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- 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#
- 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
- ---------------------------------------Gear Attribute Availability---------------------------------------
- the icons below the items show what can roll on what item below this is more detail on max and other info
- Maskπ€ Body Armorπ Backpackβ€οΈ Glovesπ§‘ Knee Padsπ Holsterπ
- Native Armor 19686 - 24061 39372 - 48122 36456 - 43747 19686 - 24061 24608 - 30076 27889 - 34086
- Crit Chance π€πβ€οΈπ§‘ππ
- Crit Damage πβ€οΈ
- Headshot Damage β€οΈ
- Weapon Damage πβ€οΈ
- SMG Damage % π§‘
- Assault Rifle Damage % π§‘
- Shotgun Damage % π§‘
- LMG Damage % π§‘
- Pistol Damage % π§‘
- Rifle Damage % π§‘
- Marksman Rifle Damage % π§‘
- Damage vs Elites π€
- Armor πβ€οΈπ
- Armor % πβ€οΈπ
- Armor Regen π§‘π
- Armor on Kill π
- Health π€πβ€οΈπ§‘ππ
- Health % π€πβ€οΈπ§‘π
- HP on Kill π€
- Hazard Protection π€π§‘
- Skill Haste/Cooldown π€β€οΈππ
- Skill Power π€πβ€οΈπ§‘ππ
- ---------------------------------------Attributes---------------------------------------
- Gear Attributes to look for the max rolls only show up on some brandsets keep that in mind
- MASK Attributes
- - [Offensive/π] = Damage to Elites = max is 55%
- - [Offensive/π] = Crit Chance = max is 11%
- - [Defensive/π] = Hazard Protection = max is 55%
- - [Defensive/π] = HP on Kill = max is 15246
- - [Defensive/π] = Health = max is 30492
- - [Defensive/π] = Health % = max is 15246
- - [Utility/π] = Skill Haste/Cooldown = max is 16%
- - [Utility/π] = Skill Power = max is 548
- Chest Attributes
- - [Offensive/π] = Crit Chance = max is 24%
- - [Offensive/π] = Crit Damage = max is 24%
- - [Offensive/π] = Headshot Damage - max is 28%
- - [Offensive/π] = Weapon Damage - max is 18%
- - [Defensive/π] = Armor = max is 51916
- - [Defensive/π] = Armor % = max is 36.5%
- - [Defensive/π] = Health = max is 67491
- - [Defensive/π] = Health % = max is 30.5%
- - [Utility/π] = Skill Haste/Cooldown = max is
- - [Utility/π] = Skill Power = max is 1213
- Backpack Attributes
- - [Offensive/π] = Crit Chance = max is 19%
- - [Offensive/π] = Crit Damage = max is 19%
- - [Offensive/π] = Weapon Damage - max is 14.5%
- - [Defensive/π] = Armor = max is 41007
- - [Defensive/π] = Armor % = max is 28.5%
- - [Defensive/π] = Health = max is 53310
- - [Defensive/π] = Health % = max is 24%
- - [Utility/π] = Skill Haste/Cooldown = max is 29%
- - [Utility/π] = Skill Power = max is 958
- Gloves Attributes
- - [Offensive/π] = Crit Chance = max is 8%
- - [Offensive/π] = SMG Damage % - max is 12%
- - [Offensive/π] = Assault Rifle Damage % - max is 12%
- - [Offensive/π] = Shotgun Damage % - max is 12%
- - [Offensive/π] = LMG Damage % - max is 12%
- - [Offensive/π] = Pistol Damage % - max is 12%
- - [Offensive/π] = Rifle Damage % - max is 12%
- - [Offensive/π] = Marksman Rifle Damage % - max is 12%
- - [Defensive/π] = Armor Regen - 3607
- - [Defensive/π] = Health = max is 21640
- - [Defensive/π] = Health % = max is 9.5%
- - [Defensive/π] = Hazard Protection = max is 39%
- - [Utility/π] = Skill Power = max is 389
- Kneepad Attributes
- - [Offensive/π] = Crit Chance = max is 9%
- - [Defensive/π] = Armor = max is 19337
- - [Defensive/π] = Armor % = max is 13.5%
- - [Defensive/π] = Armor Regen = max is 4190
- - [Defensive/π] = Health = max is 25138
- - [Utility/π] = Skill Haste/Cooldown = max is 14%
- - [Utility/π] = Skill Power = max is 452
- Holster Attributes
- - [Offensive/π] = Crit Chance = max is 16.5%
- - [Offensive/π] = Crit Damage = max is 16.5%
- - [Defensive/π] = Armor On Kill = max is 22768
- - [Defensive/π] = HP on Kill = max is 22768
- - [Defensive/π] = Health = max is 45536
- - [Defensive/π] = Health % = max is 20.5%
- - [Utility/π] = Skill Haste/Cooldown = max is 25%
- - [Utility/π] = Skill Power = max is 819
- ---------------------------------------Talents---------------------------------------
- Mask Talents
- [Offensive/π] Hard Hitting = Damage to Elites increased by 10%
- [Utility/π] Spotter - Needs 5 or more Utility/yellows = Damage increased to Pulsed enemies by 20%
- Chest Talents
- [Offensive/π] Hard Hitting = Damage to Elites increased by 10%
- [Defensive/π] Hardened = Armor increased by 10%
- [Offensive/π] Berserk - Shotgun/SMG/AR 7 or more Offense/reds For every 20% of your armor bar missing, weapon damage is increased by 10%
- [Offensive/π] 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
- [Defensive/π] Bloodsucker 11 or more Defense Depleting an enemy's armor adds a stack of +20% bonus armor for 5s. Max stack is 5
- [Defensive/π] 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.
- Back Talents
- [Offensive/π] Hard Hitting = Damage to Elites increased by 10%
- [Defensive/π] Hardened = Armor increased by 10%
- [Utility/π] On the Ropes = 7 or more Utility While all Skills are on cooldown Weapon Damage is increased by 25%
- [Offensive/π] Safeguard = 4 or less Offense Killing a target grants a 50% bonus to repairing and healing effects for 5s
- Glove Talents
- [Offensive/π] Compensated = 3 or less Offense Weapon Damage is increased by 15% when you have less than 20% Critical Hit Chance.
- [Offensive/π] Hard Hitting = Damage to Elites increased by 10%
- [Defensive/π] 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
- Holster Talents
- [Offensive/π] Hard Hitting = Damage to Elites increased by 10%
- Knee Pad Talents
- [Offensive/π] Hard Hitting = Damage to Elites increased by 10%
- [Defensive/π] 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.
- [Defensive/π] Entrench = Rifle/Marksman Headshots while in cover repair your armor by 10% of your maximum armor.
- ---------------------------------------Gun Talents---------------------------------------
- All Guns
- - Close & Personal = 5 or More Offense/π = Kills within 7m increase weapon damage by 35% for the next 5 seconds. Kills refresh the buffs duration.
- - Optimist = 5 or Less Offense/π = Weapon damage is increased by 3% for every 10% ammo missing from the magazine
- - Ranger = 4 or Less Utility/π = Weapon Damage is increased by 2% for every 5m you are from your target.
- - Strained = Critical Hit Damage is increased by 5% for every 10% of your base maxmimum armor that is missing.
- LMG
- - Frenzy = 4 or Less Defense/π = For every 10 bullets in magazine capacity, gain +2% rate of fire and +2% weapon damage for 5s when reloading from empty
- - Unhinged = Receive 20% weapon damage at the cost of -25% weapon handling
- SMG
- - Unwavering = 4 or Less Defense/π = Swapping to this weapon increases Weapon Stability by 50% for 5 seconds. Kills while this buff is active refreshes the duration of the buff.
- Handling Talents
- All Guns
- - Accurate = Accuracy increased by 15%
- - Allegro = Rate of Fire increased by 10%
- - Distance = Optimal Range increased by 15%
- - Extra = Magazine Capacity increased by 20% {Cant roll on shotgun)
- - Jazz Hands = Reload Speed increased by 10%
- - Optimized = Weapon Handling increased by 15%
- - Stable = Stability increased by 15%
- Equipped / Holstered Talent
- Cannon = Equipped While this weapon is equipped the players throwing distance is increased by 10%
- Double Duty = Holstered While holstered, reloading from empty gives you 20% of your magazine back as free ammo. Can occur once every 30s
- Everlasting = Holstered While holstered, this weapon regenerates ammo while in cover.
- Greased = Holstered While holstered, this weapon tucks away and increases weapon swap speed.
- In Rhythm = Equipped While equipped, enemy kills have a 5% chance to refresh active skill cooldowns. This can only happen once every 60 seconds.
- Overlap = Holstered While holstered, this weapons handling talent is applied to the currently active weapon.
- If the active weapon is an LMG, that weapon gets +5% reload speed.
- If the active weapon is an SMG, that weapon gets +5% accuracy.
- If the active weapon is an AR, that weapon gets +5% stability.
- If the active weapon is a Shotgun, that weapon gets +5% rate of fire.
- If the active weapon is a Rifle, that weapon gets +5% optimal range.
- If the active weapon is an MMR, that weapon gets +5% magazine size.
- If the active weapon is a Pistol, that weapon gets +5% handling.
- Protected Deploy = Equipped While equipped, this weapon grants 10% bonus armor while deploying a skill
- Protected Reload = Equipped Players receive 10% bonus armor while reloading
- ReCharged = Equipped While at full armour skills have 25% increased duration and ammo
- 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
- Stop, Drop, and Roll = Equipped While equipped rolling removes on fire, bleed, and toxic status effects. Can only happen once every 60 seconds.
- Transmission = Holstered While holstered, shock status effects have a chance to transfer to nearby enemies.
- Waskly = Holstered While holstered, you are able to resist multiple ensnare attempts.
- Zen = Equipped Sitting in cover for 3 seconds removes any active blind or disorient status effects.
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