Table of Contents
Yesterday Massive Studios held true to their word and made the new public test server available to anyone who signed up for the Elite Task Force opportunity. It will become available to anyone starting Monday. Some quick facts you need to know about the PTS:
- The PTS is running a release candidate build of the game client and game server, intended to be version 1.4.
- Since the client files and server files need to be in sync, you have to install a separate installation of the game to access the PTS.
- The size of the download for the PTS install is approximately 37 - 40GB in size.
- The PTS is only accessible for PC users, NOT console users.
- Steam users will receive an email with a product activation code.
I will update this post as I get more information.
Feel free to join us on The Division Discord in the #pts_discussion
channel to discuss these changes and more.
– DocHolliday324
Changes in the files
There were quite a bit of changes to the games archive files spanning pretty much all aspects of the game. Some of the changes were trivial while some were significant. I will do my best to try and cover as much of the changes as I can that I see in the files.
Please keep in mind, that these changes are not guaranteed to be in the final 1.4 release nor can they be assumed to be 100% confirmed since I am having to make some educated guesses for some of the information.
Consolidation & cleanup
Many changes appear to be implemented merely to consolidate and clean up the database. For example, many of the data structures used to determine assignment rewards have been renamed and used more broadly.
Changes to GearSets
Striker’s Battlegear
- 5th set piece unlock has been removed
- Unlocks:
- (2) +20% Stability
- (3) +10% Enemy Armor Damage
- (4) Striker’s Battlegear - Every consecutive hit deals 1% more damage. Stacks up to 100%. Missing shots drop bonus by 2%. Bonus is reduced by 1% every second.
Sentry’s Call
- 5th set piece unlock has been removed
- Unlocks:
- (2) +30% Increased Aiming Accuracy
- (3) +10% Damage to Elites
- (4) Sentry’s Call - Headshots using semi-automatic weapons mark the enemy, increasing the damage inflicted on the target by 5% for a duration of 30 seconds each. A target can receive up to three marks.
Talent changes
- Before: 15% damage bonus & 10s duration
- After: 5% damage bonus & 30s duration
Predator’s Mark
- Unlocks:
- (2) +5.0% Rate of Fire
- (3) +800 Assault Rifle Damage & +700 Pistol Damage
- (4) Predator’s Mark - Hit 10 shots without switching target to make the target bleed for 100% of damage already done by those bullets.
Tactician’s Authority
- Unlocks:
- (2)
- (3)
- (4)
Talent changes
- Before: Every {0} damage your group deals adds
1%
skill power to you for a max of100%
bonus. Bonus is reduced by {3}% every second the group isn’t dealing damage. - After: Every bullet your group hit enemies with adds
0.2%
skill power to you for a max of30%
bonus. Bonus disappears after 10 seconds of not being updated or after 10 seconds at full power
Final Measure
- Unlocks:
- (2) +50% Exotic Damage Resilience
- (3) +15% Protection from Elites
- (4) Final Measure - When in range of hostile grenades or mortars, defuses them and adds grenades to your inventory. Can only happen once every 4 seconds.
Talent changes
- Before: When throwing a grenade, gain the defuse buff. When in range of a hostile grenade, the buff is consumed and defuses the grenade as well as gives you a grenade.
- After: When in range of hostile grenades or mortars, defuses them and adds grenades to your inventory. Can only happen once every 4 seconds.
FireCrest
- Unlocks:
- (2) +3 Incendiary Grenade Capacity
- (3) +50% Flame Turret Range & +30% Flame Turret Damage
- (4) FireCrest - Your damage is increased by 15% against burning targets.
Talent changes
- Before: Killing a burning target grants incendiary bullets for 10 seconds.
- After: Your damage is increased by {0}% against burning targets.
DeadEYE
- Unlocks:
- (2) +40% Initial Bullet Stability
- (3) +20% Marksman Rifle Critical Hit Damage
- (4) DeadEYE - When zoomed, Marksman rifles lose headshot bonus but gain 100% critical strike chance.
Talent changes
- Before: While not scoped critical chance on marksman rifles is increased to 100%, but headshot damage bonus is removed.
- After: When zoomed, Marksman rifles lose headshot bonus but gain 100% critical strike chance
Reclaimer
- Unlocks:
- (2)
- (3)
- (4)
Talent changes
- Before: Consumables and special ammo used now apply to the whole group and are not consumed on use.
- After: Consumables and special ammo used now apply to the whole group and are not consumed on use. Triggers consumable cooldown on party members and cannot apply effects when party member’s cooldowns are active
Hunter’s Faith
- Unlocks:
- (2)
- (3)
- (4)
Talent changes
- Before: Hitting an enemy with a bullet grants you temporary armor. The further your shot, the more armor. The armor disappears after one bullet hits you.
- After: Hitting an enemy with a bullet grants you and your group temporary protection. The further your shot, the more protection. Each group member’s protection disappears after getting hit by one hostlie bullet.
Nomad
- Replaced 3 piece unlock with new talent
- Unlocks:
- (2) +20% Health on Kill
- (3) Nomad’s Resolve - Administers a constant small healing, allowing the user to regenerate passed the segments of the health bar.
- (4) Path of the Nomad - When receiving fatal damage, you are instead healed to full health. Can occur once every 4 minutes.
Path of Nomad Talent changes
- Before: 10 minute cooldown
- After: 4 minute cooldown
Lone Star
- Unlocks:
- (2) +100% Ammo Capacity
- (3) +1,000 LMG Damage & +1,000 Shotgun Damage
- (4) Lone Star - When the weapon is holstered, it regains full ammo.
Changes to Talents
This list includes both simple changes to the talents description to make their abilities more clear as well as significant changes to how the talent works.
Vicious
- Before: Critical hit chance is increased by {0}% while at full health.
- Clamp((((Talent.ScalingItemPowerLevel - 5) / 2) + ((Talent.ScalingItemQuality - 6) * 2))/100, 0.05, 0.15)
- After: Critical hit chance is increased by {0}% while having more than two segments of health.
- 10%
See: CLAMP() Definition
Ferro’s oxygen mask
This appears to be a new unique item that might be introduced in 1.4 or future content update.
Description = “User can run and shoot their weapon while burning”
Resourceful
- Before: All healing is also applied to skill objects
- After: All healing applied to you is also applied to your skill objects.
Experienced Agent
- Before: Increase XP gained from all activities by 10%
- After: Increase XP gained from all activities by 10%. Does not affect Dark Zone XP.
Hurried
- Before: Critical hits increase reload speed by {0}% to a minimum of {1} seconds reload time
- After: Critical hits increase reload speed by {0}% to a minimum of {1} second reload time
Reckless
Increase damage by {0}% and increase incoming damage by {1}%
- Before:
- {0} - Clamp((((Talent.ScalingItemPowerLevel - 5) / 2) + ((Talent.ScalingItemQuality - 6) * 2))/100, 0.05, 0.15)
- {1} - 0.10 (10%)
- After:
- {0} - 0.15 (15%)
- {1} - 0.15 (15%)
See: CLAMP() Definition
Specialized
- Before: Adds 15% of Firearms and Stamina to Skill Power
- After: Adds 200% of Firearms and Stamina to Skill Power
Ferocious
Damage against Elite and Named enemies is increased by {0}%.
- Before: Clamp((((Talent.ScalingItemPowerLevel - 5) / 2) + ((Talent.ScalingItemQuality - 6) * 2))/100, 0.05, 0.15)
- After: 0.15 (15%)
See: CLAMP() Definition
Swift
Reloading is {0}% faster.
- Before: Clamp((((Talent.ScalingItemPowerLevel - 5) / 2) + ((Talent.ScalingItemQuality - 6) * 2))/100, 0.05, 0.15)
- After: 0.15 (15%)
See: CLAMP() Definition
Sustained
Killing a target increases your health by {0}%
- Before: Clamp(((Talent.ScalingItemQuality - 3) * 2)/100, 0.01, 0.06)
- After: 0.06 (6%)
See: CLAMP() Definition
Stable
Stability is improved by {0}%.
- Before: Clamp(((Talent.ScalingItemPowerLevel - 15) + (Talent.ScalingItemQuality * 5)) / 100, 0.20, 0.50)
- After: 0.35 (35%)
See: CLAMP() Definition
Accurate
Accuracy is increased by {0}%.
- Before: Clamp(((Talent.ScalingItemPowerLevel - 15) + (Talent.ScalingItemQuality * 5)) / 100, 0.20, 0.50)
- After: 0.25 (25%)
See: CLAMP() Definition
Changes to formulas
Vanity item max
The item count maximum for vanity items has been increased from 600 to 8000.
Sticky bomb
The formula labeled StickyBomb_ExplosionDamage_Final
had been changed, removing the maximum of 250,000
damage and adding a multiplier of 25%
for use in single player only (I think). It also appears that the minimum sticky bomb cooldown of 20s
has been removed.
Smart cover
The damage resistance and damage buff base amounts have been decreased. Damage resist has gone from 0.2
to 0.07
. Damage buff has decreased from 0.15
to 0.0
. Also, it appears that there is another single player multiplier increasing damage resistance by 50%. Finally the base cooldown time for smart cover has been decreased from 60s
to 45s
and the minimum of 20s
cooldown has been removed.
Seeker mines
A huge buff of seeker mines can be seen by the base damage being adjusted from 1000
to 2000
, their health points increasing from 150
to 300
. This should greatly increase their popularity. Finally, the maximum of 150,000
seeker mine explosion damage and 25,000
HP has been removed from the equations. Cooldown minimum of 20s
has been removed.
Pulse
Pulse has seen several nerfs. Critical hit chance base has been reduced from 0.1
to 0.06
and the Critical hit damage base has been reduced from 0.2
to 0.06
.
First aid
First aid has received a few buffs. Self-heal & ally-heal base heal amount has been increased from 550
to 1000
. Also, the maximum heals have been increased from 100,000
to 300,000
.
Support station
Similarly to First Aid, Support Station has also seen many changes making it stronger. The healing rate has been increased from 30
to 50
, the base health points from 400
to 800
and the maximums for healing rate, health points and lifetime (length of time it lasts) have been removed.
Riot shield, mobile cover
Maximums have been removed from pretty much every attribute. Base cool downs have been reduced as well.
Turret
Turret’s base range has been increased from 30
to 35
, lifetime increased from 30
to 45
, and health points increased from 1000
to 1500
. As has been common in the other skills, maximums have been removed from the formulas. I think the most interesting change is turret damage increases by skill power has been tripled.
Single player combat
So, it also appears that most if not all skill cool downs have a modifier reducing them when in single player combat mode. I am also not sure if single player means PVE or only when you are solo and not in a party.
Armor Damage Mitigation
It appears that the maximum armor damage mitigation has been dropped from 75% to 60%. At this point I am not sure if it is a mistake or an intended change.
Headshot damage
There were changes to the headshot damage formula but I haven’t had time to fully review them yet. I will update this section later on.
Ammo capacities
Possibly an end to the police backpack, all base/minimum ammo capacities have been increased by a factor of 2. The new minimum capacities are as follows:
- Assault Rifle - 540 -> 1080
- LMG - 600 -> 1200
- Marksman - 80 -> 160
- Shotgun - 96 -> 192
- SMG - 600 -> 1200
Weapons
Some new blueprints are coming for weapons (M60, SA80, M44, M870, etc)
Weapon group changes
- Marksman rifles received a game wide nerf of suppression power from
30
to15
- Assault rifles will receive a suppression nerf, reduced from
20
to10
- Pistols will receive a suppression nerf, reduced from
12
to6
- Shotguns will receive a suppression nerf from
10
to5
- SMGs will receive a suppression nerf from
16
to8
Exotic / Named weapon changes
- Caduceus will receive an item level minimum boost from
30
to31
- The Showstopper will receive an item level minimum boost from
30
to33
- Hungry Hog is getting damage buff from
124
to165
- Pakhan is getting a damage boost from
115
to135
- Historian is getting damage nerf from
650
to500
- Damascus is getting damage buff from
120
to135
Individual weapon families
- G36C will receive base damage nerf from
140
to133
as well as tweaks to recoil - MG5 (or HK121) LMG will receive a damage nerf from
235
to141
- M249 is getting a damage buff from
115
to143
- M60 is getting a damage buff from
124
to160
- RPK74 is getting damage buff from
115
to125
- SA80 is getting a damage boost from
135
to145
- M1A is getting damage nerf from
620
to400
- Classic M44 has been buffed from base damage
800
to920
- Hunting M44 has been buffed from base damage
800
to900
- Custom M44 has been buffed from base damage
700
to840
- ScarH is getting damage boost from
350
to430
- SRS is getting damage boost from
650
to780
- SVD is getting damage nerf from
405
to385
- FNX45 is getting nerfed from
190
to114
- M9 is getting buffed from
120
to132
- PX4 is getting significant buffed from
100
to125
- T821 is getting nerfed from
150
to115
- Aug will receive nerf from
145
to116
- Burst Fire MP-5 A4 will receive a buff from
135
to150
- All other MP5s will receive a nerf from
135
to110
- MP7 receiving huge nerf from
145
to100
- PP19 is getting nerfed from
145
to110
- SMG-9 is getting nerfed from
130
to104
- Vector is getting nerf from
145
to116
Changes observed playing the game
- DZ Checkpoint vendors now sell High-End (Orange) items
- Vendors in the BoO have a more diverse selection including High-End (Orange) items
- There are gear mod slots and performance mod slots now. You cannot put a normal gear mod in a performance mod slot.
- Vendors now have a buyback option
- You can mark items as favorite to prevent deconstructing / selling them
- GS182 and up armor items have all three primary stats, however the ones that are not rolled are fixed value and much smaller. E.g. GS182 Mask with 605FA, 64ST, 64EL.
- GearSet items gear scores have been aligned with all other pieces in the game
Formula Function Descriptions
MIN
MIN() takes two arguments. One is an expression and one is generally a fixed value. It evaluates the expression to a fixed value and returns which ever of the two numbers is lowest. It is used to provide a maximum value for an attribute.
EXAMPLE: MIN(1, BlindDeafStatusResistancePercentageFlatBonus)
MAX
MAX() takes two arguments. One is an expression and one is generally a fixed value. It evaluates the expression to a fixed value and returns which ever of the two numbers is higher. It is used to provide a minimum value for an attribute.
EXAMPLE: Max(0, (1 - AimSwaySpeedModifierModBonus))
CLAMP
CLAMP() takes three arguments. The first argument is an expression. Second argument is a floor value. The third argument is a ceiling value. It returns the value of the expression as long as it is within the bounds of the floor and ceiling values, if not, it returns the floor value if it evaluates less than it or the ceiling value if it evaluates to be higher than it.
EXAMPLE: Clamp((((Talent.ScalingItemPowerLevel - 5) / 2) + ((Talent.ScalingItemQuality - 6) * 2))/100, 0.05, 0.15)