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.
https://www.reddit.com/r/thedivision...tatus_effects/
Redditor Trzebiat writes the following:
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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