Warhammer 40,000: Darktide

Warhammer 40,000: Darktide

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[Pre-1.10] Hive Scum Talents & Mechanics
By kuli
++ DAY 0 PATCH CHANGES PENDING ++

This guide explains all of Hive Scum'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
Hive Scum 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
10%

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
3
Stamina Regen Delay
regeneration_delay
0.5s
Stamina Regen Speed
regeneration_per_second
2 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
0.15s
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
1
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
0.75
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).
Cartel Special Stimm (Part I)
Hive Scum can equip a personal stimm called Cartel Special. This stimm has its own talent tree ('Stimm Lab') and only becomes available for use if at least one stimm node has been selected in that tree. While the Cartel Special Stimm is equipped, Hive Scum cannot pick up any of the regular stimms (Celerity Stimm, Combat Stimm, Concentration Stimm, Med Stimm). Instead, Hive Scum can only use the Cartel Special Stimm. The Cartel Special Stimm cannot be used on allies and has 1 charge.

Stimm Node Point Costs
The cost for selecting a stimm node increases per subnode within each branch of the tree. A level 30 character has 30 points to spend. For the individual point costs, see the breakdowns below.

Stimm Cooldown
Selecting stimm nodes increases the cooldown of the Cartel Special Stimm. With just one node selected, the cooldown is 15s which is then increased for every stimm node point cost spent ('Viscosity'), up to a maximum cooldown of 75s.

Stimm Node Buff Effects
The buff effects of the Cartel Special Stimm can be customized by selecting respective stimm nodes. Once stimmed, the selected effects last for 15s (or for 20s if Long Lasting is selected).

Upper Left Branch
Icons           
Mechanics










 
The upper left branch of the stimm tree offers three types of buffs:

+20% Toughness Regeneration.
stat buff: toughness_regen_rate_modifier

(1) Increases Hive Scum's base amount of toughness regenerated while in coherency by 20%; stacks additively with itself and with Toughness Regeneration Speed from curios.

Allies
in
Coherency
Regen
per second
w/o buffs
Regen
per second
w/ +20%
Regen
per second
w/ +40%
Regen
per second
w/ +60%
Regen
per second
w/ +80%
Regen
per second
w/ +100%
 0
0
0
0
0
0
0
 1
3.75
4.5
5.25
6
6.75
7.5
 2
5.625
6.75
7.875
9
10.125
11.25
 3
7.5
9
10.5
12
13.5
15

-4% Damage Taken.
stat buff: damage_taken_modifier

(2) Reduces both toughness and health damage taken by 4%; stacks additively with itself and multiplicatively with other damage reduction buffs.

Replenish 25% Toughness.
function: recover_percentage_toughness

(3) Replenishes 25% of maximum toughness. The effectiveness of this toughness replenishment is affected by certain player debuffs like toxic gas. Procs additionally to the same stimm effect and to Chem Fortified.
Tiers
Barrage I
Barrage II
Barrage III
Barrage IV
Tank
Regain
Buffs
+20% coherency regen | -4% damage taken
+20% coherency regen | -4% damage taken
+20% coherency regen | -4% damage taken
+20% coherency regen | -4% damage taken | 25% toughness replenished
+20% coherency regen
25% toughness replenished
Point Cost
1 pt
2 pts
3 pts
4 pts
5 pts
5 pts


Upper Right Branch
Icons           
Mechanics










 
The upper right branch of the stimm tree offers four types of buffs:

+4% Strength.
stat buff: power_level_modifier

(1) Increases the power level of melee and ranged attacks, DoTs, and explosions by 4%; stacks additively with other power level buffs, and multiplicatively with damage buffs. 'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).

+X% Finesse.
stat buff: finesse_modifier_bonus

(2) Grants a finesse damage bonus to melee and ranged attacks boosting crit and weakspot damage; stacks additively with other finesse damage buffs, and multiplicatively with power level buffs.

+X% Rending.
stat buff: rending_multiplier

(3) Grants rending to all attacks boosting damage against armor types Carapace, Flak, Maniac, Unyielding (including damage of explosions and DoTs). Only affects Hive Scum's own damage. Stacks additively with other rending buffs ('rending') and with rending debuffs that are applied to enemies ('brittleness').

+X% Critical Strike Chance.
stat buff: critical_strike_chance

(4) Grants additional crit chance to melee and ranged attacks; stacks additively with other sources of crit chance.
Tiers
Wildfire I
Wildfire II
Wildfire III
Wildfire IV
Wildfire V
Fury I
Fury II
Vultoprene I
Vultoprene II
Buffs
+4% power
+4% power
+4% power
+4% power | +10% finesse bonus
+4% power | +25% finesse bonus
+4% power | +5% rending
+4% power | +10% rending
+4% power | +5% crit chance
+4% power | +10% crit chance
Point Cost
1 pt
2 pts
3 pts
4 pts
5 pts
4 pts
5 pts
4 pts
5 pts
Cartel Special Stimm (Part II)
Lower Left Branch
Icons           
Mechanics










 
The lower left branch of the stimm tree offers ten types of buffs:

+4% Attack Speed.
stat buff: attack_speed

(1) Increases attack animation speed of both ranged and melee weapons by 4%; stacks additively with other attack speed buffs.

+25% Weapon Swap Speed.
stat buff: wield_speed

(2) Increases wield speed by 25%; stacks additively with other wield speed buffs. This reduces the time of wielding actions when swapping item slots (weapons, grenades, stimms, med packs, ammo crates, books, etc).

-X% Stamina Cost.
stat buff: stamina_cost_multiplier

(3) Reduces any kind of stamina drain. This includes stamina drain by blocking, pushing, sprinting, jumping while sprinting, and dodge-cancelling sticky attacks. Stacks multiplicatively with itself and with Zealot's aura Zealous; also stacks multiplicatively with sprinting cost reduction buffs from Sprint Efficiency on curios, and ranged or melee weapon perks; also stacks multiplicatively with block cost reduction buffs from Block Efficiency on curios and melee weapons.

+30% Reload Speed.
stat buff: reload_speed

(4) Increases reload animation speed by 30%; stacks additively with other reload speed buffs.

-50% Recoil.
stat buff: recoil_modifier

(5) Reduces the recoil of ranged weapons by 50%; stacks additively with other recoil reduction buffs.

Grants Stun Immunity.
Grants Slowdown Immunity.
buff keywords:
stun_immune
slowdown_immune


(6) Grants immunity to stuns and slowdowns from both melee and ranged attacks.

+10% Movement Speed.
stat buff: movement_speed

(7) Increases movement speed by 10%; stacks additively with movement speed buff from Vulture's Mark, and multiplicatively with sprint speed buff from Enhanced Desperado / Desperado.

+10% Dodge Distance.
stat buff: dodge_distance_modifier

(8) Increases dodge distance by 10%; stacks additively with related buff from Nimble. The effective distance a dodge can move a character depends on the dodge template of the currently wielded weapon or item.

+10% Dodge Speed.
stat buff: dodge_speed_multiplier

(9) Increases dodge speed by 10%. This modifies the velocity during dodge.

+10% Dodge Recovery Speed.
stat buff: dodge_cooldown_reset_modifier

(10) Reduces Hive Scum's base dodge count reset time of 0.85s by 10% to 0.765s; stacks additively with related buff from Jittery.
Tiers
Spur I
Spur II
Spur III
Spur IV
Spur V
Reflex
Fervor
Buffs
+4% attack speed | +25% wield speed
+4% attack speed | +25% wield speed | 15% stamina cost reduction
+4% attack speed | 15% stamina cost reduction
+4% attack speed | 20% stamina cost reduction
+4% attack speed | stun immunity | slowdown immunity
+30% reload speed | 50% recoil reduction
+10% move speed | +10% dodge distance | +10% dodge speed | -10% dodge reset time
Point Cost
1 pt
2 pts
3 pts
4 pts
5 pts
5 pts
5 pts


Lower Right Branch
Icons           
Mechanics










 
The lower right branch of the stimm tree offers the following buffs:

+X% Cooldown Regeneration.
stat buff: combat_ability_cooldown_regen_modifier

(1) Increases Hive Scum's base Combat ability cooldown regen rate of 1s per second by a certain amount; stacks additively with itself and with the related cooldown regen effect from Hypex or Klay, and Chemical Dependency.

While active, Melee Kills grant +75% Ability Cooldown Regeneration for 1s.
stat buff: combat_ability_cooldown_regen_modifier

(2) Killing an enemy with a melee attack increases Hive Scum's base Combat ability cooldown regen rate of 1s per second to 1.75s per second for 1 second; can be refreshed during active duration. Stacks additively with the related cooldown regen effect from Kalma and Chemical Dependency.

While active, Ranged Kills grant +75% Ability Cooldown Regeneration for 1s.
stat buff: combat_ability_cooldown_regen_modifier

(3) Killing an enemy with a ranged attack (including Boom Bringer projectile hit) increases Hive Scum's base Combat ability cooldown regen rate of 1s per second to 1.75s per second for 1 second; can be refreshed during active duration. Stacks additively with the related cooldown regen effect from Kalma and Chemical Dependency.
Tiers
Kalma I
Kalma II
Kalma III
Kalma IV
Kalma V
Hypex
Klay
Buffs
+6.25% cooldown regen rate
+6.25% cooldown regen rate
+6.25% cooldown regen rate
+6.25% cooldown regen rate
+25% cooldown regen rate
+75% cooldown regen rate
+75% cooldown regen rate
Point Cost
1 pt
2 pts
3 pts
4 pts
5 pts
5 pts
5 pts
Talent Nodes (Part I)
A Tertium Welcome
Icon            
Mechanics
+15% Melee Damage on first Enemy hit with each attack.

stat buff: first_target_melee_damage_modifier

Against the first target hit by a melee attack, increases melee damage by 15%; stacks additively with other damage buffs, and multiplicatively with power level buffs.


Ammo Jack
Icon            
Mechanics
+15% Clip Size, rounded up.

stat buff: clip_size_modifier

Increases Hive Scum's maximum ammo in clip by 15%, rounds up. For example, Hive Scum with a weapon that has a max clip size of 5 bullets will now have a clip size of 5x1.15=5.75 bullets which is rounded up to 6.


Battering Momentum
Icon            
Mechanics
Hitting 3 or more Enemies with a single attack grants +50% Cleave for your next attack.

stat buffs:
max_hit_mass_attack_modifier
max_hit_mass_impact_modifier


Hitting at least 3 enemies with any attack (including explosions) increases the maximum hit mass limit of melee and ranged attacks (including Boom Bringer projectile hit) by 50%, thereby allowing attacks to cleave more enemies; stacks additively with related buffs from Battering Strikes, Pulverising Strikes, and from weapon blessings Devastating Strike, Savage Sweep, and Wrath, and multiplicatively with power level buffs. This talent's buff remains active for the next attack as long as the previous attack managed to hit at least 3 targets.

Note that this talent affects both damage cleave and stagger cleave.


Battering Strikes
Icon            
Mechanics
Melee Kills grant +10% Melee Cleave for 5s. Stacks 5 times.

stat buff: max_melee_hit_mass_attack_modifier

Killing an enemy with a melee attack grants stacks (up to 5); can proc multiple times per swing when cleaving. Per stack, increases the maximum hit mass limit of melee attacks by 10% (up to +50%) for 5s, thereby allowing melee attacks to cleave more enemies; stacks additively with related buffs from Battering Momentum, Pulverising Strikes, and from weapon blessings Devastating Strike, Savage Sweep, and Wrath, and multiplicatively with power level buffs.


Blessed Stimms
Icon            
Mechanics
While Stimmed, Kills clear 1% Corruption (up to 50% per Stimm).

function: reduce_permanent_damage

After having used a stimm on self and while the stimm effect is active, killing enemies with any attack (including DoTs and explosions) removes corruption damage; can proc multiple times per attack when cleaving. The amount of corruption damage that is removed per kill is 1% of Hive Scum's maximum health. This caps out once the total amount of corruption damage removed during one stimm's duration is equal to 50% of Hive Scum's maximum health. Heals corruption damage up to the next health segment.

For example, a Hive Scum with 180 max health would remove 180x0.01=1.8 corruption damage per kill and could remove up to 180x0.5=90 corruption damage total during one stimm's duration.

Note that this talent's effect cannot be spread by Stimm Supply.


Burst of Energy
Icon            
Mechanics
Gain Stun Immunity for 6s and restore +50% Toughness when Toughness is broken. 10s Cooldown.

buff keyword: stun_immune

function: recover_percentage_toughness


If not on cooldown, does two things for 6s when toughness reaches 0:

(1) Grants immunity to stuns from both melee and ranged attacks.

(2) Replenishes 50% of maximum toughness. The effectiveness of this toughness replenishment is affected by certain player debuffs like toxic gas.


Calling for a Time Out
Icon            
Mechanics
-25% Toughness Damage taken while reloading, and for 4s afterwards.

stat buff: toughness_damage_taken_modifier

While reloading and for 4s after a reload is finished, grants 25% toughness damage reduction; stacks multiplicatively with other damage reduction buffs.


Cheap Shots
Icon            
Mechanics
+15% Damage against enemies that are fully Staggered.

stat buff: damage_vs_heavy_staggered

Against enemies who are put into stagger types heavy, sticky, and explosion, increases any damage by 15%; stacks additively with other damage buffs, and multiplicatively with power level buffs.

Generally, for most enemies, an enemy is in a 'heavy stagger' state when the animation shows the enemy as being knocked down to the ground. Note that, for this talent, enemies also count as 'heavily staggered' when they are staggered because of (1) ripping heavy attacks from Bone Saw or Crowbar, because (2) a revved up chain weapon is stuck on them, or because of (3) electrocution caused by Zealot's Stunstorm Grenade, by Arbitrator's Shock Mine, by the (Arbites) Shock Maul weapon special, or by weapon blessings Lightning Reflexes and Overwhelming Force.

Also note that this talent's damage buff is always active against enemies who have been put into 'heavy stagger' state by force stagger sources, e.g. the shout granted by Forge's Bellow.
Talent Nodes (Part II)
Coated Weaponry
Icon            
Mechanics
Melee Critical Strikes infect Enemies with 1 stack(s) of Chem Toxin.

Hitting enemies with critical melee attacks applies 1 stack of Chem Toxin. For details on Chem Toxin, see appendix below.


Extra Pouches
Icon            
Mechanics
+1 Blitz Charges.

stat buff: extra_max_amount_of_grenades

Allows Hive Scum to carry 1 more grenade/missile; stacks additively with the 'Enhanced Blitz' difficulty mutator that adds another 2 grenades/missiles to Hive Scum's maximum capacity.


Float Like a Butterfly
Icon            
Mechanics
Perfect Blocks and Successful Dodges grant +20% Critical Strike Chance for 3s.

stat buff: critical_strike_chance

Grants 20% additional crit chance to melee and ranged attacks for 3s; stacks additively with other sources of crit chance. Can be refreshed during active duration.

Procs on perfect block. 'Perfect block' refers to perfect blocking. This is a blocking state which requires a successfully executed block action within 0.3s against an incoming attack. If the character has been blocking for longer than 0.3s when the to-be-blocked attack hits, it is not a perfect block. By default, a perfect block has no benefit. It is considered as a proc condition.

Alternatively, procs on successfully dodging enemy melee or ranged attacks (except Gunners, Reaper, Sniper), and disabler attacks (Pox Hound jump, Trapper net, Mutant grab). 'Successful dodge' means dodging an enemy attack that is locked on the player with an accordingly timed dodge or sliding action.

The dodge effects from Enhanced Desperado / Desperado, Slippery Customer, and Vulture's Dodge as well as from weapon blessings Ghost, Hit & Run and Stripped Down can also proc this talent.


Gang Tough
Icon            
Mechanics
+10% Ranged Damage and +10% Toughness Damage Reduction.

stat buffs:
ranged_damage
toughness_damage_taken_multiplier


This talent does two things:

(1) Increases the damage of ranged attacks (including Boom Bringer projectile hit) by 10%; stacks additively with other damage buffs, and multiplicatively with power level buffs.

(2) Grants 10% toughness damage reduction; stacks multiplicatively with other damage reduction buffs.


Hive City Brawler
Icon            
Mechanics
Up to 20% Damage Reduction, depending on available Stamina. Additionally, up to 20% Melee Damage depending on spent Stamina.

stat buffs:
damage_taken_multiplier
melee_damage


Based on Hive Scum's current stamina percentage, does two things:

(1) Reduces both toughness and health damage taken by up to 20%; stacks multiplicatively with other damage reduction buffs.

(2) Increases the damage of melee attacks by up to 20%; stacks additively with other damage buffs, and multiplicatively with power level buffs.

These two effects scale inversely to each other and linearly with Hive Scum's current stamina percentage:

Current
Stamina
100%
90%
80%
70%
60%
50%
40%
30%
20%
10%
0%
Damage
Reduction
20%
18%
16%
14%
12%
10%
8%
6%
5%
2%
0%
Damage
Increase
0%
2%
4%
6%
8%
10%
12%
14%
16%
18%
20%


Hyper-Critical
Icon            
Mechanics
Critical Strikes instantly kill Human Sized Enemies if their current Health is less than 2 times the amount of Damage of the Critical Strike.

Hitting 'human-sized' enemies with a critical melee attack kills the target instantly if the target were to be left with an amount of current health that was less than the attack's damage dealt.

For example, dealing 700 damage with a critical melee hit to an enemy who has 1800 current health will not proc an instakill because the enemy's remaining health of 1800-700=1100 is greater than 700. However, dealing 950 damage to an enemy who has 1800 current health will proc the instakill because the remaining health of 1800-950=850 is less than 950.

Breeds that are not considered 'human-sized': Beast of Nurgle, Bulwark, Chaos Spawn, Crusher, Daemonhost, Plague Ogryn, Reaper


Hyper-Violence
Icon            
Mechanics
Kills grants +25% of the difference between the Damage dealt by your attack and the Health of the killed Enemy as Melee Damage for 1s.

stat buff: melee_damage_bonus

Killing an enemy with any attack adds a flat damage bonus to subsequent melee attacks for 1s. The flat amount of bonus damage carried over is 25% of the difference between the enemy's health when killed and the attack's damage dealt. The active duration can be refreshed only if the overkill damage amount that is supposed to be carried over to the next melee attack is greater than the overkill damage amount that was carried over on the previous proc.

For example, killing an enemy who has 300 current health with a melee attack that deals 500 damage results in an overkill damage amount of 500-300=200. A quarter of this overkill damage amount is carried over, so the same melee attack would then deal 500+200x0.25=550 damage. Now, for as long as it is possible to accumulate an increasing carry-over amount of overkill damage (e.g. by getting damage buffs, by targeting enemies with low health, by switching from an attack with low base damage to an attack with high base damage, etc), the 1s duration will be refreshed and the next melee attack will be buffed accordingly. When the carry-over amount of overkill damage does not increase between two attacks, the 1s duration will not be refreshed and the buff effect will reset.

Does currently not have a HUD icon.
Talent Nodes (Part III)
In Your Face
Icon            
Mechanics
+25% Ranged Damage against targets within 12.5 meters, scaling down to a minimum of +10% at 30 meters and beyond.

stat buffs:
damage_near
damage_far


While the ranged weapon is wielded, increases any damage by 10% at all distances. Against targets beyond 12.5m, any damage is increased up to +25% at 30m. Stacks additively with other damage buffs, and multiplicatively with power level buffs.

This talent's implementation is intricate: Two damage buffs (damage_near and damage_far) are granted that stack additively with each other, but scale inversely to each other over distance:

Distance
to Target
1m
12.5m
13m
15m
20m
25m
30m
> 30m
Close Damage
25%
25%
~24.3%
~21.4%
~14.3%
~7.1%
0%
0%
Far Damage
0%
0%
~0.3%
~0.1%
~4.3%
~7.1%
10%
10%
Total Increase
25%
25%
~24.6%
~21.5%
~18.6%
~14.2%
10%
10%

This also increases the damage of explosions and DoTs as long as Hive Scum wields the ranged weapon.


Jittery
Icon            
Mechanics
+40% Dodge Recovery Speed while Stamina is above 75%.

stat buff: dodge_cooldown_reset_modifier

While at or above 75% of max stamina, reduces Hive Scum's base dodge count reset time of 0.85s by 40% to 0.51s; stacks additively with related buff from Fervor (Cartel Special Stimm).


Like the Wind
Icon            
Mechanics
+15 Sprint Dodge Angle. In addition, Sprint Dodging is available even when Stamina is depleted.

stat buff: sprint_dodge_reduce_angle_threshold_rad

buff keyword: sprint_dodge_in_overtime


This talent modifies sprint dodging in two ways:

(1) Increases the angle within which an enemy that is firing at Hive Scum has to be[i.imgur.com]so that this enemy's ranged attacks can be dodged while sprinting. This leads to more leeway when angling the player camera in order to sprint dodge a shooting enemy. For reference, the default sprint dodge angle.[i.imgur.com]

(2) Usually, the is_sprint_dodging state requires the player to have more than 0 stamina. This talent allows to maintain sprint dodging capability even when current stamina has reached 0.


Long Lasting
Icon            
Mechanics
+5s Stimm Duration.

stat buff: syringe_duration

Adds 5 seconds to the 15s base duration of Celerity Stimm, Combat Stimm, Concentration Stimm, and Hive Scum's Cartel Special Stimm. Only increases the duration of stimms that are applied to Hive Scum. Does not increase the 8s duration of Med Stimm.


Loose Formation
Icon            
Mechanics
+75% Coherency Radius.

stat buff: coherency_radius_modifier

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


Moving Target
Icon            
Mechanics
Gain +1 Effective Dodges while wielding your Ranged Weapon.

stat buff: extra_consecutive_dodges

While the ranged weapon is wielded, adds 1 effective dodge to the weapon's base amount of effective dodges.


Nimble
Icon            
Mechanics
Dodges are extended by +25%, and time considered Dodging by +50%.

stat buffs:
dodge_distance_modifier
dodge_linger_time_modifier


This talent modifies dodges in two ways:

(1) Increases dodge distance by 25%; stacks additively with related buff from Fervor (Cartel Special Stimm). The effective distance a dodge can move a character depends on the dodge template of the currently wielded weapon or item.

(2) Increases Hive Scum's base dodge linger time of 0.25s by 50% to 0.375s. '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.
Talent Nodes (Part IV)
Pickpocket
Icon            
Mechanics
Killing an Elite or Special Enemy while Ammo Reserve is below +20% will refill it back up to +20%.

function: Ammo.add_to_reserve

While current ammo in reserve is below 20%, killing an elite or special with any attack (including DoTs and explosions) sets the ammo count in reserve to 20% of max ammo; rounds down.

For example, with a ranged weapon that has a max ammo reserve of 556 bullets, the talent would be able to proc once there are 111 bullets or less in reserve (because 111/556=0.199 is below the threshold of 0.2). Killing an elite or special would then set the ammo count in reserve to 556x0.2=111.2 bullets which is rounded down to 111 bullets.


Pocket Toxin
Icon            
Mechanics
Blitz explosions infect Enemies with 3 stacks of Chem Toxin.

Hitting enemies with the explosions created by Blackout / Blinder, Boom Bringer, and Chem Grenade (initial explosion) applies 3 stacks of Chem Toxin.

For details on Chem Toxin, see appendix below.


Precision Violence
Icon            
Mechanics
Melee Hits replenishes +4% Toughness. Melee Critical Strikes and Weakspot Hits instead replenish +8%, and Critical Weakspot Strikes replenish +12%.

function: recover_percentage_toughness

Hitting an enemy with a melee attack replenishes 4% of maximum toughness. If the melee attack hits a weakspot or is critical, replenishes 8% of maximum toughness instead; if the melee attack hits a weakspot and is critical, replenishes 12% of maximum toughness. Procs once per melee attack regardless of how many enemies have been hit.

If one of the hit enemies dies, the toughness amount replenished from the talent is added to Hive Scum's base 5% of maximum toughness gained on melee kill. For example, with 125 max toughness, hitting three targets with a critical melee attack and if one of the attacked targets dies, Hive Scum would replenish 125x(0.08+0.05)=16.25 toughness (HUD rounds up: 17).

The effectiveness of this toughness replenishment is affected by certain player debuffs like toxic gas.


Punching Above One's Weight
Icon            
Mechanics
+15% Damage against Elites and Monstrosities.

stat buffs:
damage_vs_elites
damage_vs_monsters


Increases any damage against enemies with the elite or monster tag by 15%; stacks additively with other damage buffs, and multiplicatively with power level buffs.

Breeds with elite or monster tag: Beast of Nurgle, Bulwark, Chaos Spawn, Crusher, Daemonhost, Gunners, Mauler, Plague Ogryn, Plasma Gunner, Radio Operator, Ragers, Reaper, Shotgunners


Quick and Deadly
Icon            
Mechanics
+15% Close Ranged Damage for 3s after a Successful Dodge.

stat buff: damage_near

Increases any damage by 15% against enemies within a 12.5m radius for 3s; stacks additively with other damage buffs, and multiplicatively with power level buffs. 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%
~12.8%
~8.6%
~4.3%
0%

This also increases the damage of explosions and DoTs as long as Hive Scum stays within 30m to the enemy.

Procs on successfully dodging enemy melee or ranged attacks (except Gunners, Reaper, Sniper), and disabler attacks (Pox Hound jump, Trapper net, Mutant grab). 'Successful dodge' means dodging an enemy attack that is locked on the player with an accordingly timed dodge or sliding action.

The dodge effects from Enhanced Desperado / Desperado, Slippery Customer, and Vulture's Dodge as well as from weapon blessings Ghost, Hit & Run and Stripped Down can also proc this talent.


Ramping Backstabs
Icon            
Mechanics
Repeated Backstabs on a target increases Power by +10% for each attack. Up to 5 times.

stat buff: melee_power_level_modifier

Hitting an enemy when backstabbing grants stacks (up to 5); stacks last until the next non-backstab hit. Per stack, increases the power level of melee attacks by 10% (up to +50%); stacks additively with other power level buffs, and multiplicatively with damage buffs.

'Backstabbing' refers to melee attacks executed from within a specific angle[i.imgur.com]behind an enemy's back.

'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).


Regained Posture
Icon            
Mechanics
+10% Stamina on Successful Dodge.

function: add_stamina_percent

Replenishes 10% of maximum stamina per successful dodge; has no internal cooldown. Procs on successfully dodging enemy melee or ranged attacks (except Gunners, Reaper, Sniper), and disabler attacks (Pox Hound jump, Trapper net, Mutant grab). 'Successful dodge' means dodging an enemy attack that is locked on the player with an accordingly timed dodge or sliding action.

The dodge effects from Enhanced Desperado / Desperado, Slippery Customer, and Vulture's Dodge as well as from weapon blessings Ghost, Hit & Run and Stripped Down can also proc this talent.
Talent Nodes (Part V)
Sample Collector
Icon            
Mechanics
Kills replenish 1% of your Stimm Cooldown. Killing Chem Toxin infected Enemies instead replenishes 2%.

function: reduce_ability_cooldown_percentage

Killing an enemy with any attack (including DoTs and explosions) reduces the remaining cooldown of Hive Scum's Cartel Special Stimm by 1% of its max cooldown; can proc multiple times per attack when cleaving. Killing an enemy who is affected by Chem Toxin reduces the remaining Cartel Special Stimm cooldown by 2% instead. Note that this talent can only be procced once Cartel Special Stimm's active duration is over.

There is currently a bug: This talent can be selected even when Hive Scum's Cartel Special Stimm is not equipped in which case the talent does nothing.


Slippery Customer
Icon            
Mechanics
While sliding, gain Melee Attack Immunity.

buff keyword: count_as_dodge_vs_melee

Sliding puts Hive Scum into is_dodging state against enemy melee attacks. This effect lasts for the duration of the sliding action and since it allows for automatically dodging enemy melee attacks, it is able to trigger weapon blessings and talents that proc on_successful_dodge like Float Like a Butterfly, Quick and Deadly, Regained Posture, and Untouchable.


Speedloader
Icon            
Mechanics
+30% Reload Speed for 8s on Close Ranged Kill.

stat buff: reload_speed

Killing an enemy who is within 12.5m to Hive Scum with a ranged attack (including Boom Bringer projectile hit) increases reload animation speed by 30% for 8s; can be refreshed during active duration. Stacks additively with other reload speed buffs.


Sticky Hands
Icon            
Mechanics
+40% Weapon Swap Speed. Also, gain -10% Recoil and -30% Spread while firing from the hip or bracing.

stat buffs:
wield_speed
recoil_modifier
spread_modifier


This talent does two things:

(1) Increases wield speed by 40%; stacks additively with other wield speed buffs. This reduces the time of wielding actions when swapping item slots (weapons, grenades, stimms, med packs, ammo crates, books, etc).

(2) While firing from hip or while firing with a ranged weapon that is braced, reduces the recoil by 10% and the spread by 30%; stacks additively with other recoil and spread reduction buffs.

'Braced' refers to a specific action keyword in weapon profiles. The weapons in Hive Scum's arsenal that can be braced are Autopistol, Braced Autoguns, Dual Autopistols, and Dual Stub Pistols.


Swift Endurance
Icon            
Mechanics
+2% increased Melee Attack Speed for each current Stamina.

stat buff: melee_attack_speed

Every 1 flat stamina grants stacks (up to 30); stack calculation rounds down so stacks are only granted for each full segment of the stamina bar. Per stack, increases melee weapon attack animation speed by 2%; stacks additively with other attack speed buffs.
Talent Nodes (Part VI)
Targeted Toxin
Icon            
Mechanics
Enemies you infect with Chem Toxin deal -15% Damage. Monstrosities instead deal -30%.

Any of Hive Scum's attacks that apply Chem Toxin also apply a debuff to enemies that reduces the damage of all their attacks against toughness and health by 15%. Against enemies who have the monster or the captain / cultist_captain tag, a different debuff is applied that reduces the damage of all their attacks against toughness and health by 30%. These debuffs do not stack with the same debuffs from another Hive Scum.

Breeds with the monster or the captain / cultist_captain tag: Beast of Nurgle, Chaos Spawn, Daemonhost, Dreg Captain, Plague Ogryn, Scab Captain, Twins


The Sweet Spot
Icon            
Mechanics
+25% Weakspot Damage.

stat buff: weakspot_damage

Increases the weakspot damage of melee and ranged attacks (including Boom Bringer projectile hit) by 25%; stacks additively with related damage buffs, and multiplicatively with power level buffs from weapon blessings.


Tis but a Scratch
Icon            
Mechanics
Replenish 30% Toughness over 3s after taking Ranged Toughness Damage. Losing all Toughness cancels the effect.

function: _update_toughness

stat buff: toughness_regen_percent


Taking a ranged hit while toughness is above 0 replenishes 10% of maximum toughness per second for 3s; can be refreshed during active duration. This effect stops immediately when toughness reaches 0. The effectiveness of this toughness replenishment is not affected by certain player debuffs like toxic gas.


Toxic Renewal
Icon            
Mechanics
Replenish +15% Toughness when an Enemy infected by Chem Toxin is killed by a Melee Attack.

function: recover_percentage_toughness

Killing an enemy who is affected by Chem Toxin with a melee attack replenishes 15% of maximum toughness. The effectiveness of this toughness replenishment is affected by certain player debuffs like toxic gas.


Toxin Mania
Icon            
Mechanics
+5% Base Damage for each Chem Toxin infected enemy nearby. Up to +15%.

stat buff: damage

Based on the number of enemies who are affected by Chem Toxin within 12.5m of Hive Scum, increases any damage by up to 15%; stacks additively with other damage buffs, and multiplicatively with power level buffs. Checks every 0.2s for toxined enemies in range. Since each toxined enemy increases damage by 5%, the maximum buff value of 15% is granted when at least 3 toxined enemies are in range.


Unload
Icon            
Mechanics
Reloading your Ranged Weapon grants +2% Ranged Damage for 7s. Each 10% of magazine spent during the duration grants +2% additional Ranged Damage.

stat buff: ranged_damage

For 7s after reloading, increases the damage of ranged attacks by 2% immediately and, additionally, by 2% for every 10% of max ammo in clip spent; rounds down. Stacks additively with other damage buffs, and multiplicatively with power level buffs.

For example, firing a weapon that has 14 max ammo in clip:

Shots Fired
Clip Percentage Spent
Total Damage Increase
0
0%
+2%
2
10%
+4%
3
20%
+6%
5
30%
+8%
6
40%
+10%
7
50%
+12%
9
60%
+14%
10
70%
+16%
12
80%
+18%
13
90%
+20%


Untouchable
Icon            
Mechanics
Sprinting for 1s grants -12.5% Threat for 3s, stacking 4 times.

Successful Dodges refresh the duration.

stat buff: threat_weight_multiplier

Sprinting and sliding actions generate stacks: The first stack after sprint start or slide start is generated after 0.5s, subsequent ones every second. When starting to slide, hitting an obstacle (thereby stopping the sliding action) before 0.5s have passed does not generate a stack.

Stacks can be refreshed during active duration by sprinting, sliding, and successfully dodging enemy melee or ranged attacks (except Gunners, Reaper, Sniper) and disabler attacks (Pox Hound jump, Trapper net, Mutant grab). 'Successful dodge' means dodging an enemy attack that is locked on the player with an accordingly timed dodge or sliding action.

Per stack, grants a threat weight reduction of 12.5% for 3s; stacks multiplicatively with itself, up to 41.38% at max stacks (1-0.875⁴=0.4138). Generally, there are multiple weight factors (e.g. distance, number of occupied slots, being disabled, being targeted by a monster, etc) that are used during combat to calculate the score which determines the enemy target selection of player units. This talent grants a weight multiplier which manipulates that overall score in the player's favor to make it less likely to be targeted by enemies.


Voice of Tertium
Icon            
Mechanics
Replenish +8% Toughness on Ranged Kill. Elites and Specials instead replenish +15% Toughness.

function: recover_percentage_toughness

Killing an elite or special who is within 12.5m to Hive Scum with a ranged attack (including Boom Bringer projectile hit) replenishes 15% of maximum toughness; killing any other enemy within 12.5m with a ranged attack replenishes 8% of maximum toughness instead. Can proc multiple times per shot when cleaving. Procs additionally to weapon blessings like Born in Blood, Gloryhunter, and Inspiring Barrage. The effectiveness of this toughness replenishment is affected by certain player debuffs like toxic gas.
Small Nodes
Icon        
Mechanics
Toughness Boost
+25 Toughness.

stat buff: toughness

Adds 25 toughness to Hive Scum's base maximum toughness of 75 thereby increasing Hive Scum's max toughness.

Current max toughness is multiplied by the toughness percentage buffs from curios. For example, at 125 max toughness (Hive Scum's base 75 and two +25 toughness nodes) with one +17% toughness curio with a +5% toughness perk, Hive Scum's max toughness of 125 is increased by 125x(0.17+0.05)=27.5 to 152.5 toughness (HUD rounds up: 153).

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
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
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.

Availability on tree: 1
Potent Tox
+10% Toxin Strength.

stat buff: toxin_power

Increases the power level of Chem Toxin by 10%; stacks multiplicatively with other power level buffs and damage buffs. Note that in Chem Toxin's case, a power level buff increases only the damage dealt because the DoT does neither stagger nor cleave.

Availability on tree: 1
Blitz Nodes (Part I)
Blackout / Blinder
Icon            
Mechanics
Quick to use Grenade that staggers enemies.

Every 20 Kills at Close Range generates 1 grenades.

5 Max Grenades.

Throws a projectile (flash grenade) that explodes on impact. The explosion deals no damage and applies decent stagger to the target.

Starting version: (Blinder)
• Amount: 3
• Fuse time: 0.2s
• Deals very low direct impact damage
• Suppression radius (explosion): 12m
• Explosion radius: 3.5m (max), 2.25m (epicenter)
• Explosion damage: deals no damage
• Stagger: the explosion staggers all enemies except for Mutants, monstrosties, female Twin (Captains only without void shield)
• Ammo: replenishes all grenades per grenade pickup
• Restores 1 grenade after killing 20 enemies who are within 12.5m to Hive Scum with any attack (excluding DoT kills)

Augmented version: (Blackout)
• Same properties as starting version
• Amount: 5
Blitz Nodes (Part II)
Boom Bringer
Icon            
Mechanics
High powered missile launcher.

2 Max Missiles.

Wields a missile launcher. Fires a projectile (missile) that deals high impact damage and creates an explosion on impact.

• Max travel time: 1.5s (the missile explodes after this time if it didn't hit a target)
• Cleave (projectile): 2.5 hit mass
• Projectile impact damage: 1800 base damage; good armor damage modifiers across the board; cannot crit; ignores Bulwark shield; projectile impact damage is increased by 'rending' / 'brittleness', by Skullcrusher blessing (while staggered), by Combat Stimm, and by damage buffs from Cartel Special Stimm (Upper Right Branch: power, rending, finesse nodes), Cheap Shots (while staggered), Gang Tough, Punching Above One's Weight (against elites and monsters), Quick and Deadly (if within 30m), The Sweet Spot, Toxin Mania, Unload, Vulture's Mark, and Weakpoints in the Armor
• Suppression radius (explosion): 25m
• Explosion radius: 4m (max), 2m (epicenter)
• Explosion damage: 2800 base damage within epicenter radius; 900 base damage between epicenter and max radius; good armor damage modifiers across the board, high armor damage modifiers against Carapace, Flak, and Unyielding; explosion damage is increased by 'rending' / 'brittleness', by Skullcrusher blessing (while staggered), by Combat Stimm, and by damage buffs from Cartel Special Stimm (Upper Right Branch: power and rending nodes), Cheap Shots (while staggered), Punching Above One's Weight (against elites and monsters), Quick and Deadly (if within 30m), and Toxin Mania
• Stagger: both the projectile impact and the explosion deal very high stagger against all enemies except for Mutants (against Twins/Captains only without void shield)
• Missile exhaust: after charging the shot, releases a shout at Hive Scum's location when the projectile is fired; against enemies who are within 6m inside a 120° angle behind Hive Scum, deals 100 base damage with average armor damage modifiers across the board, applies 1 stack of burn, and deals very high suppression as well as high stagger
• Ammo: replenishes all missiles per grenade pickup
Blitz Nodes (Part III)
Chem Grenade
Icon            
Mechanics
Thrown grenade containing a Chem Toxin. The canister breaks open and the contents spill out across an area when it explodes.

3 Max Grenades.

Throws a grenade that explodes leaving a toxic area that applies Chem Toxin to all enemies within range. The toxic area spreads until it reaches its maximum expansion.

• Fuse time: 5s (thrown), 1.5s (after impact)
• Max velocity: 30 (aimed, quick throw), 8 (underhand)
• Deals very low direct impact damage
• Initial explosion deals very low damage and does not stagger
• Radius of initial explosion: 1m
• Suppression radius (explosion): 10m
• Toxic area: covers 55 units (cell_size: 1.2) adjusting its spread depending on map geometry; lasts 20s; incentivizes enemies to path around it
• Toxin application: every 0.35s, applies 1 stack of Chem Toxin to enemies (up to 6 stacks) for as long as the enemies stay inside the toxic area; enemies leaving the toxic area receive 1 additional stack; Toxin damage is increased by 'rending' / 'brittleness', by perks of currently wielded weapons, by Combat Stimm, and by the following buffs from:
Talents
Cartel Special Stimm (Upper Right Branch: power and rending nodes), Cheap Shots (while staggered), In Your Face (while wielding ranged weapon), Punching Above One's Weight (against elites and monsters), Quick and Deadly (if within 30m), Toxin Mania, Potent Tox (small node)
Blessings
(melee)
if procced with weapon before or during Chem Toxin's active duration: Executor, Skullcrusher (while staggered), Slaughterer, and Superiority
Blessings
(ranged)
if procced with weapon before or during Chem Toxin's active duration: Blaze Away, Ceaseless Barrage (while suppressed), Deathspitter, Dumdum, Execution (while staggered), Fire Frenzy, Full Bore, No Respite (while staggered), Pinning Fire, Powderburn (while suppressed), and Run 'n' Gun (while sprinting)
• Hit mass debuff: enemies who are inside the toxic area receive a debuff that reduces their hit mass by 50% against melee attacks; lasts for 1s and can be refreshed during active duration; does not stack with the same debuff from another Hive Scum; stacks multiplicatively with related effects that modify an attack's effective hit mass limit, e.g. buffs from weapon blessings Devastating Strike, Perfect Strike, Savage Sweep, Shock & Awe, Sunder, and Wrath, or enemy buffs from Pox Gas and difficulty mutators
• Toxin explosion: enemies who are affected by the Chem Toxin that was applied by Chem Grenade's toxic area explode on death; the explosion is created only if the enemy dies within 12s after the last stack application; explosion radius: 2.5m (max), 1m (epicenter); 200 base damage within epicenter radius, 100 base damage between epicenter and max radius (decreases to 50 base damage); average armor damage modifiers, low damage against Flak, no damage against Carapace (only in epicenter)
• Ammo: replenishes all grenades per grenade pickup
Aura Nodes
Gunslinger Improved / Gunslinger
Icon            
Mechanics
When an Ammo pickup is collected by you or allies in Coherency, you each replenish Ammo equal to 10% of that pickup.

When Hive Scum or an ally who is in coherency with Hive scum picks up ammo from small or large ammo pouches or from deployable ammo packs, additionally replenishes 10% of the gained ammo amount to Hive Scum and allies who are in coherency with Hive Scum. Does not stack with the same aura of another Hive Scum.

For example, when Hive Scum picks up ammo with a ranged weapon that has 608 max ammo in reserve, a small ammo pouch will replenish 608x0.15=91.2 ammo (rounded up to 92). With Gunslinger Improved, this ammo pickup additionally replenishes 92x0.1=9.2 ammo (rounded up to 10). So, for Hive Scum, the total ammo amount gained from the small ammo pouch would be 92+10=102 ammo whereas allies who are in coherency with Hive Scum would get 10 ammo.

Starting version: (Gunslinger)

Additionally replenishes 5% of picked up ammo.

Augmented version: (Gunslinger Improved)

Additionally replenishes 10% of picked up ammo.


Ruffian
Icon            
Mechanics
+10% Melee Damage for you and Allies in Coherency.

stat buff: melee_damage

Increases the damage of melee attacks by 10% for Hive Scum and allies who are in coherency with Hive Scum. Stacks additively with other related damage buffs, and multiplicatively with power level buffs. Does not stack with the same aura of another Hive Scum.


Anarchist
Icon            
Mechanics
+5% Critical Chance for you and allies in Coherency.

stat buff: critical_strike_chance

Grants 5% additional crit chance to Hive Scum and allies who are in coherency with Hive Scum. Applies to all attacks that can crit. Stacks additively with other sources of crit chance. Does not stack with the same aura from another Hive Scum.
Combat Ability Nodes (Part I)
Icon            
Mechanics
Enhanced Desperado / Desperado
Swaps to and reloads your Ranged Weapon, entering Enhanced Desperado for 10s. For the duration, you become impossible to hit by Ranged Attacks and Sprinting costs no Stamina, as well as gaining +20% Sprint Speed.

While the ability is active, reloading your weapon does not reduce your Ammo Reserve.

Additionally, Enemies within Close Range become highlighted. Killing highlighted enemies with your Ranged Weapon extends the duration by 1s. After 20s, the extending becomes diminished.

Base Cooldown: 45s.

buff keywords:
count_as_dodge_vs_ranged
suppression_immune


stat buffs:
sprint_movement_speed
sprinting_cost_multiplier
fov_multiplier


Starting version: (Desperado)
• Base Duration: 10s
• On activation, forces a swap to ranged weapon, transfers current ammo in clip to ammo in reserve, and grants a special clip with infinite reloads (ammo count in HUD turns yellow); once Desperado's duration is over, current ammo in clip is set back to the ammo count in clip before activation; if current ammo in clip and ammo in reserve is 0 when Desperado is activated, the clip with infinite reloads is granted regardless but once Desperado's duration is over, ammo will be set to 0 again
• On activation, sets Hive Scum's toughness to 100%
• Slightly zooms in FOV over time
• Base Cooldown: 45s; while active, Desperado's cooldown is paused but its remaining cooldown can still be reduced by using a Concentration Stimm before activation or during active duration; note that the cooldown regen effects from Kalma, Hypex, Klay (Cartel Special Stimm) and from Chemical Dependency are disabled while Desperado is active

Desperado grants a plethora of buffs to Hive Scum during its active duration:

(1) Sets the stamina cost of sprinting to 0.

(2) Increases sprinting speed by 20%; stacks multiplicatively with movement speed buffs from Fervor (Cartel Special Stimm) and Vulture's Mark.

(3) Puts Hive Scum into is_dodging state against enemy ranged attacks. Since this effect allows for automatically dodging enemy ranged attacks, it is able to trigger weapon blessings and talents that proc on_successful_dodge like Float Like a Butterfly, Quick and Deadly, Regained Posture, and Untouchable.

(4) Grants immunity to suppression.

Augmented version: (Enhanced Desperado)
• Same properties as the starting version
• Adds light blue outlines to all enemies who are within 12.5m to Hive Scum
• Killing an outlined enemy with a ranged attack (including Boom Bringer projectile hit and Needle Pistol DoT kills within 1s after projectile hit) adds a specific amount of time to Enhanced Desperado's remaining duration: Each valid kill within the first 20s after activation extends the duration by 1s; once 20s have elapsed, the amount of time added per kill decreases to 0.2s and continues to decrease further every 20s;[i.imgur.com]the extension effect can proc multiple times per shot when cleaving
Pick Your Targets
Gain +15% Rending for your Ranged Attacks while Enhanced Desperado is active. Additionally, killing highlighted enemies also grants +3% Ranged Damage, stacking 5 times.

stat buffs:
ranged_rending_multiplier
ranged_damage


This talent does two things:

(1) While Enhanced Desperado is active, always grants 15% rending to ranged attacks (including Boom Bringer projectile hit) boosting damage against armor types Carapace, Flak, Maniac, Unyielding. Only affects Hive Scum's own damage. Stacks additively with other rending buffs ('rending') and with rending debuffs that are applied to enemies ('brittleness').

(2) Killing an outlined enemy with a ranged attack (including Boom Bringer projectile hit and Needle Pistol DoT kills within 1s after projectile hit) grants stacks (up to 5); stacks last for 3s, are dropped one by one, and can be refreshed during active duration. Per stack, increases the damage of ranged attacks by 3% (up to +15%); stacks additively with other damage buffs, and multiplicatively with power level buffs.
Focused Resolve
Killing highlighted Enemies restores 0.5s Ability Cooldown. Elite and Specialist kills instead restore 1s. 5s Max Cooldown restored.

Additionally to Enhanced Desperado's base cooldown extension effect when killing outlined enemies, extends the remaining duration by 1s per elite kill or by 0.5s for any other kill. This can proc multiple times per shot when cleaving and stops once a total of 5s have been added by the talent to Enhanced Desperado's remaining duration.

There is currently a bug: Does not proc on special kills.
Combat Ability Nodes (Part II)
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Mechanics
Rampage!
Enter Rampage! for 10s. For the duration, gain +50% Melee Power, +20% Attack Speed and 25% Damage Reduction, as well as becoming Stun and Suppression immune.

Melee Strikes extend the duration by 0.3s. After 20s, the extending becomes diminished.

Upon exiting Rampage!, you become Exhausted for 7s, gaining +25% Damage Taken and -75% Stamina Regeneration Speed for the duration.

Base Cooldown: 30s.

Rampage:

buff keywords:
stun_immune
slowdown_immune


stat buffs:
melee_power_level_modifier
melee_attack_speed
damage_taken_multiplier
fov_multiplier


Exhaustion:

stat buffs:
damage_taken_multiplier
stamina_regeneration_multiplier


Rampage:
• Base Duration: 10s
• On activation, forces a swap to melee weapon and sets Hive Scum's toughness to 100%
• Slightly zooms in FOV over time
• Base Cooldown: 30s; while active, Rampage's cooldown is paused but its remaining cooldown can still be reduced by using a Concentration Stimm before activation or during active duration; note that the cooldown regen effects from Kalma, Hypex, Klay (Cartel Special Stimm) and from Chemical Dependency are disabled while Rampage is active

Rampage grants a plethora of buffs to Hive Scum during its active duration:

(1) Increases the power level of melee attacks by 50%; stacks additively with other power level buffs, and multiplicatively with damage buffs. 'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).

(2) Increases melee weapon attack animation speed by 20%; stacks additively with other attack speed buffs.

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

(4) Grants immunity to stuns and slowdowns from both melee and ranged attacks.

(5) Hitting an enemy with a melee attack adds a specific amount of time to Rampage's remaining duration: Each melee hit within the first 20s after activation extends the duration by 0.3s; once 20s have elapsed, the amount of time added per melee hit decreases to 0.15s and continues to decrease further every 20s.[i.imgur.com]The extension effect can proc multiple times per swing when cleaving.

Exhaustion:
• Duration: 7s
• Starts when Rampage ends
• Sets current stamina to 0
• Increases both toughness and health damage taken by 25%; stacks multiplicatively with damage reduction buffs
• Reduces Hive Scum's stamina regeneration rate by 75%; stacks multiplicatively with Stamina Regeneration from curios
Channelled Aggression
Heavy Attacks gain +25% Rending while the duration of Rampage! remains above 50%.

stat buff: melee_heavy_rending_multiplier

Only while more than half of Rampage's active duration is remaining (this accounts for applicable duration extensions), grants 25% rending to heavy melee attacks boosting damage against armor types Carapace, Flak, Maniac, Unyielding. Only affects Hive Scum's own damage. Stacks additively with other rending buffs ('rending') and with rending debuffs that are applied to enemies ('brittleness').
Boiling Blood
Melee Strikes against Elites and Monsters instead extends the duration of Rampage! by +1s. Additionally, the time before extending becomes diminished is now 40s.

This talent does two things:

(1) Increases Rampage's base cooldown extension effect on melee hit from 0.3s to 1s when hitting elites, specials, monsters, or Twins/Captains.

(2) Increases the time threshold after which extension effects diminish from 20s to 30s.
Pulverising Strikes
+50% Cleave while Rampage! is active.

Additionally, gain +2.5% Melee Power for every second spent with the ability active, up to 10 times.

stat buffs:
max_hit_mass_attack_modifier
max_hit_mass_impact_modifier
melee_power_level_modifier


This talent does two things:

(1) Increases the maximum hit mass limit of melee and ranged attacks (including Boom Bringer projectile hit) by 50%, thereby allowing melee attacks to cleave more enemies; stacks additively with related buffs from Battering Momentum, Battering Strikes, and from weapon blessings Devastating Strike, Savage Sweep, and Wrath, and multiplicatively with power level buffs. Note that this talent affects both damage cleave and stagger cleave.

(2) Every second while Rampage is active grants stacks (up to 10). Per stack, increases the power level of melee attacks by 2.5% (up to +25%); stacks additively with other power level buffs, and multiplicatively with damage buffs. 'Power level buffs' increase the base power of attacks which benefits damage, stagger, and cleave (where applicable).
Forge's Bellow
When Rampage! is activated, unleash a powerful Shout that staggers Enemies and increases the time between their attacks by 50% for 5s.

Upon Exhaustion, shout again.

This talent does two things:

(1) Enables Rampage to release a shout around Hive Scum on activation. The shout has a radius of 4.5m and forces a heavy stagger against enemies if the shout's base stagger strength fails to successfully stagger the target; forced stagger lasts for 2.5s and does not apply to enemies who are already staggered; Captains/Twins can only be staggered without void shield. The shout repeats when exhaustion starts.

(2) The shout (including the second one when exhaustion starts) applies a debuff to enemies. This debuff lasts for 5s and increases the time between animations of enemy melee attack actions (including kicks, punches, Bulwark shield pushes, etc) by 50% which effectively reduces their attack speed. Note that this also affects the timings related to recovery animations of enemies after an attack has been blocked by the player. Does not stack with the same debuff from another Hive Scum; stacks additively with the related debuff from Arbitrator's Fear of Justice.
Combat Ability Nodes (Part III)
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Mechanics
Stimm Supply
Place a refitted Medicrate on the ground, bolstering you and your allies. Operatives breathing the Crate's gas heal up to 40 Corruption over time and become immune to it.

Additionally, if you have a Stimm equipped, Stimm Supply will copy its contents and disperse them into the air, granting its effects to any nearby allies.

Base Cooldown: 60s.

Deploys a custom med crate that creates an area of effect ('stimm field') which buffs all players in range.

stat buff: corruption_taken_multiplier

function: reduce_permanent_damage


Stimm Field:
• Radius: 3m
• Duration: 20s
• Grants corruption damage immunity to all players in range; if an enemy attack has a corruption ratio specified (e.g. Poxwalker), the corruption damage portion of the attack is negated and only the regular health damage portion is taken
• Removes 0.5 corruption damage every 0.25s for all players in range; heals corruption damage up to the next health segment
• If Hive Scum has a regular stimm equipped (Celerity Stimm, Combat Stimm, Concentration Stimm, or Med Stimm), Stimm Supply consumes the stimm and the stimm field spreads the respective stimm buff effects to Hive Scum and allies who are in range; note that the stimm buff effects of Celerity Stimm, Combat Stimm, and Concentration Stimm are applied to all players in full and that the heal effect of Med Stimm is applied only once per activation
• If Hive Scum has the Cartel Special Stimm equipped, Stimm Supply consumes the stimm charge, the Cartel Special stimm goes on cooldown, and the stimm field spreads the respective stimm buff effects to Hive Scum and allies who are in range; note that the stimm buff effects will not be spread if the Cartel Special Stimm is already on cooldown when Stimm Supply is activated; also note that the toughness replenishment effects of Barrage IV and Regain are applied only once per activation
• Base Cooldown: 60s; while the stimm field is active, Stimm Supply's cooldown is paused and cannot be reduced
Fast Acting Stimms
The duration of Stimm Supply is shortened to 5s, but its effects linger after leaving its area for 15s.

This talent does two things:

(1) Reduces the base duration of the stimm field from 20s to 5s.

(2) All timed buffs that were applied by the stimm field to Hive Scum or allies now last for 15s when the stimm field disappears or when a player leaves it. Note that this linger effect does not benefit from the 5s extension provided by Long Lasting.
Booby Trap
Once its duration ends, Stimm Supply explodes, infecting nearby Enemies with 7 stacks of Chem Toxin.

When the stimm field disappears, an explosion is created at the location of the med crate that applies 7 stacks of Chem Toxins to all enemies damaged by it. The explosion has a max radius of 3m and deals 200 base damage with average armor damage modifiers.

For details on Chem Toxin, see appendix below.
Practiced Deployment
Once a Stimm becomes available to use (collected or otherwise), Stimm Supply instantly becomes ready for deployment.

function: reduce_ability_cooldown_percentage

Stimm Supply's cooldown is reset immediately when Hive Scum picks up a stimm, is handed a stimm by an ally, or when the Cartel Special Stimm comes off cooldown. Note that this talent cannot be procced while the stimm field is active; also does not proc when a stimm is already equipped and swapped out by picking up a different one.
Keystone Nodes (Part I)
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Mechanics
Vulture's Mark
Killing a Special or Elite enemy with a ranged weapon grants you a stack of Vulture's Mark for 8s (Stacks 3 times).

Each stack grants +5% Ranged Damage, +5% Ranged Critical Strike Chance, and +5% Movement Speed.

While at max stacks, Special and Elite Ranged Kills restore 15% Toughness to you and Allies in Coherency.

stat buffs:
ranged_damage
ranged_critical_strike_chance
movement_speed


function: recover_percentage_toughness


Killing an elite or special with a ranged attack (including Boom Bringer projectile hit) grants stacks (up to 3); stacks last for 8s and can be refreshed during active duration. Per stack, does three things:

(1) Increases the damage of ranged attacks by 5% (up to +15%); stacks additively with other damage buffs, and multiplicatively with power level buffs.

(2) Grants 5% additional crit chance to ranged attacks (up to +15%); stacks additively with other sources of crit chance.

(3) Increases movement speed by 5% (up to +15%); stacks additively with movement speed buff from Fervor (Cartel Special Stimm), and multiplicatively with sprint speed buff from Enhanced Desperado / Desperado.

Only while at 3 stacks of Vulture's Mark, on valid elite or special kill, replenishes 15% of maximum toughness to Hive Scum and allies who are in coherency with Hive Scum. The effectiveness of this toughness replenishment is affected by certain player debuffs like toxic gas.
Vulture's Push
Killing Elite or Special enemies with Ranged Attacks knocks all enemies around you backwards.

Killing an elite or special with a ranged attack (including Boom Bringer projectile hit) creates a non-damaging explosion at Hive Scum's location. The explosion has a radius of 3m and staggers barely anything.
Vulture's Dodge
Ranged Critical Strikes grants Immunity to all attacks for 1s.

buff keywords:
count_as_dodge_vs_melee
count_as_dodge_vs_ranged


Critical hits with ranged attacks put Hive Scum into is_dodging state against enemy melee and ranged attacks for 1s; can be refreshed during active duration. Since this effect allows for automatically dodging enemy attacks, it is able to trigger weapon blessings and talents that proc on_successful_dodge like Float Like a Butterfly, Quick and Deadly, Regained Posture, and Untouchable.
Patient Hunter
Duration of Vulture's Mark is extended to 12s.

Increases the 8s base duration of Vulture's Mark stacks to 12s.
Keystone Nodes (Part II)
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Mechanics
Adrenaline Frenzy
Melee Hits grants you a stack of Adrenaline. Critical Melee Hits grants +1 additional Stack. Not gaining a stack within 2s will remove a stack instead.

At 30 Stacks, remove all stacks of Adrenaline and gain Adrenaline Frenzy.

Adrenaline Frenzy grants +10% Attack Speed and +25% Melee Damage, lasting 10s.

stat buffs:
melee_attack_speed
melee_damage


Hitting an enemy with a melee attack grants stacks of Adrenaline (up to 30); can generate multiple stacks per swing when cleaving. Critical melee attacks generate 1 additional stack per enemy hit. These Adrenaline stacks last for 2s and are dropped one by one. When 30 stacks of Adrenaline have been reached, all stacks are dropped at once and Adrenaline Frenzy is granted for 10s; can be refreshed during active duration.

Note that revved up attacks from chain weapons generate stacks only on the initial hit, the individual sawing damage ticks do not generate stacks.

Adrenaline Frenzy:

(1) Increases melee weapon attack animation speed by 10%; stacks additively with other attack speed buffs.

(2) Increases melee damage by 25%; stacks additively with other related damage buffs, and multiplicatively with power level buffs.
Adrenaline Assassin
Weakspot Hits now grants +2 additional stack of Adrenaline. Regular Melee Hits grants none.

Enables melee weakspot hits to generate 3 stacks of Adrenaline per enemy hit (instead of just 1). Prevents non-weakspot melee hits from generating stacks of Adrenaline; non-weakspot melee hits that are critical still generate 2 stacks.
Adrenaline Smiter
Killing Blows now grants +4 additional stacks of Adrenaline. Elite Killing Blows grants +10 additional stacks. Non-Killing Blows grants none.

Enables melee kills to generate 5 stacks of Adrenaline per enemy killed; generates 15 stacks of Adrenaline on elite kill. If the attack is critical, generates 1 additional stack of Adrenaline per enemy killed. Prevents any melee attack that does not kill a target from generating stacks of Adrenaline.
Stoked Rage
Increase the duration of Adrenaline Frenzy to 20s.

Increases the 10s base duration of Adrenaline Frenzy to 20s.
Adrenaline Unbound
While Adrenaline Frenzy is active, you replenish 5% Toughness each second.

function: recover_percentage_toughness

Replenishes 5% of maximum toughness per second during Adrenaline Frenzy's active duration. The effectiveness of this toughness replenishment is affected by certain player debuffs like toxic gas.
Uncontrolled Aggression
Increase the duration of Adrenaline to 4s.

Increases the 2s base duration of Adrenaline stacks to 4s.
Keystone Nodes (Part III)
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Mechanics
Chemical Dependency
Using a Stimm grants you a stack of Dependency for 90s.

For each stack, gain +10% Ability Cooldown Reduction.

Up to 3 Max Stacks. Stacks decay one at a time.

stat buff: combat_ability_cooldown_regen_modifier

Using any stimm (Hive Scum's Cartel Special Stimm, Celerity Stimm, Combat Stimm, Concentration Stimm, Med Stimm) on self or on an ally grants stacks of Dependency (up to 3); stimms consumed by Stimm Supply do not grant stacks. Stacks last for 90s, can be refreshed during active duration and are dropped one by one.

Per Dependency stack, increases Hive Scum's base Combat ability cooldown regen rate of 1s per second by 10% (up to +30%); stacks additively with itself and with the related cooldown regen effects from Kalma, Hypex, and Klay (Cartel Special Stimm).
Chem Enhanced
Each stack of Dependency additionally grants +5% Critical Hit Chance.

stat buff: critical_strike_chance

Per Dependency stack, grants 5% additional crit chance to melee and ranged attacks (up to +15% or up to +20% with Maxed Out Chems); stacks additively with other sources of crit chance.
Chem Fortified
Using a Stimm replenishes 50% Toughness. Additionally, each stack of Dependency grants +5% Toughness Damage Reduction.

stat buff: toughness_damage_taken_multiplier

function: recover_percentage_toughness


This talent does two things:

(1) Per Dependency stack, grants 5% toughness damage reduction; the buff stacks multiplicatively with itself, up to 14.26% at 3 stacks (1-0.95³=0.1426) or with Maxed Out Chems up to 18.54% at 4 stacks (1-0.95⁴=0.1854), and with other damage reduction buffs.

(2) Using any stimm (Hive Scum's Cartel Special Stimm, Celerity Stimm, Combat Stimm, Concentration Stimm, Med Stimm) replenishes 50% of maximum toughness. Procs additionally to Barrage IV and Regain (Cartel Special Stimm). The effectiveness of this toughness replenishment is affected by certain player debuffs like toxic gas.
Maxed Out Chems
Each stack of Dependency now instead lasts for 60s, but Max Stacks are increased to 4.

Reduces the 90s base duration of Dependency stacks to 60s and lets Hive Scum generate up to 4 Dependency stacks instead of 3.
Appendix – Chem Toxin
Chem Toxin is a damage over time effect (DoT) that is exclusive to Hive Scum. Enemies affected by it take damage over time in a specific interval for a specific duration. The toxin visual effect is light yellow.

General Info
Armor Damage Modifiers
Internal Name
neurotoxin_interval_buff3
Tick Rate
every 0.35s
Max Stacks
30
Stack Duration
2.6s
Base Damage
440 at 30/30 stacks
(linear function)
Specifics
• Can bypass Bulwark shield
• Cannot bypass Captain/Twins shield
Unarmoured
2.5
Flak
1.5
Unyielding
0.9
Maniac
2
Carapace
0.9
Infested
0.9
Void Shield
0.1

Base Damage vs Stack Count

Chem Toxin Overview
Source          
Stack Application
Stack Duration
Tick Rate
Base Damage
Bone Saw
(default coating)
1 (on hit)
+1 (if critical hit)
2.6s
every 0.35s
440
(at 30/30 stacks)
Booby Trap
(talent)
7 (on explosion hit)
2.6s
every 0.35s
440
(at 30/30 stacks)
Chem Grenade
1 every 0.35s (up to 6)
• permanent (in AoE)
• 2.6s (left AoE)
every 0.35s
440
(at 30/30 stacks)
Coated Weaponry
(talent)
1 (on critical melee hit)
2.6s
every 0.35s
440
(at 30/30 stacks)
Needle Pistol Mk VI
(default mode)
6 (on hit)
+2 (if weakspot hit)
+2 (if critical hit)
2.6s
every 0.35s
440
(at 30/30 stacks)
Needle Pistol Mk VI
(special active)
2 (on hit)
+2 (if weakspot hit)
+2 (if critical hit)
+1 (in 0.825m radius)
2.6s
every 0.35s
440
(at 30/30 stacks)
Needle Pistol Mk II
(default mode)
6 (on hit)
+1 (if weakspot hit)
+1 (if critical hit)
2.6s
every 0.35s
440
(at 30/30 stacks)
Needle Pistol Mk II
(special active)
2 (on hit)
+1 (if weakspot hit)
+1 (if critical hit)
+1 (in 0.825m radius)
2.6s
every 0.35s
440
(at 30/30 stacks)
Needle Pistol Mk II
(toxin explosion)
1 (in 2.2m radius)
2.6s
every 0.35s
440
(at 30/30 stacks)
Pocket Toxin
(talent)
3 (on explosion hit)
2.6s
every 0.35s
440
(at 30/30 stacks)
Shivs
(weapon special)
4 (on hit)
+2 (if weakspot hit)
+2 (if critical hit)
2.6s
every 0.35s
440
(at 30/30 stacks)
15 Comments
kuli  [author] 30 Nov @ 6:30am 
Nope, Nimble and Vulture's Dodge don't interact with each other like that. Vulture's Dodge buff effect is always 1s per proc.
Ominouswhale13 29 Nov @ 10:20pm 
thanks kuli! Also, do you know if nimble extends the vulture's dodge time from 1 second to 1.5 seconds?
kuli  [author] 29 Nov @ 5:54pm 
Yes, that behavior has always been true. DoT kills can of course be allocated to the correct stack owner unit and therefore are able to proc Sample Collector as expected. This can easily be verified in the Psykhanium.
Jupiter 29 Nov @ 11:39am 
Thank you kuli for all your good work!!
kuli  [author] 29 Nov @ 3:56am 
@Jupiter
Yes, Chem Toxin stacks drop off one by one, 2.6s after last stack application, one stack is dropped every 0.35s. And yes, the damage potential is very high, especially compared with other existing DoTs (the ADMs are also very high so that rending is less of a 'requirement').

Toxin Mania buffs the damage of DoTs as well, yes. You can find the full list of buffs that affect Chem Toxin's damage in the Chem Grenade section.

As Splater said, Soulblaze is covered in the Psyker guide. I haven't included the other DoTs in detail anywhere yet, might do so in the future.
Jupiter 28 Nov @ 9:20pm 
Ohh and I didn't even include the bonuses from the +10% chem tox tax node. Does the "Toxin Mania"'s base damage buff apply to toxins? Sorry for the dumb questions
xsSplater 28 Nov @ 9:20pm 
There is Soulblaze in the Psyker guide.
Jupiter 28 Nov @ 8:54pm 
Just to clarify the obvious here: Chem Tox stacks drop off one at a time, yes? And they deal damage every tick (440 base at 30/30)? 'Cause I'm thinking ~1100 dps against carapace + unyielding is pretty spicy :D
Also, do you happen to know where I can find ADMs and info on the other DoTs like bleed and soulblaze? I'm curious how they compare (I know chem tox wins).
Marked of Kane 28 Nov @ 8:13pm 
you're the best, man
kuli  [author] 28 Nov @ 5:42pm 
The talent description is a bit vague, currently only procs on melee crit hits.