*** The Division Thread 2.0 ***

Patch notes

https://docs.google.com/document/d/11wvyS51KW7hABDoQTAML1wMlqGu0R9Ar4fctkMaUXwU/edit


  • MPX Exotic - “One half of the magazine does 25% increased damage. The half which deals increased damage flips after 10 seconds or when the magazine is empty”

  • LMG Exotic - “Every bullet fired while in cover increases weapon damage by 0.5% up to 50%. The bonus lasts for 10 seconds. Getting a kill with this weapon while in cover resets the duration. The bonus damage is cancelled by reloading, swapping weapons, or exiting combat

  • MMR Heel - Hitting weakpoints increases weapon damage by 15% for 15 seconds. Hitting skill proxies increase critical hit damage by 30% for 15 seconds

  • MMR Devil - Headshot increase stability by 30% for 15 seconds. Bodyshot increase headshot damage by 30% for 15 seconds.

  • Nomad

    • 5pc Increases the amount of healing from Nomads resolve. Nomads resolve will now overheal

    • 6pc 50% chance to have no cooldown for Path of the nomad. Take 75% less damage for 10 seconds after path of the nomad is triggered
  • Banshee

    • 5pc 20% looted DZ funds & 5% OoC

    • 6pc While rogue, the time to clear manhunt status is decreased by 5% for every group member within 10 meters. All rogue status actions that result in a rank up are doubled. Rewards for clearing manhunt status are improved

      While not rogue, damage to manhunt status players is increased by 5% for each manhunt level the player has. Rewards for killing a manhunt player are improved
  • D3-FNC

    • 6pc When ballistic shield is deployed, melee damage is increased by 2000% and all overhealing the player receives is applied to the ballistic shield as healing instead. After taking 500000 damage, the ballistic shield grants a buff to the player and all group members within 30m for 5 seconds. The duration of the buff is increased by 1 second for every 2000 stamina the player has


Physical damage buff: Armour is increased by 20%

Exotic damage buff: Weapon damage is increased by 20%








  • Firecrest

    • 5pc +1 incendiary grenade 15% Flame range 30% flame damage

    • 6pc Bullets have a 5% chance to cause an enemy to burn. Burning targets can cause a fiery explosion when killed by bullets once every 10 seconds. NPCs set on fire by your flame turret will burn 25% longer for every 2000 electronics
  • Hunters faith

    • 6pc Headshots double the gained increased damage bonus. 2 consecutive missed shots are needed to lose the bonus damage
  • Predators Mark

    • 6pc The damage over time to the target is increased by 150% for every 9000 stamina and can critically hit (Placeholder stam requirement)
 
Liking the new area's. Looks awesome and rolling full stats on everything is a bit of a spoiler for when I go back to the normal game :D
 
Today I made a 6p FC build (very good) and D3; the MPX is so much fun with a shield (and the talent broken as it increases the DPS of my Alejandro as well lol, in the inventory anyway). Melee is fun too, knocking shotgunners around. Running it with shield health mods as DMG resilience would postpone the set buff.

Loving the devil and the heel combination; 671K DPS, yes please! Not sure what build to use it with yet.
 
Skirmish is fun in the PTS, nice maps and PVP.

The new sets however.....too strong, way too strong. Firecrest is being used as a DPS build with ROF LMG's to set people on fire as often as possible...in PVP its stupid, and the LMG and SMG *facepalm* so OP. Once tweaked they will be cool but glad they allow a PTS lol

I did however find the disco room in the new area, its coming in the next PTS properly but its pretty cool.

@TheF34RChannel Maybe hunters faith would be good. I haven't tried either yet but will do today if I can get in.

I think they have made the DPS formula a bit more accurate now as they removed the assumptions of how many headshots you will hit:

Code:
myOriginalFormula "(((Weapon.BulletsPerRound * PhysicalDamageMaxFinal) + (Weapon.BulletsPerRound * PhysicalDamageMaxFinal * ((DamageMultiplierHeadFinal-1)*WeaponDPSHeadshotScalar)) + (Weapon.BulletsPerRound * PhysicalDamageMaxFinal * (WeaponCritDamageUI * WeaponCritChanceUI))) * ClipSizeFinal) / (ClipSizeFinal/(WeaponRPMCompareUI/60) + WeaponReloadTimeUI)

From the files.
 
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