Arbiter
"Nuh, uh! I'm the one who's Made of Steel!" - An Arbiter Agent
hi uhhh this is eva, this is just the release of this shitty wiki and stuff please dm me for any problems you find or have with this
"Nuh, uh! I'm the one who's Made of Steel!" - An Arbiter Agent
You're always the first to start the battle and always the first to finish the war. You've learned to survive, aligning the stars to your desire is the best way to survival.
Though Arbiter is one of the most mobile perks, it's also very good at Crowd Control. The projectile boost can be used to clear out the stronger, while the left over knuckleboom can be used to clear out the weakest. The knuckleboom may seem weak, but it can be extremely helpful when you need to prevent an unparriable attack from landing, as pressing F is a simple toggle, and can be triggered in an instant.
[Fanmade]
The Augmentation 'Knuckleboom' and 'Knucklefist' is, hence it's classification, an Augmentation. Usually, the Knuckleboom is only used, because the Knucklefist is heavy, which can heavily slow down an Arbiter. However, a certain Arbiter has chosen and learned how to lift the weight of the Knucklefist, utilizing to great use.
While the Knucklefist can create explosives out of the pressure and momentum put into it, the Knuckleboom doesn't have Melee Capabilities. The Knuckleboom (which we will call the Shortshot, the technique coined by Agents) can only create the blast out of simple pressure, dealing much less damage than the Knucklefist. However, it's enough to assist the User in good crowd control.
The next technique however, it's not too complicated but also requires timing. Coined as the Longshot or the Projectile Boost, Arbiter Agents have learned that flicking a Shotgun Shell and timing their Shortshot will direct the Shell to wherever they're aiming and create a powerful explosion. This is one of the many reasons why most Arbiters only choose to use the Knuckleboom.
Note from an Agent - The Knuckleboom can use the momentum if the Knucklefist isn't installed, and they both share the same system, but the momentum can only be focused onto one thing, and isn't able to support both capabilities. That's a pretty big reason why most of us don't use the Knucklefist at all.
Augmentation 'Knucklefist'
Your Fists are replaced by Arms Made of Steel.
Lethality - 40%
Strike_Lethality - 320%
Weight_Light_Swing - 150%
Weight_Heavy_Swing - 75%
Effective_Range - 175%
Wounding_Range - 300%
Your Heavy Swings deal 100 AoE Damage to surrounding Enemies, increasing the Blast gets further away.
Increased Max Health (+30)
Cripple Immunity.
Heavily Increased Movement Speed. (+66%)
Increased Jump Height. (+45%)
No Fall Damage.
Your Stamina is replaced by a different Stamina System.
Maximum of 3 Stamina.
Sprinting is replaced by Dashing. Uses 1 Stamina.
Additionally, jumping when dashing will perform a Dash Jump, heavily increasing Movement Speed by +132% and using an additional Stamina Bar.
Crouching is replaced by Sliding, halting Stamina Regeneration and maintaining Speed.
Additionally, sliding during a Dash will give you I-Frames for 2 Seconds.
Jumping consumes no Stamina.
Additionally, "Sliding" when airborne will perform a Groundslam, dealing 35 Damage. This will also boost your Jump Height if you Jump immediately after a Groundpound.
Groundslamming and jumping off a wall will allow you to store momentum, allowing you to perform insanely high jumps. You can also increase your Sliding Speed by an extremely high amount.
Holding Groundslam will cause a Shockwave, stunning surrounding Enemies.
Moving against a wall midair will heavily decrease your Fall Speed. This will allow you to jump off the wall. However, you can only perform 3 in a row.
Augmentation 'Knucklefist'
Unable to drop or scrap.
Unable to pick up other Melees.
Heavily reduced Reloading Speed. (-66%)
Heavily Reduced Hipfire Accuracy. (-45%)
Inability to Sprint or Crouch.
Press F to toggle between Not Aiming and Aiming.
LMB to perform a Knuckleboom, dealing 65 Damage and applying Cripple and Fracture to all surrounding Enemies. This uses 33%.
Pressing R during a Knuckleboom will perform a Projectile Boost, dealing 175 Damage, but will deal self-damage if too close to the Player and require an additional 33%. This also requires you to have a Shotgun Shell.