiles have to travel a minimum distance before they can explode. With this blessing, the projectiles can create explosions at any distance.
(2) Increases the radius of all explosions (see values below); this buff is active at all times and applies to grenade explosions (e.g. Krak Grenade, Shredder Frag Grenade, Stunstorm Grenade, Arbites Grenade, etc), ability explosions (e.g. Arbitrator's Remote Detonation, Hive Scum's Boom Bringer, Booby Trap, or Psyker's self-explosion), talent explosions (e.g. Arbitrator's Judicial Force, Hive Scum's Street Tough, Vulture's Push, Ogryn's Pained Outburst) as well as to explosions created by melee weapons (e.g. Crusher activated attacks, Relic Blades' overheat explosion with Overload) or by Arbitrator's Cyber-Mastiff ('pounced explosion'); stacks additively with related buffs from Psyker's Crystalline Will and Veteran's Grenade Tinkerer (buffing self-explosion/grenade radius, not Bolt Pistol radius).
Distance
w/o blessing
Distance
w/ blessing
w/o blessing
w/ blessing
Bolt weapon projectile explosions
Generally, besides the minimum travel distance requirement, bolt weapon projectiles explode when they hit a surface (ground, wall, etc). They also explode on enemies on whom the shot reaches its hit mass limit. If the shot is able to cleave all targets, the projectile will not explode, but if the shot stops on an enemy that it cannot cleave (anymore), then the projectile will explode.
The weapon explosions of Boltgun Mk IIb and Bolt Pistol Mk IV deal only stagger if they are created as a result of the projectile being stopped by surfaces or by enemy hit mass; they deal damage as well if the projectile kills a target and is then stopped by a surface or by enemy hit mass. So if the shot cleaves all targets, kills one of them, but does not reach its hit mass limit in the process, the projectile will not explode; if the shot cleaves targets, kills one of them and spends its hit mass budget in the process, then the projectile will explode on the enemy on whom the shot's hit mass limit is reached dealing damage and stagger to other enemies within radius.
The weapon explosions of Boltgun Mk III and Bolt Pistol Mk VI always deal damage and stagger, with the kill explosion dealing slightly more damage than the stop explosion.– – M – –
Increased Cleave on Critical Hit and gain +X% Ranged Attack Stagger.
buff keyword: critical_hit_infinite_cleave
stat buff: ranged_impact_modifier
This blessing buffs critical ranged attacks in two ways:
(1) Increases ranged stagger strength (see values below); stacks additively with related stagger buffs, and multiplicatively with power level buffs.
(2) It allows critical ranged attacks to ignore the combined hit mass of all enemies hit.
Hit mass & cleave:
Every enemy has a specific hit mass, and every attack has a specific hit mass budget. In order to successfully cleave an enemy, an attack's (remaining) hit mass budget is required to be greater than the hit mass of the enemy that is to be cleaved.
For example, the slug special shot of the Combat Shotgun Mk VII has a max hit mass limit of 3. It can cleave one Dreg Stalker (2 hit mass) and hit a second one but it cannot cleave the second Dreg Stalker (2×2=4 total hit mass required). And naturally, it cannot cleave a single Plague Ogryn (20 hit mass). With this blessing, a critical slug special shot has its max hit mass limit set to infinite which means that it can cleave and damage all enemies that the attack is able to reach within its max range of 100m. Note that the slug special shot's effective damage ranges still apply, so it deals its highest damage against all targets within 20m, decreasing damage against all targets until 40m, and its lowest damage against all targets beyond 40m. If an attack with infinite cleave applies a DoT (e.g. Burn from fire special shot of the Combat Shotgun Mk IX or Bleed from Flechette), the DoT will be applied to all hit enemies until the shot's hard range cutoff at 75m (Double-Barrel Shotgun), 80m (Shotpistol & Shield), or 100m (Combat Shotguns).
Note that Carapace armor cannot be cleaved by default. This blessing does not allow to bypass Carapace's built-in aborts_attack mechanic: So even with 'infinite' cleave procced, an attack will stop at the next Carapace armor hit zone (e.g. Crusher or Bulwark shield).Double-Barrel Shotgun
Galvanic Rifle
Phosphor Blast Pistol
Shotpistol & Shield
10% | 15% | 20% | 25%
10% | 15% | 20% | 25%
10% | 15% | 20% | 25%
10% | 15% | 20% | 25%
+X% Reload Speed for 3 on Projectile Weakspot Hit.
stat buff: reload_speed Hitting a weakspot increases reload animation speed (see values below) for 3s; can be refreshed during active duration. Stacks additively with reload speed buffs from talents, weapon perks, and Celerity Stimm. Procs on Rumbler's melee special action and on regular melee attacks.
– – N – –
Up to +X% Damage on Hit (Staggered Enemy), scaling with Stagger.
stat buff: stagger_count_damage
Every instance of stagger applied to an enemy increases the damage (see values below) of ranged attacks and DoTs while the weapon is wielded against the staggered enemy. This stacks up to 7 times. Note that there is nothing in the game that tells players about the active stagger count on a target and therefore about the blessing's current effective damage increase against staggered targets.
Generally, if an enemy is successfully staggered by an action (e.g. melee or ranged attacks, explosions, combat abilities, pushes, etc) this applies one instance of stagger to the enemy; if this enemy is staggered again while still in staggered state, another instance of stagger is added. This stagger count has no effective limit and resets when the enemy recovers fully from being staggered. The blessing considers the first 7 staggers on an enemy for its stack calculation.
So, for example, the Vigilant Autogun Mk VII (with 80% Damage and Stopping Power stats) cannot kill a Poxwalker in one shot against the chest. When the Poxwalker is pushed 3 times in a row (without recovering from stagger) and then shot in the chest, he dies in one shot.Combat Shotguns
Helbore Lasguns
Infantry Lasguns
Shotpistol & Shield
Vigilant Autoguns
14% | 16% | 18% | 20% (up to +140%)
14% | 16% | 18% | 20% (up to +140%)
14% | 16% | 18% | 20% (up to +140%)
14% | 16% | 18% | 20% (up to +140%)
14% | 16% | 18% | 20% (up to +140%)
– – O – –
+X% Strength on Salvo's First shot.
stat buff: ranged_power_level_modifier
When entering shooting state, increases the power level (see values below) of the first shot fired; stacks additively with related power level buffs, and multiplicatively with damage buffs. Subsequent shots do not receive the buff. The blessing is active again only after leaving the active shooting state (i.e. when weapon sway and spread have reset fully after firing).
'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
Galvanic Rifle, Phosphor Blast Pistol, and Vigilant Autoguns have generally very fast sway and spread reset times, so the blessing's uptime can be high even without adjusting shooting behavior on the player side.
Note that when a weapon's shooting action fires multiple shots (Vigilant Autogun Mk III and Mk IX), only the first shot of the burst receives the damage increase.Heavy Stubbers
Infantry Lasguns
Phosphor Blast Pistol
Vigilant Autoguns
14% | 16% | 18% | 20%
14% | 16% | 18% | 20%
14% | 16% | 18% | 20%
14% | 16% | 18% | 20%
Increased Charge Speed scaling inversely with Heat Level.
stat buff: overheat_amount
Continuous shots grant stacks (up to 5). Per stack, reduces the amount of overheat generated (see values below) per shot or while charging shots; stacks multiplicatively with itself and the Focused Cooling blessing (critical shots).
'Continuous fire' refers to chaining shooting actions immediately after each other before weapon sway and spread reset fully. Removes all stacks when this shooting state is ended, on vent, or on reload.
Holding down right-click after firing a shot, thereby continuing to charge, holds all current stacks until vent or reload.Up to +X% Strength, scaling with remaining Ammunition. Stacks 5 times.
stat buff: power_level_modifier
Scaling with the percentage of remaining ammo in clip, grants stacks (up to 5); holds all current stacks until reload. Per stack, increases the power level of attacks (see values below) and DoTs while the weapon is wielded; stacks additively with related 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).
For example, a Flamer with 33 max ammo in clip (80% Ammo stat):Remaining
+X% Strength for every X Single Target Hits. Lasts 2s and Stacks 5 times.
stat buff: ranged_power_level_modifier
Consecutive ranged hits against the same enemy grant stacks (up to 5); generates first stack on the fifth hit (Arc Rifle, Twin-Linked Stubbers) or on the second hit (Heavy Stubbers); note that arc lightning hits also count towards this threshold (Arc Rifle). Stacks last 2s and can be refreshed during active duration (against the same target); the stack count resets when the target is switched. Per stack, increases the power level of ranged attacks (see values below); stacks additively with related 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).Heavy Stubbers
Twin-Linked Stubbers
7% | 8% | 9% | 10% (up to +50%)
7% | 8% | 9% | 10% (up to +50%)
– – P¹ – –
Direct hits apply X Stacks of 1% Brittleness for 5s. Stacks 20 times
stat buff: rending_multiplier
Direct fire hits apply a specific amount (see values below) of rending debuff stacks to enemies boosting damage against armor types Carapace, Flak, Maniac, Unyielding (including damage of explosions and DoTs); lasts 5s, can be refreshed during active duration, and stacks additively with rending buffs that boost a character's own damage ('rending').
This blessing's rending debuff is unique: rending_burn_debuff. It stacks 20 times and applies a rending_multiplier of 1% per stack. 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 Armourbane, Can Opener, Rending Shockwave, Shattering Impact, Supercharge, Thunderous, and from Arbitrator's Serrated Maw, Ogryn's Brutish Strength, and Veteran's Onslaught. It also stacks additively with the other unique rending debuffs from Bone Saw Mk IV (weapon special coating), Exterminator Shotgun Mk VIII (weapon special), and Heavy Swords (weapon special).
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)
Inferno Staff
1 | 2 | 3 | 4
Special Attacks gain +X% Stagger and ignore Hit Mass Bonus from Armour.
buff keywords:
ignore_armor_aborts_attack
use_reduced_hit_mass
stat buff: melee_impact_modifier
This blessing buffs attacks with the melee special action in three ways:
(1) Increases melee stagger strength (see values below); stacks additively with other related stagger buffs.
(2) By default, Carapace armor cannot be cleaved. This blessing allows melee attacks with the melee special action to bypass Carapace's built-in aborts_attack mechanic so that Carapace armor can be cleaved.
(3) Reduces enemy hit mass by 75% against melee attacks with the melee special action.
Hit mass & cleave:
Every enemy has a specific hit mass, and every attack has a specific hit mass budget. In order to successfully cleave an enemy, an attack's (remaining) hit mass budget is required to be greater than the hit mass of the enemy that is to be cleaved.
For example, the melee special action of the Kickback has a max hit mass limit of 10. It cannot cleave a single Scab Mauler (10 hit mass) on headshot mainly because of Carapace's aborts_attack property, it will always stop on the first Scab Mauler head. With this blessing, the melee special action can now cleave Carapace just like any other armor type and it can cleave three Scab Maulers on headshot (3×10×0.25=7.5 total hit mass required) to hit a fourth one. It cannot cleave the fourth Scab Mauler, however, since this would require a max hit mass limit greater than 4×10×0.25=10.
Note that both Kickback and Rumbler have very weird damage profiles for their melee special actions in regard to armor damage modifiers, damage cleave distribution, and stagger cleave distribution: The melee special actions deal damage to only the first two targets (no matter what) but can deal stagger to as many targets as the hit mass limit allows. The attacks also have an armor damage modifier that specifies no_damage against Carapace which results in the attacks dealing no damage (1 on headshots) against, for example, Crushers or Scab Mauler heads despite still being able to stagger and (with this blessing) cleave them.Rumbler
10% | 15% | 20% | 25%
+X% Strength for every Enemy you Stagger. Stacks 5 times.
stat buff: power_level_modifier
Hits with ranged attacks and melee special actions (bash) that successfully stagger the target grant stacks (up to 5); stacks last 2.5s and can be refreshed during active duration. Per stack, increases the power level (see values below) of ranged attacks and DoTs while the weapon is wielded; 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).Boltguns
Dual Autopistols
Dual Stub Pistols
Heavy Stubbers
4.25% | 4.5% | 4.75% | 5% (up to +25%)
4.25% | 4.5% | 4.75% | 5% (up to +25%)
4.25% | 4.5% | 4.75% | 5% (up to +25%)
4.25% | 4.5% | 4.75% | 5% (up to +25%)
+X% Strength every 0.4 seconds while aiming, stacking 5 times. Discharges all stacks upon firing.
stat buff: power_level_modifier
Every 0.4s while in alt fire mode, generates stacks (up to 5); removes all stacks on shot, on push (Shotpistol & Shield), or when leaving alt fire mode. Per stack, increases the power level (see values below) of ranged attacks (including explosions created by the weapon) and DoTs while the weapon is wielded; 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).Grenadier Gauntlet
Phosphor Blast Pistol
Shotpistol & Shield
5% | 6% | 7% | 8% (up to +40%)
1% | 2% | 3% | 4% (up to +20%)
5% | 6% | 7% | 8% (up to +40%)
– – P² – –
+X% Ranged Critical Chance after Melee Kill for X seconds.
stat buff: ranged_critical_strike_chance Killing an enemy with a regular melee attack or the melee special action (bash) grants additional crit chance to ranged attacks for a duration (see values below); can be refreshed during active duration.
Needle Pistols
Stub Revolvers
14% | 16% | 18% | 20% | 3.5s
14% | 16% | 18% | 20% | 2.5s
+X% Damage against Suppressed Enemies, +X% Suppression and -X% Recoil on Close Range Kill.
stat buffs:
damage_vs_suppressed
suppression_dealt
recoil_modifier
When killing enemies who are within 12.5m with ranged attacks, increases damage against enemies who are suppressed, increases suppression dealt to enemies, and reduces weapon recoil (see values below) for 2s; can be refreshed during active duration. The damage buff stacks additively with other damage buffs, and multiplicatively with power level buffs; the suppression buff stacks additively with related buffs from Arbitrator's Nuncio-Aquila, Terminus Warrant, Ogryn's aura Coward Culling, Veteran's Competitive Urge, Keep Their Heads Down!; the recoil reduction stacks additively with other recoil reduction buffs.
Breeds that can be suppressed: Armored Groaner, Groaner, Dreg Gunner, Dreg Stalker, Radio Operator, Reaper, Scab Gunner, Scab Shooter, Scab StalkerDual Autopistols
Dual Stub Pistols
Exterminator Shotguns
Phosphor Blast Pistol
14% & 28% & -28% | 16% & 32% & -32% | 18% & 36% & -36% | 20% & 40% & -40%
14% & 28% & -28% | 16% & 32% & -32% | 18% & 36% & -36% | 20% & 40% & -40%
14% & 28% & -28% | 16% & 32% & -32% | 18% & 36% & -36% | 20% & 40% & -40%
14% & 28% & -28% | 16% & 32% & -32% | 18% & 36% & -36% | 20% & 40% & -40%
Gain between X% and X% Crit Chance based on charge level when firing.
stat buff: critical_strike_chance
Every 20% charge level while charging shots grants 1 stack (up to 5); stack calculation rounds down so the first stack is granted when above 20% charge level, the second when above 40% charge level, etc; max stacks when the shot is fully charged. Per stack, grants additional crit chance (see values below) to the next shot.
The auto charge action of left-clicks always generates 2 stacks before the shot is fired; max stacks can only be reached by the alt fire charging action.– – P³ – –
+X% Critical Chance for 3s on Melee Kill.
stat buff: critical_strike_chance Killing enemies with Grenadier Gauntlet's melee attacks grants additional crit chance (see values below) for 3s to Grenadier Gauntlet's ranged attacks (grenade projectile direct impact damage and grenade explosion damage) and melee attacks.
Ranged hits add X stacks of bleed to enemies.
Damaging ranged hits apply stacks of Bleed (see values below). Can't apply Bleed through shields. Can apply up to 16 max Bleed stacks on a target.
For details on Bleed, see 'Damage over Time Effects' section.
This blessing is also procced by Hive Scum's Blackout / Blinder and Zealot's Blades of Faith (while the weapon is wielded), by Psyker's Assail and Force Greatsword's weapon special (if the weapon is wielded when the projectile/shout hits), and by direct impact hits of thrown grenades (if the weapon is wielded when the grenade hits).Bolt Pistols
1 | 2 | 3 | 4
X% Strength on your ranged attack for 3 seconds after cleaving through several enemies with your weapon's special attack.
stat buff: ranged_power_level_modifier
When hitting three or more enemies with the melee special action, increases the power level of ranged attacks (see values below) for 3s; can be refreshed during active duration. Stacks additively with related 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).+X% Weakspot Damage on Second, Third and Fourth shots in a Salvo.
stat buff: ranged_weakspot_damage When entering shooting state, increases the weakspot damage (see values below) of the second, third and fourth shot fired; stacks additively with related damage buffs, and multiplicatively with power level buffs. The first shot and subsequent shots after the fourth do not receive the buff. The blessing is active again only after leaving the active shooting state (i.e. when weapon sway and spread have reset fully after firing).
Infantry Autoguns
Recon Lasguns
35% | 40% | 45% | 50%
35% | 40% | 45% | 50%
– – Q – –
– – R¹ – –
+X% Damage when shooting Enemies in the back.
buff keyword: allow_flanking
stat buff: flanking_damage
Enables flanking. When flanking, increases damage of ranged attacks (see values below); stacks additively with Veteran's Covert Operative, Zealot's Backstabber, Shroudfield, and multiplicatively during calculation with other damage buffs and power level buffs.
'Flanking' refers to ranged attacks executed from within a specific angle[i.imgur.com] behind an enemy's back.Dual Autopistols
Dual Stub Pistols
Infantry Autoguns
Laspistols
32.5% | 35% | 37.5% | 40%
32.5% | 35% | 37.5% | 40%
32.5% | 35% | 37.5% | 40%
32.5% | 35% | 37.5% | 40%
+X% Toughness on Critical Hit Kill.
function: recover_percentage_toughness
When killing an enemy with a critical attack, replenishes a fixed percentage of maximum toughness (see values below); can proc multiple times per shot and also on crit kills with melee attacks or special melee actions (Grenadier Gauntlet). Procs additionally to toughness replenishments from talents like Ogryn's Bullet Bravado, or Psyker's Disrupt Destiny, Mettle, Soulstealer, or Veteran's Confirmed Kill, Exhilarating Takedown, Out for Blood, or Zealot's The Voice of Terra; does not interact with coherency toughness.
The toughness amount replenished is neither affected by toughness replenishment debuffs like being in toxic gas and Psyker's Empyric Resolve nor by the toughness replenishment buff from Ogryn's Feel No Pain (including Toughest!), Stay Close!, Too Stubborn to Die, Psyker's Warp Ghost, Veteran's Tunnel Vision or Zealot's Restorative Verses.Laspistols
10% | 12% | 14% | 16%
Target receives up to X Stacks of 2.5% Brittleness, scaling with charge time of Secondary Attack. Debuff lasts for 5 seconds and can have a maximum of 16 stacks.
stat buff: rending_multiplier
Scaling with charge level, alt fire explosions apply a rending debuff ('brittleness') to enemies within range boosting damage against armor types Carapace, Flak, Maniac, Unyielding (including damage of explosions and DoTs). Each stack applies 2.5% rending (up to 40% max at 16 stacks), lasts 5s, and can be refreshed during active duration; can apply stacks through shields.
Stacks additively with other rending debuffs ('brittleness'), and with rending buffs that only boost a character's own damage ('rending').
For example, with Tier 4 Rending Shockwave, 1 stack of the rending debuff is generated for every 12.5% of max charge level while charging the alt fire explosion. With an 80% Charge Rate stat, the explosion is fully charged after ~1.33s (or 80 frames); so every ~0.16s (or 10 frames) 1 rending debuff stack is generated while charging. Overall charge time can be reduced further by Celerity Stimm; charge time is unaffected by attack speed buffs.
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)
Up to +X% Strength scaling with Heat Level.
stat buff: power_level_modifier
Scaling with overheat, grants stacks (up to 5). Per stack, increases the power level (see values below) of ranged attacks and DoTs while the weapon is wielded; stacks additively with other power level buffs, and multiplicatively with damage buffs.
Required
'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
– – R² – –
-X% Movement Speed Reduction for every 5% of magazine spent during continuous fire. Stacks 5 times.
stat buffs:
alternate_fire_movement_speed_reduction_modifier
weapon_action_movespeed_reduction_multiplier While continuously firing shots, for every 5% of max ammo in clip spent, grants stacks (up to 5); stack calculation rounds down so if the clip size is 119, generates stacks for every 11 rounds fired (119×0.1=11.9, rounded down to 11). Per stack, reduces movement speed penalty while being in alt fire mode. Stacks multiplicatively with itself and related buffs from Ogryn's Point-Blank Barrage or Skitarius' Superior Tracking Litanies; stacks multiplicatively with movement speed buffs.
Braced Autoguns
Twin-Linked Stubbers
10% | 15% | 20% | 25% (up to ~76%)
7% | 8% | 9% | 10% (up to ~41%)
You can Hipfire with this weapon while Sprinting. +X% Close Damage while Sprinting. Also reduces weapon spread at all times by X%.
buff keyword: allow_hipfire_during_sprint
stat buffs:
spread_modifier
damage_near
This blessing does three things:
(1) It allows weapons' primary attacks (left-clicks) to be fired while sprinting so that sprint does not get interrupted by the shooting action.
(2) It reduces weapon spread at all times by 30% or by 10% (Double-Barrel Shotgun); stacks additively with other spread reduction buffs.
(3) Only while sprinting, it increases the damage (see values below) of ranged attacks, melee special actions (bashes), and DoTs while the weapon is wielded against targets who are within 30m (see table); stacks additively with other damage buffs, and multiplicatively with power level buffs.
Against enemies within 12.5m, the damage buff increases damage with full effect. Beyond 12.5m, the damage buff falls off convexly[i.imgur.com](dropping off sharply at first, then leveling out) until it loses its effect entirely at 30m:
to Target
Increase
Double-Barrel Shotgun
Dual Autopistols
Dual Stub Pistols
Electrokinetic Staff
Inferno Staff
Kickback
Needle Pistols
Shotpistol & Shield
Stub Revolvers
Voidblast Staff
Voidstrike Staff
6% | 9% | 12% | 15% | -10%
6% | 9% | 12% | 15% | -30%
6% | 9% | 12% | 15% | -30%
6% | 9% | 12% | 15% | -30%
6% | 9% | 12% | 15% | -30%
6% | 9% | 12% | 15% | -30%
6% | 9% | 12% | 15% | -30%
6% | 9% | 12% | 15% | -30%
6% | 9% | 12% | 15% | -30%
6% | 9% | 12% | 15% | -30%
6% | 9% | 12% | 15% | -30%
– – S¹ – –
+X% Critical Chance for each Enemy Hit by your previous attack. Stacks 5 times.
stat buff: ranged_critical_strike_chance Hitting at least two enemies with one shot grants stacks (up to 5); removes all stacks on the next shot (even when shooting air). Per stack, grants additional crit chance to ranged attacks (see values below).
Double-Barrel Shotgun
Exterminator Shotguns
Shotpistol & Shield
6% | 8% | 10% | 12% (up to +60%)
6% | 8% | 10% | 12% (up to +60%)
6% | 8% | 10% | 12% (up to +60%)
Target receives X Stacks of 2.5% Brittleness on direct projectile hit. Debuff lasts for 5 seconds and can have a maximum of 16 stacks.
stat buff: rending_multiplier
Ranged hits apply a rending debuff ('brittleness') to enemies boosting damage against armor types Carapace, Flak, Maniac, Unyielding (including damage of explosions and DoTs). Each stack applies 2.5% rending (up to 40% max at 16 stacks), lasts 5s, and can be refreshed during active duration; can apply stacks through shields.
Stacks additively with other rending debuffs ('brittleness'), and with rending buffs that only boost a character's own damage ('rending').
Note that the grenade explosions of Rumbler and Grenadier Gauntlet (including explosive punch weapon special) count as ranged attacks and therefore apply the rending debuff to all targets within explosion radius.
Rending and Armor Damage Modifiers
Every enemy has a specific base armor type and specific armor hit zones on their body. Every attack has specific armor damage modifiers that define how much damage an attack deals against the respective base armor types or the armor hit zones. The values of armor damage modifiers range between no_damage (which does not always mean 0 damage is dealt), below 1 (which means reduced damage), 1 (which means unchanged damage), and above 1 (which means increased damage). A rending_multiplier provided by 'rending' (buffing a character's own damage) or by 'brittleness' (debuffing a target for all attackers) increases an attack's armor damage modifier against armor types Carapace, Flak, Maniac and Unyielding.
For example, let's assume an attack deals 380 base damage and has an armor damage modifier of 0.75 against Flak. This attack would deal 380×0.75=285 damage against a Flak-armored hit zone. If the attack is buffed by a talent that grants 10% 'rending' (i.e. a rending_multiplier of 0.1), then the attack's armor damage modifier against Flak is now increased to 0.75+0.1=0.85 and it therefore deals 380×0.85=323 damage against the Flak-armored hit zone. If the target is also debuffed by 40% 'brittleness', another rending_multiplier of 0.4 is added which, in total, increases the attack's armor damage modifier against Flak to 0.75+0.1+0.4=1.25. The rending surplus of 1.25-1=0.25 is converted into a generic damage buff at a quarter of its value. So the attack now deals 380+380×(0.25×0.25)=403.75 damage total to the Flak-armored hit zone.
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)
Grenadier Gauntlet
Plasma Guns
Rumbler
1 | 2 | 3| 4
1 | 2 | 3| 4
1 | 2 | 3| 4
X% chance Elite and Special enemies Explode on kill.
Grants a fixed chance (see values below) to create an explosion when an elite or special enemy who is currently burning dies (1) to direct hits from Flamer, Inferno Staff, and Phosphor Blast Pistol, or (2) to other attacks whose damage_type is burning (e.g. DoTs like Burn, Soulblaze, and Phosphor). Note that the player who wants to proc this blessing is required to be the owner of the burning effect on the target. The explosion spawns on the center mass hit zone of the killed enemy, has a radius of 3m (Flamer) or 4m (Inferno Staff, Phosphor Blast Pistol), below average armor damage modifiers, deals decent stagger and 400 base damage (Flamer) or 240 base damage (Inferno Staff, Phosphor Blast Pistol) which decreases from center to max range. Explosion damage can be increased by 'rending' / 'brittleness', by damage buffs (talents, blessings, weapon perks, debuffs) and power level buffs (e.g. Combat Stimm, Blaze Away).
Inferno Staff
Phosphor Blast Pistol
14% | 16% | 18% | 20%
14% | 16% | 18% | 20%
+X Bleed Stacks from close range explosions.
Applies stacks of Bleed (see values below) to enemies who are within the epicenter of the Rumbler grenade explosion. Can apply Bleed through shields, can apply up to 16 max Bleed stacks on a target.
The base epicenter radius of Rumbler grenades can be increased by Ogryn's Big Boom talent and by the Blast Zone (BZ) weapon blessing. For example, the explosion epicenter radius of a Rumbler grenade with an 80% Blast Radius stat:
w/ Tier 4 BZ (5 stacks)
Radius
For details on Bleed, see 'Damage over Time Effects' section.
– – S² – –
+X% Reload Speed for X seconds after Close Kill. Stacks 5 times.
stat buff: reload_speed
When killing enemies who are within 12.5m with ranged attacks, grants stacks (up to 5); stacks last for a duration (see values below) and can be refreshed during active duration. Per stack, increases reload animation speed (see values below); stacks additively with reload speed buffs from talents, weapon perks, and Celerity Stimm.
For Needle Pistols, note that this blessing also procs when the DoT kills the target.Braced Autoguns
Double-Barrel Shotgun
Dual Autopistols
Dual Stub Pistols
Infantry Autoguns
Laspistols
Needle Pistols
Recon Lasguns
Shotpistol & Shield
Stub Revolvers
7% | 8% | 9% | 10% (up to +50%) | 2.5s
7% | 8% | 9% | 10% (up to +50%) | 3s
7% | 8% | 9% | 10% (up to +50%) | 2s
7% | 8% | 9% | 10% (up to +50%) | 2s
7% | 8% | 9% | 10% (up to +50%) | 2.5s
7% | 8% | 9% | 10% (up to +50%) | 3s
7% | 8% | 9% | 10% (up to +50%) | 3s
7% | 8% | 9% | 10% (up to +50%) | 3s
7% | 8% | 9% | 10% (up to +50%) | 4s
7% | 8% | 9% | 10% (up to +50%) | 4s
Gain Ranged Attack Immunity while sprinting with over X% Stamina.
buff keyword: count_as_dodge_vs_ranged
While sprinting and having stamina above a specific threshold (see values below), puts the character into is_dodging state against enemy ranged attacks. As long as the conditions are met, ranged hit scan attacks are automatically dodged and if proccing this dodge effect is timed accordingly, it is able to also trigger talents that proc on_successful_dodge (not against Gunners, Reaper, Sniper) like Arbitrator's Arbites Revelatum, Hive Scum's Float Like a Butterfly, Quick and Deadly, and Regained Posture, Skitarius' Evasive Servo Recovery and Precision Combat Augurs, Veteran's Duck and Dive and Reciprocity, or Zealot's Dance of Death, Duellist, Good Balance, Inebriate's Poise, and Second Wind.
Note that unlike sprint dodging[i.imgur.com]this blessing has no angle requirement, the conditional is_dodging state allows to dodge all enemy hit scan attacks regardless from which direction they are fired at the player.Infantry Autoguns
Needle Pistols
Recon Lasguns
80% | 70% | 60% | 50%
80% | 70% | 60% | 50%
80% | 70% | 60% | 50%
+10% Critical Chance for every X second while aiming. Stacks 10 times. Discharges all stacks upon firing.
stat buff: critical_strike_chance While in alt fire mode, generates stacks in specific intervals (see values below); holds stacks until the next shot; removes all stacks when leaving alt fire mode. Per stack, grants 10% additional crit chance to ranged attacks (up to +100%).
Bolt Pistols
Heavy Stubbers
Helbore Lasguns
Kickback
Phosphor Blast Pistol
Stub Revolvers
Vigilant Autoguns
0.45s | 0.4s | 0.35s | 0.3s
0.35s | 0.3s | 0.25s | 0.2s
0.45s | 0.4s | 0.35s | 0.3s
0.35s | 0.3s | 0.25s | 0.2s
0.45s | 0.4s | 0.35s | 0.325s
0.45s | 0.4s | 0.35s | 0.3s
0.35s | 0.3s | 0.25s | 0.2s
2 Shots on (Primary) Critical Hit. +X% Ranged Crit Chance.
buff keyword: critical_strike_second_projectile
stat buff: ranged_critical_strike_chance
Whenever a projectile attack crits, spawns one additional projectile. For Electrokinetic Staff and Voidblast Staff, additional projectiles can only spawn on primary attacks (left-clicks).
Also grants additional crit chance (see values below) to ranged attacks.Voidblast Staff
Voidstrike Staff
2% | 3% | 4% | 5%
2% | 3% | 4% | 5%
+X% Damage on Second, Third and Fourth shots in a Salvo.
stat buff: ranged_damage
When entering shooting state, increases the damage (see values below) of the second, third and fourth shot fired; stacks additively with other damage buffs, and multiplicatively with power level buffs. The first shot and subsequent shots after the fourth do not receive the buff. The blessing is active again only after leaving the active shooting state (i.e. when weapon sway and spread have reset fully after firing).
For Electrokinetic Staff and Voidblast Staff, this blessing benefits only primary attacks (left-clicks). For Voidstrike Staff, it benefits both primary and secondary attacks.Dual Autopistols
Dual Stub Pistols
Electrokinetic Staff
Exterminator Shotguns
Helbore Lasguns
Infantry Autoguns
Recon Lasguns
Stub Revolvers
Voidblast Staff
Voidstrike Staff
14% | 16% | 18% | 20%
14% | 16% | 18% | 20%
14% | 16% | 18% | 20%
14% | 16% | 18% | 20%
14% | 16% | 18% | 20%
14% | 16% | 18% | 20%
14% | 16% | 18% | 20%
14% | 16% | 18% | 20%
14% | 16% | 18% | 20%
14% | 16% | 18% | 20%
– – T – –
Suppress Enemies within Xm Radius on Close Range Kill.
function: Suppression.apply_area_minion_suppression
When killing enemies who are within 12.5m with ranged attacks, applies an amount of suppression (see values below) to all suppressible enemies around the player in a 12m radius. The amount of suppression dealt can be increased by related buffs from Arbitrator's Nuncio-Aquila, Terminus Warrant, Ogryn's aura Coward Culling, or Veteran's Competitive Urge, Keep Their Heads Down!, or weapon blessing Powderburn.
Suppression
Supppression is a mechanic designed against ranged enemies who are not engaged in melee combat. Successfully suppressed enemies stop shooting and, if they are supposed to, seek cover or, alternatively, cower down on the spot. Each enemy has a specific suppression threshold that has to be surpassed to get suppressed and a specific maximum amount of suppression that can be applied to them; both the threshold and the max amount change with enemy combat ranges: melee range, close range, far range. When an enemy is suppressed, the suppression amount decays over time (the decay speed also changes with combat range). All ranged attacks (also explosions and abilities like Zealot's Chorus of Spiritual Fortitude) deal a specific amount of suppression: firing towards suppressible enemies accumulates suppression per shot (within roughly 3m), and killing an enemy deals suppression in a specific area around the killed target.
For example, the Stub Revolver Mk IIa deals 2.5 suppression per shot and 12 suppression in a 4m radius around a killed target. Let's assume the player is surrounded by Dreg Stalkers who are at 11m distance to the player and engaged in ranged combat. While in this combat range, Dreg Stalkers have a suppression threshold of 20 and a suppression max amount of 35. Without the blessing, killing one Dreg Stalker adds suppression to others who are in a 4m radius around the killed target. The suppression amount of 2.5+12=14.5 is not enough to suppress them, they keep firing. With the blessing (Tier 4), 30 suppression is added when killing a Dreg Stalker. So Dreg Stalkers who are within 4m of the killed target now take 2.5+12+30=44.5 suppression total which surpasses their threshold of 20 and caps out their maximum of 35. They get suppressed and cower down. Furthermore, the blessing applies 30 suppression to all Dreg Stalkers who are within 12m around the player which is enough to suppress these, too. The duration of how long the Dreg Stalkers will be suppressed then depends on the surplus above the threshold. Those Dreg Stalkers close to the killed target (35 suppression total) will recover after roughly 2.5s to 3s and those suppressed only by the blessing (30 suppression total) will recover slightly faster (note that there is a randomness factor in the decay calculation to make it feel more natural by avoiding that all units recover at the same time).
Breeds that can be suppressed: Armored Groaner, Groaner, Dreg Gunner, Dreg Stalker, Radio Operator, Reaper, Scab Gunner, Scab Shooter, Scab Stalker
Inferno Staff:Note that this blessing only procs when killing enemies with direct fire hits for Inferno Staff, enemies dying to Soulblaze ticks do not proc it.
Boltguns
Braced Autoguns
Combat Shotguns
Double-Barrel Shotgun
Dual Autopistols
Dual Stub Pistols
Electrokinetic Staff
Twin-Linked Stubbers
Infantry Autoguns
Inferno Staff
Kickback
Ripper Guns
Stub Revolvers
Voidblast Staff
Voidstrike Staff
15 | 20 | 25 | 30
15 | 20 | 25 | 30
15 | 20 | 25 | 30
15 | 20 | 25 | 30
15 | 20 | 25 | 30
15 | 20 | 25 | 30
15 | 20 | 25 | 30
15 | 20 | 25 | 30
15 | 20 | 25 | 30
15 | 20 | 25 | 30
15 | 20 | 25 | 30
15 | 20 | 25 | 30
15 | 20 | 25 | 30
15 | 20 | 25 | 30
15 | 20 | 25 | 30
Quell X% of your Peril on Weak Spot Hit.
function: WarpCharge.decrease_immediate
Weakspot hits remove a fixed percentage of peril (see values below) from the current peril amount; can proc multiple times per shot when cleaving enemy weakspots. Cannot proc on secondary attacks of Electrokinetic Staff (chain lightning) and Voidblast Staff (explosion) because neither attack targets weakspots. Procs additionally to Psyker's Battle Meditation and Purloin Providence.
Melee special actions of all staves can also proc this blessing.Voidblast Staff
Voidstrike Staff
7% | 8% | 9% | 10%
6.5% | 7% | 7.5% | 8%
+X% Strength on Chained Weak Spot Hit (Any Target). Stacks 5 times.
stat buff: ranged_power_level_modifier
Hitting weakspots with ranged attacks generates stacks (up to 5); stacks last 3.5s and can be refreshed during active duration; keeps all stacks when hitting non-weakspot hit zones and when shooting air. Per stack, increases the power level of ranged attacks (see values below); stacks additively with related 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).Stub Revolvers
4.5% | 5% | 5.5% | 6% (up to +30%)
– – V – –
+X%Charge Speed on low Overheat. Stacks up to 5 times.
stat buff: charge_up_time
The blessing grants 5 stacks at 0% overheat. When generating overheat, drops stacks at specific thresholds. Per stack, reduces the charge up time of both primary and secondary attacks (see values below).
Generated
For example, a Plasma Gun (with an 80% Charge Rate stat) and Tier 4 Volatile at 5 stacks:
w/o Blessing
w/ Blessing (5 stacks)
18 frames
15 frames
(fully charged)
72 frames
58 frames
Overall charge time can be further reduced by Celerity Stimm. Charge time is unaffected by attack speed buffs.
– – W – –
-X% Charge Time on Chained Secondary Attack. Stacks 3 times.
stat buff: charge_up_time Using charged attacks in alt fire mode grants stacks (up to 3); stacks last 5s. Per stack, reduces charge up time (see values below). Can be further reduced with Celerity Stimm; charge time is unaffected by attack speed buffs.
Inferno Staff
Voidblast Staff
Voidstrike Staff
5.5% | 6.5% | 7.5% | 8.5% (up to 25.5%)
5.5% | 6.5% | 7.5% | 8.5% (up to 25.5%)
5.5% | 6.5% | 7.5% | 8.5% (up to 25.5%)
Gain between X% and X% Critical Chance based on current level of peril.
stat buff: critical_strike_chance Every 20% of current peril grants 1 stack (up to 4); stack calculation rounds down so the first stack is granted when above 20% peril, the second when above 40% peril, etc; max stacks when above 80% peril. Per stack, grants additional crit chance to ranged attacks and melee special actions (see values below).
Inferno Staff
Voidblast Staff
Voidstrike Staff
3.5% | 4% | 4.5% | 5% (up to +20%)
3.5% | 4% | 4.5% | 5% (up to +20%)
3.5% | 4% | 4.5% | 5% (up to +20%)
Chaining Charged Attacks reduces their Charge Time by -X%. Stacks 5 times.
stat buff: charge_up_time
While chaining charged attacks (alt fire), grants stacks (up to 5). Per stack, reduces charge up time (see values below). Can be further reduced with Celerity Stimm; charge time is unaffected by attack speed buffs.
Chaining charged attacks refers to continuously executing shooting actions in alt fire mode before the attack's chain timer runs out, drops all stacks otherwise. Leaving alt fire mode removes all stacks as well.This guide was created by its original author on the Steam Community. Are you the author and want it removed? Request removal.