Detailed passive/talent stats

If i get any wrong/miss any, tell me, no guarantees
still work in progress

Lvl20 talents
Temp heal on crit: 3hp
Temp heal on kill: 2hp
Heal on bosskill: 50 permanent hp (also clears wounds)

Passives:

Huntsman:

100HP
90 second cooldown
0.3 cooldown reduction on hits
0.4 CDR per damage taken
Double the range before damage dropoff starts and before it ends
50% extra ammo
5% crit chance aura

Foot knight:

150HP
30s CD
0.25 CDR on hits
0.5 CDR per damage taken
15% damage reduction aura
10% innate damage reduction
+1 stamina shield

Mercenary:

125HP
180s CD
0.5 CDR on hits
0.5 CDR per damage taken
+5% crit chance
+33% cleave
+10% attack speed for 6s after hitting 3 or more enemies

Ironbreaker:

150HP
180s CD
0.25 CDR on hits
0.5 CDR per damage taken
30% innate damage resistance
Absorbs 1 hit every 20s
50% reduced stun duration

Slayer:

100HP
40s CD
0.5 CDR on hits
0.1 CDR per damage taken
+7.5% bonus attack speed
+10% damage on hits, up to 3 stacks (activates before damage is applied, so the first hit already gets +10% damage)

Ranger:

100HP
120s CD
0.3 CDR on hits
0.3 CDR per damage taken
-15% reload
50% extra ammo
Specials drop ammo packets, refill 10% of your ammo (rounded down), 30% with the more ammo talent.

Zealot:

150HP
60s CD
0.5 CDR on hits
0.2 CDR per damage taken
+5% damage per 25 health lost, 5 stacks max
100% damage resistance for 5 seconds on taking lethal damage, 120s cooldown
Uninterruptable heavy attacks

Bounty Hunter:

100HP
90s CD
0.25 CDR on hits
0.3 CDR per damage taken
-20% reload
+50% ammo
+100% crit chance, 10s cooldown, resets on melee kill

Witch Hunter Captain:

100HP
180s CD
0.5 CDR on hits
0.2 CDR per damage taken
0.25 bonus to headshots
Kills anything below chaos warrior on critical headshot
100% block cost reduction on light hits in the frontal arc of the weapon
Tagged enemies take 20% more damage for 5s

Shade:

100HP
60s CD
0.5 CDR on hits
0.2 CDR per damage taken
+5% crit chance
Kills anything below a chaos warrior on critical backstabs
+50% damage on backstabs

Handmaiden:

125HP
20s CD
0.25 CDR on hits
0.5 CDR per damage taken
15% extra dodge
+100% stamina recovery aura

Waywatcher:

100HP
0.35 CDR on hits
0.3 CDR per damage taken
Twice the range (same as huntsman)
3HP per 10 seconds, while below 50% max hp.
+50% ammo
Zoom shenanigans

Pyromancer:

100HP
40s CD
0.25 CDR on hits
0.3 CDR per damage taken
+10% ranged damage
+6% crit chance per 8 overcharge (40 is the full bar).

Battle Wizard:

100HP
40s CD
0.25 CDR on hits
0.5 CDR per damage taken
+10% ranged damage
-10% to charge time per 8 overcharge, max 3 stacks.
+200% passive heat reduction after 8s of not being hit/casting spells (another +100% with centered)

Unchained:

150HP
120s CD
0.25 CRD on hits
0.5 CDR per damage taken
50% of damage taken is transfered to overcharge (effective 50% damage reduction)
Melee damage on overcharge is too bugged right now
Stamina lost gets removed from overcharge, with the stamina cost being halved

Talents:

Slayer damage reduction: 10% per stack, lasts 2s.
Slayer duration increase: from 2s to 5s.
Slayer ult cooldown: increases passive ult regeneration on max stacks by 200%.
Ranger vet ammo increase: 30% of max ammo, up from 10%
Battle wizard tranquility buff: +100% extra (4x the speed up from 3x)

Any other talents that i forgot, just mention them

8 Likes

shade +5%critchance? where is this written?

She basically has 10% base, as opposed to 5% for everyone else.

1 Like

Pretty cool thanks for sharing.

Excellent resource.

i thought every weapon has its own base critchance…
btw where do you get these numbers from?

Oh umm… how come there is no Sienna?

Just got kinda tired and took a break, thought i’d post rather than save it up.

oh ok, thank you!

Nicely laid out @Sasa

:+1:

Seriously these numerical info should’ve been in game by now, loud and clear.

1 Like

Sad, but thist feature is still not working.

Everything has 5% crit as far as I know. But dual weapons do seem to have a far higher crit chance. On WS for example, dual daggers seem to crit way more than a glaive or 2 handed sword. But then again, she already has 5% base crit, 5% on weapon, 5% from trinket and 5% from her talent. For a total of 20% crit, which is pretty high.

All elven dual weapons have 10% bonus crit on their light attacks.

The crit health talent would probably get used more if it was perm health instead of temp. Anyone have any thoughts on that?

It would be way too op I think. Just try hitting the 3 dummies in the keep, you could top yourself up in like 15-20 seconds or even less. And now imagine it on BH, Shade, Siena or any other char with garanteed crits or high crit weapons.

i wish they would give back the regrowth traits for v1. i liked the mechanic for it (punished for mistakes but the possibility of slowly recovering from it, don’t more mistakes) i’m kinda against the whole temp health thing.

I wish they would give back the regrowth traits for v1. i liked the mechanic for it (punished for mistakes but the possibility of slowly recovering from it, don’t more mistakes) i’m kinda against the whole temp health thing.

Running bond accomplishes pretty much this exact thing. ^^

1 Like

naw it’s a different mechanic. the more you fight in v1 the more hp u would get, kinda like being rewarded for bigger amounts of risk you take, vs bond which is a really slow heal over time. you’re also encouraged to fight in v1, you can’t just sit back and regen.

I suppose I see your point, but anyone should know that just sitting back and regening (which would usually take a long time) usually leads to you, or your team, or both, taking more hits anyway since that means slower kill speeds.
And anyone who knows that would realize that getting back in the fight is better.
As a non-stop bond user since I got it, this enables me to do exactly what you describe. Play a little riskier, because I know I can take a small hit or two and just regen it back later, whereas I normally wouldn’t take those risks cause it would permanently lower my health.

1 Like
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