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Division 2 - All Specializations bonuses : thedivision All bonuses on run 2

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The red banner you see under Cookies and Pets in the Weekly Ranking screen that triggers a Combi Bonus has been changed from Best Combi to Combi Bonus in the 2/6/2015 update. This is likely because some of the additional/hidden Combi Bonuses are better with certain Cookies and Pets than their native Best Combi.

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I have created a sheet outlining all the bonuses of the three specializations in Division 2.
If you want a more info on each specializations I'd highly recommend you to check out all bonuses on run 2, where I gathered the data to create this sheet.
Hope you find this useful and feel free to share it!
Also if you are focusing on a gun damage build in general why wouldn't you use sharpshooter?
I loved the grenade launcher.
Once I got over trying to save it for key situations, and blasted large groups at will, it made things incredibly easy.
I'm not sure if I should make a topic about as I'm mostly a lurker but anyways back to your point.
While coming from TD1 this sounds terrific TD2 works a bit different in the way we can get stats.
Armor Mods can roll with specific and all weapon damage.
Say you want to run a shotgun primary build you can have 3% shotgun damage on one mod only.
So while sharpshooter gives you better weapon handling, a shotgun isn't going to get much use out of the HSD because of pellet spread.
So going Survivalist wouldn't yield better damage but furthermore more utility.
Being a Shotty primary damage build with a mid range weapon won't give your team +10% headshot bonus.
Also your armor kit is less useful.
Being in the thick of it will heal not only you but also others.
Same can be applied to Demolitionist.
You may don't want to go full on gun build with it as there is some gear with +20% explosive damage as a talent.
But what you lose on gun damage you gain by versatility of your signature weapon.
And that isn't the last useful thing about Demo.
Getting Multi kills gives a huge amount of Sig Ammo to your teammates.
Will you personally lose out on https://casino-promocode-deposit.website/all/all-casino-bonuses.html damage if you don't follow suit?
But by losing something, you gain something else.
click at this page sorry for the wall of text, this is such a complex topic because of all unknowns and or assumption we need to make until we hit endgame.
For your own sig ammo drop you just have to kill enemies with explosive damage exept your granade launcher.
Your own sig ammo drops from even from single explosive kills.
Sharpshooter has a 3 round burst "Sharpshooter 93R" which might also be a side-arm?
But also 10% extra side-arm damage.
I don't think there's going to be specialization that just gives %20 to side-arms.
I think that would be really fun.
I was on the fence between Survivalist and Demolishonist but seeing AR under Survivalist I guess I'm going to have to go with that.
I really dislike the way LMGs handle.
I see how they want the specializations to compliment weapon loadouts that fit their respective playstyles.
I feel like if I'm going for the sniper specialization I'll have a rifle anyway, for instance.
It's not like you will be using the.
You have to get headshots with your other guns to drop ammo for it.
There are other bonuses are for staying in cover and being further away than your team.
Using a rifle as your primary non-specialized weapon makes sense.
Yeah, I might have an AR or a shotty for if things get close, but that's not what my specialization is all about so I wouldn't expect the bonuses to carry over to those weapons.
However, since you can change at anytime can't you change depending on what your best gun is?
It isn't like you're locked to one choice.
I'm finding this post rather late, but I definitely feel the same way.
Specialisations should have nothing to do with weapons.
They should be discrete systems.
Why the fuck do i need to see how 15% weap bonus are ingame?
We don't know how the gear scales from 350 to 400 for example.
We don't know if there are any new softcaps or diminishing returns on stats implemented.
While in TD1 +15% would be mandatory in any case, armor mods in TD2 come with weapon damage as well as specific weapon damage.
Not only as a percentage but flat as well.
So people would choose the one which gives the most damage bonus, even if the bonus is low, if others specs don't give any useful boost, then why should we take it?
That's why I don't like such bonusses.
It makes you feel like you are missing out.
Even if in the end this isn't true, it just feels wrong.
I'm not arguing because I think it is good to have, in fact, I stated mutiple times that those bonuses shouldn't be there in the firsr place.
I'm arguing about dooming build diversity when these concerns should be directed to gearing and talents.
That actually forced you to play the kit with that specific weapon.
So if my team all playing sharpshooter, we all will be using marksman rifle.
Or rather everyone around the world will be using marksman on sharpshooter.
Lets be honest you will be using your usual weapon more than special weapon, so everyone will just choose that specialist because of the bonuses.
So why need to forced people use a specific weapon on each deals all inclusive jamaica />I would rather just put +10% weapon damage on all specialist.
For those weapon specific damage bonuses, just leave it all on the brand or gear set.
So that everyone can build differently on each specialist.
So someone could be using smg on sharpshooter, marksman on survivalist.
Wont limit the build diversity.
Btw where is the "rifle" damage?
Like the lvoca sig acr?
Those count as assault rifle or markman rifle??
Once you have all the specializations unlocked you'll be able to switch, anyway, so I don't think it's necessarily a huge issue?
I'll probably go Demolitionist first simply because of how effective the grenade launcher was in the beta!
If you plan on playing a skill build with sharpshooter you don't mind not having those +15% MMR damage.
Rifle has it's own damage modifier.
You will go sharpshooter with any dps focused build.
I agree with you.
It shas zero upvotes and 117 ish comments.
Like mentioned by in this thread, they should be focused here stats such as reload and not flat gun damage increase.
But there was please click for source reasoning with the voices there.
We'll see how it turns out.
If it works the way it seems to work, then it will stifle build variety.
I remember your post and and quickly downvoted because it completely ignored everything else that players will have access to that will affect builds and gameplay, and we know pvp and pve will be balanced separately so theres no confirmation that every single specialization bonus would apply outside of pve.
The last thing they should do is make way too early changes because it looks one way on paper to someone who doesn't even have the whole picture, before they even put it into practice.
For the sake of argument, what is trying to say is that adding +15% damage buffs to certain weapon types is build limiting because if you select anything other than the typecast damages you're choosing a handicap.
If I'm a Demolitionist and I get +15% damage to LMGs and SMGs then why in the hell would I use anything else?
It would simply be the META.
Your comment proves the point.
No, it does not.
Because there are TONS of other reasons and benefits to use the other specializations for their skills and setups.
But if one of the most versatile weapons got a 15% boost from any setup, there wouldn't be TONS of other reasons to use other guns.
Not sure how you drew that conclusion.
I'm really confused on what you're trying to say here.
But if one of the most versatile weapons got a 15% boost from any setup, there wouldn't be TONS of other reasons to use other guns.
Are you talking about assault rifles still?
Because if you pick Survivalist, you do get a 15% damage boost on them.
Are you not saying that all things being equal, AR's tower above all other weapon types?
Because if that's what you're saying, it's not a elementary school logical leap to say that any specialization that gives 15% damage to the one gun type that's better than everything else all bonuses on run 2 make everything else redundant by comparison.
Assault rifle options have range, they have speed, they have nfs carbon all bonus cars in career mode magazine increase.
They are the most versatile option for most situations; not the BEST for EVERY situation.
I'm definitely not going to NOT play a demolitionist because the primary weapon doesn't have a 15% boost; especially when my large DPS bursts is coming from my skills, etc.
Same for a sharpshooter; having all the bonuses for headshot damage, special ammo, non-clunky specialist weapon.
Just because ARs have 15% boost on one specialization, that does not then outweigh all the other benefits of a Demolitionists, or Sharpshooter.
As nice as a healing seeker mine and a couple of other perks of Survivalist is.
Getting way all bonuses on run 2 into the weeds here responding back and forth.
You're just arguing against my statement regarding being locked into specializations.
That statement was an attempt at exaggerating to make a point.
I feel like I should state that I've never argued for a +15% damage increase across the board for all weapon types.
What I am saying is that if you are playing any given specialization and you aren't using the guns that are buffed by that specialization, you're running at a handicap.
Sure you don't lose all the other benefits.
It biases my weapon choices on those specializations towards the ones that are buffed.
This is where I feel like my build diversity is hampered.
If you take LMG's AND SMG's which armor mod are you going to use?
Are you trying to build up damage with both weapons?
If all bonuses on run 2 both with suffer in the long run as armor mods weapon damage drops with lower % as specific weapon damage.
Also there is specific flat weapon damage.
If you chose a main weapon, do you really care about your secondary for its damage or for its talents?
And to the reason why we should wait, is also simple.
We don't know if they added some kind of softcaps or diminishing returns to stats.
We know CDR caps at 90% and we know crit caps at 60% just from gear.
In the betas it wasn't even feasable to come even close to the skillpower requirements for some mods.
We don't know how exactly and how high armor mods roll for example.
Disclaimer: I'm not saying, that is the best solution.
In fact I agree with you about it feeling mandatory and that all.
If specs need weapon modifier, so be it but I'd rather see cosmetic changes https://casino-promocode-deposit.website/all/all-fallout-new-vegas-cheat-codes.html weapons instead.
For example Sharpshooter having a leafy skin on his guns or something like that.
I did take into account every possible imaginable scenario that i could.
Might wanna change that.
Armor kits 50% less?
Are they referring to the time it takes to use it or are they saying it only heals you 50% of your armor?
I suppose I should have reported it as a bug then.
I thought I had lost my mind.
I pretty much only played demolitionist and I know I was chucking incendiary grenades.
It makes MUCH more sense to give Survivalist the incendiary grenades!
I actually switched back to the regular grenades on my Demolitionist runs and it worked so much better.
Incendiary lasts a good few seconds allowing a lot more crossbow ammo.
We all pop a shield within 10m of each other and push in on a group.
We would be healed for 0.
This is the beautiful community-created content I was talking about.
I swapped out to a battle rifle and ran the damned mission solo.
I have zip situational awareness when scoped in and at this point the spawns are too new and exciting.
I really enjoy the single shot feeling of them.
Oh well, maybe the next specialization will have them.
They should remove that aspect and add something like faster reload, more ammo, etc.
I don't want to be forced to use a certain primary weapon for a large bonus because I want to use a certain signature weapon.
Are the bonus listed at the max all bonuses on run 2 level?
Hopefully they can improve things for release.
Thought it was going to change the actual ammo or such of the weapon.
Not get exclusive pistols or mods.
The healing modifier, health seeker mine, and armor modifier are only beneficial if you're in a group.
I really think the entire specialization plan is going to need to be reevaluated.
Sharpshooter looks to be head and shoulders better than Survivalist and Demolitionist.
Seems like you're really going to need a very all bonuses on run 2 build to pass all bonus spells 5e 25% headshot damage, and 30% increased reload speed, accuracy, and stability.
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In run 2, (game) I want to know where all the bonuses are in the game. This is using SKATER.
The Daily Super Bonuses and stages change with every new schedule. Salmon Run can also be played locally in The Shoal at anytime with local Switch and Splatoon 2 users. There are a few differences.

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