The Division: this is how Gear Set changes after Update 1.6

In the patch 1.5 for The Division, the best attribute you can have on your equipment is the armor. Therefore, for most builds, the only logical choice is to roll this attribute onto the items. With the update 1.6, the developer wants to do something about it. The armor becomes extremely generous. The Native Armor remains on the equipment but the additional armor is removed as a higher attribute on all items.

The most important changes at a glance:

- The armor is removed as a higher attribute and replaced with health points. This change is retroactive - so your current items are affected.

- To ensure that there is no double health bonus, the Health Point bonus on already existing armor parts is replaced by "Resist All". This increases the resistance to status effects.

In addition, there are these retroactive changes to the stats:

- Enemy armor damage becomes a higher attribute.
- Damage to elite becomes a lesser attribute.

On your current armor parts, the enemy armor damage is replaced by the damage done to Elite, and vice versa.

Important: If you have re-calibrated armor pieces and upgraded them with armor, health, enemy armor damage, or damage to Elite, this recalibration will be reversed with Update 1.6. The items return the attributes they had when they were acquired. Your currency for the upgrade will get you back. However, there are very few exceptions: recalibrated health points on kneepads and chest piece (provided there is no additional armor).

What bonuses are on the armor parts in 1.6?

The new armor parts you receive in 1.6 can have a selection of the following bonuses. The minus means that the bonus is removed compared to 1.5, the plus means the bonus is added and = means the bonus remains unchanged:

Chest

- Damage to Elite
- Damage from Elite
+ Skill Haste
+ Enemy Armor Damage
= Health
= Health on Kill
= Exotic Damage Resilience
= All Resistance

Backpack

- Skill Haste
- Signature Skill Resource Gain
+ Weapon Stability
= Health
= Critical Hit Damage
= Skill Power

Mask

- Damage to Elite
+ Enemy Armor Damage
= Critical Hit Chance
= Health on Kill
= Exotic Damage Resilience
= Skill Power
= All Resistance

Gloves

- Damage to Elite
+ Enemy Armor Damage
+ Skill Haste
= Critical Hit Chance
= Critical Hit Damage
= Health on Kill
= Assault rifle Damage
= LMG Damage
= Marksman rifle Damage
= Shotgun Damage
= SMG Damage
= Pistol Damage

Knee pads

- Damage to Elite
- Damage from Elite
+ Enemy Armor Damage
+ Skill Power
= Health
= Critical Hit Damage
= Exotic Damage Resilience
= All Resistance

Holster

- Damage from Elite
- Pistol Damage
+ Critical Hit Chance
+ Reload Speed
= Health
= Skill Haste

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