xsmashx88x

division stuff

Jun 21st, 2019
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  1. dont forget - xsmashx88x sent you this cause i put this together to help you get started - can find more info here - https://docs.google.com/spreadsheets/d/e/2PACX-1vTMyKlW90Q2H3RDKXF7cISzVgs7aM9tjqFtf2ZH6i1e_U_8K_LUD2-2ccTrXrgsLBUW15U-9z7u5tgz/pubhtml#
  2.  
  3. this is what you need to look out for for talents for gear and guns for attribute info click the link above as gear can only roll some of them and its linked to brand sets
  4. ---------------------------------------Gear Attribute Availability---------------------------------------
  5. the icons below the items show what can roll on what item below this is more detail on max and other info
  6. MaskπŸ–€ Body ArmorπŸ’™ Backpack❀️ Gloves🧑 Knee PadsπŸ’œ HolsterπŸ’›
  7. Native Armor 19686 - 24061 39372 - 48122 36456 - 43747 19686 - 24061 24608 - 30076 27889 - 34086
  8. Crit Chance πŸ–€πŸ’™β€οΈπŸ§‘πŸ’œπŸ’›
  9. Crit Damage πŸ’™β€οΈ
  10. Headshot Damage ❀️
  11. Weapon Damage πŸ’™β€οΈ
  12. SMG Damage % 🧑
  13. Assault Rifle Damage % 🧑
  14. Shotgun Damage % 🧑
  15. LMG Damage % 🧑
  16. Pistol Damage % 🧑
  17. Rifle Damage % 🧑
  18. Marksman Rifle Damage % 🧑
  19. Damage vs Elites πŸ–€
  20. Armor πŸ’™β€οΈπŸ’œ
  21. Armor % πŸ’™β€οΈπŸ’œ
  22. Armor Regen πŸ§‘πŸ’œ
  23. Armor on Kill πŸ’›
  24. Health πŸ–€πŸ’™β€οΈπŸ§‘πŸ’œπŸ’›
  25. Health % πŸ–€πŸ’™β€οΈπŸ§‘πŸ’›
  26. HP on Kill πŸ–€
  27. Hazard Protection πŸ–€πŸ§‘
  28. Skill Haste/Cooldown πŸ–€β€οΈπŸ’œπŸ’›
  29. Skill Power πŸ–€πŸ’™β€οΈπŸ§‘πŸ’œπŸ’›
  30. ---------------------------------------Attributes---------------------------------------
  31. Gear Attributes to look for the max rolls only show up on some brandsets keep that in mind
  32. MASK Attributes
  33. - [Offensive/πŸ“•] = Damage to Elites = max is 55%
  34. - [Offensive/πŸ“•] = Crit Chance = max is 11%
  35. - [Defensive/πŸ“˜] = Hazard Protection = max is 55%
  36. - [Defensive/πŸ“˜] = HP on Kill = max is 15246
  37. - [Defensive/πŸ“˜] = Health = max is 30492
  38. - [Defensive/πŸ“˜] = Health % = max is 15246
  39. - [Utility/πŸ“’] = Skill Haste/Cooldown = max is 16%
  40. - [Utility/πŸ“’] = Skill Power = max is 548
  41.  
  42. Chest Attributes
  43. - [Offensive/πŸ“•] = Crit Chance = max is 24%
  44. - [Offensive/πŸ“•] = Crit Damage = max is 24%
  45. - [Offensive/πŸ“•] = Headshot Damage - max is 28%
  46. - [Offensive/πŸ“•] = Weapon Damage - max is 18%
  47. - [Defensive/πŸ“˜] = Armor = max is 51916
  48. - [Defensive/πŸ“˜] = Armor % = max is 36.5%
  49. - [Defensive/πŸ“˜] = Health = max is 67491
  50. - [Defensive/πŸ“˜] = Health % = max is 30.5%
  51. - [Utility/πŸ“’] = Skill Haste/Cooldown = max is
  52. - [Utility/πŸ“’] = Skill Power = max is 1213
  53.  
  54. Backpack Attributes
  55. - [Offensive/πŸ“•] = Crit Chance = max is 19%
  56. - [Offensive/πŸ“•] = Crit Damage = max is 19%
  57. - [Offensive/πŸ“•] = Weapon Damage - max is 14.5%
  58. - [Defensive/πŸ“˜] = Armor = max is 41007
  59. - [Defensive/πŸ“˜] = Armor % = max is 28.5%
  60. - [Defensive/πŸ“˜] = Health = max is 53310
  61. - [Defensive/πŸ“˜] = Health % = max is 24%
  62. - [Utility/πŸ“’] = Skill Haste/Cooldown = max is 29%
  63. - [Utility/πŸ“’] = Skill Power = max is 958
  64.  
  65. Gloves Attributes
  66. - [Offensive/πŸ“•] = Crit Chance = max is 8%
  67. - [Offensive/πŸ“•] = SMG Damage % - max is 12%
  68. - [Offensive/πŸ“•] = Assault Rifle Damage % - max is 12%
  69. - [Offensive/πŸ“•] = Shotgun Damage % - max is 12%
  70. - [Offensive/πŸ“•] = LMG Damage % - max is 12%
  71. - [Offensive/πŸ“•] = Pistol Damage % - max is 12%
  72. - [Offensive/πŸ“•] = Rifle Damage % - max is 12%
  73. - [Offensive/πŸ“•] = Marksman Rifle Damage % - max is 12%
  74. - [Defensive/πŸ“˜] = Armor Regen - 3607
  75. - [Defensive/πŸ“˜] = Health = max is 21640
  76. - [Defensive/πŸ“˜] = Health % = max is 9.5%
  77. - [Defensive/πŸ“˜] = Hazard Protection = max is 39%
  78. - [Utility/πŸ“’] = Skill Power = max is 389
  79.  
  80. Kneepad Attributes
  81. - [Offensive/πŸ“•] = Crit Chance = max is 9%
  82. - [Defensive/πŸ“˜] = Armor = max is 19337
  83. - [Defensive/πŸ“˜] = Armor % = max is 13.5%
  84. - [Defensive/πŸ“˜] = Armor Regen = max is 4190
  85. - [Defensive/πŸ“˜] = Health = max is 25138
  86. - [Utility/πŸ“’] = Skill Haste/Cooldown = max is 14%
  87. - [Utility/πŸ“’] = Skill Power = max is 452
  88.  
  89. Holster Attributes
  90. - [Offensive/πŸ“•] = Crit Chance = max is 16.5%
  91. - [Offensive/πŸ“•] = Crit Damage = max is 16.5%
  92. - [Defensive/πŸ“˜] = Armor On Kill = max is 22768
  93. - [Defensive/πŸ“˜] = HP on Kill = max is 22768
  94. - [Defensive/πŸ“˜] = Health = max is 45536
  95. - [Defensive/πŸ“˜] = Health % = max is 20.5%
  96. - [Utility/πŸ“’] = Skill Haste/Cooldown = max is 25%
  97. - [Utility/πŸ“’] = Skill Power = max is 819
  98. ---------------------------------------Talents---------------------------------------
  99. Mask Talents
  100. [Offensive/πŸ“•] Hard Hitting = Damage to Elites increased by 10%
  101. [Utility/πŸ“’] Spotter - Needs 5 or more Utility/yellows = Damage increased to Pulsed enemies by 20%
  102.  
  103. Chest Talents
  104. [Offensive/πŸ“•] Hard Hitting = Damage to Elites increased by 10%
  105. [Defensive/πŸ“˜] Hardened = Armor increased by 10%
  106. [Offensive/πŸ“•] Berserk - Shotgun/SMG/AR 7 or more Offense/reds For every 20% of your armor bar missing, weapon damage is increased by 10%
  107. [Offensive/πŸ“•] Unstoppable Force = 7 or more Defense After a kill your Weapon damage is increased by 2% for every 25000 armor of your maximum armor. Buff lasts for 10 seconds
  108. [Defensive/πŸ“˜] Bloodsucker 11 or more Defense Depleting an enemy's armor adds a stack of +20% bonus armor for 5s. Max stack is 5
  109. [Defensive/πŸ“˜] Unbreakable - No other active talents affecting armor kits 11 or more Defense = After your armor breaks it is repaired by 70% and using an Armor Kit within 7s does not consume the Armor Kit. Can occur once every 60 seconds.
  110.  
  111. Back Talents
  112. [Offensive/πŸ“•] Hard Hitting = Damage to Elites increased by 10%
  113. [Defensive/πŸ“˜] Hardened = Armor increased by 10%
  114. [Utility/πŸ“’] On the Ropes = 7 or more Utility While all Skills are on cooldown Weapon Damage is increased by 25%
  115. [Offensive/πŸ“•] Safeguard = 4 or less Offense Killing a target grants a 50% bonus to repairing and healing effects for 5s
  116.  
  117. Glove Talents
  118. [Offensive/πŸ“•] Compensated = 3 or less Offense Weapon Damage is increased by 15% when you have less than 20% Critical Hit Chance.
  119. [Offensive/πŸ“•] Hard Hitting = Damage to Elites increased by 10%
  120. [Defensive/πŸ“˜] Clutch = AR/SMG/LMG 4 or less Defense Critical hits restore 20% health per hit and 1% armor per hit based on what you are missing
  121.  
  122. Holster Talents
  123. [Offensive/πŸ“•] Hard Hitting = Damage to Elites increased by 10%
  124.  
  125. Knee Pad Talents
  126. [Offensive/πŸ“•] Hard Hitting = Damage to Elites increased by 10%
  127. [Defensive/πŸ“˜] Patience = 6 or more Defense After staying in cover for 3 seconds, Armor repairs by 5% of your max Armor every second. Exiting cover stops armor recovery if in combat.
  128. [Defensive/πŸ“˜] Entrench = Rifle/Marksman Headshots while in cover repair your armor by 10% of your maximum armor.
  129.  
  130. ---------------------------------------Gun Talents---------------------------------------
  131. All Guns
  132. - Close & Personal = 5 or More Offense/πŸ“• = Kills within 7m increase weapon damage by 35% for the next 5 seconds. Kills refresh the buffs duration.
  133. - Optimist = 5 or Less Offense/πŸ“• = Weapon damage is increased by 3% for every 10% ammo missing from the magazine
  134. - Ranger = 4 or Less Utility/πŸ“’ = Weapon Damage is increased by 2% for every 5m you are from your target.
  135. - Strained = Critical Hit Damage is increased by 5% for every 10% of your base maxmimum armor that is missing.
  136.  
  137. LMG
  138. - Frenzy = 4 or Less Defense/πŸ“˜ = For every 10 bullets in magazine capacity, gain +2% rate of fire and +2% weapon damage for 5s when reloading from empty
  139. - Unhinged = Receive 20% weapon damage at the cost of -25% weapon handling
  140.  
  141. SMG
  142. - Unwavering = 4 or Less Defense/πŸ“˜ = Swapping to this weapon increases Weapon Stability by 50% for 5 seconds. Kills while this buff is active refreshes the duration of the buff.
  143.  
  144. Handling Talents
  145. All Guns
  146. - Accurate = Accuracy increased by 15%
  147. - Allegro = Rate of Fire increased by 10%
  148. - Distance = Optimal Range increased by 15%
  149. - Extra = Magazine Capacity increased by 20% {Cant roll on shotgun)
  150. - Jazz Hands = Reload Speed increased by 10%
  151. - Optimized = Weapon Handling increased by 15%
  152. - Stable = Stability increased by 15%
  153.  
  154. Equipped / Holstered Talent
  155. Cannon = Equipped While this weapon is equipped the players throwing distance is increased by 10%
  156. Double Duty = Holstered While holstered, reloading from empty gives you 20% of your magazine back as free ammo. Can occur once every 30s
  157. Everlasting = Holstered While holstered, this weapon regenerates ammo while in cover.
  158. Greased = Holstered While holstered, this weapon tucks away and increases weapon swap speed.
  159. In Rhythm = Equipped While equipped, enemy kills have a 5% chance to refresh active skill cooldowns. This can only happen once every 60 seconds.
  160. Overlap = Holstered While holstered, this weapons handling talent is applied to the currently active weapon.
  161. If the active weapon is an LMG, that weapon gets +5% reload speed.
  162. If the active weapon is an SMG, that weapon gets +5% accuracy.
  163. If the active weapon is an AR, that weapon gets +5% stability.
  164. If the active weapon is a Shotgun, that weapon gets +5% rate of fire.
  165. If the active weapon is a Rifle, that weapon gets +5% optimal range.
  166. If the active weapon is an MMR, that weapon gets +5% magazine size.
  167. If the active weapon is a Pistol, that weapon gets +5% handling.
  168. Protected Deploy = Equipped While equipped, this weapon grants 10% bonus armor while deploying a skill
  169. Protected Reload = Equipped Players receive 10% bonus armor while reloading
  170. ReCharged = Equipped While at full armour skills have 25% increased duration and ammo
  171. Rooted = Equipped While equipped and in cover, all skill damage and healing is increased by 25% for 10s. Buff is lost when exiting cover. Can occur once per 25s
  172. Stop, Drop, and Roll = Equipped While equipped rolling removes on fire, bleed, and toxic status effects. Can only happen once every 60 seconds.
  173. Transmission = Holstered While holstered, shock status effects have a chance to transfer to nearby enemies.
  174. Waskly = Holstered While holstered, you are able to resist multiple ensnare attempts.
  175. Zen = Equipped Sitting in cover for 3 seconds removes any active blind or disorient status effects.
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