*** The Division Thread 2.0 ***

Do you reckon it's best starting a new Alt and doing this or would it be alright to just mix and match as I go along with my current? It's not worth doing it on the PTS is it because things won't carry over from PTS to the main game.

I think I'll start with armor on just chest and holster and see where that takes me. I would like to be more DPS, as in taking less time to kill than being a tank and taking longer to kill.

Just start with what you have for sure unless you want to experience the new world tiers from 1 through 4.

When my character transferred to phase 2, I was all tears lol! 40% armour, crap stats haha

I just went around the vendors and bought some random items to get my armour up so had a Frankenstein build for about 30 minutes.

Super quick I had a powerful 3,2,1 setup - 3 preds, 2 nomad and savage gloves with 54% armour and last time I logged in I was 59% armour on that setup so doesn't take long.

It depends how everything is currently rolled though. My sentry was wrecked, deadeye was also wrecked by my alphabridge was salvageable as I could roll some extra armour onto it.

So definitely try and salvage it, if its not, you will have gear within an hour lol!
 
Just start with what you have for sure unless you want to experience the new world tiers from 1 through 4.

When my character transferred to phase 2, I was all tears lol! 40% armour, crap stats haha

I just went around the vendors and bought some random items to get my armour up so had a Frankenstein build for about 30 minutes.

Super quick I had a powerful 3,2,1 setup - 3 preds, 2 nomad and savage gloves with 54% armour and last time I logged in I was 59% armour on that setup so doesn't take long.

It depends how everything is currently rolled though. My sentry was wrecked, deadeye was also wrecked by my alphabridge was salvageable as I could roll some extra armour onto it.

So definitely try and salvage it, if its not, you will have gear within an hour lol!

I'll have to have a look cause I've got like 5-7 different pieces for each bit so not like I'm short, it's trying to find out what's best and what could be better with a bit of rolling, that's what I tend to struggle with.
 
I'll have to have a look cause I've got like 5-7 different pieces for each bit so not like I'm short, it's trying to find out what's best and what could be better with a bit of rolling, that's what I tend to struggle with.

Ah nice! If the base stats are good and nothing is rolled then that would be a good starting point.
 
That's the thing, what makes good base stats?

I do realise I'm asking a lot of questions here so feel free to tell me to go away :p

Basically, they are adjusting 1.3 stats to be in line with 1.4 stats which are much higher.

759 as a main stat in 1.3 is the best, 1008 is the best in 1.4.

So if you have a 750+ rolled glove in 1.3, that will translate to a 1000+ glove in 1.4.

Aside from base stats, if something already has armour rolled as a major stat - keep it as you will have flexibility over the main stats.

If you pick up a piece that has some nice looking stats go to the recal station but don't roll it - you will be able to see what the maximum roll is for that specific stat and base the quality of the gear off of that :)

Also, don't worry about it. Its distracting me from work so its all good haha

Flash,you should just jump on OcUk Discord,will be much easier and quicker to help you

+1 :)
 
Flash,you should just jump on OcUk Discord,will be much easier and quicker to help you

Basically, they are adjusting 1.3 stats to be in line with 1.4 stats which are much higher.

759 as a main stat in 1.3 is the best, 1008 is the best in 1.4.

So if you have a 750+ rolled glove in 1.3, that will translate to a 1000+ glove in 1.4.

Aside from base stats, if something already has armour rolled as a major stat - keep it as you will have flexibility over the main stats.

If you pick up a piece that has some nice looking stats go to the recal station but don't roll it - you will be able to see what the maximum roll is for that specific stat and base the quality of the gear off of that :)

Also, don't worry about it. Its distracting me from work so its all good haha



+1 :)

I would have jumped on, but just been on here inbetween things so posting whenever I can.

Will jump on Discord when I can.

As a rough estimate, what's the best DPS/Stamina you want if you want shred but not be a glass cannon at the same time?
 
I would have jumped on, but just been on here inbetween things so posting whenever I can.

Will jump on Discord when I can.

As a rough estimate, what's the best DPS/Stamina you want if you want shred but not be a glass cannon at the same time?

You will get different answers based on different play styles but here would be mine based on 1.4 only due to the lower TTK:

Firearms of 3900-4000 - this unlocks all talents on your weapons that require firearms and stamina

Stamina - cant remember the value but its basically everything else put into stamina that hasn't already been used to get that 3900-4000 FA.

Armour - I rolled vest, holster and knees towards armour, used 2 stamina mods with + armour.

Electronics - nothing rolled to electronics, but I kept the SP on Mask and Backpack which game me around 85-90k SP. Good for overheals and so on and is peak SP without seeing diminishing returns

Gear
I have been trying a mix of things but the build I was most happy with was:
3 pc predators mark for the additional AR damage
2 pc Nomad for Health on Kill
Savage gloves with AR damage, CHD and Health on kill

Talents and Skills
I used performance mods with additional CHC and CHD on pulse so used overheal and pulse for most things.

If I knew there would be fire, support station healing speed and radius perf mods and an immuniser.

Talents - on the move, tech support and tactical advance are the three I keep most often

The stuff in the spoiler allowed for solo DZ including all cleaner areas and DZ6, CM UG and Missions.

For PVP, I haven't tried it properly but I would roll the backpack to armour as well so I have as much armour as possible.

DPS still isn't accurate as they are changing different formulas, toughness in 1.4 I believe sits around 380-395k with the above setup
 
PTS week 3 notes
Gameplay
Globally decreased damage of level 31 to 33 NPCs by 15%
Globally decreased Armor of level 31 to 33 Elite NPCs by 17%
Updated the ways NPCs react to Player Threat, now allowing players to more predictably manage enemy agro
Reckless: Damage received from enemies debuff has been reduced from 15% to 10%

Search and Destroy and High Value Targets
Enemies in Search & Destroy missions will now be Normal and Veteran instead of mostly Elites.
Weekly High Value and High Risk Target missions will now scale according to group size.

Gear Stats
Banshee
4 Piece:
While Rogue, all ammo is completely refilled every 30 seconds. Damage taken from non rogue players reduced by 10%.
While not Rogue, Damage to Rogue players is increased by 10%. No Dark Zone XP or Currency is lost on death.

Weapons
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 differently for each weapon category to more accurately guide player when modding weapons
Ammo Capacity has been decreased by 25% (50% increase compared to 1.3)

Skills
Improved Skill Power Diminishing Return curve to encourage and reward Skill users for specializing in Electronics. Overall, skill specialists will see an increase in the efficiency of their skills. Some skills have been adjusted accordingly, as they became overpowered at high levels of Skill Power.
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.

Sticky Bomb
Base skill and all mods: PvP modifier reduced by 51% from 90% to 44%

Ballistic Shield
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 and Kinetic Breaker: Decreased base health by 25% from 5000 to 3750
Reactive targeting: Decreased base health by 30% from 7500 to 5625
Assault Shield: Decreased base health by 30% from 3750 to 2812

Support Station
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%
Ammo Cache: Skill Haste bonus reduced by 70% from 50% to 15%

Smart Cover
Base skill and all mods (except Trapper) Decreased Weapon Stability and Weapon Accuracy bonuses by 7% from 7.5% to 7%
Trapper: Decreased Weapon Stability and Accuracy bonus and debuffs as well as Damage Resistance bonus and debuffs by 5% from 5.25% to 5%
Recharger: Skill Haste bonus decreased by 25% from 20% to 15%
Concealment: Added threat reduction when using this cover

Pulse
Tactical Scanner: Decreased Critical Hit Damage bonus by 20% from 10% to 8%
Scrambler: Added threat reduction when using Pulse with this mod

Seeker Mine
Cluster: Decreased duration of bleed effect by 20% from 10 seconds to 8 seconds

Mobile Cover
Extension: Added threat generation when in using this cover
Countermeasure: Added threat reduction when using this cover

Loot & Rewards
Open World named NPCs respawn timer has been reduced from 24 hours to 4 hours.
Mission bosses, Underground bosses and Underground chests (end of phase and random chests) will now only have a chance to drop Purple instead of High End and Gear Set at Normal Difficulty in Tier 1. Hard difficulty and above in Tier 1 as well as all difficulties at higher tiers (including Normal) will now guarantee High End or Gear Set.
Missions and incursions mid bosses (4 horsemen in Dragon’s Nest, Raptor and Domino in General Assembly) will no longer drop Purple with a chance of High End or Gear Set. Instead, they will drop 2 to 3 High End crafting materials with a chance of High End or Gear Set item.

Vendors & Crafting
The Phoenix Credit Vendor has been removed from the Tech Wing in the Base of Operations
Division Tech has been removed as a requirement from all High End and Gear Set blueprints

Bug fixing
Gameplay
Fixed a bug where NPC turrets could become invisible and indestructible if destroyed while being repaired by the NPC.
Fixed a bug where a WIP weapon could be crafted (MG5). This blueprint is now crafting a RPK instead.
Fixed a bug where bosses in World Tier 1 could drop High End Pistols instead of another weapon of gear piece.

Gear Sets
Fixed an issue where the Banshee 4-piece talent would trigger and refill ammo when Rogue inconsistently.

Gear Stats
Fixed a bug where main stats (Firearms, Stamina or Electronics) recalibrated before 1.4 would not have their value correctly scaled to the new standards of 1.4.
Fixed a bug where Buying back an item would reset its recalibrated stats and allow for new recalibrations.

Underground
Fixed a bug where Underground Operations would not trigger correctly when the player enters one.

Skills
Fixed a bug where players were unable to use a Signature Skill while aiming with grenades.
Fixed a bug where skills could be stuck in permanent cooldown.
Fixed a bug where instant-firing the Sticky Bomb while another skill is readied could cause display issues.
Fixed a bug where instant-using Mobile Cover while aiming with another skill could cause issues with the Mobile Cover.
Fixed a bug where Ballistic Shield would not block incoming damage from Heavy cleaners and Fire Turrets.
Fixed a bug where Support Station Ammo Cache was affected by its own Skill Haste bonus.
Fixed a bug where self-casting First Aid while aiming down sight would drop the First Aid to the ground instead of applying it directly to the caster.
Fixed a bug where players revived with First Aid Defibrillator would not get the immunity they usually get with other revive methods.

UI
Fixed a bug where old gear from 1.3 would display duplicated Mod slots on the right of the gear icon.
Fixed a bug where a Rank requirement would be displayed when trying to buyback an item from the Dark Zone Vendor.
Fixed a bug where Caches sold at the Phoenix Credit vendors would not all have a cost of 100 Phoenix Credits.
Fixed a bug where Daily and Weekly assignments caches reward indication in the mission overview would only display 163 Gear Score.
Fixed a bug where existing Gear Mods could be missing bonuses.
 
they're also resetting the database so your live character is being re-sync'd to PTS.

no "free vendor" to get min-max items to test either. couldn't get it into this build.
 
I might be able to jump on this weekend and will farm the underground for FireCrest and need Hunter's and Predator's too, and some more final measure ha ha. Chests are also good for later.

If I but a kneepad blueprint now, it will roll with the performance mod slots come 1.4?
 
lots of good changes in this build, but I don't agree with the enemy damage and armour reduction.

TTK was low enough, ah well. They are going all out though in proving people wont be forced into the DZ, by removing DT requirements on blueprints and making roaming bosses 4 hour respawn.

Will be testing it out later again as I want to bug test recal station and so on.
 
yeah i thought PTS2 was about right on TTK. heavies were a bit tanky but then they're heavies..

Haha yeah! I used to hate O'Rourke in 1.3, but in 1.4 he is one of the easiest due to his weak spots being weaker.

Im going to have a go at this PTS. I wasn't able to test some of the new weapons like scar-h/mk17/mk20 properly as I wasn't getting good drops but I have them on 1.3 atm so with the new transfer, happy days!
 
Do tell please, if I buy a kneepad blueprint now, will it roll with performance mod slots after the patch when I craft?

I like the gear changes except 2 piece predator's was better in week one.

Unfortunately not.

Anything legacy from 1.3 wont get migrated with perf mod slots BUT the stats will adjusted. And because that BP will have the GS assigned to it, that will also count as legacy.

So a 759 roll converted to 1008, and so on.
 
ooh..

Yannick B
‏@yannickbch
So, turns out I was wrong. We didn’t implement new vendor with free gear, but if you create a new character on the PTS (1/2)

Its inventory will be filled with gear caches to open and generate items. You can keep creating characters until you get what you want (2/2)
 
Unfortunately not.

Anything legacy from 1.3 wont get migrated with perf mod slots BUT the stats will adjusted. And because that BP will have the GS assigned to it, that will also count as legacy.

So a 759 roll converted to 1008, and so on.

Oh that's weird, I'd think they would upgrade blueprints to roll with the new mod slots :(
 
Oh that's weird, I'd think they would upgrade blueprints to roll with the new mod slots :(

They sort of are, but its all tied to the gear score unfortunately. If something has GS268 and is an item that should have perf mod slots in 1.4 drops, then it wont roll perf mod slots in 1.4 due to it being purchased in 1.3.

That is how its been explained but I will test it! I have 268 firecrest kneepads blueprints I think, so I can roll a set in PTS tonight to test
 
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