The Division Difference Dmg To Target Out Of Cover Range

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More information about the skills and skill mods coming to The Division 2 has been made available, with a few old favourites making a comeback.

Jun 17, 2019  The Basics of The Division 2 Loadouts. Individual pieces of gear often lend themselves to specific playstyles in The Division 2, and if you combine powerful loot in the right ways you can create a character that excels in a particular role. Thanks to talents and bonuses, gear can either boost your damage, skill power, or defense, in addition to the item’s main function. Once you unlock the shooting range you can try them out. I'd go to the AoE range and set it to elite, then see how long it takes you to eliminate every target. And LMG's are a lot better this time around. You can get 3-5 second reload speed for a few of them, w/ the higher rounds like the M60 having 5 seconds.

In a previous development blog, five different skill categories were outlined: the Chem Launcher, Drone, Hive, Seeker Mine, and Turret. We now know of two more skill categories: Pulse, which we saw in The Division, and Firefly.

Each skill category features variants with different gameplay and effects. Massive said these are just “some of the skills” players can expect when the game releases next year, though some skills belong to certain Specialisations.

Download os x el capitan dmg file windows 10. Aug 21, 2019  Mac OS X El Capitan 10.11.1 DMG Mac. Mac OS El Capitan was released to manufacturing on 20th September 2015, almost three and a half years ago. Its latest version 10.11.6 (15G22010) was released on 9th July 2018, almost 7 months ago.

You can check out the blog post here, and you can watch Arekkz’ video below for more information on the newly announced skills.

  • Mar 19, 2019 DMG, RPM, and MAG. At a glance, these tell you a great deal about the weapon you’re wielding. The DMG stands for the maximum amount of damage a single shot from this weapon can deal.
  • Apr 25, 2016  Welcome to my guide to The Division. In this guide I go in depth on the various systems in the game so that you can understand how to get the most out of your gear. This guide is a constant work in progress, so there may be information that can change frequently based on how far I investigate the.
  • Go to the shooting range and test out the dmg to help you get a feel for the distance and how much dmg drops off over range. LMGs take some getting used to, but obv they're not gonna be super accurate. Reload speed, extra rounds, stability until it feels comfortable shooting after.
  • The Division 2 weapons guide – stats, tips, opinions on every weapon. From in-depth stats and behaviours to explanations of the various Exotic weapons in The Division 2, we’ve got a lot to cover in this weapons guide. Feel free to use any of the links below to skip ahead to a section of your choosing.
  • I see you have an Ad Blocker enabled and I get it, I use them too. I run this site completely on my own and it can be quite time consuming but I feel it is an important resource for the community. There are only a few simple ads on the site that cover the costs of running the site plus a little extra.

The Divison 2 beta begins on February 7 and runs until February 11, so here’s where to sign up. You can also check out everything we know about The Division 2 here.

The Division 2 is due to release on March 15, and is available for pre-order. Those who purchase the Gold or Ultimate Edition start playing the game three days early.

Players will receive a full year’s worth of DLC completely free to all, with new areas and story missions available every three months.

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The Division 2 Skills

Pulse

We first saw Pulse in The Division, but it works a little differently in The Division 2. There are no damage boosts, so no critical hit chance. It comes in three variants which can be accessed by any Specialisation.

Scanner

  • Quite simply, you can scan for enemies and they’ll be displayed on your HUD, making them easier for you and your team to find.

Remote

  • The Remote variant works similarly to the Scanner, except you can throw it and it will pulse every few seconds. However, it can be destroyed by hostile NPCs if found.

Jammer

  • The Jammer sends out an EMP pulse that will destroy or disable other skill objects/ devices in the area.

Chem Launcher

A grenade launcher inspired weapon that fires various ampules of chemicals in an arc. The chemicals disperse into a cloud on impact and linger to cause unique and devastating effects. When equipped, players can choose between four different chemical charges.

Firestarter

  • The Firestarter canister sends out flammable, near-invisible gas. These gas clouds can be ignited with any spark—bullet impacts, enemies firing their weapons inside the cloud, explosions or even enemies running into them while on fire. If you combine multiple clouds over a large area, you can create devastating chain reactions.

Riot Foam

  • This skill fires a canister with riot control foam that disperses on impact. This is the same riot foam as you have seen the True Sons use in the E3 demo. The foam is sticky, heavy, and it expands rapidly. Anyone affected by the foam is stuck in place for a period of time, but the hardened foam can be destroyed to break them free.

Oxidizer

  • The Oxidizer fires a canister that emits a cloud of corrosive chemicals. The chemical cloud lingers for a long time and efficiently eats away at enemy armor or any enemy mechanical items.

Reinforcer

The Division Difference Dmg To Target Out Of Cover Range
  • The Reinforcer fires a projectile that detonates and disperses an armor repairing cloud. If this powder hits you or your teammates, it restores an amount of your armor. Powder that sticks on the ground grants armor restoration over time. You have the ability to heal your friends very fast, or even yourself over time.

Drone

Drones hover around your shoulder and follow you around. Depending on the drone, it will remain a passive follower until assigned an order. It can also automatically target enemies and even friends in some cases. There are five different categories of the drone.

Striker

  • As suggested by the name, this is an offensive version of the Drone. Built for combat, the Striker possesses a turret that inflicts continuous damage upon its target. This drone can receive remote orders from its controller to attack specific targets.

Defender

  • The Defender is a defensive drone that protects its owner by utilizing an experimental directed emitter. It deflects incoming bullets with microwave bursts, creating an invisible barrier. However, each bullet deflected greatly drains the battery, and it is incapable of defending itself from enemy fire. It can, however, be ordered to guard friends or other friendly skill items.

Tactician

  • Built for intel, this utility drone flies to maximum elevation at a location of your choosing and spots all hostiles it can see, effectively highlighting their location. While deployed, it gives you and your party continuous information about the position of the enemies within your area. This is the Specialist skill for the Sharpshooter Specialization.

Bombardier

  • This drone can perform a bombing run across a long area. The drone flies to an area designated by the player and drops a barrage of explosives as it strafes from one end of the zone to the other.

Fixer

  • This defensive drone repairs armor over time. You can choose whether you want it to fly next to you and passively repair your armor, or choose a friendly target whose armor needs repairing, including other damaged skills.

Hive

The Hive is a group of advanced micro-drones that deliver special effects to their targets. Place or throw the Hive and it will affect targets within its radius. Most Hive categories are used primarily for defensive but there are also offensive alternatives.

Stinger

  • Micro-drones swarm hostile targets that enter their range, inflicting damage and targeting weak spots, destroying them efficiently.

Restorer

  • When the Restorer detects missing armor on a friendly agent in its range, it deploys micro-repair drones towards the agent. On impact, an amount of armor is repaired.

Booster

  • The Booster sends out one micro-drone per friendly player that administers stimulants to increase combat efficiency—boosting weapon handling, movement and other physical capabilities of the agent.

Reviver

  • When deployed, the Reviver Hive can revive allies within a specific radius on the ground. If any of your downed allies are within the range of your Reviver Hive, you can manually order a set of micro-drones to revive them. However, you can also press and hold the button to charge up the micro-drones. The longer you hold the button, the more health and armor your ally revives with.

Seeker Mine

Spherical, self-propelled ordnance delivery devices will return – but with more features and abilities. The mines use sensors which target hostiles or friendlies as needed to perform various effects. Seeker Mines can be activated by dropping or throwing. Each category offers something new to Agents in The Division 2.

Explosive

  • This classic seeker mine chases the target, designated by the owner, and detonates with a staggering explosion. However, it can be avoided as there is a slight arming time before it explodes.

Airburst

  • This mine rolls to your designated area and then launches an explosive burst into the air at head height of the enemy when reaching proximity.

Mender

  • Similar to the Reinforcer Chem Launcher, this friendly little seeker mine releases repair chemicals. These chemicals form a cloud that repairs your armor or that of an ally. If you have not chosen a specific target for the Mender Seeker Mine, allies that lose all their armor are automatically targeted by the mine. This is the Specialist skill for the Survivalist Specialization.

Cluster

  • The Cluster contains a number of smaller charges in one package, each capable of propelling itself. When deployed, each of the smaller mines picks a target and sets off towards it. However, these smaller mines are easier to avoid as they do not have room for advanced tracking equipment and cannot adjust their destination if their target moves.

Turret

The compact, self-unfolding device is back with The Division 2. It tracks and shoots designated targets and can be placed next to you or thrown a short distance.

Assault

  • Similar to the Striker Drone, this skill is designed with offensive players in mind. Equipped with a machine gun turret with 360-degree rotational capabilities, this skill attacks the closest target while you are in combat. Outside of combat, you designate your turret’s targets.

Incinerator

  • If you enjoy crowd control, this skill is for you! Equipped with an incendiary tank, the Incinerator ignites fuel and fires it in a cone to deal area-of-effect damage. This turret can be toggled on and off when deployed.

Artillery

  • The Artillery is a specialized deployable that launches exploding ordinances at locations of your choice. Firing once per press, shells are launched in an arc at a target position. This is the Specialist skill for the Demolitionist.

Sniper

  • This long range, semi-automatic turret targets the same enemy you are engaging. While there is a slight delay on target acquisition, the Sniper can adjust its aim to match your own aim on the target.

Firefly

Unfortunately, we don’t know anything about the Firefly skill or what it will be like, other than it exists. Once we’ve got more details, you’ll be the first to know.

Everything you had equipped has changed overnight.

The Division’s 1.4 patch released today and as well as fixing multiple bugs, getting a whole lot more generous with the loot and putting an end to insta-kills from shotgunners standing miles away, it’s pretty much changed the stats for all your equipped gear.

In what amounts to a global rebalance of the base game, all weapons, gear sets, gear talents and skills have been tweaked in some way, some more dramatically than others.

For those jumping back into the game that’s going to come as a surprise, flipping your favourite tools and tactics on their heads.

So here’s our big-ass lists of all the changes. We’d recommend hitting CTRL F and searching for your favourite guns and gear in order to zip to their new stats, but also look at the general changes to each category or weapon type.

Weapons

General changes

  • Named weapons are no longer locked to specific Gear Scores (except Damascus, which will remain available at only one Gear Score)
  • World tier determines the Gear Score of the weapon when it drops or is bought
  • All Named weapon blueprints have been removed from their sources. They will remain in your blueprints list if you already had them, but will only allow you to craft the weapon at this specific Gear Score
  • Named weapons will now have to be acquired through loot drops and vendors
  • DPS calculation now values Headshot damage differenlt yfor each weapon category to more accurately guide player when modding weapons.
  • Weapon recalibration: When recalibrating a weapon, the player will now be able to pick from 6 Talents additionally to the initial one (instead of 3+1). This should lower the impact of RNG and increase the chances to actually get the talent you want before you run out of tries.
  • Weapon Mods have been changed: they will now have one major bonus and an amount of smaller bonuses depending on the quality of the mod.
  • Some stats on Weapon Mods have been merged into one:
  • Horizontal Stability and Initial Bullet Stability are now merged with Stability
  • Hip Fire Accuracy is now merged with Accuracy
  • Damage bonuses are now additive instead of multiplicative.
  • Assault Rifles

  • G36: Base damage decreased by 5%
  • Caduceus has had its talents modified, to replace the removed talent Restored and better fit the new Gear Score scaling. It now has the following talents:
  • Talented: Killing a target with this weapon increases your Skill Power by 15% for 20 seconds (doesn’t stack, killing a new target refreshes the timer)
  • Competent: Whenever you use a skill, your weapon damage is increased by 10% for 15 seconds
  • Determined: Killing a target reduces your skill cooldowns by 7.5%
  • LMG

  • Reduced all LMGs Damage bonus on targets out of cover from about 28% maximum to 19% maximum
  • L86: Base damage increased decreased by -7.4%
  • RPK: no change
  • M60: Base damage increased by 19.4%
  • M249: Base damage increased by 17.4%
  • SMG

  • Reduced all SMG Critical Hit Damage bonus from about 47% maximum to 38% maximum
  • MP7: Base damage decreased by 27.6%
  • MP5: Base damage decreased by 11.1%
  • Vector: Base damage decreased by 13.8%
  • SMG9: Base damage decreased by 9.2%
  • AUG: Base damage decreased by 10.3%
  • PP19: Base damage decreased by 13.8%
  • T821: Base damage decreased by 13.3%
  • Shotguns

  • All shotguns with Gear Score 229 damage decreased by 30%
  • Showstopper: Base damage increased by 20%
  • Marksman Rifles

  • M1A: Base damage decreased by 35%
  • SVD: Base damage decreased by 3.7%
  • SCAR: Base damage increased by 22.9%
  • SRS: Base damage increased by 20%
  • M44: Base damage increased by 15%
  • Pistols

  • X45: Base damage decreased by 40%
  • M9: Base damage increased by 10%
  • Px4: Base damage increased by 25%

Weapon Talents

  • Accurate: Accuracy is improved by 25% (instead of 20 to 50%)
  • Adept: Using a skill increases your critical hit chance by 7.5% for 15 seconds (instead of 3 to 10% for 5 seconds)
  • Balanced: The weapon reaches max accuracy faster when shouldering (no change)
  • Brutal: +12% Headshot Damage with this weapon (instead of 10 to 25%)
  • Capable: Using a skill improves the handling of the weapon for 15 seconds (handling is improved by 25% instead of 20 to 50%, 15 seconds instead of 5 to 15 seconds)
  • Commanding: Every kill performed while your signature is active extends the duration of the signature skill by (5 to 20)% (no change)
  • Competent: Whenever you use a skill, your weapon damage is increased by 10% for 15 seconds (instead of 5 to 15%, 10 seconds)
  • Coolheaded: Doing a headshot reduces all your skill cooldowns by 5% (instead of 2 to 7.5%)
  • Deadly: +15% Critical hit damage (instead of 5 to 30%)
  • Destructive: +15% to armor destruction with this weapon (instead of 3 to 20%)
  • Determined: Killing a target reduces your skill cooldowns by 7.5% (instead of 5 to 10%)
  • Dominant: Every kill performed while your signature skill is active reduces the cooldown of your other skills by 10% (instead of 3 o 10%)
  • Ferocious: +10% Bonus damage to Elite and Named enemies (instead of 5 to 15%)
  • Fierce: +5% Critical hit chance with this weapon (instead of 5 to 10%)
  • Harmful: Each hit has a 15% chance to apply the Bleed status effect to the target (instead of 3 to 15%)
  • Intense: The first bullet of a magazine has a 25% chance to apply the On Fire status effect to the target (instead of 3 to 13%)
  • Meticulous: Killing a target has a 25% chance to instantly refill your magazine (instead of 5 to 25%)
  • Predatory: Killing a target regenerates 35% of your health over 20 seconds (instead of 5 to 15%, 5 seconds)
  • Prepared: When further than 30 meters from your target, your damage is increased by 15% (instead of 40 meters, 5 to 15%)
  • Proficient: The first bullet shot when out of combat has a 50% bonus chance to result in a critical hit (instead of 25 to 50%)
  • Provident: The last bullet of a magazine deals 60% more damage (instead of 25 to 60%)
  • Restored: This talent has been removed from the game
  • Skilled: Headshot kills with this weapon increases Signature Skill resource by 5% (instead of 3 to 13%)
  • Stable: Stability is improved by 35% (instead of 20 to 50%)
  • Steady: This talent has been removed from the game
  • Sustained: +6% Life on kill (instead of 1 to 6%)
  • Swift: Reloading is 15% faster (5 to 15%)
  • Talented: Killing a target with this weapon increases your Skill Power by 15% for 20 seconds (doesn’t stack, killing a new target refreshes the timer) (instead of 3 to 10%, 5 to 15 seconds)
  • Toxic: Headshots with this weapon have a 15% chance to apply the Blind status effect (instead of 5 to 15%)
  • Trained: Critical hits increases your Signature Skill resource by 0.1% (no change)
  • Unforgiving: Damage increases based on your missing health: 1 missing segment +10%; 2 missing segments +25% (instead of 5 to 10%, 15 to 25%)
  • Vicious: Your Critical Hit chance is increased by 10% while you are at least at two health segments (instead of 5 to 15%)
  • Responsive: When closer than 10 meters from your target, your damage is increased by 10% (instead of 5 to 15%)
  • Self-Preserved: Critical hits with this weapon heal you for 3% of damage dealt (instead of 0.5 to 3%)
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    Skills

      General changes

    • Skill power will not scale linearly anymore, instead it will follow a curve of diminishing returns.
    • Removed hard caps on most skills.
    • Expected Skill Power is now 3 times higher. Skill Power from Electronics has been multiplied by 3.
    • Skill Haste has now been capped at 60% to prevent too low cooldowns.
    • All skills except signature skills now have a 5 seconds minimum cooldown.
    • (Reference only values, for level 1 character)
    • First Aid

    • General changes
    • All cooldowns set to 60 seconds
    • Decreased scaling of cooldown with Skill Power from 100% to 70%
    • Base Skill
    • Healing cap increased by 300%, up to 300000
    • Self-heal increased by 81% from 550 to 1000
    • Ally-heal increased by 81% from 550 to 1000
    • Defibrillator
    • Self-heal increased by 36% from 550 to 750
    • Ally-heal increased by 172% from 550 to 1500
    • Overdose
    • Self-heal increased by 100% from 750 to 1500
    • Ally-heal unchanged at 750
    • Booster Shot
    • Self-heal increased by 105% from 440 to 900
    • Ally-heal increased by 50% from 600 to 900
    • Pulse

    • General changes
    • Decreased scaling of Critical Hit Chance with Skill Power from 100% to 50%
    • Decreased scaling of Critical Hit Damage with Skill Power from 100% to 50%
    • Decreased scaling of cooldown with Skill Power from 100% to 80%
    • Base skill and mods Critical Hit Chance set to 6%
    • Base Skill
    • Critical Hit Damage decreased by 70% from 20 to 6%
    • Recon Pack
    • Critical Hit Damage decreased by 70% from 20 to 6%
    • Scrambler
    • Critical Hit Damage decreased by 70% from 20 to 6%
    • Added threat reduction when using Pusle with this mod
    • Tactical Scanner
    • Critical Hit Damage decreased by 68% from 25 to 8%
    • Cooldown decreased by 15% from 70 to 60 seconds
    • Turret

    • General changes
    • Decreased scaling of cooldown with Skill Power from 100% to 80%
    • Base skill and all mods (except Zapper) health increased by 50% from 1000 to 1500
    • Base skill and all mods (except Zapper) increased by 50% from 30 seconds to 45 seconds
    • Scaling of health with Skill Power set to 200%
    • Base Skill
    • Range increased by 17% from 30 to 35 meters
    • Active Sensor
    • Range increased by 17% from 30 to 35 meters
    • Damage increased by 22% from 18 to 22
    • Dragonbreath
    • Damage increased by 20% from 30 to 36
    • Zapper
    • Range decreased by 20% from 20 to 16 meters
    • Health decreased by 50% from 1000 to 500
    • Damage decreased by 80% from 10 to 2
    • Support Station

    • General changes
    • When playing solo, if the player is downed while his Station is active, he will be able to revive himself
    • Base skill and all mods (except Life Support) healing rate increased by 67% from 30 to 50
    • Base skill and all mods (except Immunizer) lifetime decreased by 50% from 30 to 20 seconds
    • Base skill and all mods health increased by 100% from 500 to 1000
    • Base skill and all mods no longer have healing rate cap
    • Base skill and all mods no longer have lifetime cap
    • Base skill and all mods: Decreased base cooldown duration by 44% from 90 seconds to 50 seconds
    • Scaling of cooldown with skillpower set to 80%
    • Life Support
    • Revive time decreased by 40% from 5 to 3 seconds
    • Range increased by 33% from 6 to 8 meters
    • Healing rate increased by 100% from 30 to 60
    • Ammo Cache
    • Healing rate increased to same level as other mods from 24 to 30 (25% increase)
    • Skill Haste bonus reduced by 70% from 50% to 15%
    • Immunizer
    • Lifetime decreased by 33% from 24 to 16 seconds
    • Sticky Bomb

    • General changes
    • Base skill and all mods no longer have damage cap
    • Scaling of damage with Skill Power set to 125%
    • Scaling of cooldown with Skill Power set to 80%
    • Base skill and all mods: PvP modifier reduced by 51% from 90% to 44%
    • Base skill
    • Cooldown increased by 80% from 50 to 90 seconds
    • Proximity Fuse
    • Cooldown increased by 80% from 50 to 90 seconds
    • Flashbang
    • Explosion range decreased by 25% from 8 to 6 meters
    • BFB
    • Cooldown increased by 80% from 70 to 125 seconds
    • Mobile Cover

    • General changes
    • Base skill and all mods no longer have health cap
    • Base skill and all mods no longer have cooldown cap
    • Blast Shield
    • Min and Max damage now scale with Skill Power
    • Min and Max damage now displayed in tooltip
    • Blast Resistance increased by 180% from 12.5% to 35%
    • Counter Measures
    • Health increased by 33% from 6000 to 8000
    • Added threat reduction when using this cover
    • Extension
    • Added threat generation when using this cover
    • Seeker Mine

    • General changes
    • Base skill and all mods no longer have health cap
    • Base skill and all mods no longer have cooldown cap
    • Base skill and all mods (except Cluster) health increased by 100% from 150 to 300
    • Base skill and all mods (except Gas Charge) cooldown decreased by 29% from 70 to 50 seconds
    • Scaling of cooldown with Skill Power set to 80%
    • Base skill
    • Damage increased by 100% from 1000 to 2000
    • Airburst
    • Damage increased by 100% from 300 to 600
    • Radius increased by 25% from 4 to 5 meters
    • Cluster
    • Cluster now applies bleed effect on top of its usual damage
    • Health increased by 100% from 50 to 100
    • Damage increased by 100% from 300 to 600
    • Gas Charge
    • Cooldown decreased by 17% from 60 to 50 seconds
    • Ballistic Shield

    • General changes
    • Base skill and all mods no longer have damage cap
    • Base skill and all mods no longer have defense cap
    • Base skill and all mods no longer have health cap
    • Base skill and all mods no longer have cooldown cap
    • Base skill and all mods cooldown decreased by 11% from 45 to 40 seconds
    • Scaling of cooldown with Skill Power set to 80%
    • Scaling of health with Skill Power set to 200%
    • Now takes 50% less damage from NPCs
    • Base skill and all mods: Added threat generation when the shield is deployed
    • Base skill and all mods: Added threat generation when shooting while the shield is deployed
    • Base Skill
    • Base health increased by 25% from 3000 to 3750
    • Kinectic Breaker
    • Base health increased b 25% from 3000 to 3750
    • Reactive Targeting
    • Base health increased by 25% from 4500 to 5625
    • Assault Shield
    • Health increased by 25% from 2250 to 2812
    • Smart Cover

    • General changes
    • Smart Cover cooldown will now begin when the smart cover is destroyed
    • Base skill and all mods Damage Resistance decreased by 65% from 20 to 7%
    • Base skill and all mods Damage bonus replaced with two bonuses:
    • Weapon Stability +7%
    • Weapon Accuracy +7%
    • Base skill and all mods cooldown set to 60 seconds
    • Scaling of Defense bonus with Skill Power set to 150%
    • Scaling of Weapon Stability bonus with Skill Power set to 150%
    • Scaling of Weapon Accuracy bonus with Skill Power set to 150%
    • Base skill and all mods no longer have range cap
    • Trapper
    • Now applies a Stability and Accuracy debuff to enemies in cover:
    • Weapon Stability -5%
    • Weapon Accuracy -5%
    • Damage bonus to enemies in cover set to 5%
    • Damage Resistance decreased by 75% from 20 to 5%
    • Damage bonus replaced with two bonuses:
    • Weapon Stability 5%
    • Weapon Accuracy 5%
    • Recharger
    • Skill Haste bonus decreased by 25% from 20% to 15%
    • Concealment
    • Added threat reduction when using this cover

    The Division Difference Dmg To Target Out Of Cover Range Reviews

    Signature Skills

      General changes

    • Implemented a shared cooldown mechanic: in a group, players who receive a buff from any Signature Skill will be immune to the same signature skill for 30 seconds after the first one runs out.
    • Recovery Link Signature Skill

    • Recovery Link now revives teammates from dead state and automatically revives the player when down, in solo play.
    • Increased range by 25% from 40 to 50 meters
    • Instant heal now heals for 50% of the total health of the target
    • Increased heal over time duration by 140% from 5 to 12 seconds
    • Heal over time now heals for 100 of the total health of the target over 10s
    • Tactical Link Signature Skill

    • Removed Critical Hit Chance bonus
    • Decreased damage bonus by 40% from 50 to 30%
    • Added 3 new bonuses:
    • +50% RPM
    • +50% Reload Speed
    • +30% Weapon Stability
    • Increased range by 20% from 25 to 30 meters
    • Survivor Link Signature Skill

    • Decreased damage resistance by 38% from 80% to 50%
    • Decreased duration by 20% from 15s to 12s
    • Increased range by 20% from 25m to 30m

    Gear Sets

      General changes

    • Gear Set gear scores have been brought in-line with High-End gear scores tiers.
    • 191 Gear Set items now have Gear Score 163
    • 214 Gear Set items now have Gear Score 182
    • 240 Gear Set items now have Gear Score 204
    • 268 Gear Set items now have Gear Score 229
    • Removed the 5 piece bonus on all Gear Sets that had one.
    • Striker’s Battlegear

    • 2 pieces: +20% Stability
    • 3 pieces: +10% armor damage
    • 4 pieces: Every consecutive hit deals 1% more damage. Stacks up to 100%. Missing shots drops bonus by 2%. Bonus is reduced by 1% every second
    • Tactician’s Authority

    • 2 pieces: +10% Skill Haste
    • 3 pieces: +10% Skill Power
    • 4 pieces: Every bullet you and your group lands on a hostile adds 0.2% skill power to you for a max of 30% bonus. Bonus lasts for 10 seconds of not being refreshed or 10 seconds of beeing at max
    • Path of the Nomad

    • 2 pieces: +14% health on kill
    • 3 piece: Nomads Resolve – Administers a constant small heal, allowing the user to heal passed the segments of the healthbar
    • 4 pieces: Path of the Nomad – When receiving fatal damage, you are instead healed to full health. Can only occur once every 4 minutes
    • Sentry’s Call

    • 2 pieces: +30% Aiming Accuracy
    • 3 pieces: +10% Headshot Damage
    • 4 pieces: Headshots mark the enemy, increasing the damage inflicted on the target by 5% for a duration of 30 seconds each. A target can receive up to three marks
    • Lone Star

    • 2 pieces: +100% Ammo capacity
    • 3 pieces:
    • +8% LMG Damage
    • +8% Shotgun Damage
    • 4 pieces: When holstering a weapon it’s ammo is instantly refilled
    • Predator’s Mark

    • 2 pieces: +10% Reload Speed
    • 3 pieces:
    • +8% Assault Rifle Damage
    • +8% SMG Damage
    • 4 pieces: Hit 10 shots without switching target to make the target take damage over time for 50% of the total amount of damage already done by those bullets
    • Final Measure

    • 2 pieces: +25% Exotic damage resilience
    • 3 pieces: +15% resistance to damage from Elites
    • 4 pieces: When in range of hostile grenades or mortars, defuses them and adds grenades to your inventory. Can only happen once every 15 seconds
    • Hunter’s Faith

    • 2 pieces: +20% Optimal Range
    • 3 pieces: +20% Headshot Damage
    • 4 pieces: Hitting an enemy with a bullet grants you and your group temporary protection. The further your shot, the more protection. Each group member’s protection disappears after getting hit by one hostile bullet.
    • DeadEye

    • 2 pieces: 40% Initial Bullet Stability
    • 3 pieces: 20% Marksman rifle critical hit damage
    • 4 pieces: When zoomed, Marksman rifles lose headshot bonus but gain 100% critical strike chance
    • B.L.I.N.D. becomes Banshee

    • 2 pieces: +20% Dark Zone Currency gained
    • 3 pieces: +10% Damage to targets out of cover
    • 4 pieces:
    • While Rogue, all ammo is completely refilled every 30 seconds. Damage taken from non-rogue players reduced by 10%.
    • While not Rogue, No Dark Zone XP or Currency is lost on death. Damage to Rogue players is increased by 10%.
    • Note: All existing pieces of B.L.I.N.D. will be replaced with equivalent Banshee pieces.
    • FireCrest

    • 2 pieces: +3 Incendiary grenades
    • 3 pieces:
    • +30% flame turret damage
    • +50% flame turret range
    • 4 pieces: Damage to targets on fire is increased by 15%
    • AlphaBridge

    • 2 pieces: 100% bonus health regen speed
    • 3 pieces: +5% Weapon Damage
    • 4 pieces: If your Primary and Secondary Weapon is of the same category, they both gain all of the unique active talents.
    • Reclaimer

    • 2 pieces: +50% Consumable duration
    • 3 pieces: +50% Support Station duration
    • 4 pieces: Consumables and special ammo used now apply to the whole group and are not consumed on use. Triggers consumable cooldowns and cannot start consumables that are on cooldown.

    Gear Stats

      General changes

    • Removed Skill Bonus from all gear items. Instead, Backpack, Holster and Kneepads will now have additional slots dedicated to Performance Mods (Backpack = 2, Holster = 1, Kneepads = 1). Note that this change will not be retroactive.
    • Gear items of Gear Score 182 and higher will now provide fixed base stats in each of the main attributes (this comes in addition to existing random main stat bonus)
    • 182 = 48 Firearms, Stamina and Electronics
    • 204 = 101 Firearms, Stamina and Electronics
    • 229 = 148 Firearms, Stamina and Electronics
    • Reduced the range of additional bonuses such as Critical Hit chance or Headshot Damage.
    • Rebalanced bonuses provided by Performance Mods.
    • Removed stats overlap between Gear Scores (this does not apply to percentage based stats).
    • Armor has been overhauled:
    • Your Armor value now has a different Damage Mitigation value, depending on the World Tier you are in
    • Damage Mitigation has been capped at 70%
    • Reaching Damage Mitigation cap will now require much more armor, forcing you to make a conscious decision to spec into this stat
    • Toughness now takes All Damage Resiliency into account
    • Reduced Health on Kill bonuses on Gear by 50%. This change also applies to existing gear. Nomad 2-piece bonus is not impacted by this change.
    • Skill Haste bonus will now directly affect Skill cooldowns by the same amount. For example, 10% Skill Haste will reduce Skill cooldown by 10%.

    Gear Talents

    • Accomplished: Rewards from Accolades are tripled (no change)
    • Astute: The first 3 bullets of your clip have a 5% higher chance to do a Critical Hit (instead of 5 to 10%)
    • Cunning: After reloading, your next shot with this weapon has a 10% higher critical hit chance (instead of 5 to 10%)
    • Decisive: Headshots with your side arm deal 35% more damage (instead of 10 to 25%)
    • Enduring: While in your last segment, your health continuously regenerates to fill up the segment (no change)
    • Forceful: Your armor is increased by 15% while your Signature Skill is active (instead of 5 to 15%)
    • Inventive: Your Skill Power is increased by 15% while you are at full health (instead of 5 to 15%)
    • Nimble: While doing a cover to cover move in combat, you heal 2% of your max Health for every 1 meter run (no change)
    • Perceptive: Your Gold find bonuses are increased by 15% (instead of 10 to 25%, no longer increases item find)
    • Prosperous: Critical headshots grant you Credits (no change)
    • Rapid: The cooldown of your healing skills is decreased by 15% (instead of 5 to 15%)
    • Reckless: You deal 8% more damage and receive 10% more damage (instead of 5 to 15% damage dealt)
    • Recovered: Damage taken while doing a cover to cover maneuver is regenerated over 5 seconds upon reaching your destination (no change)
    • Refreshed: When your health is in the last segment, all your healing is improved by 30% (instead of 10 to 30%)
    • Rehabilitated: When you are affected by a status effect you are healed for 2% every second (no change)
    • Rejuvenated: Consuming a medkit also removes all negative status effects from you (no change)
    • Relentless: 5% of the damage dealt by your skills is returned to you as healing (instead of 3%)
    • Resourceful: All healing applied to you is also applied to your skill objects (no change)
    • Robust: You have 10% more armor while in cover (instead of 25 to 50%)
    • Savage: Your Critical hit chance is increased by 7% against targets out of cover (instead of 5 to 15%)
    • Specialized: 200% of your Firearms and Stamina are added to your Skill Power (instead of 15% – note that the drastic increase is also due to a new calculation method)
    • Steadfast: While in cover, health regeneration kicks in twice as fast (no change)
    • Sturdy: Your armor is increased by 15% when you stay more than 4 seconds in the same cover (instead of 5 to 15% and 10 seconds)
    • Technical: While your signature skill is active, your Skill Power is increased by 15% (instead of 5 to 15%)
    • Tenacious: Using a Medkit increases your damage by 10% for 10 seconds (instead of 5 to 10%)
    • Vigorous: All your healing skills have Over Heal enabled (no change)

    The Division Difference Dmg To Target Out Of Cover Range Top