Warhammer 40,000: Darktide

Warhammer 40,000: Darktide

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[1.4.x] Veteran Talents & Mechanics
By kuli
This guide explains all of Veteran's talents and related mechanics.
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Base Stats
Veteran 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 equipped weapons.

Basic
Health (alive)
health
150
Health (downed)
health_knocked_down
1000
Crit chance
base_critical_strike_chance
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 (DT's slot system is similar to VT2's). Coherency toughness regeneration is disabled while the player is downed, and while the player is in fire patches from Bomber grenades and Flamers' flamethrowers, and in toxic gas.

The coherency regen delay (i.e. the time until coherency regeneration kicks in after its conditions have been met) is currently bugged: It varies depending on the length of the death animation of the last enemy occupying a slot and hence appears to also be 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
3s
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
2
Stamina Regen Delay
regeneration_delay
1s
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
2.5m
How far the dodge can move the character
Dodge Cooldown
dodge_cooldown
0.2s
Time until next dodge can be performed
Dodge Cooldown after Jump
dodge_jump_override_timer
0.5s
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
0.25s
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
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
1
Modifies toughness damage taken while sliding; below 1 means taking less damage, above 1 means taking more damage BUT due to the complexity of the calculation, neither does 0 translate into taking no damage at all nor does 2 translate into taking double damage. For an in-depth explanation, refer to this write-up (still up to date despite some values having changed).
Passive Talent
Veteran has one passive talent that is always active by default:

"cover_peeking"

Allows Veteran to peek over obstacles when crouching closely behind them. Usually, while crouched behind adequate cover, the player camera does not move in any additional way when aiming down sights with a ranged weapon. This talent enables a brief 'peek over object' animation in first person and adjusts the camera position so that Veteran's view is less obstructed by the obstacle.

Currently, does not apply to: Autopistol and Plasma Gun.
Talent Nodes (Part I)
Agile Engagement
Icon            
Mechanics
+25 Damage to your other weapon for 5s on Enemy Kill.

stat buff:
melee_damage
ranged_damage


Killing an enemy with a melee attack, grants 25% damage to ranged attacks for 5s; killing an enemy with a ranged attack, grants 25% damage to melee attacks for 5s. Active buff duration starts on the respective kill. Stacks additively with related damage buffs.


Born Leader
Icon            
Mechanics
Allies in Coherency Replenish 15% of any Toughness that you Replenish.

function: recover_flat_toughness

Note that this talent struggles to proc correctly.

Spreads 15% of the toughness amount actively generated by Veteran to allies who are in coherency with Veteran. Can proc while Veteran is at 100% toughness; does not spread toughness generated from coherency regeneration.


Bring it Down!
Icon            
Mechanics
+20% Damage (Ogryns & Monstrosities).

stat buff: damage_vs_ogryn_and_monsters

Increases any damage against enemies with the ogryn tag (Bulwark, Crusher, Reaper) and enemies with the monster tag (Beast of Nurgle, Chaos Spawn, Daemonhost, Plague Ogryn). Stacks additively with related damage buffs. Currently, does not buff damage against the Twins or Scab Captain who each do not have the monster tag.


Catch a Breath
Icon            
Mechanics
Replenish 5% Toughness per second when there are no Enemies within 8m.

function: recover_percentage_toughness

If no enemy is within a 8m radius around Veteran, replenishes 5% of max toughness every 1.1s. Proximity check ignores map geometry. Does not interact with coherency toughness.


Charismatic
Icon            
Mechanics
+50% Aura radius.

stat buff: coherency_radius_modifier

Increases Veteran's base coherency radius of 8m by 50% to 12m.


Close Order Drill
Icon            
Mechanics
Up to +33 Toughness Damage Reduction the more Allies in Coherency.

stat buff: toughness_damage_taken_multiplier

Reduces toughness damage taken by 11% per ally in coherency. Stacks linearly with itself (i.e. 2 allies = 22%, 3 = 33% toughness damage reduction) and multiplicatively with other damage reduction buffs.


Confirmed Kill
Icon            
Mechanics
Replenish 10% Toughness on Elite or Specialist Enemy Kill, and a further 20% Toughness over 10s.

function: recover_percentage_toughness

When killing an elite or special, replenishes 10% of maximum toughness immediately. Additionally, replenishes 2% of max toughness per second for 10s; the replenishment over time effect has no cap and can stack multiple times (default HUD only displays a limited amount of buff icons).


Competitive Urge
Icon            
Mechanics
2.5% chance of +20% Base Damage, +20% Melee Impact & +20% Suppression for 8s whenever an Ally kills an Enemy.

stat buffs:
damage
melee_impact_modifier
suppression_dealt


Whenever an enemy dies to anything but Veteran, there is a 2.5% chance for Veteran to receive a 20% increase to any damage, melee stagger strength, and suppression dealt for 8s. Can be refreshed during active duration. The damage and stagger buffs stack additively with other related buffs; the suppression buff stacks additively with Keep Their Heads Down!, the small suppression node, and weapon blessing Powderburn.


Covering Fire
Icon            
Mechanics
When you kill an Enemy with a Ranged Attack, Allies within 5 metres of the target Replenish 15% Toughness & receive +10% to all Base Damage for 3s.

function: recover_percentage_toughness

stat buff: damage


Whenever Veteran kills an enemy with a ranged attack, any ally who is within 5m of the killed enemy replenishes 15% of their maximum toughness. Also increases any damage by 10% for all affected allies for 3s.


Deadshot
Icon            
Mechanics
+25% Critical Chance & +60% Sway Reduction while using your Ranged Weapon's alternate fire, but lose 0.75 Stamina per second and an additional 0.25 per shot.

stat buffs:
critical_strike_chance
sway_modifier
spread_modifier
recoil_modifier


While aiming down sights and being above 0 stamina, grants 25% crit chance, 60% sway reduction, 19% spread reduction, and 12% recoil reduction. Drains 0.75 stamina per second and an additional 0.25 stamina per shot. When stamina reaches 0, the talent loses its effect and applies a fixed immediate sway.

For example, a Veteran with 7 stamina aiming down sights for 5s and shooting twice during this time will have 7-(5x0.75+2x0.25)=2.75 stamina left after the 5s have elapsed; or 39% as per player HUD. The stamina cost reductions from Conditioning and Celerity Stimm reduce this drain effect.
Talent Nodes (Part II)
Demolition Stockpile
Icon            
Mechanics
Replenish 1 Grenade(s) every 60s.

Recharges 1 grenade every 60 seconds; is unaffected by the Maelstrom mutators that grant 'enhanced Blitz' abilities.


Demolition Team
Icon            
Mechanics
You have a 5% chance to replenish a Grenade when you or an Ally in Coherency Kills an Elite or Specialist Enemy.

Whenever Veteran kills an elite or special, grants a 5% chance to restore 1 grenade to Veteran. Procs regardless whether Veteran is in coherency with allies or not. Also grants a 5% chance to restore 1 grenade to Veteran when an ally who is in coherency with Veteran kills an elite or special.


Desperado
Icon            
Mechanics
+10% Melee Critical Hit Chance & +25% Melee Finesse Bonus.

stat buffs:
melee_critical_strike_chance
melee_finesse_modifier_bonus


Grants 10% crit chance to melee attacks and a 25% melee finesse damage bonus; also applies to melee special actions from Bolter, Braced Autogun, Headhunter Autogun, Helbore Lasgun, and Stub Revolver. Crit chance stacks additively with other sources of crit chance, finesse bonus stacks additively with other weakspot and finesse damage buffs.


Determined
Icon            
Mechanics
Gain Suppression immunity.

keyword: suppression_immune

Grants Veteran immunity to suppression dealt by ranged enemies at all times.


Duck and Dive
Icon            
Mechanics
+30% Stamina on avoiding Ranged Attacks by Dodging, Sprinting or Sliding.

function: add_stamina_percent

Replenishes 30% of max stamina per dodged ranged attack; has an internal cooldown of 3s. Procs on regular dodges, sliding dodges, and dodges while sprint dodging (note that the is_sprint_dodging condition requires the character to have more than 0 stamina).

The Ghost, Hit & Run and Stripped Down weapon blessings can also proc this talent.


Exhilarating Takedown
Icon            
Mechanics
Replenish 15% Toughness and gain +10% Toughness Damage Reduction for 8s on Ranged Weakspot Kill. Stacks 3 times.

function: recover_percentage_toughness

stat buff: toughness_damage_taken_multiplier


Per ranged weakspot kill, replenishes 15% of maximum toughness and grants one stack of 10% toughness damage reduction. The toughness replenishment does not stack but can proc multiple times per shot when cleaving. The toughness damage reduction buff stacks 3 times, lasts 8s, can be refreshed during active duration, and stacks multiplicatively with itself, up to 27.1% at max stacks (1-0.9³=0.271), and with other damage reduction buffs.


Exploit Weakness
Icon            
Mechanics
Melee Critical Hits apply 10% Brittleness to the target.

Stacks 2 times and lasts 5s.

stat buff: rending_multiplier

Critical hits with melee attacks apply a rending debuff to enemies boosting damage against armor types Carapace, Flak, Maniac, Unyielding (including damage of explosions and DoTs like bleed and burn applied by Veteran); lasts 5s, can also be applied by crit hits with melee special actions from Bolter, Braced Autogun, Headhunter Autogun, Helbore Lasgun, and Stub Revolver.

This talent's rending debuff is unique: rending_debuff_medium. It stacks two times and applies a rending_multiplier of 10% per stack (whereas the regular rending_debuff stacks up to 16 times and applies 2.5% rending per stack). This debuff being unique means that it is in fact a separate debuff which stacks additively with the regular rending debuff ('brittleness') from Onslaught and weapon blessings Shattering Impact, Supercharge, and Thunderous; thereby effectively raising the cap of 40% total rending on an enemy to 60%.

Stacks additively with other rending debuffs ('brittleness') and with rending buffs that only boost a character's own damage ('rending').


Field Improvisation
Icon            
Mechanics
Ammo Crates also restore Grenades. Medi-Packs Heal +100% faster, cleanse Corruption & Replenish 1% Toughness per second.

buff keywords:
improved_ammo_pickups
improved_medical_crate


functions:
reduce_permanent_damage
recover_percentage_toughness


Upgrades the properties of deployables: Lets deployed ammo crates also restore all grenades to players. Lets deployed med packs heal corruption damage up to the next health segment, doubles their healing rate from 6% of max health per second to 12%, and replenishes 1% of maximum toughness per second. The toughness replenishment is also active while on full health.

This talent upgrades all ammo crates and med packs deployed by any player as long as Veteran is alive.


Fully Loaded
Icon            
Mechanics
+25% Ammo.

stat buff: ammo_reserve_capacity

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


Get Back in the Fight!
Icon            
Mechanics
Stun Immunity, Slow Immunity for 6s & restore +50% Stamina when your Toughness is broken.

30s Cooldown.

buff keywords:
stun_immune
stun_immune_toughness_broken
slowdown_immune


function: add_stamina_percent


Every 30s, when Veteran's toughness reaches 0, grants immunity to stuns and slowdowns from both melee and ranged attacks for 6s; lets Veteran move through fire patches without hindrance. Additionally, when toughness breaks, replenishes 50% of max stamina.
Talent Nodes (Part III)
Grenade Tinkerer
Icon            
Mechanics
Improve your chosen Grenade.

Krak Grenade: +50% Damage.
Frag Grenade: +25% Damage & Radius.
Smoke Grenade: +100% Duration.

stat buffs:
krak_damage
frag_damage
explosion_radius_modifier_frag
smoke_fog_duration_modifier


Increases Krak Grenade's explosion damage by 50%; increases Frag Grenade's explosion damage by 25% (does not affect bleeds applied by the explosion), and the radii of its inner epicenter and max range by 25% to 2.5m and 12.5m respectively; doubles Smoke Grenade's cloud duration, from 15s to 30s.

The grenade damage buffs stack additively with damage buffs from Bring it Down!, Close Quarters Killzone (if within 30m to the enemy), Competitive Urge, Covering Fire (if applied to Veteran by another Veteran), Longshot (if not within 12.5m to the enemy), Redirect Fire! (if tagged), Skirmisher, Superiority Complex (against elites), Surprise Attack, and aura Fire Team.


Grenadier
Icon            
Mechanics
You can carry 1 extra Grenade(s).

stat buff: extra_max_amount_of_grenades

Allows Veteran to carry 1 more grenade; is unaffected by the Maelstrom mutators that grant 'enhanced Blitz' abilities.


Iron Will
Icon            
Mechanics
+50% Reduced Toughness Damage if above 75% Toughness.

stat buff: toughness_damage_taken_multiplier

While above 75% of maximum toughness, grants 50% toughness damage reduction; stacks multiplicatively with other damage reduction buffs.


Keep Their Heads Down!
Icon            
Mechanics
+50% Ranged Attack Suppression.

stat buff: suppression_dealt

Increases Veteran's suppression dealt with ranged attacks by 50%. Stacks additively with related buffs from Competitive Urge, the small suppression node, and the weapon blessing Powderburn.


Kill Zone
Icon            
Mechanics
+15% Base Ranged Damage when there are no Enemies within 8m.

stat buff: ranged_damage

If no enemy is within an 8m radius to Veteran, increases damage of ranged attacks by 15%; stacks additively with other related damage buffs. Proximity check ignores map geometry.


Leave No One Behind
Icon            
Mechanics
+20% Assist Speed & Revive Speed. +20% Movement Speed and Stun Immunity when moving towards a Knocked Down or Incapacitated Ally. Whenever you Revive a Knocked Down Ally, they receive +33% Damage Reduction for 5s.

stat buffs:
assist_speed_modifier
revive_speed_modifier
movement_speed
damage_taken_multiplier


buff keyword: stun_immune


Always grants Veteran 20% increased action speed when reviving or rescuing allies, pulling them up from ledges and freeing them from nets. The revive speed buff stacks additively with the Revive Speed (Ally) stat from curios.

If an ally is downed or incapacitated, grants Veteran immunity to stuns from both melee and ranged attacks, and increases movement speed by 20% as long as Veteran is looking towards the ally (view check ignores map geometry). 'Incapacitated' includes: netted, ledged, pounced, grabbed (by Daemonhost, Chaos Spawn, Mutant), eaten by Beast of Nurgle and waiting for rescue after respawn. The movement speed buff stacks additively with related buffs from Infiltrate, aura Close and Kill, the small movement speed node, and weapon blessings like Rev it Up.

Allies assisted by Veteran gain 33% toughness and health damage reduction for 5s; stacks multiplicatively with other damage reduction buffs.


Longshot
Icon            
Mechanics
Deal up to +20% Ranged Base Damage. Bonus is reduced the nearer the target.

stat buff: damage_far

Increases any damage against enemies beyond 12.5m. The damage buff increases linearly up to 20% at 30m. Within 12.5m distance, the talent has no effect:

Distance
to Target
1m  
12.5m 
13m
15m
20m
25m
30m
Damage
Increase
0%
0%
~0.6%
~2.9%
~8.6%
~14.3%
20%

Also increases the damage of explosions and DoTs like burn and bleed applied by Veteran as long as Veteran stays more than 12.5m away from the enemy.


Onslaught
Icon            
Mechanics
Continuous hits to a Single Target applies 2.5% Brittleness for 5 seconds to the target. Stacks 16 times.

stat buff: rending_multiplier

Repeated melee and ranged hits apply a rending debuff ('brittleness') to enemies boosting damage against armor types Carapace, Flak, Maniac, Unyielding (including damage of explosions and DoTs like bleed and burn applied by Veteran); procs on the second hit against an enemy, lasts 5s.

Stacks additively with the unique rending debuff from Exploit Weakness, with other rending debuffs ('brittleness'), and with rending buffs that only boost a character's own damage ('rending').


Opening Salvo
Icon            
Mechanics
The first 10% Ammo after a Reload has +10% Ranged Critical Hit Chance.

stat buff: ranged_critical_strike_chance

Grants 10% crit chance to ranged attacks as long as the ammo count in the current clip is at or above 90%. For example, a weapon's clip size of 20 rounds grants the crit chance until the ammo count falls below 20x0.9=18 rounds.


Out for Blood
Icon            
Mechanics
Your Kills Replenish an additional 5% Toughness.

function: recover_percentage_toughness

Replenishes 5% of maximum toughness on any kill; procs on melee and ranged kills as well as on kills from explosions and DoTs like bleed or burn applied by Veteran.

When the talent procs on a melee kill, it replenishes 5% of max toughness additionally to Veteran's base 5% of max toughness gained on melee kill. For example, killing three enemies with one melee attack with 184 max toughness, Veteran would replenish 184x(0.05+0.15)=36.8 toughness (HUD rounds up).
Talent Nodes (Part IV)
Precision Strikes
Icon            
Mechanics
+30% Weak Spot Damage.

stat buff: weakspot_damage

Increases weakspot damage of melee and ranged attacks by 30%. Stacks additively with related damage buffs.


Reciprocity
Icon            
Mechanics
+5% Critical Hit Chance for 8s on successful Dodge. Stacks 5 times.

stat buff: critical_strike_chance

Grants 5% crit chance to both melee and ranged attacks for 8s; can be refreshed during active duration. Stacks additively with other sources of crit chance. Procs on successfully dodging enemy melee or ranged attacks (except Gunners, Reapers, Snipers), and disabler attacks (Pox Hound jump, Trapper net, Mutant grab). 'Successful dodge' means dodging an enemy attack that is locked on the player with an accordingly timed dodge or sliding action.

The Ghost, Hit & Run and Stripped Down weapon blessings can proc this talent (only against ranged attacks).


Rending Strikes
Icon            
Mechanics
Gives +10% Rending to all weapons.

stat buff: rending_multiplier

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 Veteran). Only affects Veteran's own damage. Stacks additively with other rending buffs ('rending') and with rending debuffs that are applied to enemies ('brittleness').


Serrated Blade
Icon            
Mechanics
1 Stack(s) of Bleed to the target on Melee Hit.

Damaging melee attacks apply 1 bleed stack to enemies. Can also be applied by melee special actions from Bolter, Braced Autogun, Headhunter Autogun, Helbore Lasgun, and Stub Revolver. Cannot apply bleeds through shields.


Shock Trooper
Icon            
Mechanics
Critical Hits with Las-weapons consume no Ammo.

buff keyword: no_ammo_consumption_on_crits

Makes every shooting action not consume ammo when it crits. For weapons with guaranteed crit squences (Recon Lasguns, Autoguns, Autopistol), all shots of the crit sequence do not consume ammo upon proc.


Skirmisher
Icon            
Mechanics
+5% to all Base Damage for 5s after Sprinting. Stacks 5 times.

stat buff: damage

Increases any damage by 5% per stack; gains 1 stack every second while sprinting. Can be refreshed during active duration. Stacks additively with related damage buffs.


Superiority Complex
Icon            
Mechanics
+15% Base Damage (Elite Enemies).

stat buff: damage_vs_elites

Increases any damage against elites by 15%. Stacks additively with related damage buffs.


Tactical Awareness
Icon            
Mechanics
Combat Ability Cooldown reduced by 6s on Specialist Enemy Kill.

function: reduce_ability_cooldown_time

Killing a special enemy reduces Veteran's remaining ability cooldown by 6s. Can proc while Concentration Stimm's cooldown reduction effect of 3s per second is active. Does not interact with Combat Ability Regeneration from curios.


Tactical Reload
Icon            
Mechanics
+25% Reload Speed if your weapon contains Ammo.

stat buff: reload_speed

Grants 25% increased reload animation speed if the current ammo count in clip is above 0 when reloading. Stacks additively with reload speed buffs from Fleeting Fire, Marksman's Focus, Volley Adept, the small reload speed node, weapon perks and blessings, and Celerity Stimm.

This also increases the speed of the loading special action of Combat Shotguns.


Trench Fighter Drill
Icon            
Mechanics
+10% Melee Attack Speed.

stat buff: melee_attack_speed

Increases melee weapon attack animation speed by 10%. Stacks additively with related buffs from Weapons Specialist and Celerity Stimm.


Twinned Blast
Icon            
Mechanics
20% chance to throw an additional Grenade (this still only consumes a single Grenade).

stat buff: extra_grenade_throw_chance

Grants Veteran a 20% chance to throw one additional grenade when throwing grenades; is unaffected by the Maelstrom mutators that grant 'enhanced Blitz' abilities.


Vanguard
Icon            
Mechanics
-20% Sprinting cost.

stat buff: sprinting_cost_multiplier

Reduces stamina drain while sprinting by 20%. Stacks multiplicatively with cost reduction buffs from Conditioning, Celerity Stimm and Sprint Efficiency perks from curios, ranged and melee weapons.


Volley Adept
Icon            
Mechanics
+30% Reload Speed on Elite & Specialist Enemy Kill.

stat buff: reload_speed

Killing an elite or special enemy increases reload animation speed by 30%. The buff is held until consumed upon reloading. Stacks additively with reload speed buffs from Fleeting Fire, Marksman's Focus, Tactical Reload, the small reload speed node, weapon perks and blessings, and Celerity Stimm.

This also increases the speed of the loading special action of Combat Shotguns.
Small Nodes
Icon        
Mechanics
Toughness Boost
+X Toughness.

stat buff: toughness

Adds 25 or 15 toughness to Veteran's base maximum toughness of 100 thereby increasing Veteran'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 150 max toughness (Veteran's base 100 and two +25 toughness nodes) with one +15% toughness curio with a +4% toughness perk, Veteran's max toughness of 150 is increased by 150x(0.15+0.04)=28.5 to 178.5 toughness (HUD rounds up).

Maximum toughness is the base value that is used in toughness recovered calculations of most talents.

Availability on tree:
2 (+25 toughness)
1 (+15 toughness)
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; their sum stacks multiplicatively with other damage reduction buffs.

Availability on tree:
1 (+10% toughness damage reduction)
1 (+5% toughness damage reduction)
Stamina Regeneration Boost
0.25s Stamina Regen Delay Reduction.

stat buff: stamina_regeneration_delay

Reduces Veteran's base stamina regeneration delay of 1s to 0.75s. This time is the delay before stamina starts regenerating after having spent stamina. Stacks additively with the other small stamina regen delay reduction node.

Availability on tree: 2
Health Boost
+5% Health.

stat buff: max_health_modifier

Increases Veteran's maximum health by 5%; also applies to health while downed. Stacks additively with health buffs from curios. For example, one +20% health curio with a +4% health perk and this 5% health node increase Veteran's max health of 150 by 150x(0.2+0.04+0.05)=43.5 to 193.5 health (HUD rounds up).

Availability on tree: 2
Ranged Damage Boost
+5% Ranged Damage.

stat buff: ranged_damage

Increases ranged damage by 5%. Stacks additively with other related damage buffs.

Availability on tree: 2
Melee Damage Boost
+X% Melee Damage.

stat buff: melee_damage

Increases melee damage by 10% or 5%; also applies to melee special actions from Bolter, Braced Autogun, Headhunter Autogun, Helbore Lasgun, and Stub Revolver. Stacks additively with the other small melee damage node and other related damage buffs.

Availability on tree:
1 (+10% melee damage)
1 (+5% melee damage)
Inspiring Presence
+10% Toughness Replenishment for you and Allies in Coherency.

stat buff: toughness_regen_rate_modifier

Increases the base amount of coherency toughness regenerated while in coherency by 10% for Veteran and allies who are in coherency with Veteran; to 4.125 / 6.1875 / 8.25 toughness (per 1 / 2 / 3 allies) per second. Stacks additively with Ogryn's aura Stay Close!, Psyker's small node Inspiring Presence, and Toughness Regeneration Speed from curios.

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

stat buff: reload_speed

Increases weapon reload animation speed. Stacks additively with reload speed buffs from Fleeting Fire, Marksman's Focus, Tactical Reload, Volley Adept, weapon perks and blessings, and Celerity Stimm.

This also increases the speed of the loading special action of Combat Shotguns.

Availability on tree: 1
Stamina Boost
+1 Stamina.

stat buff: stamina_modifier

Adds 1 stamina to Veteran's base stamina of 2 thereby increasing Veteran's max stamina to 3. Stacks additively with stamina values from curios, weapon perks, and weapon stamina profiles.

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

stat buff: critical_strike_chance

Increases critical strike chance by 5% for all attacks that can crit. Stacks additively with other sources of crit chance.

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

stat buff: movement_speed

Grants 5% movement speed. Stacks additively with movement speed buffs from Infiltrate, Leave No One Behind, aura Close and Kill, and weapon blessings like Rev it Up.

Availability on tree: 1
Suppression Boost
+25% Suppression Dealt.

stat buff: suppression_dealt

Increases suppression dealt to enemies by 25%. Stacks additively with suppression buffs from Competitive Urge, Keep Their Heads Down!, and weapon blessing Powderburn.

Availability on tree: 1
Blitz Nodes
Shredder Frag Grenade / Frag Grenade
Icon            
Mechanics
Throw a frag grenade that explodes after a short delay. Applies 6 Stacks of Bleed to all Enemies Hit, causing Damage over time.

Starting version: (Frag Grenade)
Throws a frag grenade that explodes.

• Fuse time: 1.7s
• Max throwing speed: 30 (aimed, quick throw), 8 (underhand)
• Deals very low direct impact damage
• Suppression radius (explosion): 15m
• Explosion radius: 10m (max), 2m (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: 500, base damage between epicenter and max radius: 200; fixed power level; decent armor damage modifier against Maniac (epicenter), low armor damage modifier against Carapace; damage is increased by 'rending' / 'brittleness' and by damage buffs from Bring it Down!, Close Quarters Killzone (if within 30m to the enemy), Competitive Urge, Covering Fire (if applied to Veteran by another Veteran), Grenade Tinkerer, Longshot (if not within 12.5m to the enemy), Redirect Fire! (if tagged), Skirmisher, Superiority Complex (against elites), Surprise Attack, and aura Fire Team
• Stagger: Deals high stagger against all enemies including monstrosities, except for Scab Captain/Twins
• Ammo: replenishes all grenades per grenade pickup

Augmented version: (Shredder Frag Grenade)
Throws a frag grenade that explodes applying bleed to all enemies within its explosion radius.

• Same properties as starting version
• Bleed: applies 6 bleed stacks on explosion; is the same bleed like other sources of bleed: 16 max stacks on a target, ticks every 0.5s, lasts 1.5s; bleed damage is increased by the same sources (except Grenade Tinkerer) that also buff the grenade's explosion damage (see above). Additionally, bleed damage is affected by perks of currently equipped weapons and the following buffs from:
Blessings
(melee)
if proc'ed with weapon before or during bleed's active duration: Executor, High Voltage (while electrocuted), Skullcrusher (while staggered), and Slaughterer
Blessings
(ranged)
if proc'ed with weapon before or during bleed's active duration: Blaze Away, Deathspitter, Dumdum, Execution (while staggered), Fire Frenzy, Full Bore, No Respite (while staggered), Pinning Fire, and Run 'n' Gun (while sprinting)


Krak Grenade
Icon            
Mechanics
Throw a grenade that deals devastating Damage. Sticks to Flak Armoured, Carapace Armoured & Unyielding Enemies.

Throws a grenade that can home in only on Carapace armor and that always sticks to armor types Carapace, Flak, and Unyielding before it explodes for high single target damage.

• Fuse time: 2s (thrown), 2s (stuck on target)
• Max throwing speed: 30 (aimed, quick throw), 8 (underhand)
• Deals very low direct impact damage
• Suppression radius (explosion): 6m
• Explosion radius: 1.5m (epicenter), 5m (max)
• Explosion damage: enemies inside epicenter will take more damage, enemies between epicenter and max radius will take less damage depending on distance, enemies that the grenade sticks to always take epicenter damage; base damage epicenter: 2400, base damage between epicenter and max radius: 200; fixed power level; inside epicenter, good armor damage modifiers across the board and very high armor damage modifiers against Carapace, Flak, Unyielding; outside epicenter, decent armor damage modifiers across the board; damage is increased by 'rending' / 'brittleness' and by damage buffs from Bring it Down!, Close Quarters Killzone (if within 30m to the enemy), Competitive Urge, Covering Fire (if applied to Veteran by another Veteran), Grenade Tinkerer, Longshot (if not within 12.5m to the enemy), Redirect Fire! (if tagged), Skirmisher, Superiority Complex (against elites), Surprise Attack, and aura Fire Team
• Stagger: Deals high stagger against all enemies including monstrosities; against Scab Captain/Twins only without shield
• Ammo: replenishes all grenades per grenade pickup

How homing and sticking work:
Homing in on a target and sticking to a target are two separate mechanics. Void shields (Scab Captain, Twins) cancel both mechanics.

Homing only applies to regular throws, not to underhand throws; the grenade can only home in on Carapace armor hit zones; if the projectile is within 3m to a valid target after a minimum lifetime of 0.33s, it will automatically connect to the closest valid armor hit zone; valid hit zones are:
Breeds
Carapace hit zones
Bulwark
Shield, both arms, both feet
Crusher
Full body
Mauler
Head
Reaper
Both hands, shoulder pad
Rinda Karnak
Head, right upper arm
Rodin Karnak
Head, left upper arm

Sticking applies to both regular and underhand throws; the grenade can only stick to Carapace, Flak, and Unyielding armor hit zones; as soon as the projectile directly connects with a valid armor hit zone, it will stick to the target until explosion; for example, Dreg Bruisers have Flak armor hit zone on head and Unarmoured on body so the projectile can only stick to their head and never to their body.

Regardless of the hit zone the projectile sticks to, the explosion will always target center mass hit zone dealing the same damage.


Smoke Grenade
Icon            
Mechanics
Throw a grenade that creates a lingering smoke cloud for 15s. The cloud blocks line of sight for most enemies and reduces the sight range of enemies inside it.

Throws a grenade that explodes leaving a smoke cloud behind. The smoke impacts enemies' perception.

• Fuse time: 1.5s
• Max throwing speed: 30 (aimed, quick throw), 8 (underhand)
• Deals very low direct impact damage
• Initial explosion deals no damage and very light stagger, 10m radius
• Suppression radius (explosion): 15m
• Smoke cloud effect: 5.5m radius, lasts for 15s; players inside its radius are considered 'concealed' which means that the detection radius of unaggroed enemies is lowered so that players can enter an enemy's aggro range without drawing aggro immediately; if the player holds aggro from an enemy who is in melee combat, then the smoke has no effect on enemy perception; if the player holds aggro from an enemy who is in ranged combat, the smoke makes the ranged enemy stop firing and change positions (Reapers are less likely to reposition); Gunners and Reapers who are inside the smoke cloud's area of effect themselves keep firing at the player's last known position; Pox Hounds cannot lock on a player who is inside smoke cloud's area of effect and will keep circling the cloud (no effect on Mutants and Poxbursters)
• Ammo: replenishes all grenades per grenade pickup
Aura Nodes
Survivalist / Scavenger
Icon            
Mechanics
Replenish 1% Ammo for you and Allies in Coherency whenever any of you Kill an Elite or Specialist Enemy. This can only occur once every 5s.

Killing an elite or special enemy replenishes a fixed percentage of max ammo in reserve for Veteran and allies who are in coherency with Veteran; has an internal cooldown of 5s. Allies receive the ammo amount replenished by Veteran. Does not stack with the same aura from another Veteran, multiple Veterans spread their replenished ammo amounts separately.

For example, with a weapon that has 180 bullets max ammo in reserve: On the first proc, Veteran regains 180x0.01=1.8 bullets which is rounded down to 1; the leftover amount of 1.8-1=0.8 is carried over to the next proc. On the second proc, Veteran regains 180x0.01+0.8=2.6 bullets which is rounded down to 2; the leftover amount of 2.6-2=0.6 is once again carried over to the next proc, and so on. This means, in this case, Veteran gets 1 bullet on the first proc, 2 bullets on the next four procs, and then 1 bullet again on the fifth proc, and so on.

Starting version: (Scavenger)
Replenishes 0.75% of max ammo in reserve per elite or special kill.

Augmented version: (Survivalist)
Replenishes 1% of max ammo in reserve per elite or special kill.


Fire Team
Icon            
Mechanics
+5% Damage for you and Allies in Coherency.

stat buff: damage

Increases any damage by 5% for Veteran and allies who are in coherency with Veteran. Stacks additively with related damage buffs. Does not stack with the same aura from another Veteran.


Close and Kill
Icon            
Mechanics
+5% Movement Speed for you and Allies in Coherency.

stat buff: movement_speed

Increases movement speed by 5% for Veteran and allies who are in coherency with Veteran. Stacks additively with movement speed buffs from Infiltrate, Leave No One Behind, the small movement speed node, and weapon blessings like Rev it Up. Does not stack with the same aura from another Veteran.
Combat Ability Nodes (Part I)
Icon            
Mechanics
Executioner's Stance / Volley Fire
Enter Ranged Stance for 5s. When in Ranged Stance you instantly equip your ranged weapon, deal +25% Ranged Damage, +25% Ranged Weakspot Damage, and your Spread and Recoil are greatly reduced.

Human-sized Elite Enemies and Specialist Enemies are highlighted for 5s.

Base Cooldown: 30s.

stat buffs:
ranged_damage
ranged_weakspot_damage
ranged_impact_modifier
spread_modifier
recoil_modifier
sway_modifier
fov_multiplier


buff keywords:
stun_immune
slowdown_immune
suppression_immune
uninterruptible
deterministic_recoil


Ranged Stance
• On activation, forces a swap to ranged weapon playing a short wield animation
• Grants a plethora of buffs to Veteran: immunity to stuns and slowdowns from both melee and ranged attacks; immunity to suppression; Veteran's attack actions cannot be interrupted as part of hit reactions; weapon spread reduced by 38%; weapon recoil reduced by 24%, randomness in recoil patterns replaced by a fixed one; weapon sway reduced by 60%; and slightly zoomed in field of view
• Lasts for 5s
• Ends early when switching off of ranged weapon or when Veteran gets disabled

Starting version: (Volley Fire)
• Increases both ranged damage and ranged weakspot damage by 15%; stacks additively with related damage buffs
• Increases ranged stagger strength by 50%

Augmented version: (Executioner's Stance)
• Increases both ranged damage and ranged weakspot damage by 25%; stacks additively with related damage buffs
• Increases ranged stagger strength by 100%
• On activation, adds outlines to all specials and human-sized elites who are currently within 50m of Veteran; outlines last for 5s and are only visible to Veteran
Enhanced Target Priority
Executioner's Stance now outlines Elite & Specialist Enemies for Allies in Coherency for 5s.

Enables Executioner's Stance's outlines on all specials and human-sized elites to be visible to allies who are in coherency with Veteran. Outlines visible to allies always last 5s.
Relentless
Killing an Enemy outlined by Executionier's Stance refreshed the duration of its bonuses for 5s.

When Veteran kills an outlined enemy during Executioner's Stance, its active duration is extended by 5s. This also refreshes the duration of outlines on enemies.
Counter-Fire
Executioner's Stance now outlines all Ranged Enemies.

Enables Executioner's Stance to add outlines to Scab/Dreg Stalkers and Scab Shooters, additionally to all specials and human-sized elites.
The Bigger they Are ...
Executioner's Stance now outlines all Ogryn Enemies.

Enables Executioner's Stance to add outlines to Bulwarks, Crushers, and Reapers, additionally to all specials and human-sized elites.


Icon            
Mechanics
Voice of Command
Replenishes your Toughness & Staggers all Enemies within 9m.

Base Cooldown 30s.

Releases a shout around Veteran.

function: recover_max_toughness


Sets Veteran's toughness to 100% upon activation.

Shout:
• Holding the ability button shows shout range; preview can be block canceled
• Radius: 9m
• Staggers all enemies within radius; stagger strength decreases with range; does not apply to enemies who are already staggered
• Always forces heavy stagger on Crushers, Maulers, Mutants, Reapers, monstrosities, and Scab Captain/Twins (only without shield) for 2.5s; does not apply to enemies who are already staggered; staggers Bulwarks if not in front of their shield
Duty and Honour
Voice of Command now also provides you and Allies in Coherency with +50 Toughness for 15s. This can exceed your maximum Toughness.

stat buff: toughness_bonus_flat

For Veteran, Voice of Command adds 50 bonus toughness (yellow), additionally to setting Veteran's toughness to 100% upon activation. For allies who are in coherency with Veteran, Voice of Command adds 50 toughness upon activation if their toughness is below 100%; if their toughness is at or above 100%, Voice of Command adds 50 bonus toughness to allies.

The bonus toughness lasts for 15s and can stack with itself. It acts as a 'second' toughness bar following the same coherency regeneration rules as regular toughness (see above).
Only In Death Does Duty End
Voice of Command revives Knocked Down Allies within Radius, but also reduces that Radius by 33% & increases your Ability Cooldown by 50%.

stat buffs:
combat_ability_cooldown_modifier
shout_radius_modifier


Enables Voice of Command to revive allies within its radius who are knocked down; ignores map geometry. Reduces Voice of Command's radius by 33% to 6.03m.

Also increases its maximum cooldown by 50% to 45s. This max cooldown increase stacks additively with max cooldown reductions from Psyker's aura Seer's Presence, Combat Ability Regeneration from curios, and the Maelstrom mutator that reduces ability cooldowns by 20%.

For example, a Veteran with this talent playing the Maelstrom mutator (-0.2) with three 4% Combat Ability Regeneration curios (-0.12) will have a Voice of Command max cooldown of 30+30x(0.5-0.32)=35.4 seconds.
Combat Ability Nodes (Part II)
Icon            
Mechanics
Infiltrate
Replenish all Toughness and enter Stealth for 8s, gaining +25% Movement Speed. Leaving Stealth Suppresses nearby Enemies. Attacking makes you leave Stealth.

Base Cooldown: 45s.

buff keyword: invisible

stat buff: movement_speed

function: recover_max_toughness


Sets Veteran's toughness to 100% upon activation.

Stealth:
• Become invisible for 8s dropping all enemy aggro: melee enemies reaggro immediately to another target if possible; firing ranged enemies stop shooting, then reaggro if possible; Daemonhosts keep aggro once they are locked on a player
• Can still take damage during invisibility
• Stealth breaks on: hitting enemies with a melee attack; any ranged attack; throwing a grenade (aimed, quickthrow); finishing a rescue/revive/pull up/free from net action
• Stealth does not break on: throwing a grenade (underhand); pushing enemies; using stimms (on self or team mates); tick damage dealt by burn and bleed; grenades that explode after having gone invisible; operating the Auspex device or minigame
• When stealth ends, suppresses enemies within 9m

The movement speed buff lasts as long as the invisibility (8s) and stacks additively with related buffs from Leave No One Behind, aura Close and Kill, the small movement speed node, and weapon blessings like Rev it Up.
Low Profile
-90% Threat for 10s on leaving Stealth.

stat buff: threat_weight_multiplier

When invisibility ends, grants a weight multiplier for 10s. There are multiple factors that are used to calculate the score which determines enemy target selection of player units. The tl;dr is that this talent grants a multiplier which manipulates the score calculation in the player's favor to make it less likely to be targeted by enemies.
Hunter's Resolve
Infiltrate provides +50% Toughness Damage Reduction for 10s on leaving Stealth.

stat buff: toughness_damage_taken_multiplier

When invisibility ends, grants 50% toughness damage reduction for 10s; stacks multiplicatively with other damage reduction buffs.
Surprise Attack
Infiltrate now also grants +30% Damage for 5s when leaving Stealth.

stat buff: damage

When invisibility ends, increases any damage by 30% for 5s; stacks additively with related damage buffs.
Overwatch
Your Combat Ability gain +1 charge, but +33% Cooldown.

stat buffs:
ability_extra_charges
combat_ability_cooldown_modifier


Adds a second charge to the combat ability; the cooldown of the second charge only starts after the first charge finished cooldown.

Also increases Infiltrate's maximum cooldown by 33% to 59.85s; this max cooldown increase stacks additively with max cooldown reductions from Psyker's aura Seer's Presence, Combat Ability Regeneration from curios, and the Maelstrom mutator that reduces ability cooldowns by 20%.

For example, a Veteran with this talent playing the Maelstrom mutator (-0.2) with a Psyker who has the cooldown aura (-0.1) will have an Infiltrate max cooldown of 45+45x(0.33-0.3)=46.35 seconds.


Icon            
Mechanics
Marksman
On Ability use, for 10s any Weakspot hits gain +20% Power.

When using Infiltrate, this is applied after leaving Stealth.

stat buff: weakspot_power_level_modifier

Upon combat ability use or when invisibility ends, increases the power level of both melee or ranged attacks against weakspots by 20%. Stacks additively with related power level modifiers from weapon blessings (e.g. Blaze Away, Deathspitter, Slaughterer, Thrust etc).
For the Emperor!
Your Combat Ability gives you and Allies in Coherency +10% Melee Base Damage & +10% Ranged Base Damage for 5s.

stat buffs:
melee_damage
ranged_damage


Upon combat ability use, increases melee and ranged damage by 10% for 5s for Veteran and allies who are in coherency with Veteran. Allies get the buff as long as they are in coherency when the buff is triggered. Stacks additively with the same talent of another Veteran and with related damage buffs.
Close Quarters Killzone
+15% Close Damage for 10s on Combat Ability use.

When using Infiltrate, this begins on leaving Stealth.

stat buff: damage_near

Upon combat ability use or when invisibility ends, increases any damage by 15% against enemies within an 12.5m radius for 10s. Beyond 12.5m, the damage buff decreases linearly until it loses its effect at 30m:

Distance
to Target
1m 
12.5m
 13m
 15m
20m
25m
30m
Damage
Increase
15%
15%
~14.6%
~12.9%
~8.6%
~4.3%
0%

Also increases the damage of explosions and DoTs like burn and bleed applied by Veteran as long as Veteran stays within 30m to the enemy.
Keystone Nodes (Part I)
Icon            
Mechanics
Marksman's Focus
Ranged Weakspot kills grant 3 stack(s) of Focus. Up to 10 Max Stacks. Sprinting, sliding and walking removes stacks.

Each stack of Focus grants +7.5% Ranged Finesse Power, and +1% Reload Speed.

Ranged Weakspot kills let you move without losing stacks for 6s. Ranged Weakspot hits lets you move without losing stacks for 3s.

stat buffs:
ranged_finesse_modifier_bonus
reload_speed


Killing enemies with ranged weakspot hits generates 3 Focus stacks, up to 10 max stacks. Drops stacks based on movement: Walking removes 1 stack per second, sprinting removes 1 stack every 0.5s; also accounts for respective move speed while sliding. A weakspot kill with a ranged attack allows for 6s of moving without dropping stacks; a weakspot hit with a ranged attack allows for 3s of moving without dropping stacks.

Per Focus stack, grants a 7.5% ranged finesse damage bonus and 1% increased reload animation speed. The finesse bonus stacks additively with other weakspot and finesse damage buffs; the reload speed stacks additively with buffs from Fleeting Fire, Tactical Reload, Volley Adept, the small reload speed node, weapon perks and blessings, and Celerity Stimm. The reload speed buff also increases the speed of the loading special action of Combat Shotguns.
Crack in their Armour
+10% Rending when at, or over, 10 stacks of Focus.

stat buff: rending_multiplier

When at or above 10 Focus stacks, 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 Veteran). Only affects Veteran's own damage. Stacks additively with other rending buffs ('rending') and with rending debuffs that are applied to enemies ('brittleness').

Note that this talent works in actual games but struggles to proc correctly in local games (meat grinder, solo play).
Long Range Assassin
Increase Maximum stacks of Focus from 10 to 15.

Lets Veteran gain up to 15 Focus stacks, up from 10.
Camouflage
Gain 1 stack(s) of Focus every 0.75s when standing still, or walking when crouched.

Lets Veteran generate 1 Focus stack every 0.75s when not moving, or when moving while crouched.
Tunnel Vision
+5% Toughness Replenishment for each stack of Focus.

stat buff: toughness_replenish_modifier

Increases the amount of any toughness replenished by talents, weapon blessings, and melee kills by up to 50%; does not apply to coherency toughness regeneration.

For example, at 10 stacks, a Veteran with 152 max toughness killing an enemy with a melee attack replenishes 152x(0.05+0.05x0.5)=11.4 toughness (HUD rounds up).


Icon            
Mechanics
Focus Target!
Gain Focus Target every 2s (Stacks 5 times).

Tagging an Enemy applies the Focus Target stacks to them, causing them to take +4% additional Damage for each stack, and resets your Focus Target stacks to 1.

stat buff: damage_taken_multiplier

Generates 1 stack of Focus Target every 2s, up to 5 max stacks. Upon tagging an enemy, applies the amount of Focus Target stacks currently held by Veteran to the enemy (always at least 1), and resets Veteran's stack amount to 1. Per applied stack, increases any damage taken by the tagged enemy by 4%. This debuff lasts for the duration of the tag (25s), and can stack up to 8 times on a single enemy. Enemies tagged with this talent are highlighted yellow.

The current amount of stacks on an enemy can only be overwritten if the amount of new stacks to be applied is higher than the current one. Successfully overwriting stacks refreshes the 25s duration. Multiple Veterans can overwrite each other's tags unless there are already 8 stacks on the enemy.
Target Down!
If an Enemy you have Tagged dies, replenish 5% Toughness and 5% Stamina for each stack of Focus Target applied, to you and Allies in Coherency.

functions:
recover_percentage_toughness
add_stamina_percent


When an enemy tagged by Veteran dies, replenishes 5% of max toughness and 5% of max stamina per Focus Target stack on that enemy to Veteran and allies who are in coherency with Veteran. This is up to 40% of max toughness/stamina (8 stacks).
Focussed Fire
Focus Target Max Stacks increased to 8.

Lets Veteran generate up to 8 Focus Target stacks, up from 5.
Redirect Fire!
If an Enemy you have Tagged dies, grant +1.5% Damage for each stack of Focus Target applied, to you and Allies in Coherency. Lasts 10s.

stat buff: damage

When an enemy tagged by Veteran dies, increases any damage by 1.5% per Focus Target stack on that enemy for Veteran and allies who are in coherency with Veteran; lasts 10s. This is up to 12% increased damage (8 stacks).
Keystone Nodes (Part II)
Icon            
Mechanics
Weapons Specialist
Gain Ranged Specialist on Melee Kills (Stacks 10 times). Gain Melee Specialist on Ranged Kill (Stacks 1 times.

When you wield your Ranged Weapon, you activate your Ranged Specialist effect to gain +2% Ranged Attack Speed, as well as +33% Ranged Critical Hit Chance on your next shot, per stack. Lasts 5s.

When you wield your Melee Weapon, you activate your Melee Specialist effect, to gain +15% Melee Attack Speed, and 10% Dodge Speed and Dodge Distance. Lasts 10s.

Ranged Specialist

stat buffs:
ranged_attack_speed
ranged_critical_strike_chance


Melee Specialist

stat buffs:
melee_attack_speed
dodge_speed_multiplier
dodge_distance_modifier


Grants different buffs when switching weapons: Gain Ranged Specialist after switching from melee to ranged; gain Melee Specialist after switching from ranged to melee. Ranged Specialist can stack up to 10 times; gets 1 stack per enemy killed with melee attacks. Melee Specialist stacks up once; gets 1 stack per enemy killed with ranged attacks. Allocates stacks depending on which weapon is quipped when the enemy dies; kills by damage over time effects can generate stacks.

Note that the forced weapon swap upon activating Executioner's Stance does not fulfill the on_wield_ranged proc condition of Ranged Specialist, Always Prepared, Fleeting Fire, and On Your Toes.

Ranged Specialist increases ranged attack animation speed by 2% per stack (up to 20%); stacks additively with Celerity Stimm. Also grants 33% ranged crit chance per stack to the first shot after weapon swap; this crit chance increase caps out at 3 stacks in practicality, granting a guaranteed ranged crit. These two buffs last for 5s.

Melee Specialist increases melee attack animation speed by 15%; stacks additively with related buffs from Trench Fighter Drill and Celerity Stimm. Also increases dodge speed and dodge distance by 10%. These two buffs last for 10s.
Always Prepared
Activating Ranged Specialist replenishes up to 3.3% of your missing ammo in your Clip from your Reserve, rounded up, for each stack.

function: transfer_from_reserve_to_clip

When activating Ranged Specialist, per stack, transfers 3.3% of a weapon's missing ammo in clip from the current ammo in reserve to the clip. For example, Veteran with 6 Ranged Specialist stacks and a weapon missing 36 bullets in its clip, transfers 36x0.33x(6/10)=7.128 bullets which is rounded up to 8.
Fleeting Fire
Activating Ranged Specialist grants 20% Reload Speed for 5s.

stat buff: reload_speed

When activating Ranged Specialist, increases reload animation speed by 20% for 5s; stacks additively with buffs from Marksman's Focus, Tactical Reload, Volley Adept, the small reload speed node, weapon perks and blessings, and Celerity Stimm.

This also increases the speed of the loading special action of Combat Shotguns.
Invigorated
Activating Melee Specialist restores 20% Stamina.

function: add_stamina_percent

When activating Melee Specialist, replenishes 20% of max stamina to Veteran. Procs separately to the stamina replenishment from Duck and Dive, Get Back in the Fight!, and Target Down!.
Conditioning
Activating Melee Specialist grants 25% Stamina Cost Reduction for 3s.

stat buff: stamina_cost_multiplier

When activating Melee Specialist, reduces general stamina drain by 25% for 3s; stacks multiplicatively with the stamina cost reduction from Celerity Stimm.

This reduces stamina drain while sprinting; stacks multiplicatively with the sprinting cost reductions from Vanguard, Celerity Stimm and Sprint Efficiency perks from curios, ranged and melee weapons.

This reduces stamina drain when blocking a melee attack; stacks multiplicatively with Block Efficiency perks from curios and melee weapons.

This also reduces the stamina drain when pushing and during Deadshot's active duration.
On Your Toes
Activating Melee Specialist and Ranged Specialist replenishes 20% Toughness. 3s Cooldown for each.

function: recover_percentage_toughness

When activating Melee Specialist, replenishes 20% of maximum toughness. When activating Ranged Specialist, replenishes 20% of maximum toughness. Has a 3s cooldown which is tracked separately for each toughness replenishment.
8 Comments
Magpie 22 Dec, 2023 @ 10:09pm 
Awesome guide. Just wanted to add that if Focus Target is used, resets to one stack, and you kill the tagged enemy before it goes to two stacks, it will immediately go to two stacks. Unsure if this is a bug, but it seemed almost completely consistent.

Essentially, you always have two stacks available assuming you kill the previous target. Might want to check for yourself to see if it's valuable information. Getting a bare minimum 10% toughness per elite/specialist ping when it has no cooldown is gnarly.
[DEMIGOD FELLED] 16 Dec, 2023 @ 2:29am 
close range vet goes hard
kuli  [author] 11 Dec, 2023 @ 4:45am 
Yea, that does seem convoluted on a second look. I added those bits.
NinjaSloth 10 Dec, 2023 @ 11:33pm 
for most units*
NinjaSloth 10 Dec, 2023 @ 11:33pm 
*forgot to mention that VoC applies heavy stagger on first 2/3rds, and light stagger on the last 1/3rd
NinjaSloth 10 Dec, 2023 @ 11:30pm 
Stagger on VoC is impressive spaghetti code. Heavy stagger only applies to (most units) for the first 2/3rds of the shout, 6m~ 4m~ with Only in Death.
It will apply to all units updated in P14 (Monstrosities, Ogryn, Maulers and Mutants) up to max range - however it also seems to apply a lesser stagger and won't knockdown bulwark, reapers or maulers if they are in the first 2/3rds range.

I assume it is applying both the light stagger out past 6m, along with the updated heavy stagger past 2/3rds range making it stronger on those updated units at 2/3rds+ ranges - but doesn't apply both heavy staggers if they are inside the 2/3rds range.
Effigy 10 Dec, 2023 @ 1:12pm 
Nice work! I pretty well-informed about the game and I still learned a few things reading this.
Rakkori 10 Dec, 2023 @ 1:56am 
THANK YOU