战锤40K:暗潮

战锤40K:暗潮

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[1.9.x] Psyker Talents & Mechanics
由 kuli 制作
This guide explains all of Psyker'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:

For enemy stats and relevant mechanics:
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Base Stats
Psyker 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
150
Health (downed)
knocked_down_health
1000
Crit chance
base_critical_strike_chance
7.5%

Toughness
Toughness
max
75
Toughness on Melee Kill
replenish_types.melee_kill
5% of max toughness

Coherency Toughness
Generally, coherency works like a daisy chain[i.imgur.com]that connects the players; a player does not need to be in coherency with all others at once, just with one that might be in coherency with others. Then, coherency toughness regeneration is active only when there are no enemies occupying slots around the player unit (Darktide's slot system is similar to Vermintide 2's slot system). Coherency toughness regeneration is disabled while the player is downed or while the player is affected by specific debuffs like toxic gas or ground fire; while carrying luggable mission objects (e.g. batteries, containers) the regeneration is extremely slowed and reduced.

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

Coherency Radius
PlayerCharacterConstants.coherency.radius
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
1
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
5m/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).
Glossary
A brief glossary for better understanding the internal names:

internal
player-facing
warp_charge
Peril
soul(s)
Warp Charge
smite
Brain Rupture / Brain Burst
chain_lightning
Smite
warp_fire
Soulblaze
vent(ing)
Quell(ing)

Whenever this guide mentions 'true peril' it is referring to the exact peril amounts the game uses. The PerilGauge[www.nexusmods.com]mod makes those amounts more accessible by getting rid of the interpolation that happens on the player HUD.
Talent Nodes (Part I)
Anticipation
Icon            
Mechanics
+50% Dodge duration. Increases the number of Dodges before Dodges starts becoming ineffective by 1.

stat buffs:
dodge_linger_time_modifier
extra_consecutive_dodges


Increases Psyker's base dodge linger time of 0.2s by 50% to 0.3s. '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.


Battle Meditation
Icon            
Mechanics
-10% Peril Generation. 10% chance to Quell 10% Peril on Kill.

stat buff: warp_charge_amount

function: WarpCharge.decrease_immediate


This talent does two things:

(1) Always reduces the amount of peril generated by 10%; stacks multiplicatively with peril cost reduction buffs from By Crack of Bone, Empyric Resolve, Inner Tranquility, Kinetic Resonance, the small Peril Resistance node, and Combat Stimm.

(2) When enemies die to Psyker's melee and ranged attacks, damaging abilities, DoTs, or when enemies are pushed into map kill boxes by Psyker, grants a 10% chance per kill to remove 10% peril from the current peril amount. Procs additionally to By Crack of Bone, Purloin Providence, and Tranquility Through Slaughter.


By Crack of Bone
Icon            
Mechanics
Melee Weakspot Kills Quell 10% Peril and Reduce further Peril Generation by 20% for 4s.

function: WarpCharge.decrease_immediate

stat buff: warp_charge_amount


Killing enemies with melee weakspot hits does two things:

(1) Removes 10% peril from the current peril amount; can proc multiple times per swing when cleaving. Procs additionally to Battle Meditation and Purloin Providence.

(2) Reduces the amount of peril generated by 20% for 4s; can be refreshed during active duration. Stacks multiplicatively with peril cost reduction buffs from Becalming Eruption, Empyric Resolve, Inner Tranquility, Kinetic Resonance, Reality Anchor, the small Peril Resistance node, and Combat Stimm.

Channeled Force
Icon            
Mechanics
+20% Damage to Force Staff’s Primary Attacks after Fully Charged Force Staff Secondary Attacks. Lasts 5s.

+10% Damage to Force Staff's Secondary Attacks after Force Staff Primary Attack. Lasts 5s.

stat buffs:
force_staff_single_target_damage
force_staff_secondary_damage


This talent does two things:

(1) After executing a charged secondary attack (at least 95% charged) with any Force Staff, increases the damage of staff primary attacks (left-clicks) by 20%.

(2) After executing a primary attack (left-click) with any Force Staff, increases the damage of charged secondary attacks by 10%.

The 5s duration of each buff starts after the respective weapon actions and can be refreshed during active duration. Both buffs stack additively with other damage buffs, and multiplicatively with power level buffs from weapon blessings.

For Inferno Staff, note that both of this talent's buffs only increase the damage of the flame direct hit, Soulblaze damage is unaffected.


Crystalline Will
Icon            
Mechanics
+100% Overload Explosion Damage and +25% Overload Explosion Radius.

Overloading through Perils of the Warp no longer knocks you down, but you still take the appropriate Corruption Damage. If the explosion kills an Elite enemy, you don't take any Corruption Damage.

stat buffs:
overheat_explosion_speed_modifier
overheat_explosion_damage_modifier
overheat_explosion_radius_modifier


This talent modifies Psyker's self-explosion in three ways:

(1) Instead of knocking down Psyker on self-explosion, converts one health segment to full corruption; converts one segment whether the segment in question is partially corrupted already or not. If the self-explosion kills an elite enemy, does not convert a health segment to corruption.

(2) Increases the animation speed of the self-exploding animation by 165%.

(3) Increases the radii of the self-explosion by 25% and doubles the damage of the self-explosion:

Self-explosion
base
Self-explosion
w/ talent
Duration
3s
1.13s
Epicenter Radius
1.5m
~1.88m
Max Radius
10m
12.5m
Base Damage
epicenter
600
1200
Base Damage
epicenter to max
600 to 100
1200 to 200

Psyker's self-explosion can stagger all enemies except for Crusher, Mutants, monstrosities, Twins (Captains only without void shield) and deals the same base damage against all armor types; explosion damage decreases linearly from epicenter to max radius and can be increased by 'brittleness' on the target, by Combat Stimm, by the weapon blessing Skullcrusher (while staggered), by damage buffs from Psyker's Disrupt Destiny, Malefic Momentum (regular damage buff), Perfect Timing, Scrier's Gaze, Vulnerable Minds (against ogryns and monstrosities), Warp Rider, Warp Siphon, and by damage taken debuffs from Arbitrator's Nuncio-Aquila, Ogryn's Soften Them Up, Valuable Destruction, Pickaxes (weapon special), from Psyker's Enfeeble (if applied by another Psyker), Warp Rupture, and from Veteran's Focus Target.
Talent Nodes (Part II)
Empathic Evasion
Icon            
Mechanics
A Critical Hit makes you count as Dodging against Ranged Attacks for 1s.

buff keyword: count_as_dodge_vs_ranged

Hitting enemies with a critical melee, ranged, or Assail attack puts Psyker into is_dodging state against enemy ranged attacks for 1s; can be refreshed during active duration. This effect is mechanically the same as the one provided by weapon blessings Ghost, Hit & Run, and Stripped Down.


Empyric Resolve
Icon            
Mechanics
-40% Peril Generation. -30% Toughness Replenished.

stat buffs:
warp_charge_amount
toughness_replenish_multiplier


Reduces the amount of peril generated by 40%; stacks multiplicatively with peril cost reduction buffs from Becalming Eruption, By Crack of Bone, Inner Tranquility, Kinetic Resonance, Reality Anchor, the small Peril Resistance node, and Combat Stimm.

Also reduces the amount of toughness replenished from melee kills and talents by 30%. Does not affect toughness replenishments from coherency toughness regeneration and weapon blessings (only Momentum is affected). This replenishment debuff stacks multiplicatively with other player debuffs like toxic gas.


Empyric Shock
Icon            
Mechanics
6% Warp-Damage Taken by victims of your Force Staff’s Primary Attack. Max Stacks 5. Lasts 10s.

stat buff: warp_damage_taken_multiplier

When hitting enemies with primary attacks (left-clicks) of any Force Staff, applies a debuff to enemies that increases the damage they take from warp attacks by 6%. Stacks up to 5 times on an enemy, lasts 10s, and can be refreshed during active duration. Can be applied through shields.

The damage taken debuff stacks multiplicatively with itself, up to 33.8% (1.06⁵=1.338), multiplicatively with other damage taken debuffs on enemies from Enfeeble, Ogryn's Soften Them Up, Valuable Distraction, Veteran's Focus Target!, and multiplicatively with damage buffs and with power level buffs from weapon blessings.

'Warp attack' refers to a list of attacks that have their damage types denoted as warp_damage_types: Force Swords' activated attacks, Force Greatswords' activated attacks, Force Staves' LMB, Force Staves' RMB, electrocution (Smite, Electrokinetic Staff RMB, Shock Maul special action), Soulblaze, Brain Rupture / Brain Burst, and Assail.


Immaterial Focus
Icon            
Mechanics
+10% Damage Resistance, in addition, while at Critical Peril, and for 4s afterwards, you are Stun Immune.

buff keyword: stun_immune

stat buff: damage_taken_multiplier


This talent does two things:

(1) Always reduces both toughness and health damage taken by 10%; stacks multiplicatively with other damage reduction buffs.

(2) While at or above 97% true peril and for 4s after dropping below 97% true peril, grants immunity to stuns from both melee and ranged attacks; can be refreshed during active duration.


Just a Dream
Icon            
Mechanics
While below Critical Peril, 25% of Damage Taken is converted into Peril.

stat buff: damage_taken_multiplier

While below 97% true peril, this talent does two things:

(1) Reduces both toughness and health damage taken by 25%; stacks multiplicatively with other damage reduction buffs.

(2) Converts 25% of toughness and health damage taken to peril; taking damage with more than 97% true peril sets the current peril amount to 97%. The efficiency of the damage-taken-to-peril conversion is affected by peril cost reduction buffs from Battle Meditation, Becalming Eruption, By Crack of Bone, Empyric Resolve, Inner Tranquility, Reality Anchor, the small Peril Resistance node, and Combat Stimm.

For example, taking 48 toughness damage from an attack, Psyker gains 12% true peril (48x0.0025=0.12). If Psyker takes the same amount of toughness damage with Empyric Resolve (i.e. a warp_charge_amount of 0.6), Psyker would gain 7.2% true peril (48x0.0025x0.6=0.072).


Kinetic Deflection
Icon            
Mechanics
While below critical Peril, Blocking an attack causes you to gain Peril instead of losing Stamina.

Gained Peril is 25% of the blocked attacks stamina cost.

buff keyword: block_gives_warp_charge

stat buff: warp_charge_block_cost

While below 97% true peril, blocking an enemy attack costs peril instead of stamina. The peril cost of blocking an attack is 25% of the blocked attack's stamina cost percentage.

For example, blocking a Scab Mauler sideswing with a Chainsword Mk IV: The sideswing deals 4 stamina damage which is 80% (4/5=0.8) of the sword's base maximum stamina. Psyker gains 20% percent peril blocking it (0.8x0.25=0.2). If Psyker blocks the sideswing at 83% true peril, then Psyker has 14% peril available to spend until the 97% true peril cutoff. So Psyker can convert 70% (0.14/0.2=0.7) of the attack's stamina damage to peril, and block the leftover amount with stamina. The HUD will display 76% remaining stamina; 1-(0.8-0.8x0.7)=0.76. Increasing max stamina can help with peril efficiency.

The efficiency of the stamina-cost-to-peril conversion is also affected by peril cost reduction buffs from Becalming Eruption, By Crack of Bone, Empyric Resolve, Inner Tranquility, Reality Anchor, the small Peril Resistance node, and Combat Stimm; by block cost reduction buffs from Block Efficiency from curios and melee weapon perks, and Deflector weapon blessing (also against ranged attacks); and by the stamina cost reduction buff from Zealot's aura Zealous and Celerity Stimm. All sources of peril cost reduction, block cost reduction, and stamina cost reduction stack multiplicatively with themselves and each other.

For example, blocking the Scab Mauler sideswing with the Chainsword Mk IV, Kinetic Deflection, 20% Block Efficiency (i.e. a block_cost_multiplier of 0.8) on the weapon, Empyric Resolve (i.e. a warp_charge_amount of 0.6) and the small Peril Resistance node (i.e. a warp_charge_amount of 0.9), Psyker would first gain 16% peril blocking it (0.8x0.25x0.8=0.16). Then, this to-be-gained peril percentage of 16 is further reduced to 16x(0.6x0.9)=8.64 percent of actual peril gained.

There is currently a bug: Parry blocking with a Duelling Sword while above 97% true peril still generates peril which results in triggering Psyker's self-explosion.
Talent Nodes (Part III)
Lightning Speed
Icon            
Mechanics
+10% Melee Attack Speed.

stat buff: melee_attack_speed

Increases melee weapon attack animation speed by 10%. Stacks additively with related attack speed buff from Celerity Stimm.


Malefic Momentum
Icon            
Mechanics
+5% Damage to Warp Attacks for 8s after a non-Warp based Kill. Stacks 5 times.

+5% Damage to non-Warp Attacks for 8s after a Warp based Kill. Stacks 5 times.

stat buffs:
warp_damage
damage


This talent does two things:

(1) Killing enemies with non-warp attacks grants stacks (up to 5). Per stack, increases the damage of warp attacks by 5%; stacks additively with other damage buffs, and multiplicatively with power level buffs from weapon blessings.

(2) Killing enemies with warp attacks grants stacks (up to 5). Per stack, increases the damage of regular melee and ranged attacks by 5%; stacks additively with other damage buffs, and multiplicatively with power level buffs from weapon blessings.

The 8s duration of each buff starts on respective kills and can be refreshed during active duration.

'Warp attack' refers to a list of attacks that have their damage types denoted as warp_damage_types: Force Swords' activated attacks, Force Greatswords' activated attacks, Force Staves' LMB, Force Staves' RMB, electrocution (Smite, Electrokinetic Staff RMB, Shock Maul special action), Soulblaze, Brain Rupture / Brain Burst, and Assail.


Mettle
Icon            
Mechanics
Critical Hits replenish 10% Toughness over 4s.

Critical Hits also grant +5% Movement Speed for 4s, stacking 3 times.

function: recover_percentage_toughness

stat buff: movement_speed

This talent does two things:

(1) Hitting enemies with a critical melee, ranged, or Assail attack replenishes 2.5% of maximum toughness per second for 4s; can be refreshed during active duration. The effectiveness of this toughness replenishment is affected by Warp Ghost and certain player debuffs like toxic gas.

(2) Critical hits also grant stacks (up to 3); can generate multiple stacks per critical attack when cleaving. Stacks last for 4s and can be refreshed during active duration. Per stack, increases movement speed by 5% (up to +15%); stacks additively with movement speed buffs from Disrupt Destiny, Warp Speed, the small movement speed node, and weapon blessings like Rev it Up.


Mind in Motion
Icon            
Mechanics
Your Movement Speed is not reduced while Quelling Peril and Reloading.

stat buffs:
vent_warp_charge_decrease_movement_reduction
reload_decrease_movement_reduction


During quelling actions and weapon reload actions (including the loading special action of Combat Shotguns), removes any action movement speed penalty (if applicable). Does not interact with movement speed buffs.


One with the Warp
Icon            
Mechanics
Gain Toughness Damage Reduction of +10.00% to +33.00% based on your current Peril.

stat buff: toughness_damage_taken_multiplier

Grants toughness damage reduction based on current peril; stacks multiplicatively with other damage reduction buffs. Always grants a minimum of 10% toughness damage reduction regardless of current peril amount and scales linearly:

Peril
0
10
20
30
40
50
60
70
80
90
100
DR
10%
12.3%
14.6%
16.9%
19.2%
21.5%
23.8%
26.1%
28.4%
30.7%
33%
Talent Nodes (Part IV)
Penetration of the Soul
Icon            
Mechanics
Up to +20% Rending on Warp-Attacks, based on Peril.

stat buff: warp_attacks_rending_multiplier

Based on current peril, linearly grants up to 20% rending to warp attacks boosting damage against armor types Carapace, Flak, Maniac, Unyielding. Only affects Psyker's own damage. Stacks additively with other rending buffs ('rending') and with rending debuffs that are applied to enemies ('brittleness').

Peril Amount
0
10
20
30
40
50
60
70
80
90
100
Rending
0%
2%
4%
6%
8%
10%
12%
14%
16%
18%
20%

'Warp attack' refers to a list of attacks that have their damage types denoted as warp_damage_types: Force Swords' activated attacks, Force Greatswords' activated attacks, Force Staves' LMB, Force Staves' RMB, electrocution (Smite, Electrokinetic Staff RMB, Shock Maul special action), Soulblaze, Brain Rupture / Brain Burst, and Assail.


Perfect Timing
Icon            
Mechanics
+3% Damage for 10s on Critical Attack. Stacks 5 times.

stat buff: damage

Hitting enemies with a critical melee, ranged, or Assail attack grants stacks (up to 5); generates 1 stack per critical attack regardless of how many enemies have been hit. Stacks last for 10s and can be refreshed during active duration. Per stack, increases any damage by 3% (up to +15%); stacks additively with other damage buffs, and multiplicatively with power level buffs from weapon blessings.


Perilous Combustion
Icon            
Mechanics
Killing an Elite or a Specialist Enemy applies 3 stack(s) of Soulblaze to nearby Enemies, causing Damage over time.

Killing an elite or special applies 3 stacks of Soulblaze to all enemies (excluding passive Daemonhosts) within a 4m radius of the killed elite or special, up to 31 stacks on a target. Does proc on elites or specials killed by Psyker's Soulblaze damage ticks as well as by burn or bleed ticks.

Soulblaze: same as other sources of Soulblaze; lasts 8s; ticks every 0.75s; refreshes duration on stack application; very high armor damage modifiers across the board, very low armor damage modifier against Carapace.


Psykinetic's Aura
Icon            
Mechanics
60% Cooldown Regeneneration for 5s you or an Ally in Coherency kills an Elite or Specialist Enemy.

function: reduce_ability_cooldown_time

When an elite or special is killed by Psyker or by an ally who is coherency with Psyker, reduces the remaining ability cooldown for Psyker by 0.6s per second for 5 seconds additionally to a character's base ability cooldown rate of 1s per second. This results in a total cooldown reduction of 8s per proc (5s from base rate + 5x0.6=3s from talent); can be refreshed during active duration.

Procs additionally to Concentration Stimm's remaining cooldown reduction effect of 3s per second. Does not interact with Seer's Presence, Warp Siphon and Combat Ability Regeneration from curios which all only reduce the maximum cooldown of a combat ability.


Puppet Master
Icon            
Mechanics
75% Radius for your Coherency Aura.

stat buff: coherency_radius_modifier

Increases Psyker's base coherency radius of 8m by 75% to 14m.


Quietude
Icon            
Mechanics
Replenish 4% Toughness for each 10% of Peril Quelled or Generated.

function: recover_percentage_toughness

This talent does two things:

(1) Per 1% peril generated, replenishes 0.4% of maximum toughness. Peril cost reduction buffs from Battle Meditation, Becalming Eruption, By Crack of Bone, Empyric Resolve, Inner Tranquility, Kinetic Resonance, Reality Anchor, the small Peril Resistance node, and Combat Stimm reduce the effectiveness of this peril-to-toughness conversion by slowing down peril generation and thereby increasing the overall time required to generate a certain peril amount compared to generating the same peril amount in less time but with regular peril generation.

(2) Per 1% peril quelled, replenishes 0.4% of maximum toughness. Procs on both active or passive quelling. The respective quell speed buffs from Warp Ghost, Reality Anchor, Solidity, and Celerity Stimm increase the effectiveness of this peril-to-toughness conversion.

The effectiveness of this talent's toughness replenishments is affected by Warp Ghost and certain player debuffs like toxic gas.
Talent Nodes (Part V)
Solidity
Icon            
Mechanics
Increases Quell Speed by 30%.

stat buff: vent_warp_charge_speed

Reduces the intervals in which peril is quelled by 30% which effectively increases the rate at which peril is quelled. Applies only to active quelling, passive quelling is unaffected. Stacks multiplicatively with the vent speed debuff from the hidden Havoc modifier and, during calculation, with the quelling buff from Celerity Stimm.


Souldrinker
Icon            
Mechanics
Killing an Enemy with Soulblaze restores 15% Toughness over 5s and grants 5% Critical Hit Chance for the duration.

function: recover_percentage_toughness

stat buff: critical_strike_chance


Whenever an enemy who is currently affected by Psyker's Soulblaze dies to anything, does two things for 5s (can be refreshed during active duration):

(1) Grants 5% additional crit chance to all attacks that can crit; stacks additively with other sources of crit chance.

(2) Replenishes 3% of maximum toughness per second; the effectiveness of this toughness replenishment is affected by Warp Ghost and certain player debuffs like toxic gas.

This talent's effects have no range limit and can be procced at any distance to the dying enemy.


Soulstealer
Icon            
Mechanics
Replenish 7.5% Toughness on Warp Attack Kill.

function: recover_percentage_toughness

Killing an enemy with a warp attack replenishes 7.5% of maximum toughness. 'Warp attack' refers to a list of attacks that have their damage types denoted as warp_damage_types: Force Swords' activated attacks, Force Greatswords' activated attacks, Force Staves' LMB, Force Staves' RMB, electrocution (Smite, Electrokinetic Staff RMB, Shock Maul special action), Soulblaze, Brain Rupture / Brain Burst, and Assail.

If the warp attack is a melee attack, the talent's amount of 7.5% is added to Psyker's base 5% of maximum toughness gained on melee kill. For example, a Psyker with 96 max toughness killing two enemies with an activated force sword attack replenishes 96x(0.1+0.15)=24 toughness. The effectiveness of this toughness replenishment is affected by Warp Ghost and certain player debuffs like toxic gas.


Surety of Arms
Icon            
Mechanics
30% Reload Speed while below 75% Peril. On Reload generate up to 15% Peril based on the Percentage of the Clip Restored.

function: WarpCharge.increase_immediate

stat buff: reload_speed


While below or at 75% true peril, increases reload animation speed by 30%; stacks additively with reload speed buffs from weapon blessings.

Upon reload, generates up to 15% peril based on the percentage of reloaded ammo in clip. For example, when reloading 34 rounds of a clip that has a size of 59 rounds, Psyker would generate 8.6% true peril; 0.15x(34/59)=0.086. Reloading an empty clip generates the max amount of 15% peril. At or above 75% true peril, no peril is generated.

Peril cost reduction buffs reduce the efficiency of this reloaded-ammo-to-peril conversion. For example, reloading the same amount of ammo in a clip of the same size, but with the small Peril Resistance node (i.e. a warp_charge_amount of 0.9), Psyker would only generate 7.7% true peril; 0.15x(34/59)x0.9=0.077.


Tranquility Through Slaughter
Icon            
Mechanics
Non-Warp Ranged Critical Hits Quell 4% Peril.

function: WarpCharge.decrease_immediate

Critical hits with ranged attacks that are not warp attacks remove 4% peril from the current peril amount; procs when hitting shields; procs only once per shot regardless of how many enemies have been hit. Procs additionally to Battle Meditation and Purloin Providence.

'Warp attack' refers to a list of attacks that have their damage types denoted as warp_damage_types: Force Swords' activated attacks, Force Greatswords' activated attacks, Force Staves' LMB, Force Staves' RMB, electrocution (Smite, Electrokinetic Staff RMB, Shock Maul special action), Soulblaze, Brain Rupture / Brain Burst, and Assail.


True Aim
Icon            
Mechanics
Landing 5 Weakspot Hits grants your next Ranged Attack a guaranteed Critical.

buff keyword: guaranteed_ranged_critical_strike

After 5 weakspot hits, guarantees the next ranged attack to be critical. Generates 1 weakspot stack per weakspot hit with melee, ranged, Assail and Brain Rupture / Brain Burst attacks regardless of how many enemies have been hit per attack. Weakspot stacks last until consumed; shooting air consumes the guaranteed crit; Brain Rupture / Brain Burst and Smite do not consume the guaranteed crit. When at 5 weakspot stacks, cleaving ranged attacks consume the guaranteed crit and can generate 1 weakspot stack already if a weakspot is hit after the first target.

Note that Force Greatswords' weapon special (force slash) does not proc this talent.
Talent Nodes (Part VI)
Vulnerable Minds
Icon            
Mechanics
+20% Damage vs 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). Stacks additively with other damage buffs, and multiplicatively with power level buffs from weapon blessings.

Does not buff damage against Captains/Twins who do not have the monster tag.


Warp Expenditure
Icon            
Mechanics
Melee Weakspot Kills restore 15% Toughness over 3s. Successful Melee Attacks restore 2.5% Toughness instantly.

function: recover_percentage_toughness

This talent does two things:

(1) Hitting an enemy with a melee attack replenishes 2.5% of maximum toughness; procs once per attack regardless of how many enemies have been hit.

(2) Killing an enemy with a melee attack on weakspot hit replenishes 5% of maximum toughness per second for 3s; can be refreshed during active duration. This procs additionally to the talent's base on hit replenishment and additionally to Psyker's base 5% of maximum toughness gained on melee kill.

The effectiveness of this talent's toughness replenishments is affected by Warp Ghost and certain player debuffs like toxic gas.


Warp Ghost
Icon            
Mechanics
-80% Passive Quelling, +2 Stamina, and +25% Toughness Replenishment.

stat buffs:
warp_charge_dissipation_multiplier
stamina_modifier
toughness_replenish_modifier


This talent does three things:

(1) Reduces the rate at which peril is quelled passively by 80%. Applies only to passive quelling above 30% true peril, active quelling is unaffected.

(2) Adds 2 stamina to Psykers's base stamina of 1 thereby increasing Psykers's max stamina to 3. Stacks additively with stamina values from the small stamina node, curios, weapon perks, and weapon stamina templates. Each segment of the stamina bar in the player HUD represents 1 stamina.

(3) Increases the amount of any toughness replenished by melee kills, talents, and select weapon blessings (only Momentum) by 25%; stacks additively with the related buff from Ogryn's aura Stay Close! and with toughness replenishment debuffs like being in toxic gas. Does not apply to coherency toughness regeneration.


Warp Rider
Icon            
Mechanics
Deal up to +20% Damage (increases as your Peril increases).

stat buff: damage

Linearly increases any damage by up to 20% based on current peril; stacks additively with other damage buffs, and multiplicatively with power level buffs from weapon blessings:

Peril Amount
0
10
20
30
40
50
60
70
80
90
100
Damage
Increase
0%
2%
4%
6%
8%
10%
12%
14%
16%
18%
20%


Warp Splitting
Icon            
Mechanics
Up to +100% Cleave, based on Peril.

stat buff: max_hit_mass_attack_modifier

Scaling linearly with peril, increases the maximum hit mass limit of attacks (melee, ranged, Assail) by up to 100%, thereby allowing attacks to cleave more enemies. For Assail, stacks additively with Ethereal Shards and Empowered Psionics (see the Assail guide section below for a cleave breakpoint table); for other attacks, stacks additively with related buffs from weapon blessings Devastating Strike, Savage Sweep, and Wrath; stacks multiplicatively with power level buffs from weapon blessings.

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 Heavy1 of the Combat Blade Mk VI has a max hit mass limit of 6.5. It can cleave one Dreg Rager (4 hit mass) and hit a second one. At 40% peril, the Heavy1 now has a max hit mass limit of 6.5+6.5x0.4=9.1 which means that it can now cleave two Dreg Ragers (2x4=8 total hit mass required) and hit a third one. It cannot cleave the third Rager since this would require a max hit mass limit greater than 3x4=12. At 85% peril, however, the Heavy1's max hit mass limit will be sufficient to reach this breakpoint (6.5+6.5x0.85=12.025) allowing to cleave three Dreg Ragers and to hit a fourth one.

Note that Carapace armor cannot be cleaved by default. This talent does not allow to bypass Carapace's built-in aborts_attack mechanic.


Wildfire
Icon            
Mechanics
When an Enemy dies while affected by your Soulblaze, nearby Enemies each gain up to 4 Stacks of Soulblaze. They cannot gain more stacks than the dying Enemy had.

Whenever an enemy who is affected by at least two stacks of Psyker's Soulblaze dies, Soulblaze is spread to valid targets within a 5m radius. Targets do not receive Soulblaze stacks caused by the talent if they already have 4 stacks or more on them. Valid targets can receive Soulblaze stacks up to a maximum of 4 that are caused by the talent. Daemonhosts are not valid targets.

The amount of Soulblaze stacks that is spread depends on the amount of Soulblaze stacks on the dying enemy: If the enemy dies with 1 stack, no spread; if dying with 2 stacks, 2 stacks will spread; if dying with 3 stacks, 3 stacks will spread; if dying with 4 stacks, 4 stacks will spread; if dying with more than 4 stacks, only 4 stacks will spread.

The maximum amount of valid targets is 4: If 4 stacks are to be spread and 4 targets are in range, each target receives 1 stack; if 4 stacks are to be spread and 3 targets are in range, 1 target receives 2 stacks while the other 2 targets receive 1 stack each, etc.
Small Nodes
Icon        
Mechanics
Toughness Boost
+25 Toughness.

stat buff: toughness

Adds 25 toughness to Psyker's base maximum toughness of 75 thereby increasing Psyker's max toughness. Stacks additively with other small toughness nodes.

Current max toughness is multiplied by the toughness percentage buffs from curios. For example, at 125 max toughness (Psyker's base 75 and two +25 toughness nodes) with one +16% toughness curio with a +4% toughness perk, Psyker's max toughness of 125 is increased by 125x(0.16+0.04)=25 to 145 toughness.

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

Availability on tree: 2
Toughness Damage Reduction
+X% Toughness Damage Reduction.

stat buff: toughness_damage_taken_modifier

Grants 5% or 10% toughness damage reduction. Stacks additively with other small toughness damage reduction nodes; the sum stacks multiplicatively with other damage reduction buffs.

Availability on tree:
1 (+10% toughness damage reduction)
1 (+5% toughness damage reduction)
Peril Resistance
-10.00% Peril Generation.

stat buff: warp_charge_amount

Reduces the amount of peril generated by 10%; stacks multiplicatively with related peril cost reduction buffs from By Crack of Bone, Becalming Eruption, Empyric Resolve, Inner Tranquility, Kinetic Resonance, Reality Anchor, and Combat Stimm.

Availability on tree: 1
Movement Speed Boost
+5% Movement Speed.

stat buff: movement_speed

Increases movement speed by 5%. Stacks additively with movement speed buffs from Disrupt Destiny, Mettle, Warp Speed, and weapon blessings like Rev it Up.

Availability on tree: 1
Critical Chance Boost
+5% Critical Hit Chance.

stat buff: critical_strike_chance

Grants 5% additional crit chance to all attacks that can crit; stacks additively with other sources of crit chance.

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 damage buffs, and multiplicatively with power level buffs from weapon blessings.

Availability on tree: 1
Melee Damage Boost
+10% Melee Damage.

stat buff: melee_damage

Increases the damage of melee attacks by 10%. This also applies to melee special actions of ranged weapons. Stacks additively with other related damage buffs, and multiplicatively with power level buffs from weapon blessings.

Availability on tree: 1
Stamina Boost
+1 Stamina.

stat buff: stamina_modifier

Adds 1 stamina to Psyker's base stamina of 1 thereby increasing Psykers's maximum stamina to 2. Stacks additively with stamina values from Warp Ghost, curios, weapon perks, and weapon stamina templates. Each segment of the stamina bar in the player HUD represents 1 stamina.

Availability on tree: 1
Blitz Nodes (Part I)
Icon            
Mechanics
Brain Rupture / Brain Burst
Charge up your Psychic Power and release it to deal immense Damage to a Single Enemy. Effective against Flak & Carapace Armoured Enemies.

Lets Psyker target one enemy to deal a weakspot hit after charging the attack.

Starting version: (Brain Burst)
• Targeting: max range of 100m; LMB stays locked on target regardless of FOV or line of sight; RMB switches targets based on crosshair placement; when targeting, prioritizes specials over elites over monstrosities over all other enemies
• Charge time: 2s (LMB); 3s (RMB), plays a flashing VFX when fully charged. Charge times can be reduced by buffs from Kinetic Resonance, Empowered Psionics and Celerity Stimm
• Charge stagger: only LMB applies a light stagger to the targeted enemy when at 50% charge level; cannot stagger Ragers, Maulers, Mutants, enemy ogryns or monstrosities
• Impact stagger: staggers all enemies except Mutants and monstrosities (Captains/Twins only without void shield)
• Suppression radius (on hit): 5m
• Damage: base damage 900; good armor damage modifiers across the board, higher armor damage modifiers against Maniac and Unyielding; always scores a weakspot hit; cannot crit; damage is increased by 'rending' / 'brittleness', Skullcrusher blessing (while staggered), by Combat Stimm, and buffs from Empowered Psionics, Empyric Shock, Disrupt Destiny, Malefic Momentum, Perfect Timing, Scrier's Gaze (including Precognition), Vulnerable Minds (against ogryns and monsters), Warp Rider, Warp Rupture, Warp Siphon, aura Kinetic Presence (against elites), and the small ranged damage node

Augmented version: (Brain Rupture)

stat buff: smite_damage_multiplier

• Same properties as starting version
• Increases base damage by 50% to 1350; this damage increase stacks multiplicatively with damage buffs (including Empowered Psionics), damage taken debuffs, and the power level buff from Combat Stimm
Kinetic Resonance
Using your Combat Ability makes your Brain Rupture charge +75% faster and generate 50% less Peril for 10s.

stat buffs:
smite_attack_speed
warp_charge_amount_smite


Reduces Brain Rupture's charge time for both LMB and RMB attacks, stacking additively with itself (if procced twice in succession with Bolstered Shield) and Empowered Psionics (EP), and multiplicatively/additively with Celerity Stimm's two charge time reductions:

 
Attack
Base
Charge
Time
KR
KR
+EP
KR
+Stimm
KR
+EP
+Stimm
KRx2
KRx2
+EP
KRx2
+Stimm
KRx2
+EP
+Stimm
LMB
2s
(120 frames)
1.15s
(69)
~0.88s
(53)
~0.72s
(43)
~0.62s
(37)
0.8s
(48)
~0.66s
(40)
~0.56s
(34)
~0.46s
(28)
RMB
3s
(180 frames)
~1.72s
(103)
~1.33s
(80)
1.15s
(69)
0.83s
(50)
1.2s
(72)
1s
(60)
~0.92s
(55)
0.7s
(42)

Note that Brain Rupture's total attack time consists of the charge time and a 0.2s attack animation that is unaffected by charge time reduction. Also note that, due to the nature of the calculation, a 75% increase to charge speed does not equate to a 75% reduction of actual time. (reference)[forums.fatsharkgames.com]

Also reduces peril cost by 50%; stacks multiplicatively with related buffs from By Crack of Bone, Becalming Eruption, Empyric Resolve, Inner Tranquility, Reality Anchor, the small Peril Resistance node, Combat Stimm, and the 'Enhanced Blitz' difficulty mutator.
Kinetic Flayer
All Attacks against Specialists, Elites and Monstrosities, have 100% chance on Hit to Brain Rupture the target. This cannot occur while at critical Peril, and has a Cooldown of 12s.

If not on cooldown and while below 97% true peril, allows to trigger Brain Rupture on any of Psyker's damaging attacks, including Brain Rupture itself and Soulblaze damage ticks, against enemies that have the elite, special, or monster tag; does not proc on hits against Poxburster and Captains/Twins or when hitting Bulwark shield. Note that a hit against any valid target will proc the 12s cooldown, even while above 97% true peril when the Brain Rupture attack will not be executed.

Brain Rupture attacks triggered by this talent benefit from Empowered Psionics' damage buff without consuming a stack.
Blitz Nodes (Part II)
Icon            
Mechanics
Smite
Unleash a torrent of Bio-Lightning - a fast, channelled attack that Locks to and Stuns an Enemy while dealing Damage. This spreads to nearby Enemies. Charge to increase Spread rate and Damage.

Casts a chain lightning that jumps between multiple targets dealing electrocuting damage and very high stagger to them.

• Targeting max range: 16m, for both LMB and RMB; RMB target is visually highlighted after charging
• Charge time: 0.8s (RMB only)
• Spread: the longer Smite is cast the more targets it can jump to when it spreads (spread max radius: 6m), and the more total targets it will reach; LMB starts spreading with one first target, RMB starts spreading with three first targets; RMB has better spread properties and lower hit mass cost than LMB thereby spreading faster
hit_mass_cost: the time until Smite can deal damage and stagger to a target depends on enemy hit mass, so the more hit mass an enemy has the longer it will take before an enemy takes damage and stagger from Smite; LMB's hit_mass_cost is twice as high as RMB's
• Stagger: deals very high stagger against all enemies effectively stunlocking them as long as Smite is being cast (Captains only without void shield); cannot stagger monstrosities and Twins
• Damage (electrocution): Smite's electrocution has a tick interval between 0.1s and 0.3s (randomly chosen) and deals up to 16 base damage when reaching max charge level which is reached after casting Smite for 5s (LMB) or 2s (RMB); average armor damage modifiers across the board, low armor damage modifier against Carapace; cannot crit; only targets torso hitzone; damage is increased by 'rending' / 'brittleness', Skullcrusher blessing (while staggered), by Combat Stimm, and buffs from Empowered Psionics, Empyric Shock, Disrupt Destiny, Malefic Momentum, Perfect Timing, Scrier's Gaze, Warp Rider, Warp Rupture, Warp Siphon, aura Kinetic Presence (against elites), and the small ranged damage node
• Damage (release): when releasing enemies from Smite, both LMB and RMB deal one instance of 20 base damage to all targets; damage is increased by the same sources that buff Smite's electrocution damage
• Forces a short quelling action when reaching 100% peril removing ~8.5% peril; if released below 100% peril, pushes enemies back (if possible)
Enfeeble
Enemies Electrocuted by you take +10% increased Base Damage from all sources.

stat buff: damage_taken_multiplier

Enables Smite to apply a debuff to enemies that increases all their damage taken by 10%. The debuff benefits Smite itself and is being applied as long as the enemy is actively affected by Smite; stacks multiplicatively with other damage taken debuffs like Empyric Shock or Ogryn's Soften Them Up, Valuable Distraction or Veteran's Focus Target!, with damage buffs, and with power level buffs from weapon blessings. Does not stack with the same debuff applied by another Psyker.

Any source that may apply an electrocution effect to enemies but is not Smite or Charged Strike will not proc Enfeeble.
Charged Strike
Your Heavy Melee Attacks electrocute enemies hit, damaging them.

Heavy melee attacks apply a damaging electrocution effect to enemies (up to 64 base damage per tick when reaching max charge level); the damage window lasts for 2s, the electrocuted state lasts until 2s after the last damage tick. Damage can be increased by the same sources that buff Smite's electrocution damage (except for Empowered Psionics). Note that the time before the first damage tick can happen depends on enemy hit mass (just like with Smite itself), so the more hit mass an enemy has the longer it will take before this talent's electrocution effect deals damage. As a result, against monstrosities (20 hit mass), only 1 damage tick can be executed before the damage window of 2s ends.

If Enfeeble is selected, the electrocution effect receives a lower hit_mass_cost, which effectively doubles the total tick amount against most enemies, and is also able to reach max charge level sooner, which ramps up its damage faster. With Enfeeble, this talent's electrocution effect benefits from the 10% increased damage taken debuff, and attacking players also benefit from it while the electrocution effect is actively damaging and applying the debuff (just like with Smite itself).
Blitz Nodes (Part III)
Icon            
Mechanics
Assail
Throw swift, homing projectiles formed of psychic energy. Less effective versus Carapace Armoured Enemies.

Throws a projectile (shard knife) that homes in on enemies close to the crosshair.

• Targeting: LMB projectile tries to follow crosshair placement to the closest enemy, success rate decreases with distance; RMB can target enemies within 50m for a guaranteed hit; projectiles try to go for weakspots but hit other hitzones if no direct access
• Projectile lifetime: 2.5s (LMB), 3s (RMB)
• Peril cost: 10% (LMB); 25% (RMB); is affected by peril cost reduction buffs from respective talents, Combat Stimm, and the 'Enhanced Blitz' difficulty mutator
• Throwing rate can be increased by Celerity Stimm
• Ammo: costs 1 ammo; recharges 1 projectile every 3 seconds
• Suppression radius (on hit): 5m
• Damage: first target base damage 225 (LMB), 380 (RMB); same armor damage modifiers for LMB and RMB, very low against Carapace, low against Unyielding; can crit; damage is increased by 'rending' / 'brittleness', Skullcrusher blessing (while staggered), by Combat Stimm, and buffs from Empowered Psionics, Empyric Shock, Disrupt Destiny, Malefic Momentum, Perfect Timing, Scrier's Gaze (including Precognition), Warp Rider, Warp Rupture, Warp Siphon, aura Kinetic Presence (against elites), and the small ranged damage node
Assail Cleave Breakpoints
Without any buffs, Assail projectiles can hit up to 2 targets; Carapace cannot be cleaved by default. The max hit mass limit of each projectile and thereby the maximum amount of targets that can be hit is increased by Ethereal Shards (ES), Empowered Psionics (EP), and Warp Splitting (WS). The following table shows all relevant cleave breakpoints and possible different methods to obtain these breakpoints:

Max
Targets
    3
    4
    5
    6
    7
    8
    9
   10
Method 1
ES
 
 
EP
 
 
WS < 25%
 + EP
 
ES + EP
 
 
WS > 50%
 + EP
 
WS > 75%
 + EP
 
WS > 50%
 + ES
 + EP
WS > 75%
 + ES
 + EP
Method 2
WS < 50%
 
 
WS > 50%
 
 
WS > 50%
 + ES
 
WS > 25%
 + EP
 
WS < 25%
 + ES
 + EP
WS > 25%
 + ES
 + EP
    -
    -
Method 3
    -
WS < 50%
 + ES
    -
    -
    -
    -
    -
    -

Note that Warp Splitting's calculation which determines the max hit mass limit of a projectile considers the peril amount Psyker currently has when throwing the projectile, the peril amount Psyker gains for throwing a projectile cannot be factored in for the already thrown projectile.

Also note that the power level buff provided by Combat Stimm increases the cleave of Assail's projectiles even further, reducing the requirements for all breakpoints and allowing to hit up to 13 targets with Ethereal Shards, Empowered Psionics and Warp Splitting above 90% peril.
                
Quick Shards
Assail charges Replenish 30% faster.

stat buff: grenade_ability_cooldown_modifier

Reduces Assail's projectile recharge time from 3s to 2.1s per projectile; does not interact with the 'Enhanced Blitz' difficulty mutator.
Ethereal Shards
Projectiles from Assail now pierce additional targets.

stat buff: psyker_smite_max_hit_mass_attack_modifier

Increases the maximum hit mass limit of Assail which allows its projectiles to hit more enemies; stacks additively with Empowered Psionics and Warp Splitting. For details, refer to the table above that shows all relevant cleave breakpoints.
Aura Nodes
Kinetic Presence
Icon            
Mechanics
+10% Damage against Elite Enemies for you and Allies in Coherency.

stat buff: damage_vs_elites

Increases any damage against elites by 10% for Psyker and allies who are in coherency with Psyker. Stacks additively with other damage buffs, and multiplicatively with power level buffs from weapon blessings. Does not stack with the same aura from another Psyker.


Seer's Presence / The Quickening
Icon            
Mechanics
+X% Cooldown Reduction on Abilities for you and Allies on Coherency.

stat buff: ability_cooldown_modifier

Reduces the maximum cooldown of combat abilities for Psyker and allies who activate their abilities while in coherency with Psyker. Stacks additively with max cooldown reductions (Combat Ability Regeneration from curios and the difficulty mutators that reduce ability cooldowns by 20%); stacks additively with the max cooldown increase from Zealot's Perfectionist, and multiplicatively with the max cooldown increases from Veteran's Only in Death Does Duty End and Overwatch. Does not stack with the same aura from another Psyker.

Starting version: (The Quickening)
Grants 7.5% maximum cooldown reduction. This reduces the max cooldown of Venting Shriek / Psykinetic's Wrath to 27.75s, of Scrier's Gaze to 23.125s, and of Telekine Shield to 37s.

Augmented version: (Seer's Presence)
Grants 10% maximum cooldown reduction. This reduces the max cooldown for Venting Shriek / Psykinetic's Wrath to 27s, of Scrier's Gaze to 22.5s, and of Telekine Shield to 36s.

Does not interact with Concentration Stimm's remaining cooldown reduction effect which increases a character's base ability cooldown rate of 1s per second by additional 3s per second.


Prescience
Icon            
Mechanics
You and Allies in Coherency gain +5% Critical Hit Chance.

stat buff: critical_strike_chance

Grants 5% additional crit chance to Psyker and allies who are in coherency with Psyker. Applies to all attacks that can crit. Stacks additively with other sources of crit chance. Does not stack with the same aura from another Psyker.
Combat Ability Nodes (Part I)
Icon            
Mechanics
Venting Shriek / Psykinetic's Wrath
Unleashes a wave of warp energy that Staggers Enemies in front of you. Quells 50% Peril.

Base Cooldown: 30s

Releases a cone-shaped shout in front of Psyker that staggers enemies (if possible).

Shout:
• Max range: 30m
• Targeting: travels through any object
• Angle: ~52° in front of Psyker
• Stagger: staggers enemies within cone (if possible); staggers enemies within a 5m radius in front of Psyker (regardless of cone hitbox)
• Stagger strength: scales proportionally with current peril amount reaching maximum strength at 100% peril (up to light staggers against Crushers, staggers Captains only without void shield, cannot stagger Mutants, monstrosities, and Twins); stagger strength decreases with range losing its effectiveness almost entirely at 30m
• Stagger strength is also affected by weapon blessings that provide power level buffs (e.g. Executor, Slaughterer, Superiority, Unstable Power); applies only while the respective weapon is wielded when shouting
• Can be used while sprinting, also while exploding (thereby preventing Psyker's self-explode)
• Suppression: deals decent suppression to suppressible enemies within range

function: WarpCharge.decrease_immediate

Starting version: (Psykinetic's Wrath)
Removes 10% peril from current peril amount upon combat ability use.

Augmented version: (Venting Shriek)
Removes 50% peril from current peril amount upon combat ability use.
Becalming Eruption
Venting Shriek now decreases Peril Generation by 1% for each Enemy hit, Stacking 25 times. Lasts 5s.

stat buff: warp_charge_amount

For each enemy hit by the shout, grants stacks (up to 25) for 5s. Per stack, reduces the amount of peril generated by 1%; stacks multiplicatively with itself, up to ~22.2% (1-0.99²⁵=0.222) and with peril cost reduction buffs from By Crack of Bone, Empyric Resolve, Inner Tranquility, Kinetic Resonance, the small Peril Resistance node, and Combat Stimm.
Warp Rupture
Venting Shriek decreases the Damage Dealt by enemies hit by 10% and increases their Damage Taken by 10% for 8s.

Venting Shriek applies a debuff to enemies which lasts for 8s. This debuff does two things:

(1) Reduces the damage of all enemy attacks against toughness and health by 10%; stacks additively with the related debuff from Arbitrator's Fear of Justice (against melee attacks) and Suppression Force; does not stack with the same debuff from another Psyker. This reduction of damage dealt stacks multiplicatively during calculation with any applicable damage reduction on the player side (talents, curios, etc).

(2) Increases all damage taken by enemies by 10%; stacks multiplicatively with other damage taken debuffs, with damage buffs, and with power level buffs from weapon blessings. Does not stack with the same debuff from another Psyker.
Creeping Flames
Venting Shriek applies 1-6 Stack(s) of Soulblaze to targets Hit based on your current Peril.

Enables Venting Shriek to apply Soulblaze to enemies it hits (excluding passive Daemonhosts). The amount of Soulblaze stacks that are applied to enemies scales with peril:

Soulblaze Stacks
1   
2
3
4    
5
6
True Peril Required
0%
16.66%
33.33%
50%
66.66%
83.33%

Soulblaze: same as other sources of Soulblaze; lasts 8s; ticks every 0.75s; refreshes duration on stack application; very high armor damage modifiers across the board, very low armor damage modifier against Carapace.

Soulblaze damage is increased by 'rending' / 'brittleness', by perks of currently wielded weapons, by Combat Stimm, and by the following buffs from:
Talents
Disrupt Destiny, Empyric Shock (while debuffed), Malefic Momentum, Kinetic Presence (against elites), Perfect Timing, Warp Rider, and Warp Siphon (only for warp charges gained during Soulblaze's active duration)
Blessings
(melee)
if procced with weapon before or during Soulblaze's active duration: Executor, High Voltage (while electrocuted), Skullcrusher (while staggered), Slaughterer, Superiority, and Unstable Power
Blessings
(ranged)
if procced with weapon before or during Soulblaze's active duration: Blaze Away, Ceaseless Barrage, Deathspitter, Dumdum, Execution (while staggered), Fire Frenzy, Full Bore, No Respite (while staggered), Pinning Fire, and Run 'n' Gun (while sprinting)
Combat Ability Nodes (Part II)
Icon            
Mechanics
Telekine Shield
Spawns a psychic shield in front of you for 17.5s. The shield blocks Enemy Ranged Attacks, while you and Allies can still shoot through.

Base Cooldown: 45s.

Spawns a shield in front of Psyker blocking ranged attacks. The shield lasts for 17.5s or until its health is depleted.

Shield:
• Can hold ability button to preview location; preview can be block canceled
• Max placement range: 10m
• Total placement time: 0.6s
• Dimensions: 6m wide, 3.5m high
• Health: 20
• Blocks: ranged hit scan attacks, projectiles (Bomber grenades), nets (Trappers), and flamethrower direct hits (Flamers); ground fire patches and toxic gas clouds expand through the shield; does not block Poxburster explosion
• Enemy Targeting (ranged specials): Snipers only target players through shield but don't shoot; Bombers throw grenades at players when they have direct line of sight (flat shield), and don't initiate throws at players who are inside an active shield dome (Telekine Dome)
• Starts subtle VFX ('pulsing') before it disappears

How shield health works:
Every incoming ranged attack counts as dealing 1 damage. After taking damage, the shield does not take any more damage for the next 0.33s. So mathematically, when placed into an endless stream of enemy shots, the shield will disappear after 20x0.33=6.6s. Alternatively, it will disappear after it has taken 20 valid hits total, or when its natural duration runs out.
Enervating Threshold
Telekine Shield has a 20% chance to Electrocute enemies that pass through it. Specialist enemies have a 100% chance to get Electrocuted but also damage the Telekine Shield.

Has a 20% chance to stagger enemies (including Captains/Twins) when they get in contact with the shield and to apply an electrocution effect to them; always applies the electrocution effect to specials and monstrosities when they get in contact with the shield. This electrocution effect lasts for 3s, deals 250 base damage (very low armor damage modifiers across the board) in a tick interval between 0.3s and 0.8s (randomly chosen), and can stagger all enemies except monstrosities and Captains/Twins.

The shield takes 8 damage per direct body hit from specials and monstrosities, disappearing after 3 'blocked' body hits. Respects the 0.33s damage cooldown window which means that any amount of direct body hits from specials that happen within 0.33s of each other count as just 1 direct body hit taken.

There is currently a bug: Specials and monstrosities that touch the shield only deal 1 damage to it instead of 8.
Bolstered Shield
Telekine Shield now holds up to 2 charges and has its Cooldown decreased to 35s.

This talent does two things:

(1) Adds a second charge to the combat ability. The cooldown of the second charge only starts after the first charge has finished its cooldown.

(2) Lowers Telekine Shield's cooldown from 45s to 35s.
Telekine Dome
Telekine Shield now forms a spherical shield which lasts 25s.

Transforms the flat shield into a sphere with a 6m radius and increases its duration to 25s. Has the same properties as the flat shield; also takes ranged damage in the same way.
Sanctuary
Allies inside your Telekine Shield replenish 10% Toughness each second. When your Telekine Shield dissipates, all Allies inside gain +50% Toughness Damage Reduction for 5s

function: recover_percentage_toughness

stat buff: toughness_damage_taken_multiplier


Replenishes 10% of maximum toughness per second to all allies inside the sphere; this replenishment effect can stack if multiple spheres overlap. The effectiveness of this toughness replenishment is affected by Warp Ghost (for Psyker) and certain player debuffs like toxic gas.

Also grants 50% toughness damage reduction for 5s to all allies who are inside the sphere when it disappears; stacks multiplicatively with other damage reduction buffs.
Combat Ability Nodes (Part III)
Icon            
Mechanics
Scrier's Gaze
Triggers Scrier's Gaze. When entering Scrier's Gaze you Quell 50% Peril as well as gain +10% Damage, +20% Critical Chance, +10% Weakspot Damage, +20% Toughness Damage Reduction, and Suppression Immunity. You also replenish 2.5% Toughness each second.

For every second in Scrier's Gaze you gain +1% Damage up to a maximum of +30%. This effect lingers for 10s after leaving Scrier's Gaze.

While in Scrier's Gaze you build up Peril. Build-up is temporarily slowed down by enemy Kills. At 100% Peril, Scrier's Gaze ends.

Base Cooldown: 25s

functions:
WarpCharge.decrease_immediate
recover_percentage_toughness


buff keywords:
suppression_immune
psychic_fortress


stat buffs:
damage
weakspot_damage
critical_strike_chance
toughness_damage_taken_multiplier


Upon combat ability use, removes 50% peril from current peril amount; can be used while exploding thereby preventing Psyker's self-explode. Additionally, grants immunity to suppression, 20% additional crit chance to all attacks that can crit, increases any damage and weakspot damage by 10% each, and grants 20% toughness damage reduction. These five buffs last only for the duration of Scrier's Gaze's 'overcharging' phase and do not linger.

While overcharging, automatically generates peril at an increasing rate until 100%. Every second spent overcharging grants 1 stack (up to 30); generates 14 stacks by default (if starting at 0% peril and killing no enemies). Per stack, increases any damage by 1%. This stacking buff is active immediately during the overcharging phase and lingers for 10s after overcharging has ended. Killing an enemy while overcharging slows down peril auto-generation for 0.33s but due to the nature of the calculation, the effective slowdown value per kill decreases with time spent in overcharging phase.

While overcharging, replenishes 2.5% of maximum toughness per second; the effectiveness of this toughness replenishment is affected by Warp Ghost and certain player debuffs like toxic gas.

While overcharging, Scrier's Gaze's cooldown is paused. However, its remaining cooldown can still be actively reduced by proccing Psykinetic's Aura or using a Concentration Stimm; its maximum cooldown can be reduced by Seer's Presence, Warp Siphon, Combat Ability Regeneration from curios, and by the difficulty mutators that reduce ability cooldowns by 20%.

After overcharging has ended, grants a 1.5s grace period in which peril-generating actions can be executed without triggering Psyker's self-explosion.
Warp Speed
Scrier's Gaze now also increases your Movement Speed by +20% while active.

stat buff: movement_speed

Only while overcharging, increases movement speed by 20%. Does not linger after the overcharging phase. Stacks additively with movement speed buffs from Disrupt Destiny, Mettle, the small movement speed node, and weapon blessings like Rev it Up.
Reality Anchor
Scrier's Gaze now also reduces your Peril Generated by -20% and increases Quelling by +30% while active.

stat buffs:
warp_charge_amount
vent_warp_charge_speed


Only while overcharging (does not linger after the overcharging phase), this talent does two things:

(1) Reduces the amount of peril generated by 20%; stacks multiplicatively with peril cost reduction buffs from Battle Meditation, By Crack of Bone, Empyric Resolve, Kinetic Resonance, the small Peril Resistance node, and Combat Stimm; can stack with Inner Tranquility only if Psyker regains warp charges while overcharging.

(2) Reduces the intervals in which peril is quelled by 30% which effectively increases the rate at which peril is quelled. Applies only to active quelling, passive quelling is unaffected. Stacks multiplicatively during calculation with the quelling buff from Solidity and Celerity Stimm.
Precognition
Weakspot Kills count as 1s spent in Scrier's Gaze.

For each second spent in Scrier's Gaze, you now also gain +1% Finesse Damage (+30% max) which lingers for 10s after leaving Scrier's Gaze.

stat buff: finesse_modifier_bonus

While overcharging, killing enemies on weakspot hits with melee or ranged attacks generates 1 additional stack; can proc multiple times per attack when cleaving.

Additionally to Scrier's Gaze's base 1% damage increase per stack, also grants a finesse damage bonus of 1% per stack to melee and ranged attacks boosting crit and weakspot damage; stacks additively with other finesse damage buffs. These stacking damage buffs are active immediately during the overcharging phase and linger for 10s after overcharging has ended.
Warp Unbound
Scrier's Gaze now also prevents overloading from Perils of the Warp, during its lingering effect.

buff keyword: psychic_fortress

After overcharging has ended, allows Psyker to execute peril-generating actions while at 100% peril for 10s without triggering the self-explosion. Note that when this 10s duration ends, Scrier's Gaze's base grace period still applies, providing another 1.5s of the same effect.
Keystone Nodes (Part I)
Icon            
Mechanics
Warp Siphon
Killing an Elite or Specialist Enemy gains you a Warp Charge for 25 seconds, stacking 4 time(s). Each Stack increases Base Damage by +4%.

Your next Combat Ability spends all available Warp Charges to reduce the Cooldown of that Combat Ability by 7.5% per Warp Charge.

stat buff: damage

function: reduce_ability_cooldown_percentage


Generates 1 warp charge per elite or special kill. Drops 1 warp charge every 25 seconds; can be refreshed during active duration.

Per currently held warp charge, increases any damage by 4%; stacks additively with other damage buffs, and multiplicatively with power level buffs from weapon blessings.

Upon activation, reduces the maximum cooldown of Psyker's combat ability by 7.5% per currently held warp charge. Interacts with Combat Ability Regeneration from curios and other maximum cooldown reductions from Seer's Presence or the difficulty mutators that reduce ability cooldowns by 20%.

For example, when Psyker with Seer's Presence aura (-0.1), four warp charges and three 4% Combat Ability Regeneration curio perks (-0.12) uses Telekine Shield, its maximum cooldown of 40s is first reduced by aura and curio perks to 40+40x(-0.1-0.12)=31.2 seconds. This max cooldown is then considered by Warp Siphon and further reduced by the warp charge-based reduction to 31.2-31.2x(0.075x4)=21.84 seconds.

Does not interact with the remaining cooldown reduction effects of Psykinetic's Aura and Concentration Stimm which only increase Psyker's base ability cooldown rate.
Inner Tranquility
-8% Peril Generation Reduction for each Warp Charge.

stat buff: warp_charge_amount

Reduces the amount of peril generated by 8% per currently held warp charge (up to 48% with 6 warp charges). Stacks multiplicatively with other peril cost reduction buffs from By Crack of Bone, Empyric Resolve, Kinetic Resonance, the small Peril Resistance node, and Combat Stimm.

Because all warp charges are dropped when using a combat ability, the talent cannot immediately stack with Becalming Eruption and Reality Anchor (unless Psyker regains warp charges during their active duration).
Warp Battery
Can store up to 6 Warp Charges.

Increases the max amount of warp charges Psyker can hold from 4 to 6.
Essence Harvest
Replenish 30% Toughness over 5s on gaining Warp Charge. Gaining a new Warp Charge during this time resets the timer.

function: recover_percentage_toughness

When gaining a warp charge, replenishes 6% of maximum toughness per second for 5 seconds. Gaining a warp charge while the duration is active only resets the 5s window and does not increase the amount of toughness replenished.

The effectiveness of this talent's toughness replenishment is affected by Warp Ghost and certain player debuffs like toxic gas.
In Fire Reborn
Killing an Enemy with Soulblaze has a 10% chance to grant you a Warp Charge.

Grants a 10% chance to gain a warp charge when an enemy who is currently affected by Psyler's Soulblaze dies to anything. This effect has no range limit and benefits all Psykers who have this talent selected.
Psychic Vampire
Whenever you or an ally in Coherency kill an enemy, you have a 4% chance to gain a Warp Charge.

Grants a 4% chance to generate one warp charge whenever an enemy is killed by Psyker or allies who are in coherency with Psyker. If multiple Psykers, that have this talent, are in coherency with each other, each of them has a 4% chance to get a warp charge on any enemy kill.
Keystone Nodes (Part II)
Icon            
Mechanics
Empowered Psionics
Kills have a 10.0% chance to Empower your next Blitz.

Empowered Brain Rupture:
100% Peril Cost Reduction
50% Cast time Reduction
+50% Damage

Empowered Smite:
+200% Damage
50% faster spread between enemies

Empowered Assail:
100% Peril Cost Reduction.
Base Damage increase from 125 to 150.
Does not consume any charges.

Grants a 10% chance to gain a stack on enemy kill that empowers the next use of a Blitz ability. Can only stack once; stack lasts until consumed: Brain Rupture consumes stacks when its attack connects with an enemy, Smite consumes stacks when releasing enemies (when below or at 100% peril) but does not consume stacks that were gained while casting, and Assail consumes stacks per thrown projectile.

Empowered Brain Rupture:

stat buffs:
psyker_smite_cost_multiplier
smite_attack_speed
smite_damage


Sets Brain Rupture's peril cost to 0 thereby allowing it to be cast while at 100% peril. Increases Brain Rupture's damage by 50%; stacks multiplicatively with Brain Rupture's 50% base damage increase, and additively with other applicable damage buffs (see Blitz section). Reduces Brain Rupture's charge time for both LMB and RMB attacks, stacking additively with Kinetic Resonance (KR), and multiplicatively/additively with Celerity Stimm's two charge time reductions:

 
Attack
Base
Charge
Time
EP
EP
+KR
EP
+KRx2
EP
+Stimm
EP
+Stimm
+KR
EP
+Stimm
+KRx2
LMB
2s
(120 frames)
~1.33s
(80)
~0.88s
(53)
~0.66s
(40)
0.85s
(51)
~0.62s
(37)
~0.46s
(28)
RMB
3s
(180 frames)
2s
(120)
~1.33s
(80)
1s
(60)
1.3s
(78)
~0.83s
(50)
0.7s
(42)

Note that Brain Rupture's total attack time consists of the charge time and a 0.2s attack animation that is unaffected by charge time reductions. Also note that, due to the nature of the calculation, a 50% increase to charge speed does not equate to a 50% reduction in actual time. (reference)[forums.fatsharkgames.com]

Empowered Smite:

stat buffs:
chain_lightning_damage
chain_lightning_jump_time_multiplier


Increases Smite's damage by 200%; stacks additively with other applicable damage buffs (see Blitz section). Also reduces Smite's jump time by 50%, from 0.3s to 0.2s, for both LMB and RMB; stacks multiplicatively with related buff from Celerity Stimm.

Empowered Assail:

buff keyword: psyker_empowered_grenade

Sets Assail's peril cost to 0 thereby allowing to throw projectiles while at 100% peril. Does not consume a projectile from ammo pool. Enables better damage profiles for both LMB and RMB which increases base damage to 350 and 500 respectively as well as the maximum hit mass limit of projectiles to hit more targets (see the Assail guide section above for a cleave breakpoint table). Also increases the projectile lifetime to 3.5s (RMB only).
Psychic Leeching
Using your Blitz while Empowered Psionics is active replenishes 20% Toughness to you and Allies in Coherency.

function: recover_percentage_toughness

When a Blitz ability is used, replenishes 20% of maximum toughness to Psyker and allies who are in coherency with Psyker. Procs when Brain Rupture hits, when Smite starts casting (LMB immediately; RMB after charging), and when Assail spawns a projectile. Cannot be procced by Kinetic Flayer.

The effectiveness of this talent's toughness replenishment is affected by Warp Ghost (for Psyker) and certain player debuffs like toxic gas.
Bio-Lodestone
Increases the chance to gain Empowered Psionics on Kill from 10% to 15%.

Increases the base chance of 10% to gain an empowered stack on enemy kill to 15%.
Overpowering Souls
Guaranteed chance to gain Empowered Psionics on Elite Kills.

Additionally to Empowered Psionic's chance to gain empowered stacks on enemy kills, always generates 1 stack on elite kill.
Charged Up
You can now hold up to 3 Stacks of Empowered Psionics.

Allows Psyker to store up to 3 empowered stacks.
Keystone Nodes (Part III)
Icon            
Mechanics
Disrupt Destiny
Every second, Enemies within 40m have a chance of being Marked. Killing a Marked Enemy Replenishes 25% Toughness over 2.5s, grants +20% Movement Speed for 2.5s, and adds a Precision Bonus for 5s.

Each Precision Bonus grants +1% Damage, +2% Critical Damage and +2.5% Weakspot Damage. Precision Bonus Stacks 15 times and when the duration ends, one stack is removed and the duration is refreshed.

function: recover_percentage_toughness

stat buffs:
movement_speed
damage
critical_strike_damage
weakspot_damage


Scans for targets within 40m to mark. Only marks targets who are currently inside Psyker's FOV. Marks a new target if the current one is killed, or has been outside of Psyker's FOV for more than 5s, or if the current target has lost line of sight to Psyker for more than 5s. Valid targets are: Bruisers, Ritualist, Stalkers, Scab Shooter, Ragers, Gunners, Shotgunners, Plasma Gunner, and Mauler. Marks one target at a time. If the target dies, selects a new one within 1s.

When killing a marked enemy, does three things:

(1) Replenishes 10% of maximum toughness per second for 2.5s; this toughness replenishment is affected by specific player debuffs like toxic gas.

(2) Increases movement speed by 20% for 2.5s; stacks additively with movement speed buffs from Mettle, Warp Speed, small movement speed node, and weapon blessings like Rev it Up.

(3) Grants 1 stack of Precision (up to 15); stacks last 5s and are dropped one by one. Per Precision stack, increases any damage by 1%, critical hit damage by 2%, and weakspot damage by 2.5%; these buffs stack additively with other related damage buffs, and multiplicatively with power level buffs from weapon blessings. Precision stacks can be refreshed during active duration by damaging a marked enemy, by pushing a marked enemy, and by DoT ticks on a marked enemy; also by the same actions against monstosities and Captains/Twins.
Purloin Providence
Killing Enemies Marked by Disrupt Destiny have a 100% chance to instantly Quell 5% of your Peril.

function: WarpCharge.decrease_immediate

Killing a marked enemy removes 5% peril from the current peril amount. Procs additionally to Battle Meditation, By Crack of Bone and Tranquility Through Slaughter.
Perfectionism
Maximum Precision Bonus stacks are increased from 15 to 25.

Increases the maximum amount of percision stacks Psyker can gain from 15 to 25.
Lingering Influence
Increase the duration of Disrupt Destiny from 5s to 10s.

Increases the 5s base duration of precision stacks to 10s.
Cruel Fortune
Weakspot Kills grant 2 additional Stacks of Disrupt Destiny.

When killing a marked enemy with a weakspot hit with a melee, ranged, Brain Rupture, or Assail attack, grants two precision stacks additionally to the one guaranteed for killing a marked enemy.
42 条留言
kuli  [作者] 10 月 5 日 上午 3:38 
Warp Splitting has no effect on Charged Strike because it is always single target and cannot cleave. Warp Splitting helps your melee weapon to proc Charged Strike against more enemies per swing.
kuli  [作者] 10 月 5 日 上午 3:38 
'Charging' is a mechanic used for a several things, like Helbore Lasguns, Voidblast Staff, or Smite. By charging the attack the charge level is increased which scales the power level of the attack (cleave, damage, stagger).

Charged Strike is quite the unintuitive mess since it clones Smite's templates. Maybe you've wondered why its electrocution damage is increasing per tick: This is because the charge level increases while it is ticking, just like Smite damage increases once you start casting it. In case of Charged Strike, this happens passively, you have no control over it (that's why Enfeeble is valuable because it allows Charged Strike to reach max charge level during the fixed damage window of 2s). Charged Strike also inherits Smite's hit mass cost: The more hit mass an enemy has, the longer it takes until the first damage tick can happen. Enfeeble alters the hit mass cost, so you'll see more damage ticks especially against enemies with high hit mass (e.g. ogryns and monsters).
bruh moment 10 月 4 日 下午 3:44 
bruh moment Just now
What is charge level for charged strikes? Is that like thrust where holding it down does more damage? And can you explain in a dumber way to me how enfeeble affects the ticks? And how does warp splitting affect it? Thanks
kuli  [作者] 7 月 28 日 下午 2:21 
It's a time scale buff modifying animation time: 3 / (1+1.65) = 1.13
ThatOneSix 7 月 28 日 下午 1:53 
Out of curiosity, how does Crystalline Will go from 3s to 1.13s? I've found in the code:

`overheat_explosion_speed_modifier = "additive_multiplier",`

and

`[stat_buffs.overheat_explosion_speed_modifier] = 1.65,`

But I can't make those math out to 1.13. I've tried a 65% reduction to hit 1.05s, and 65% increase in animation speed to hit 1.82s. I feel like I am missing something.
shalnath 2 月 28 日 上午 4:48 
Appreciate the confirmation!
kuli  [作者] 2 月 28 日 上午 3:59 
Kinetic Flayer does not proc Psychic Leeching because the latter is set up to only proc on specific blitz ability actions which Kinetic Flayer does not use.
shalnath 2 月 28 日 上午 1:07 
Do you know if Kinetic Flayer procs the toughness regen from Psychic Leeching? I'm leaning towards no, but I haven't been able to find anything specifically mentioning both talents together and my own testing has been inconclusive.
kuli  [作者] 1 月 18 日 下午 3:54 
There are no hidden benefits if you pair Charged Strike, Enfeeble and Shock Maul. The maul triggers Charged Strike like any other melee weapon (heavy attack), and benefits the samy way (10% increased damage while Charged Strike is actively damaging the target).

If you want to minmax the electrocution DoT applied by Shock Maul's weapon special (45 base damage per tick, before armor damage modifiers), then you'd execute the weapon special first and follow it up with a heavy attack. Note that Shock Maul's weapon special DoT can also be buffed by warp_damage buffs (Perfect Timing, Malefic Momentum, Empyric Shock). The High Voltage blessing would also always buff its damage.

Personally, I wouldn't pair Charged Strike with Shock Maul since Charged Strike is mostly a tool to apply the electrocuted state to enemies which the maul can do just fine; it requires a staggering hit and an armor damage modifier of 0.6 or more against the attacked hit zone (which most of the attacks have).
_v4nd4hl 1 月 18 日 上午 5:52 
Hello

I'd like to ask you what you do know about the interaction between shock maul / charged strike / enfeeble. Wherever I look / ask, I do not have a clear answer.

Is charged strike a wasted pick on a shock maul build or are there any hidden benefits? If you could explain all the shenanigans ... i'd be thankful :)

Have a good one and thanks for your guides!