Warhammer 40,000: Darktide

Warhammer 40,000: Darktide

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[1.8.x] Arbitrator Talents & Mechanics
By kuli
This guide explains all of Arbitrator's talents and related mechanics. Talents of the other classes are detailed elsewhere:

For details on weapon blessings and their mechanics:

For curio stats and their mechanics, and more:
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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.

Basic
Health (alive)
health
200
Health (downed)
knocked_down_health
1000
Crit chance
base_critical_strike_chance
7.5%

Toughness
Toughness
max
100
Toughness on Melee Kill
replenish_types.melee_kill
5% of max toughness

Coherency Toughness
Coherency toughness regeneration is active only when there are no enemies occupying slots around the player unit (Darktide's slot system is similar to Vermintide 2's slot system). Coherency toughness regeneration is disabled while the player is downed or while the player is affected by specific debuffs like toxic gas or ground fire; while carrying luggable mission objects (e.g. batteries, containers) the regeneration is extremely slowed and reduced.

The coherency regen delay (i.e. the time until coherency regeneration kicks in after its conditions have been met) is currently bugged: If the last enemy occupying a slot is in melee combat, it varies depending on the length of the death animation of this enemy and hence, only in this case, is unaffected by the toughness_regen_delay_multiplier provided by Toughness Regeneration Speed curios.

Coherency Radius
PlayerCharacterConstants.coherency.radius
8m
Base Coherency Toughness Regen Delay
regeneration_delay
regeneration_delay_modifier
1.5s
Base Coherency Toughness Regen
regeneration_speed
toughness_coherency_regen_rate_modifier
regeneration_speed_modifier
(allies: 0) 0 toughness per second
(allies: 1) 3.75 toughness per second
(allies: 2) 5.625 toughness per second
(allies: 3) 7.5 toughness per second
Coherency Toughness Regen Grace
Time after Leaving

stickiness_time
2s

Stamina
Stamina
base_stamina
3
Stamina Regen Delay
regeneration_delay
0.5s
Stamina Regen Speed
regeneration_per_second
1 stamina per second

Dodge
Minimum Direction Input Requirement
minimum_dodge_input
0.25m
Minimum travel distance needed before a dodge can be performed
Dodge Distance
base_distance
2m
How far the dodge can move the character
Dodge Cooldown
dodge_cooldown
0.15s
Time until next dodge can be performed
Dodge Cooldown after Jump
dodge_jump_override_timer
0.3s
Time until next dodge can be performed if interrupted by a jump
Dodge Count Reset Time
consecutive_dodges_reset
0.85s
Time to reset the effective dodge count
Melee Dodge Linger Time
dodge_linger_time
0.2s
Grace window after finishing a dodge in which the character is still considered as is_dodging against a melee attack
Dodge Stop Threshold
stop_threshold
25%
Maximum dodge time after dodging into an obstacle
Toughness Damage Taken Modifier (Dodging)
state_damage_modifiers.dodging
0.5
Modifies toughness damage taken while dodging; below 1 means taking less damage, above 1 means taking more damage BUT due to the complexity of the calculation, neither does 0 translate into taking no damage at all nor does 2 translate into taking double damage. For an in-depth explanation, refer to this write-up (still up to date despite some values having changed).

Movement
Base Movement Speed
move_speed
4m/s
Movement Speed when Jumping
jump_speed
4m/s
Climbing Speed
climb_speed
1.75m/s
Crouching Speed
crouch_move_speed
1.4m/s
Sprinting Speed
sprint_move_speed
5.2m/s
Sprint Multiplier when out of Stamina
no_stamina_sprint_speed_multiplier
0.5
This reduces only the bonus to movement speed when sprinting with stamina.
Toughness Damage Taken Modifier (Sprinting)
state_damage_modifiers.sprinting
1
Modifies toughness damage taken while sprinting; below 1 means taking less damage, above 1 means taking more damage BUT due to the complexity of the calculation, neither does 0 translate into taking no damage at all nor does 2 translate into taking double damage. For an in-depth explanation, refer to this write-up (still up to date despite some values having changed).
Speed Requirement to Slide
slide_move_speed_threshold
4.2m/s
Minimum movement speed required to perform a slide
Toughness Damage Taken Modifier (Sliding)
state_damage_modifiers.sliding
0.5
Modifies toughness damage taken while sliding; below 1 means taking less damage, above 1 means taking more damage BUT due to the complexity of the calculation, neither does 0 translate into taking no damage at all nor does 2 translate into taking double damage. For an in-depth explanation, refer to this write-up (still up to date despite some values having changed).
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).

Attack Behavior
The Cyber-Mastiff initiates attacks against enemies in two main ways:

(1) By default, it automatically tries to attack the closest attacking enemy within 6m to the player. Alternatively, it can select 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 inside the player's FOV. 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.

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 cooldown of 1.5s.

Damage
Regardless of how the attack was initiated, the Cyber-Mastiff deals the same damage and stagger. Its damage scales with character level: The damage is increased every 5 character levels reaching 'full damage' at level 30:

Character Level
1 to 4
5 to 9
10 to 14
15 to 19
20 to 24
25 to 29
30
Damage Increase
0%
16.66%
33.33%
50%
66.66%
83.33%
100%

Cyber-Mastiff cannot crit and considers the base armor type of the target for calculating damage with the following armor damage modifiers (ADM):

Armor Type
ADM
Unarmoured
1
Flak
0.8
Unyielding
1
Maniac
1
Carapace
0.6
Infested
1

Stagger
Cyber-Mastiff deals stagger to enemies in three main ways: (1) While moving around, it staggers smaller enemies within 0.5m. (2) While leaping, it staggers enemies within 1m; this has enough stagger strength to stagger all enemies except for Mutants, monstrosities, and Captains/Twins. (3) On direct impact with leap attack (see details in the table below).

Damage & Stagger: Overview
The following table gives an overview of the damage and stagger dealt by Cyber-Mastiff's leap attack against relevant target groups, based on a level 30 Arbitrator:

Target Group
Base Damage      
Stagger            
Behavior Remarks
Human-Sized
200
disables
('pounced')
• jumps on target dealing damage every 1.33s
• on pounce, creates a non-damaging explosion with a 2m radius around the pounced target which deals stagger
Ogryns
400
forces light stagger
(for 2.5s)
• jumps at target dealing one instance of damage and stagger
Poxburster
0
forces heavy stagger
(for 2.5s)
• jumps at target dealing one instance of stagger
• attacks Poxburster only on command; note that it can stagger Poxburster unexpectedly while leaping when attacking a different target
Mutants
Pox Hounds
400
forces heavy stagger
(for 2.5s)
• jumps at target dealing one instance of damage and stagger
• when player is grabbed by a Mutant, attacks automatically
• when player is disabled by a Pox Hound, attacks automatically
Beast of Nurgle
Chaos Spawn
Plague Ogryn
600
cannot stagger
• jumps on target and stays on target for 1.55s dealing one instance of damage before jumping off
• when player is consumed by a Beast of Nurgle, attacks automatically
• when player is grabbed by a Chaos Spawn, attacks automatically
Daemonhost  
200
cannot stagger
• jumps at target dealing one instance of damage
• when player is grabbed by a Daemonhost, attacks automatically
Captains
Twins
0
(active shield)
200
(inactive shield)
cannot stagger
• active shield: jumps at target and bounces off
• 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 Skullcrusher (while staggered), and by damage taken debuffs from Ogryn's Hard Knocks, Soften Them Up, Valuable Destruction, Pickaxes (weapon special), from Psyker's Enfeeble, and from Veteran's Focus Target.
Talent Nodes (Part I)
Ammo Belt
Icon            
Mechanics
+25% Ammo Capacity.

stat buff: ammo_reserve_capacity

Increases Arbitrator's maximum ammo in reserve by 25%, rounds down.


Arbites Revelatum
Icon            
Mechanics
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.


Arbitrator Armour
Icon            
Mechanics
+25 Toughness.

stat buff: toughness

Adds 25 toughness to Arbitrator's base maximum toughness of 100 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 125 max toughness (Arbitrator's base 100 and 25 from this talent) with one +17% toughness curio with a +4% toughness perk, Arbitrator's max toughness of 125 is increased by 125x(0.17+0.04)=26.25 to 151.25 toughness (HUD rounds up: 152).

A character's maximum toughness is the base value that is used in toughness replenished calculations of most talents and blessings.


Canine Morale
Icon            
Mechanics
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


Killing human-sized enemies who are disabled ('pounced') by Cyber-Mastiff does two things for Arbitrator and allies who are in coherency with Arbitrator:

(1) Reduces toughness damage taken by 20% 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.


Concussive
Icon            
Mechanics
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).


Cower, Miscreants!
Icon            
Mechanics
+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


Drive them Back
Icon            
Mechanics
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 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.


Final Warning
Icon            
Mechanics
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)
Force of Will
Icon            
Mechanics
Replenish 10% 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 10% 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.


Hammer of Judgement
Icon            
Mechanics
+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%; stacks additively with related buffs from Execution Order, Inspiring Recitation, Lone Wolf, Obstinate, Retaliatory Force, and Celerity Stimm.


Hold the Line
Icon            
Mechanics
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:

Stacks
Breeds
 5
Bulwark, Crusher, Reaper, Beast of Nurgle, Chaos Spawn, Daemonhosts, Plague Ogryn
 1
all others

Per stack, reduces 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.


Imposing Force
Icon            
Mechanics
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.


Judicious Efficiency
Icon            
Mechanics
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 Dispense Justice, 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.


Justified Measures
Icon            
Mechanics
+3% 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 3% (up to +15%); Cyber-Mastiff is unaffected. Stacks additively with other damage buffs, and multiplicatively with power level buffs.


Man and Cyber-Mastiff
Icon            
Mechanics
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.
Talent Nodes (Part III)
March
Icon            
Mechanics
+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.


Monstrosity Hunter
Icon            
Mechanics
+20% Damage to Ogryns and Monstrosities.

stat buff: damage_vs_ogryn_and_monsters

Increases any damage against enemies with the ogryn tag (Bulwark, Crusher, Reaper) and against enemies with the monster tag (Beast of Nurgle, Chaos Spawn, Daemonhosts, 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.


No Escape
Icon            
Mechanics
+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.


Plasteel Plates
Icon            
Mechanics
+25 Toughness.

stat buff: toughness

Adds 25 toughness to Arbitrator's base maximum toughness of 100 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 125 max toughness (Arbitrator's base 100 and 25 from this talent) with one +16% toughness curio with a +5% toughness perk, Arbitrator's max toughness of 125 is increased by 125x(0.16+0.05)=26.25 to 151.25 toughness (HUD rounds up: 152).

A character's maximum toughness is the base value that is used in toughness replenished calculations of most talents and blessings.


Priority Endowment
Icon            
Mechanics
+15% Clip Size, rounded up.

stat buff: clip_size_modifier

Increases Arbitrator's maximum ammo in clip by 15%, rounds up. For example, Arbitrator with a weapon that has a max clip size of 2 bullets will now have a clip size of 2x1.15=2.3 bullets which is rounded up to 3.


Prosecution Blow
Icon            
Mechanics
+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').
Talent Nodes (Part IV)
Rapid Movement
Icon            
Mechanics
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.


Razor-Jaw Augment
Icon            
Mechanics
Enemies knocked away by your Cyber Mastiff's Pounce have 8 Stack(s) of Bleed applied to them.

When Cyber-Mastiff pounces 'human-sized' enemies (see 'Cyber-Mastiff' section), it creates a non-damaging explosion with a 2m radius. This explosion applies 8 stacks of bleed to all enemies within radius; up to 16 max bleed stacks on a target. Can apply bleed through Bulwark shield and Captains/Twins void shield.

Bleed: same as other sources of bleed; lasts 1.5s; ticks every 0.5s; refreshes duration on stack application; above average armor damage modifiers across the board, low armor damage modifier against Carapace.


Rebreather
Icon            
Mechanics
+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%, including Poxburster explosion, toxic gas, Poxwalker melee attacks, Pox Hound pounce, Beast of Nurgle vomit/slime/consumed, Daemonhost, grimoires, 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; 1-0.8x0.25=0.8). Stacks multiplicatively with Corruption Resistance, Bomber Resistance from curios, and other damage reduction buffs.


Retaliatory Force
Icon            
Mechanics
Gain 15% Reduced Block Cost. On Perfect Block gain +15% Damage and +10% 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 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 10%; 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.


Serrated Maw
Icon            
Mechanics
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').


Shield Plates
Icon            
Mechanics
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.


Soulguilt Scan
Icon            
Mechanics
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)
Street Smarts
Icon            
Mechanics
Gain +1 Effective Dodges and +25% Dodge Duration.

stat buffs:
extra_consecutive_dodges
dodge_linger_time_modifier


Increases Arbitrator's base dodge linger time 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 a melee attack after a dodge has technically ended. This makes the dodge window more forgiving in regard to player input timing.

Also 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.


Strike Down
Icon            
Mechanics
+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').


Suppression Force
Icon            
Mechanics
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).


Suppression Protocols
Icon            
Mechanics
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).


Target Neutralised
Icon            
Mechanics
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.


Target Priority
Icon            
Mechanics
15% Damage to Enemies above 75% Health.

stat buff: damage_vs_healthy

Against enemies whose health is above 75%, increases any damage by 15%; Cyber-Mastiff is unaffected. Stacks additively with other damage buffs, and multiplicatively with power level buffs.


Target Selection
Icon            
Mechanics
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 elite and special enemies 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.


Target the Weak
Icon            
Mechanics
Enemies staggered by your Melee Attacks take +15% more Melee Damage for 5s.

stat buff: melee_damage_taken_modifier

Hits with melee attacks and pushes 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 multiplicatively with the damage taken debuff from Nuncio-Aquila, with damage buffs and with power level buffs.
Talent Nodes (Part VI)
The Emperor's Fist
Icon            
Mechanics
+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 stagger strength by 30%; stacks additively with other stagger buffs, and multiplicatively with power level buffs.


True Grit
Icon            
Mechanics
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). 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 until the 50 damage limit.


Up Close
Icon            
Mechanics
Replenish 5% Toughness on Close Kill.

function: recover_percentage_toughness

Killing an enemy who is within 12.5m to Arbitrator 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.


Voltaic Mandibles Augment
Icon            
Mechanics
Your Cyber-Mastiff Electrocutes enemies it attacks for 5s.

Cyber-Mastiff's attacks also apply a staggering electrocution effect to the target.

Electrocution: stacks once; 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.

Electrocution damage is increased by 'rending' / 'brittleness', by perks of currently wielded weapons, by Combat Stimm, and by the following buffs from:
Talents
Arbites Revelatum, Arbites Vigilant, Break the Line, Breaking Dissent (while staggered), Cower, Miscreants! (while suppressed), Execution Order, Justified Measures, Keeping Protocol (against monsters), Monstrosity Hunter (against ogryns and monsters), No Escape, Not Far Behind, Retaliatory Force, Riot Protocols (against horde), Target Priority (while above 75% health), Target Selection (against elites and specials), Weight of the Lex, Writ of Execution
Blessings
(melee)
if procced with weapon before or during electrocution's active duration: Execution (while staggered), High Voltage (while electrocuted), Skullcrusher (while staggered)
Blessings
(ranged)
if procced with weapon before or during electrocution's active duration: Blaze Away, Ceaseless Barrage (while suppressed), Deathspitter, Dumdum, Execution (while staggered), Fire Frenzy, Full Bore, High Voltage (while electrocuted), No Respite (while staggered), Pinning Fire, Pinpointing Target, Powderburn (while suppressed), Run 'n' Gun (while sprinting)


Walk It Off
Icon            
Mechanics
Spending 1 Stamina replenishes 15% Toughness over 3s.

function: recover_percentage_toughness

After spending at least 1 stamina by sprinting, pushing, blocking, or dodge-canceling revved up attacks (1 spent stamina is equal to one fully depleted segment of the stamina bar) replenishes 5% 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.


Weight of the Lex
Icon            
Mechanics
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 shield and Captains/Twins void shield.


Withering Fire
Icon            
Mechanics
+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.


Zealous Dedication
Icon            
Mechanics
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.

This talent also procs on kills by Cyber-Mastiff.
Small Nodes
Icon        
Mechanics
Toughness Damage Reduction
+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
Ranged Damage Boost
+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
Melee Damage Boost
+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
Impact Boost
+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
Cleave Boost
+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)
Remote Detonation
Icon            
Mechanics
Cause an Explosion at your Cyber-Mastiff's Location. Staggering and Electrocuting nearby Enemies. 3 Charges. 60s 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 (down to 0 at max radius); above average armor damage modifiers across the board, very low armor damage modifier against Carapace

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; above average armor damage modifiers across the board; 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

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:
Talents
Arbites Revelatum, Arbites Vigilant, Break the Line, Breaking Dissent (while staggered), Cower, Miscreants! (while suppressed), Execution Order, Justified Measures, Keeping Protocol (against monsters), Monstrosity Hunter (against ogryns and monsters), No Escape, Not Far Behind, Retaliatory Force, Riot Protocols (against horde), Target Priority (while above 75% health), Target Selection (against elites and specials), Weight of the Lex, Writ of Execution
Blessings
(melee)
Execution (while staggered), High Voltage (while electrocuted), Skullcrusher (while staggered)
Blessings
(ranged)
Blaze Away, Ceaseless Barrage (while suppressed), Deathspitter, Dumdum, Execution (while staggered), Fire Frenzy, Full Bore, High Voltage (while electrocuted), No Respite (while staggered), Pinning Fire, Pinpointing Target, Powderburn (while suppressed), Puncture, Run 'n' Gun (while sprinting)

Charges:
• Amount: 3
• Ammo: replenishes 1 charge every 60s; Arbitrator cannot pick up grenade ammo
Blitz Nodes (Part II)
Voltaic Shock Mine
Icon            
Mechanics
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 a staggering electrocution effect 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; stacks once; 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 shields; can be refreshed during active duration
• 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
Blitz Nodes (Part III)
Arbites Grenade
Icon            
Mechanics
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 (down to 0 at max radius); above average armor damage modifiers across the board, very low armor damage modifier against Carapace; explosion damage is increased by 'rending' / 'brittleness', by Skullcrusher blessing (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, Retaliatory Force, Riot Protocols (against horde), Target Priority (while above 75% health), Target Selection (against elites and specials), Weight of the Lex, Writ of Execution
• 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
Part of the Squad
Icon            
Mechanics
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 while in coherency can be increased by Toughness Regeneration Speed (TRS) from curios and Veteran's small talent node Inspiring Presence. Note that the proc conditions for coherency toughness regeneration (see 'Base Stats' section) still apply.

Allies
in
Coherency
Coherency Regen
per second
Total Toughness
Regenerated
after 5s
Coherency Regen
per second
w/ 3x30% TRS
Total Toughness
Regenerated
after 5s
w/ 3x30% TRS
 0
0
0
0
0
 1
 
3.75
 
18.75
(HUD rounds: 19)
7.125
 
35.625
(HUD rounds: 36)
 2
 
5.625
 
28.125
(HUD rounds: 29)
10.6875
 
53.4375
(HUD rounds: 54)
 3
 
7.5
 
37.5
(HUD rounds: 38)
14.25
 
71.25
(HUD rounds: 72)
 4
 
9.375
 
46.875
(HUD rounds: 47)
17.8125
 
89.0625
(HUD rounds: 90)
 5
 
11.25
 
56.25
(HUD rounds: 57)
21.375
 
106.875
(HUD rounds: 107)
 6
 
13.125
 
65.625
(HUD rounds: 66)
24.9375
 
124.6875
(HUD rounds: 125)
 7
 
15
 
75
 
28.5
 
142.5
(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, reduces toughness damage taken by 7.5% 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.


Ruthless Efficiency
Icon            
Mechanics
You and Allies in Coherency gain additional +7.5% Reload Speed.

stat buff: reload_speed

Increases reload animation speed by 7.5% 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 Dispense Justice, Judicious Efficiency, and Celerity Stimm. Does not stack with the same aura of another Arbitrator.


Breaking Dissent
Icon            
Mechanics
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)
Icon            
Mechanics
Castigator's Stance
Enter the Castigator's Stance for 10s, during which you have +15% Movement Speed, +80% Reduced Damage Taken, 100% Reduced Movement Speed Penalty from Actions, but you cannot Sprint. On activation you replenish all Toughness.

Base Cooldown: 45s.

buff keyword:
no_sprint

stat buffs:
movement_speed
damage_taken_multiplier
alternate_fire_movement_speed_reduction_modifier
weapon_action_movespeed_reduction_multiplier


function: reduce_ability_cooldown_percentage


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 toughness and health damage taken by 80%; stacks multiplicatively with other damage reduction buffs
• Removes any movement speed penalty during weapon actions, e.g. slowdowns during weapon attacks, while in alt fire mode, or while shooting, etc.
• Disables sprinting for Arbitrator; sliding is still possible after dodge (dodge into slide)
Writ of Execution
During Castigator's Stance, each Elite or Specialist Kill grants +5% Damage. Lasting 10s. 10 Max Stacks.

stat buff: damage

During Castigator's Stance, killing elite or special enemies grants stacks (up to 10); stacks last for 10s and can be refreshed during active duration. Per stack, increases any damage by 5%; Cyber-Mastiff is unaffected. Stacks additively with other damage buffs, and multiplicatively with power level buffs.
Blessed Armament
During Castigator's Stance, ranged kills replenish up to 10% of the total Ammo in your Clip from your Reserve, rounded up. 1.5s Cooldown.

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; has an internal cooldown of 1.5s. For example, Arbitrator with a weapon that has a max clip size of 6 bullets can transfer 6x0.1=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 74x0.1=7.4 bullets per proc which is rounded up to 8.
Bloodlust
During Castigator's Stance your Cyber-Mastiff has +75% Damage.

stat buff: companion_damage_modifier

During Castigator's Stance, increases Cyber-Mastiff's damage by 75%; stacks additively with related buff from Execution Order, Go Get 'Em!, and Unleashed Brutality.
Combat Ability Nodes (Part II)
Icon            
Mechanics
Nuncio-Aquila
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 as well as are Slowdown Immune, Suppression Immune, have -25% Recoil and are Immune to interruption during Alternate Fire.

Enemies within 7.5m have +15% Damage Taken.

Lasts 20s. 60s Cooldown.

Deploys a drone in front of Arbitrator 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. Base cooldown: 60s.

buff keywords:
slowdown_immune
suppression_immune
ranged_alternate_fire_interrupt_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, 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

Augmented version:
• 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 slowdowns from both melee and ranged attacks; immunity to suppression; alt fire mode of ranged weapons cannot be interrupted as part of hit reactions; 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
Inspiring Recitation
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 when reviving knocked down allies by 30%; stacks additively with Revive Speed (Ally) from curios. Only applies to revive actions, does not apply when rescuing respawned allies, pulling allies up from ledges, or freeing allies from nets.

(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.
Fear of Justice
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. 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)
Icon            
Mechanics
Break the Line
Step forward and Bash, causing high Stagger to enemies in front of you, and gain +25% Damage, +50% Impact, for 6s.

Base Cooldown: 20s.

stat buffs:
damage
impact_modifier


Charge:
• 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_dodging state
• 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 an 210° 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
Commendation from Condemnation
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.
Targeted Brutality
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). Does not interact with Combat Ability Regeneration from curios which only reduces the maximum cooldown of a combat ability.

There is currently a bug: The cooldown effect procs twice per target (impact & shout), and the amount of hits is stored instead of being cleared after combat ability use.
Engage
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.
Kill Order
+50% Damage for your Cyber Mastiff, for 12s after using your Combat Ability.

stat buff: companion_damage_modifier

Upon combat ability use, increases Cyber-Mastiff's damage by 50% for 12s; stacks additively with related buff from Execution Order, Go Get 'Em!, and Unleashed Brutality.
Keystone Nodes (Part I)
Lone Wolf
Icon            
Mechanics
You are no longer accompanied by your Cyber-Mastiff. Gain +15% Toughness Damage Reduction, +10% Attack Speed, +10% Damage, +1 increased Charges on your Blitz Abilities, and you replenish a charge of your Blitz Ability every 60s.

stat buffs:
toughness_damage_taken_modifier
attack_speed
damage
extra_max_amount_of_grenades


Disables Cyber-Mastiff. Additionally, does four 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. Also recharges 1 grenade/shock mine every 60 seconds.


Unleashed Brutality
Icon            
Mechanics
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.

(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: Bombers, Bulwark, Crusher, Flamers, Gunners, Maulers, Mutants, Poxburster, Pox Hounds, Radio Operator, Ragers, Reaper, Shotgunners, Sniper, Trapper


Go Get 'Em!
Icon            
Mechanics
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, Shotgunners, Radio Operator, Reaper, Scab Shooter, Sniper, Stalkers
Keystone Nodes (Part II)
Icon            
Mechanics
Execution Order
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 +15% 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.

Breed Tag
Breeds
elite
Bulwark, Crusher, Gunners, Maulers, Radio Operator, Shotgunners, Ragers, Reaper
special
Bombers, Flamers, Mutants, Pox Hounds, Poxburster, Sniper, Trapper
monster
Beast of Nurgle, Chaos Spawn, Daemonhost, Daemonhost (ritual), Plague Ogryn
captain
cultist_captain
Captains, Twins

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 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.

(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.
Efficient Killer
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.
Malocator
+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 + 8x0.5s 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). Does not interact with Combat Ability Regeneration from curios which only reduces the maximum cooldown of a combat ability.
No Lenience
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').
Keeping Protocol
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 persist through 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 toughness and health damage taken by 1% per stack; 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.
Not Far Behind
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.

There is currently a bug: This talent can be selected alongside Lone Wolf in which case it cannot be procced.
Keystone Nodes (Part III)
Icon            
Mechanics
Terminus Warrant
Ranged Attacks grant stacks of Melee Justice for each Enemy Hit (max 30). Melee Hits remove 1 stack(s). While you have stacks of Melee Justice, gain +15% Melee Damage and +25% Melee Impact.

Melee Hits grant stacks of Ranged Justice (max 30). Ranged Attacks remove 1 stack(s) for each Enemy Hit. While you have stacks of Ranged Justice, gain +15% Ranged Damage, +50% Ranged Cleave and +50% Suppression.

Melee Justice

stat buffs:
melee_damage
melee_impact_modifier


Ranged Justice

stat buffs:
ranged_damage
ranged_max_hit_mass_attack_modifier
suppression_dealt


Hitting enemies with ranged attacks (including grenade/shock mine direct impact hits) grants Melee Justice stacks (up to 30). Hitting enemies with melee attacks (Cyber-Mastiff attacks do not count) grants Ranged Justice stacks (up to 30). These stacks have no duration. Ranged hits remove 1 Melee Justice stack each, melee hits remove 1 Ranged Justice stack each.

While having at least 1 stack of Melee Justice, increases melee damage by 15%; stacks additively with other related damage buffs, and multiplicatively with power level buffs. Also increases the stagger strength of melee attacks by 15%; stacks additively with other stagger buffs, and multiplicatively with power level buffs.

While having at least 1 stack of Ranged Justice, increases ranged damage by 15%; stacks additively with other related damage buffs, and multiplicatively with power level buffs. Also increases the max hit mass limit of ranged attacks by 50%, thereby allowing ranged attacks to cleave more enemies; stacks additively with the small cleave node, and multiplicatively with power level buffs. Lastly, increases the amount of suppression dealt to enemies by 50%, stacks additively with other suppression buffs.
Obstinate
Swapping to your Melee Weapon while you have 15 Melee Justice stacks or more, grants you +15% Melee Attack Speed until you run out of stacks, or swap to your Ranged Weapon.

Swapping to your Ranged Weapon while you have 15 Ranged Justice stacks or more, grants you +15% Fire Rate until you run out of stacks, or swap to your Melee Weapon.

stat buffs:
melee_attack_speed
ranged_attack_speed


While at or above 15 stacks of Melee Justice, switching to the melee weapon increases melee weapon attack animation speed by 15%.

While at or above 15 stacks of Ranged Justice, switching to the ranged weapon increases ranged weapon attack animation speed by 15%.

Stacks additively with related buffs from Execution Order, Hammer of Judgement, Inspiring Recitation, Lone Wolf, Retaliatory Force, Targets Acquired, and Celerity Stimm.

Either attack speed buff is active as long as there are respective stacks to spend and the respective weapon is wielded.
Writ of Judgement
Swapping to your Melee Weapon while at 30 Melee Justice stacks grants you +15% Melee Rending until you run out of stacks, or swap to your Ranged Weapon.

Swapping to your Ranged Weapon while at 30 Ranged Justice stacks grants you +25% Critical Strike Damage and +25% Weakspot Damage until you run out of stacks, or swap to your Melee Weapon.

stat buffs:
melee_rending_multiplier
critical_strike_damage
weakspot_damage


While at 30 stacks of Melee Justice, switching to the melee weapon grants 15% rending to melee 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').

While at 30 stacks of Ranged Justice, switching to the ranged weapon increases the weakspot damage and critical hit damage of both melee and ranged attacks by 25%; stacks additively with other weakspot and finesse damage buffs, and multiplicatively with power level buffs.

Either set of buffs is active as long as there are respective stacks to spend and the respective weapon is wielded.
Dispence Justice
While you have stacks of Ranged Justice, you have +20% Reload Speed.

stat buff: reload_speed

While having at least 1 stack of Ranged Justice, also increases reload animation speed by 20%; stacks additively with reload speed buffs from Judicious Efficiency, Ruthless Efficiency, weapon perks, weapon blessings, and Celerity Stimm.
Terminal Decree
While you have stacks of Melee Justice, you gain additional +100% Melee Toughness Regeneration, and Allies in Coherency Replenish 25% of any Toughness that you Replenish.

stat buff: toughness_melee_replenish

function: recover_flat_toughness


While having at least 1 stack of Melee Justice, does two things:

(1) Doubles Arbitrator's base 5% of maximum toughness gained on melee kill to 10% of maximum toughness gained on melee kill.

(2) Spreads 25% of any toughness amount generated by Arbitrator to allies who are in coherency with Arbitrator. This effect is always active, even if Arbitrator is at 100% toughness, and considers all toughness replenished by talents, weapon blessings, and coherency regeneration. 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 IV)
Icon            
Mechanics
Forceful
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 Voltaic Shock Mine 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 stagger strength of attacks by 5% (up to +50%); stacks additively with other stagger buffs, and multiplicatively with power level buffs.

(2) Reduces 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.
Adamant Will
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; lets Arbitrator move through fire patches without hindrance.

(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.
Will of the Lex
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.
Targets Acquired
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.
Arbites Vigilant
On Combat Ability, Gain +2.5% Strength for each stack. Lasts 10s. 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 10s; 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).
Judicial Force
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.
20 Comments
kuli  [author] 7 hours ago 
It applies the bleed stacks once per leap attack to all enemies within 2m of the pounced target. If you want to do silly things with bleed, put Puncture on Bolt Pistol/Boltgun and use Remote Detonation while the weapon is wielded. The electrocution ticks will even apply bleed stacks, too (this should get fixed soon).
rat wars 8 hours ago 
sorry one more, on Razor-Jaw does it apply the bleed more than once on human enemies? since they attack every 1.33s
kuli  [author] 9 hours ago 
Emperor's Fist is active every swing you take and buffs the hit against the first target hit by the swing (additional targets after the first take the usual damage during the same swing).
rat wars 10 hours ago 
does Emperor's Fist activate on single targets everytime? like if you were to hit one crusher over and over
kuli  [author] 14 hours ago 
DoTs themselves proccing things like that has been patched out a while ago. The damage of the DoT ticks, though, is affected by applicable buffs currently on the player unit (see the table for Voltaic Mandibles Augment, etc).
Voiden Irritus 17 hours ago 
Disregard, got mods working and was able to confirm it myself.

Bleed is it's own damage source, regardless of who applied it. The talents are incapable of proccing each other.
Voiden Irritus 17 hours ago 
Sorry let me phrase that better.

As in, is the bleed from Razor jaw augment considered a form of damage which is capable of proccing electric mandibles (electricity on damage from mastiff) & serrated maw (brittleness on damage from mastiff)?

Or is this some wonky thing where it just applies a status and the damage is considered from the status and not the mastiff itself?
Voiden Irritus 17 hours ago 
Any idea if this also works with serrated maul?

Can I effectively have the dog roaming and applying brittleness & electrocution to enemies near it every time it pounces due to the bleed?
kuli  [author] 21 hours ago 
Terminus Warrant: Yes, if the attack cleaves multiple enemies, multiple stacks can be generated or removed at once.

Forceful: No, only enemies hit directly while charging generate stacks, the shout does not.
BoryukaInvicta 22 hours ago 
Question about Hits&Attacks: In keystone "Terminus Warrant", if a hit(melee/ranged)hits multiple targets, does it cost you multiple stacks and generate multiple opposite stacks equal to target hit? In keystone Forceful, " generates 1 stack per attack, push, explosion, or block, can generate multiple stacks per charge action (Break the Line)." does the final shout(explosion) of Break the Line count? Thanks!