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  1. #1

    Status Effects Threshold

    Hi all,

    Someone mentioned that all status effects inflicted on you have a certain resistance threshold that, if you can achieve, you'll be immune to the said status effect. Does anyone has specific percentage of that threshold?

    Am building a hazard protection build, but don't want to overkill it.
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  2. #2
    A while back it used to be between 86% and 95% or so. I don't remember the exact % for each status effect though.
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  3. #3
    https://www.reddit.com/r/thedivision...tatus_effects/

    Redditor Trzebiat writes the following:

    ================================

    Sources of Hazard Protection and Status Effects Resistances

    These are the sources of Hazard Protection and Status Effects Resistances in TU10:

    • 1pc Yaahl Gear - 10% HzP
    • 2pc Česká Výroba s.r.o. - 10% HzP
    • 3pc 5.11 Tactical - 10% HzP
    • 3pc Eclipse Protocol - 30% HzP
    • Hazard Protection attribute on gear - up to 60% HzP (6x10%)
    • SHD Hazard Protection bonus - up to 10% HzP (50x0.2%)
    • Defensive gear mods - up to 10% resistance for burn, bleed, disrupt, blind/deaf or shock status effect per mod
    • Demolitionist specialization Incombustible passive talent - 20% burn resistance
    • Sharpshooter specialization Emergency Cleanse talent - 30% bleed, poison and burn resistance for 20s after using armor kit


    Immunity Thresholds

    These are the values (with 0.1% accuracy) of Status Effects Resistances that provide immunity in TU10.

    • Bleed - 93.8%
    • Blind/Deaf - 91.0%
    • Burn - 91.4%
    • Disorient (Confuse) - 93.8%
    • Disrupt - 95.8%
    • Ensnare - 93.8%
    • Poison - 89.2%
    • Shock - 86.0%
    • Napalm - 88.9% (introduced with TU8, not listed on character sheet)


    Couple notes:

    • Burn immunity to environmental fire (e.g. in Federal Emergency Bunker or Potomac Even Center) starts earlier at 90.1%
    • Bleed immunity to Demolitionist specialization Fragmentation Grenade starts earlier
    • Disrupt immunity to EMP from stationary jammers starts earlier at 95.1%
    • Burn or Ensnare resistances have no effect on Napalm status effect which works like combination of those two - immobilizing in place and applying damage over time effect
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