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  1. #1

    Armor can not be recalibrated to total armor. Why?

    Hello everyone. I am currently trying to recalibrate a pair of kneepads. I have an armor roll on them, and I would like to exchange that for total armor.
    I have all the mats and credits needed. Why is this not possible, has anybody encountered this yet or is this intended?
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  2. #2
    Yep, also the same issue with health and health %. Why it has these restrictions? Who knows, just another confusing issue in this game.
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  3. #3
    I had this...with kneepads as well...and a buddy had this with a backpack.

    I thought this was because the gear was looted before TU3...

    And since I never got any other kneepads with the same brand/talent ever since...I am still trying to loot replacements.
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  4. #4
    Hamburglar-44's Avatar Banned
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    Do the math because the % is usually worse than the total you have on the piece currently.
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  5. #5
    doing the math usually proves you wrong
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  6. #6
    The +armor % seems to work for me, mostly.
    +health % however seems to be… broken? Or the numbers on plain +health just add up way better or get calculated after the % increase or something like that.

    As for the recalibration: It would go a long way to just let us recalibrate to our hearts content and resources gathered. At least that would feel like a progression towards that "god item"...
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  7. #7
    Kaibah's Avatar Junior Member
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    The truth is that there's a lot of bugs in this game. I've got pictures just today from a friend showing his holster that is at 100% recalibration and the stat he modified is Critical Hit Damage +10.5%, yet he has another holster which has a higher stat at +14.5%. So I guess that claim about the % being the max stat at 100% is BS? Either that or it's another bug.
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  8. #8
    Originally Posted by Kaibah Go to original post
    The truth is that there's a lot of bugs in this game. I've got pictures just today from a friend showing his holster that is at 100% recalibration and the stat he modified is Critical Hit Damage +10.5%, yet he has another holster which has a higher stat at +14.5%. So I guess that claim about the % being the max stat at 100% is BS? Either that or it's another bug.
    the recalibration stat is a cap on how much it can improve, not how close it is to godroll
    eg. on gloves you can improve the weapon type dmg by exactly 6%, so you can go from 3% shotgun dmg to 9% ar dmg but not more, but the max value gloves cna have is 12%
    there are similar restrictions on other gearpieces and attributerolls, but in some cases it is posible to reach the cap without being 100 on recal score, eg airaldi gloves that never drop below 7% weapon type dmg
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  9. #9
    Originally Posted by chillshock Go to original post
    Or the numbers on plain +health just add up way better or get calculated after the % increase or something like that.
    Yup, that's the way it works. The stat% bonuses are calculated based on the base values, so they exclude any stat+ additions from mods, bonuses, etc. Working out which is better is a pain -- I keep a spreadsheet with the stats of all my equipped gear to help me work this stuff out, but even then it's not easy because a lot of the values are rounded off in the UI.

    For a game that relies very heavily on numbers the UI goes out of its way to hide them!

    As for the recalibration: It would go a long way to just let us recalibrate to our hearts content and resources gathered. At least that would feel like a progression towards that "god item"...
    If you've ever played TD1 and used the Optimisation bench, you may be interested to know there's one in the BoO. It doesn't do anything, it's just the same mesh, but it gives me hope that one day it'll get switched on and give us an alternative to Recalibration that doesn't suck!
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  10. #10
    Hamburglar-44's Avatar Banned
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    Originally Posted by Avid68MA Go to original post
    doing the math usually proves you wrong
    So 2 out of the 3 total posts you made are nothing but trolling. You will be right at home, here on these forums then.
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