The Division 1.four: Here’s how each weapon, gear set, talent and expertise has modified

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Everything you had geared up has modified in a single day.

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The Division’s 1.4 patch released today and in addition to fixing a number of bugs, getting a complete lot extra beneficiant with the loot and placing an finish to insta-kills from shotgunners standing miles away, it’s just about modified the stats for all of your geared up gear.

In what quantities to a worldwide rebalance of the bottom sport, all weapons, gear units, gear skills and expertise have been tweaked not directly, some extra dramatically than others.

For these leaping again into the sport that’s going to come back as a shock, flipping your favorite instruments and techniques on their heads.

So right here’s our big-ass lists of all of the modifications. We’d advocate hitting CTRL F and looking for your favorite weapons and kit with a view to zip to their new stats, but additionally have a look at the overall modifications to every class or weapon sort.

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Weapons

General modifications

  • Named weapons are now not locked to particular Gear Scores (besides Damascus, which is able to stay obtainable at just one Gear Score)
  • World tier determines the Gear Score of the weapon when it drops or is purchased
  • All Named weapon blueprints have been faraway from their sources. They will stay in your blueprints checklist for those who already had them, however will solely will let you craft the weapon at this particular Gear Score
  • Named weapons will now need to be acquired by way of loot drops and distributors
  • DPS calculation now values Headshot injury differenlt yfor every weapon class to extra precisely information participant when modding weapons.
  • Weapon recalibration: When recalibrating a weapon, the participant will now be capable to choose from 6 Talents moreover to the preliminary one (as a substitute of three+1). This ought to decrease the impression of RNG and improve the possibilities to really get the expertise you need earlier than you run out of tries.
  • Weapon Mods have been modified: they may now have one main bonus and an quantity of smaller bonuses relying on the standard of the mod.
  • Some stats on Weapon Mods have been merged into one:
  • Horizontal Stability and Initial Bullet Stability are actually merged with Stability
  • Hip Fire Accuracy is now merged with Accuracy
  • Damage bonuses are actually additive as a substitute of multiplicative.
  • Assault Rifles

  • G36: Base injury decreased by 5%
  • Caduceus has had its skills modified, to switch the eliminated expertise Restored and higher match the brand new Gear Score scaling. It now has the next skills:
  • Talented: Killing a goal with this weapon will increase your Skill Power by 15% for 20 seconds (doesn’t stack, killing a brand new goal refreshes the timer)
  • Competent: Whenever you utilize a talent, your weapon injury is elevated by 10% for 15 seconds
  • Determined: Killing a goal reduces your talent cooldowns by 7.5%
  • LMG

  • Reduced all LMGs Damage bonus on targets out of canopy from about 28% most to 19% most
  • L86: Base injury elevated decreased by -7.four%
  • RPK: no change
  • M60: Base injury elevated by 19.four%
  • M249: Base injury elevated by 17.four%
  • SMG

  • Reduced all SMG Critical Hit Damage bonus from about 47% most to 38% most
  • MP7: Base injury decreased by 27.6%
  • MP5: Base injury decreased by 11.1%
  • Vector: Base injury decreased by 13.eight%
  • SMG9: Base injury decreased by 9.2%
  • AUG: Base injury decreased by 10.three%
  • PP19: Base injury decreased by 13.eight%
  • T821: Base injury decreased by 13.three%
  • Shotguns

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

  • M1A: Base injury decreased by 35%
  • SVD: Base injury decreased by three.7%
  • SCAR: Base injury elevated by 22.9%
  • SRS: Base injury elevated by 20%
  • M44: Base injury elevated by 15%
  • Pistols

  • X45: Base injury decreased by 40%
  • M9: Base injury elevated by 10%
  • Px4: Base injury elevated by 25%

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Weapon Talents

  • Accurate: Accuracy is improved by 25% (as a substitute of 20 to 50%)
  • Adept: Using a talent will increase your important hit probability by 7.5% for 15 seconds (as a substitute of three to 10% for five seconds)
  • Balanced: The weapon reaches max accuracy sooner when shouldering (no change)
  • Brutal: +12% Headshot Damage with this weapon (as a substitute of 10 to 25%)
  • Capable: Using a talent improves the dealing with of the weapon for 15 seconds (dealing with is improved by 25% as a substitute of 20 to 50%, 15 seconds as a substitute of 5 to 15 seconds)
  • Commanding: Every kill carried out whereas your signature is energetic extends the period of the signature talent by (5 to 20)% (no change)
  • Competent: Whenever you utilize a talent, your weapon injury is elevated by 10% for 15 seconds (as a substitute of 5 to 15%, 10 seconds)
  • Coolheaded: Doing a headshot reduces all of your talent cooldowns by 5% (as a substitute of two to 7.5%)
  • Deadly: +15% Critical hit injury (as a substitute of 5 to 30%)
  • Destructive: +15% to armor destruction with this weapon (as a substitute of three to 20%)
  • Determined: Killing a goal reduces your talent cooldowns by 7.5% (as a substitute of 5 to 10%)
  • Dominant: Every kill carried out whereas your signature talent is energetic reduces the cooldown of your different expertise by 10% (as a substitute of three o 10%)
  • Ferocious: +10% Bonus injury to Elite and Named enemies (as a substitute of 5 to 15%)
  • Fierce: +5% Critical hit probability with this weapon (as a substitute of 5 to 10%)
  • Harmful: Each hit has a 15% probability to use the Bleed standing impact to the goal (as a substitute of three to 15%)
  • Intense: The first bullet of has a 25% probability to use the On Fire standing impact to the goal (as a substitute of three to 13%)
  • Meticulous: Killing a goal has a 25% probability to immediately refill your journal (as a substitute of 5 to 25%)
  • Predatory: Killing a goal regenerates 35% of your well being over 20 seconds (as a substitute of 5 to 15%, 5 seconds)
  • Prepared: When additional than 30 meters out of your goal, your injury is elevated by 15% (as a substitute of 40 meters, 5 to 15%)
  • Proficient: The first bullet shot when out of fight has a 50% bonus probability to lead to a important hit (as a substitute of 25 to 50%)
  • Provident: The final bullet of offers 60% extra injury (as a substitute of 25 to 60%)
  • Restored: This expertise has been faraway from the sport
  • Skilled: Headshot kills with this weapon will increase Signature Skill useful resource by 5% (as a substitute of three to 13%)
  • Stable: Stability is improved by 35% (as a substitute of 20 to 50%)
  • Steady: This expertise has been faraway from the sport
  • Sustained: +6% Life on kill (as a substitute of 1 to six%)
  • Swift: Reloading is 15% sooner (5 to 15%)
  • Talented: Killing a goal with this weapon will increase your Skill Power by 15% for 20 seconds (doesn’t stack, killing a brand new goal refreshes the timer) (as a substitute of three to 10%, 5 to 15 seconds)
  • Toxic: Headshots with this weapon have a 15% probability to use the Blind standing impact (as a substitute of 5 to 15%)
  • Trained: Critical hits will increase your Signature Skill useful resource by zero.1% (no change)
  • Unforgiving: Damage will increase primarily based in your lacking well being: 1 lacking section +10%; 2 lacking segments +25% (as a substitute of 5 to 10%, 15 to 25%)
  • Vicious: Your Critical Hit probability is elevated by 10% if you are at the very least at two well being segments (as a substitute of 5 to 15%)
  • Responsive: When nearer than 10 meters out of your goal, your injury is elevated by 10% (as a substitute of 5 to 15%)
  • Self-Preserved: Critical hits with this weapon heal you for three% of harm dealt (as a substitute of zero.5 to three%)
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    Skills

      General modifications

    • Skill energy is not going to scale linearly anymore, as a substitute it’ll comply with a curve of diminishing returns.
    • Removed arduous caps on most expertise.
    • Expected Skill Power is now three instances increased. Skill Power from Electronics has been multiplied by three.
    • Skill Haste has now been capped at 60% to stop too low cooldowns.
    • All expertise besides signature expertise now have a 5 seconds minimal cooldown.
    • (Reference solely values, for degree 1 character)
    • First Aid

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

    • General modifications
    • 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 talent and mods Critical Hit Chance set to six%
    • Base Skill
    • Critical Hit Damage decreased by 70% from 20 to six%
    • Recon Pack
    • Critical Hit Damage decreased by 70% from 20 to six%
    • Scrambler
    • Critical Hit Damage decreased by 70% from 20 to six%
    • Added menace discount when utilizing Pusle with this mod
    • Tactical Scanner
    • Critical Hit Damage decreased by 68% from 25 to eight%
    • Cooldown decreased by 15% from 70 to 60 seconds
    • Turret

    • General modifications
    • Decreased scaling of cooldown with Skill Power from 100% to 80%
    • Base talent and all mods (besides Zapper) well being elevated by 50% from 1000 to 1500
    • Base talent and all mods (besides Zapper) elevated by 50% from 30 seconds to 45 seconds
    • Scaling of well being with Skill Power set to 200%
    • Base Skill
    • Range elevated by 17% from 30 to 35 meters
    • Active Sensor
    • Range elevated by 17% from 30 to 35 meters
    • Damage elevated by 22% from 18 to 22
    • Dragonbreath
    • Damage elevated 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 modifications
    • When enjoying solo, if the participant is downed whereas his Station is energetic, he’ll be capable to revive himself
    • Base talent and all mods (besides Life Support) therapeutic price elevated by 67% from 30 to 50
    • Base talent and all mods (besides Immunizer) lifetime decreased by 50% from 30 to 20 seconds
    • Base talent and all mods well being elevated by 100% from 500 to 1000
    • Base talent and all mods now not have therapeutic price cap
    • Base talent and all mods now not have lifetime cap
    • Base talent and all mods: Decreased base cooldown period 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 three seconds
    • Range elevated by 33% from 6 to eight meters
    • Healing price elevated by 100% from 30 to 60
    • Ammo Cache
    • Healing price elevated to identical degree as different mods from 24 to 30 (25% improve)
    • Skill Haste bonus diminished by 70% from 50% to 15%
    • Immunizer
    • Lifetime decreased by 33% from 24 to 16 seconds
    • Sticky Bomb

    • General modifications
    • Base talent and all mods now not have injury cap
    • Scaling of harm with Skill Power set to 125%
    • Scaling of cooldown with Skill Power set to 80%
    • Base talent and all mods: PvP modifier diminished by 51% from 90% to 44%
    • Base talent
    • Cooldown elevated by 80% from 50 to 90 seconds
    • Proximity Fuse
    • Cooldown elevated by 80% from 50 to 90 seconds
    • Flashbang
    • Explosion vary decreased by 25% from eight to six meters
    • BFB
    • Cooldown elevated by 80% from 70 to 125 seconds
    • Mobile Cover

    • General modifications
    • Base talent and all mods now not have well being cap
    • Base talent and all mods now not have cooldown cap
    • Blast Shield
    • Min and Max injury now scale with Skill Power
    • Min and Max injury now displayed in tooltip
    • Blast Resistance elevated by 180% from 12.5% to 35%
    • Counter Measures
    • Health elevated by 33% from 6000 to 8000
    • Added menace discount when utilizing this cowl
    • Extension
    • Added menace era when utilizing this cowl
    • Seeker Mine

    • General modifications
    • Base talent and all mods now not have well being cap
    • Base talent and all mods now not have cooldown cap
    • Base talent and all mods (besides Cluster) well being elevated by 100% from 150 to 300
    • Base talent and all mods (besides Gas Charge) cooldown decreased by 29% from 70 to 50 seconds
    • Scaling of cooldown with Skill Power set to 80%
    • Base talent
    • Damage elevated by 100% from 1000 to 2000
    • Airburst
    • Damage elevated by 100% from 300 to 600
    • Radius elevated by 25% from four to five meters
    • Cluster
    • Cluster now applies bleed impact on high of its traditional injury
    • Health elevated by 100% from 50 to 100
    • Damage elevated by 100% from 300 to 600
    • Gas Charge
    • Cooldown decreased by 17% from 60 to 50 seconds
    • Ballistic Shield

    • General modifications
    • Base talent and all mods now not have injury cap
    • Base talent and all mods now not have protection cap
    • Base talent and all mods now not have well being cap
    • Base talent and all mods now not have cooldown cap
    • Base talent and all mods cooldown decreased by 11% from 45 to 40 seconds
    • Scaling of cooldown with Skill Power set to 80%
    • Scaling of well being with Skill Power set to 200%
    • Now takes 50% much less injury from NPCs
    • Base talent and all mods: Added menace era when the protect is deployed
    • Base talent and all mods: Added menace era when capturing whereas the protect is deployed
    • Base Skill
    • Base well being elevated by 25% from 3000 to 3750
    • Kinectic Breaker
    • Base well being elevated b 25% from 3000 to 3750
    • Reactive Targeting
    • Base well being elevated by 25% from 4500 to 5625
    • Assault Shield
    • Health elevated by 25% from 2250 to 2812
    • Smart Cover

    • General modifications
    • Smart Cover cooldown will now start when the sensible cowl is destroyed
    • Base talent and all mods Damage Resistance decreased by 65% from 20 to 7%
    • Base talent and all mods Damage bonus changed with two bonuses:
    • Weapon Stability +7%
    • Weapon Accuracy +7%
    • Base talent 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 talent and all mods now not have vary cap
    • Trapper
    • Now applies a Stability and Accuracy debuff to enemies in cowl:
    • Weapon Stability -5%
    • Weapon Accuracy -5%
    • Damage bonus to enemies in cowl set to five%
    • Damage Resistance decreased by 75% from 20 to five%
    • Damage bonus changed with two bonuses:
    • Weapon Stability 5%
    • Weapon Accuracy 5%
    • Recharger
    • Skill Haste bonus decreased by 25% from 20% to 15%
    • Concealment
    • Added menace discount when utilizing this cowl

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    Signature Skills

      General modifications

    • Implemented a shared cooldown mechanic: in a bunch, gamers who obtain a buff from any Signature Skill can be resistant to the identical signature talent for 30 seconds after the primary one runs out.
    • Recovery Link Signature Skill

    • Recovery Link now revives teammates from lifeless state and mechanically revives the participant when down, in solo play.
    • Increased vary by 25% from 40 to 50 meters
    • Instant heal now heals for 50% of the overall well being of the goal
    • Increased heal over time period by 140% from 5 to 12 seconds
    • Heal over time now heals for 100 of the overall well being of the goal over 10s
    • Tactical Link Signature Skill

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

    • Decreased injury resistance by 38% from 80% to 50%
    • Decreased period by 20% from 15s to 12s
    • Increased vary by 20% from 25m to 30m

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    Gear Sets

      General modifications

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

    • 2 items: +20% Stability
    • three items: +10% armor injury
    • four items: Every consecutive hit offers 1% extra injury. Stacks as much as 100%. Missing photographs drops bonus by 2%. Bonus is diminished by 1% each second
    • Tactician’s Authority

    • 2 items: +10% Skill Haste
    • three items: +10% Skill Power
    • four items: Every bullet you and your group lands on a hostile provides zero.2% talent energy 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 items: +14% well being on kill
    • three piece: Nomads Resolve – Administers a continuing small heal, permitting the consumer to heal handed the segments of the healthbar
    • four items: Path of the Nomad – When receiving deadly injury, you might be as a substitute healed to full well being. Can solely happen as soon as each four minutes
    • Sentry’s Call

    • 2 items: +30% Aiming Accuracy
    • three items: +10% Headshot Damage
    • four items: Headshots mark the enemy, rising the injury inflicted on the goal by 5% for a period of 30 seconds every. A goal can obtain as much as three marks
    • Lone Star

    • 2 items: +100% Ammo capability
    • three items:
    • +eight% LMG Damage
    • +eight% Shotgun Damage
    • four items: When holstering a weapon it’s ammo is immediately refilled
    • Predator’s Mark

    • 2 items: +10% Reload Speed
    • three items:
    • +eight% Assault Rifle Damage
    • +eight% SMG Damage
    • four items: Hit 10 photographs with out switching goal to make the goal take injury over time for 50% of the overall quantity of harm already executed by these bullets
    • Final Measure

    • 2 items: +25% Exotic injury resilience
    • three items: +15% resistance to wreck from Elites
    • four items: When in vary of hostile grenades or mortars, defuses them and provides grenades to your stock. Can solely occur as soon as each 15 seconds
    • Hunter’s Faith

    • 2 items: +20% Optimal Range
    • three items: +20% Headshot Damage
    • four items: Hitting an enemy with a bullet grants you and your group non permanent safety. The additional your shot, the extra safety. Each group member’s safety disappears after getting hit by one hostile bullet.
    • DeadEye

    • 2 items: 40% Initial Bullet Stability
    • three items: 20% Marksman rifle important hit injury
    • four items: When zoomed, Marksman rifles lose headshot bonus however acquire 100% important strike probability
    • B.L.I.N.D. turns into Banshee

    • 2 items: +20% Dark Zone Currency gained
    • three items: +10% Damage to targets out of canopy
    • four items:
    • While Rogue, all ammo is totally refilled each 30 seconds. Damage taken from non-rogue gamers diminished by 10%.
    • While not Rogue, No Dark Zone XP or Currency is misplaced on loss of life. Damage to Rogue gamers is elevated by 10%.
    • Note: All present items of B.L.I.N.D. can be changed with equal Banshee items.
    • FireCrest

    • 2 items: +three Incendiary grenades
    • three items:
    • +30% flame turret injury
    • +50% flame turret vary
    • four items: Damage to targets on hearth is elevated by 15%
    • AlphaBridge

    • 2 items: 100% bonus well being regen pace
    • three items: +5% Weapon Damage
    • four items: If your Primary and Secondary Weapon is of the identical class, they each acquire the entire distinctive energetic skills.
    • Reclaimer

    • 2 items: +50% Consumable period
    • three items: +50% Support Station period
    • four items: Consumables and particular ammo used now apply to the entire group and aren’t consumed on use. Triggers consumable cooldowns and can’t begin consumables which are on cooldown.

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    Gear Stats

      General modifications

    • Removed Skill Bonus from all gear objects. Instead, Backpack, Holster and Kneepads will now have extra slots devoted to Performance Mods (Backpack = 2, Holster = 1, Kneepads = 1). Note that this variation is not going to be retroactive.
    • Gear objects of Gear Score 182 and better will now present mounted base stats in every of the primary attributes (this comes along with present random primary stat bonus)
    • 182 = 48 Firearms, Stamina and Electronics
    • 204 = 101 Firearms, Stamina and Electronics
    • 229 = 148 Firearms, Stamina and Electronics
    • Reduced the vary of extra bonuses akin to Critical Hit probability or Headshot Damage.
    • Rebalanced bonuses supplied by Performance Mods.
    • Removed stats overlap between Gear Scores (this doesn’t apply to proportion primarily based stats).
    • Armor has been overhauled:
    • Your Armor worth now has a distinct Damage Mitigation worth, relying on the World Tier you might be in
    • Damage Mitigation has been capped at 70%
    • Reaching Damage Mitigation cap will now require way more armor, forcing you to make a aware resolution to spec into this stat
    • Toughness now takes All Damage Resiliency under consideration
    • Reduced Health on Kill bonuses on Gear by 50%. This change additionally applies to present gear. Nomad 2-piece bonus will not be impacted by this variation.
    • Skill Haste bonus will now immediately have an effect on Skill cooldowns by the identical quantity. For instance, 10% Skill Haste will scale back Skill cooldown by 10%.

    the division underground how to beat dragon's nest incursion

    Gear Talents

    • Accomplished: Rewards from Accolades are tripled (no change)
    • Astute: The first three bullets of your clip have a 5% increased probability to do a Critical Hit (as a substitute of 5 to 10%)
    • Cunning: After reloading, your subsequent shot with this weapon has a 10% increased important hit probability (as a substitute of 5 to 10%)
    • Decisive: Headshots together with your aspect arm deal 35% extra injury (as a substitute of 10 to 25%)
    • Enduring: While in your final section, your well being constantly regenerates to refill the section (no change)
    • Forceful: Your armor is elevated by 15% whereas your Signature Skill is energetic (as a substitute of 5 to 15%)
    • Inventive: Your Skill Power is elevated by 15% if you are at full well being (as a substitute of 5 to 15%)
    • Nimble: While doing a canopy to cowl transfer in fight, you heal 2% of your max Health for each 1 meter run (no change)
    • Perceptive: Your Gold discover bonuses are elevated by 15% (as a substitute of 10 to 25%, now not will increase merchandise discover)
    • Prosperous: Critical headshots grant you Credits (no change)
    • Rapid: The cooldown of your therapeutic expertise is decreased by 15% (as a substitute of 5 to 15%)
    • Reckless: You deal eight% extra injury and obtain 10% extra injury (as a substitute of 5 to 15% injury dealt)
    • Recovered: Damage taken whereas doing a canopy to cowl maneuver is regenerated over 5 seconds upon reaching your vacation spot (no change)
    • Refreshed: When your well being is within the final section, all of your therapeutic is improved by 30% (as a substitute of 10 to 30%)
    • Rehabilitated: When you might be affected by a standing impact you might be healed for two% each second (no change)
    • Rejuvenated: Consuming a medkit additionally removes all unfavourable standing results from you (no change)
    • Relentless: 5% of the injury dealt by your expertise is returned to you as therapeutic (as a substitute of three%)
    • Resourceful: All therapeutic utilized to you can be utilized to your talent objects (no change)
    • Robust: You have 10% extra armor whereas in cowl (as a substitute of 25 to 50%)
    • Savage: Your Critical hit probability is elevated by 7% in opposition to targets out of canopy (as a substitute of 5 to 15%)
    • Specialized: 200% of your Firearms and Stamina are added to your Skill Power (as a substitute of 15% – observe that the drastic improve can be on account of a brand new calculation methodology)
    • Steadfast: While in cowl, well being regeneration kicks in twice as quick (no change)
    • Sturdy: Your armor is elevated by 15% if you keep greater than four seconds in the identical cowl (as a substitute of 5 to 15% and 10 seconds)
    • Technical: While your signature talent is energetic, your Skill Power is elevated by 15% (as a substitute of 5 to 15%)
    • Tenacious: Using a Medkit will increase your injury by 10% for 10 seconds (as a substitute of 5 to 10%)
    • Vigorous: All your therapeutic expertise have Over Heal enabled (no change)

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