Gear is split into these gear slots:
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- Mask
- Vest
- Holster
- Backpack
- Gloves
- Kneepads
For each of these slots you can find gear that will give you additional status effects, along side of armor value.
The games provide the typical Return to Player (RTP) that casino operators expect from traditional slot machines, even in skill-based mode. RTP is the percentage of total wins over the total takes.
How to use Skills Division 2 video. This video shows how to bind skill slots, unlock second skill slot and use you skills.Tom Clancy's The Division 2 is an o. The Division 2 is an RPG, and that means constantly upgrading your character's abilities. Here's how to get and equip new skills (skill unlocks).
A higher quality item, or higher level, doesn't automatically mean it works better for you. Check the bonuses and values carefully before switching gear.
There are gear mods of various kinds, but little is known about them. It appears though that higher gear has usually more gear mod slots, and that the number of slots can vary on the same piece. If you have more mod slots, you might have less fixed bonuses on a piece of gear. Gear Mods are split into Gear System Mods and Gear Protocol Mods.
Gear Quality
Gear can present in different qualities. The higher the quality the more attributes the gear might have, including mod slots and talents.
The quality is the same as for weapons, from worst to best:
- Worn (White)
- Standard (Green)
- Specialized (Blue)
- Superior (Purple)
- High-End (Yellow)
- Gear Set (Light green)
Gear Talents
Starting at Specialized gear, it can also have talents. Higher quality gear can have multiple talents. Talents have a type, passive (circle) and active (circle with up arrow). When recalibrating you can only replace the same talent type with each other.
Active Talents
- Berserk: +10% weapon damage for every 10% of max armor depleted. Requires a shotgun, SMG or Assault Rifle equipped.
- Bloodlust: Swapping weapons within 3s of a kill grants +25% weapon damage for 10s. Requires 4 or less shields.
- Bloodsucker: Depleting an enemy's armor adds a stack of +20% bonus armor for 20s. Max stack is 5. Requires 7 or more shields.
- Braced: While in cover weapon handling is increased by 25%
- Calculated: Kills from cover reduce skill cooldowns by 20%. Requires 7 batteries or more.
- Centered: Headshot kills grant status effect immunity for 10x. Requires 4 shields or more.
- Cloaked: When your armor is depleted, nearby enemy skills are distrupted for 10 s. Can occur once every 30s. Requires 5 or less batteries.
- Clutch: Critical hits restore 15% health and repair 2% armor. Requires: While using an AR/SMG/LMG
- Compensated: Weapon damage is increased when you have low critical hit chance. Requires 3 crosshairs or less
- Creeping Death: Status effects spread to the nearest enemy within 10m. Can occur once every 15s. Requires 4 or less crosshairs.
- Dialed In: While aiming weapon stability is increased by 25% of your weapon accuracy
- Efficient: Using an armor kit has a 50% chance to not consume the armor kit. Requires no other active talents affecting armor kits.
- Entrench: Headshots from cover repair 5% of your armor. Requires using a rifle/marksman weapon
- Fill'er Up: Reloading from empty reloads all weapons.
- Knee Cap: Shooting an enemy in the legs has a 10% chance to apply bleed. Requires 4 or less batteries.
- Mad Bomber: Grenade radius is increased by 150%. Grenades that kill an enemy are refunded. Requires 4 or less batteries.
- Obliterate: Depleting an enemy's armor grants +25% critical hit damage for 5s. Requires 4 crosshairs or more.
- On the Ropes: Weapon damage is increased by 25% while all skills are on cooldown or reach zero charges. (Requires 7 batteries or more)
- Opportunistic: Destroying an enemy's weakpoint or breaking an enemy's armor adds +10% damage from all sources to the enemy for 20s. Requires using Marksman or Shotgun weapons only
- Patience: After being in cover for 3s, armor repairs by 5% every 1s. Requires 7 or more shields.
- Payload: Destroying an enemy's asset grants +50% explosive damage for 15s. Requires 4 shields or less
- Reassigned: Killing a status effected enemy adds 3 rounds of a random special ammo into your sidearm. Can occur once every 45s.
- Safeguard: Killing a target grants a 150% bonus to repairing and healing effects for 20s. Requires 5 or less crosshairs.
- Skilled: Skill kills have a 25% chance to reset skill cooldowns.
- Spotter: +10% weapon damage to pulsed enemies. Requires 5 batteries or more.
- Tech support: Kills by active skills grant +25% Skill Damage for 10s. Requires: 6 or more batteries
- Terminate: Depleting an enemies armor grants +35% skill damage for 15s. Requires 5 or more batteries.
- To Order: Grenades can now be 'cooked' by holding the fire button, making them explode earlier
- Unbreakable: 25% of max armor is repaired when your armor is depleted. Armor kits used within the next 5s are not consumed. Requirement: No other active talents affecting armor kits
- Unstoppable Force: Killing an enemy grants 2% weapon damage, for every 10'000 max armor. Requires 7 shields or more.
- Wicked: +10% weapon damage to status effected enemies. Requires 4 crosshairs or more.
Passive talents
- Capacitive: +20% skill duration
- Critical: +8% critical hit damage
- Destructive: +20% explosive damage
- Devastating: +5% weapon damage
- Empowered: +10% Skill Power
- Hard Hitting: +15% damage to elites
- Hardened: +10% Armor
- Insulated: +10% hazard protection
- Precise: +15% headshot damage
- Restorative: 10% health on kill
- Self Adjusting: +20% armor regeneration
- Surge: +10% skill haste
- Surgical +8% critical hit chance
- Vital: Health increased by 20%
Not categorized yet talents
- Blacksmith: Killing an enemy with your sidearm reparis 25% of your armor. Can occur once every 10s. (equires 5 or more shields
Gear Brands
Many gear items can also be of a specific brand, which gives you extra bonuses to the existing ones. For each additional gear item of the same brand, you get an additional bonus unlocked (so far, 1 to 3 bonuses).
These are the brands present in the game. The bonus behind each brand is tier 1 first, then tier 2 and then tier 3. You can't have tier 3 bonus until you have reached tier 2, by wearing two of the same brand items.
- 5.11 Tactical: +5% Protection from Elites, +10% Extra Incoming Healing, +10% Weapon Handling
- Airaldi Holdings: +10% Accuracy, +10% Headshot Damage, +10% Marksman Rifle Damage
- Alps Summit Armament: +10% Cooldown Reduction, +5% Skill Power, +15 Hive Skill Power
- Badger Tuff: +7% Damage to Elites, +15% Armor % on Kill, +15 Chem Launcher Skill Power
- China Light Industries Corporation: +10% Explosive Damage, +10% Shotgun Damage, +10% Cooldown Reduction
- Douglas & Harding: +5% Accuracy, +10% Critical Hit Damage, +7% Critical Hit Chance
- Fenris Group AB: +10% Assault Rifle Damage, +10% Protection from Elites, +20% Health on Kill
- Gila Guard: +5% Total Armor, +20% Hazard Protection, +15 Pulse Skill Power
- Murakami Industries: +8% Health, +10% Hazard Protection, +15% Firefly Skill Power
- Overlord Armaments: +10% Rifle Damage, +7.5% Total Armor, +7% Damage to Elites
- Petrov Devense Group: +10% LMG Damage, +15 Turret Skill Power, +10% Cooldown Reduction
- Providence Defense: +10% Skill Power, +8% Health, +5% Weapon Damage
- Richter & Kaiser GmbH: +10% Hazard Protection, +20% Pistol Damage, +15 Shield Skill Power
- Sokolov Concern: +10% SMG Damage, +8% Critical Hit Damage, +15 Seeker Skill Power
- Wyvern Wear: +7% Critical Hit Damage, +15% Drone Skill Power, +10% Critical Hit Chance
- Yaahl Gear: +10% Weapon Handling, +8% Hazard Protection, +5% Weapon Damage
Gear Sets
The most powerful buffs, you can get from gear sets. These are never branded and have bonuses for 2 to 6 pieces.
Hard Wired
You can get blueprints for it by completing the 'Hard Wired Prototype' project.
Pieces:* 'Rhodeswood' AR Mask* 'Abberton' Dynamo Carrier* 'Ullswater' Proxy Rig* 'Serpentine' Array Vest* 'Molesey' ESD Gloves* 'Strines' Stabilizing Pads Lil red slot machine.
Bonuses:* 2 pieces: +20% Skill Health* 3 pieces: +20% Increased Shock Duration * 4 pieces: +20% Skill Power* 5 pieces: Tamper Proof: Electrify your deployed skills (hive, turrets, pulse sensor) causing enemies wandering too close to be shocked. Can occur every 10 seconds.* 6 pieces: Feedback Loop: Killin with a skill resets the cooldown of your other skill. Repairing a friendly agent's armor from zero, resets the cooldown of your skills. Can only occur every 15 seconds. When a skill cooldown ends (or reaches full charges), gain bonus damage and repair to all skills for 15 seconds.
Ongoing Directive
Pieces:* Gatherers Mask* Resource Harness* Loadout Frame* CQB Fist Guards* Special Ammo Holster* Knee Poleyn
Bonuses:* 2 pieces: +20% Weapon Handling* 3 Pieces: +25% Burn Damage* 4 pieces: +25% Bleed Damage* 5 pieces: Emergency Requisition: Combat resources (armor kits, ammo, grenades) within 40 meters of you are automatically collected. This occurs every 30 seconds.* 6 pieces: The Right Tool: Killing an enemy with a weapon grants special ammo (incendiary, explosive, shock) to one of your other weapons.
True Patriot
Pieces:* Heft Grade A Mask* Appleton Body Armor* Driver Excursion Pack* Ross Hand Protectors* Young Low-Friction Holster* Sheridan Kneelers
Bonuses:* 2 pieces: +10% Damage to Armor* 3 Pieces: +10% Protection from Elites* 4 pieces: +10% Total Armor* 5 pieces: Red, White and Blue: When you shoot an enemy, apply a debuff to them. Debugffs are applied in order Red/White/Blue, cycling every 4 seconds. Red decreases damage dealt by the enemy. White restores armor to friendlies that shoot this enemy. Blue boosts skill cooldown reduction to friendlies that shoot this enemy.* 6 pieces: Full Flag: Shooting an enemy that has all three debuffs will deal 25% damage to other nearby enemies that have at least one of the debuffs.
The Division 2: Warlords of New York will launch with the much anticipated Gear 2.0 overhaul, which will make creating effective builds easier than ever. The new system brings a host of much needed refinements, paired with a cleaner UI that will better assist agents with parsing what drops are improvements and which are trash. Moving from the old Gear 1.0 to 2.0 may seem daunting at first, but this guide will set agents up for success.
Every item in The Division 2 will make the transition to Gear 2.0 in Title Update 8, from your preferred Gear Sets to your darling exotics. No item will be spared, even if you didn't buy Warlords of New York, so it's best to understand what the changes are.
Gear 2.0 completely revises Talents and Attributes
All talents are being removed from regular High End and Superior items, with the exception of chest pieces, backpacks and weapons (a list of these new gear talents can be found here). These will reroll with one of the new talents making their debut in Gear 2.0.
Exotics will have revised talents, and Named Armor will have their talents replaced either with a roll higher than what is normally permitted, or with a roll not usually found on that specific category of equipment. Gear Sets will have a backpack and chestpiece talent as well, but they will be designed to amplify and enhance the four-piece set bonus. A list of the new exotics and their drop locations can be found here.
Wait, a stat roll that doesn't normally appear? Yep, stats in Gear 2.0 do not roll on as wide a range of equipment as they once did, allowing each type of item more room to specialize. This goes doubly for Brand Sets, which have all been updated to feature set bonuses that compliment a specific playstyle (and a list of those bonuses is located here).
A large part of this stat overhaul comes from the newly introduced Core Attributes (which function similarly to the core attributes from the first game). All gear will now roll with one of three core attributes outside the regular attributes: Weapon Damage, Armor, or Skill Tier (which replaces Skill Power).
Attributes will roll based on the core attribute on an item, so while it's not impossible to find a red weapon roll on a yellow Skill Tier item the majority of gear will feature attributes that better compliment one another. Brand Sets will have a core attribute assigned to them based on the role they fill, so defensive brands will have Armor, damage brands will have Weapon Damage, and skill brands will have Skill Tier.
This also means talents no longer require a set amount of specific skills to unlock, so agents can focus on the stats they want without worrying about whether their talents will activate or not.
The Budget System has been tossed out, so stat rolls no longer limit each other. All stats now have a chance to roll well, no matter how great other stats on an item are.
Damage to Elites and Explosive Damage have been removed from the loot pool, and will be replaced with a stat that fits their old role (so a damage roll for DTE, and skill roll for Explosive Damage). Explosive Damage does appear on two Brand Sets, it will merely not roll on other items with Gear 2.0.
The attributes that can roll on gear now are as follows:
- Weapon Damage
- Skill Tier
- Armor
- Weapon Handling
- Critical Hit Chance
- Critical Hit Damage
- Headshot Damage
- Skill Damage
- Skill Repair
- Skill Haste
- Armor Regeneration
- Hazard Protection
- Health
- Explosive Resistance
Gear Mods and Skill Mods
Mods have also been updated in Gear 2.0, though they function much as they did before. Gear mod slots will only roll on specific pieces of gear – the mask, backpack and chest piece. There will only be one mod slot each, and gear mods have been condensed to a single roll.
With the removal of Skill Power for Skill Tiers, skill mods no longer have a limitation associated with their use. Any skill mod can be equipped, regardless of Skill Tier. This means Battery Mods have been removed. These will remain a single roll.
Weapons
Weapons will now roll with two core stats: damage for their class, and their special bonus (Crit Chance for SMGs, for example). A third stat can roll on High-End weapons that wouldn't normally roll on that class of weapon, such as increased health damage on a shotgun. An active talent will still appear on High-End and Superior weapons, and they are listed here.
Updated UI ties it all together
To make all these changes easier to parse the UI has received an overhaul. All stats on all items will have a bar beneath them that will indicate how well that stat rolled within its allocated range. A bar filled almost entirely to the right has a better roll than a bar hovering closer to the left. A perfect roll, or 'God Roll', will have a filled out bar, and will be highlighted in orange. An orange icon will also be visible on the item's portrait to indicate a God Roll is present.
Gear mods and skill mods will also have this bar underneath their stats, so agents can tell at a glance if a mod is worth keeping or scrapping. Weapon stats are directly below the total damage, RPM, and magazine window, and also feature the range bar indicating how well that weapon's damage and class bonus rolled.
This cleaner UI not only makes it easier to parse what gear is worth equipping, but what is worth saving for the Recalibration Library. Agents can now permanently store rolls in the Recalibration Library that can be used an unlimited amount of times. Whenever an item drops that has a roll better than one stored in the library the UI will display this with an icon next to that roll. Rolls can be overwritten in the library, so knowing when you have an upgrade worth storing is a boon.
Fewer drops, but more rewarding
Skill Based Slot Machines
Because these changes make drops more impactful than they were before, loot drops have been slightly reduced. The idea behind this alteration is simple: there is less trash to filter through, with each drop now being more meaningful and useful.
To facilitate this change to drop rates, difficulties have been tweaked to be more rewarding the higher you climb. A perfectly rolled item can appear in Story difficulty, but it will be rarer compared to loot dropped from Heroic. Essentially, the harder the difficulty the smaller the range becomes for stats to roll, increasing an agent's chance to receive loot with multiple top-end stats, or God Rolls.
Due to this change in how difficulties award loot, Gear Score has been removed for players at level 40; all gear will drop at level 40, and it will be the number of quality rolls that distinguishes loot. The Division 2 agents that do not purchase Warlords of New York will continue to have Gear Score, and it will be boosted to 515. Gear Score 500 to 515 loot will work in a similar manner, however, with higher Gear Score items rolling better stats. Tackling harder content will increase the chances of seeing higher gear score loot drop.
To conclude…
Gear 2.0 affects every item in the The Division 2, whether you bought Warlords of New York or not. Regardless of it you are hunting the perfect level 40 loot, or grinding out that 515 Gear Score equipment, the updated system will be felt by everyone. These seismic changes to the loot mean you can safely sell or junk whatever items have been resting in your stash up until this point, seeing as everyone will be climbing a new power ladder.
That's all there is to Gear 2.0. The Division 2 needed a proper polishing of its gear mechanics for a while now, and Gear 2.0 is precisely what the game needed. It may seem daunting at first, but given time agents will find the new system more flexible and rewarding than what came before.
The Division 2 Skill Slots Free
For more The Division 2: Warlords of New York guides check out our guide hub.
Skill Based Gambling Machines
- This article was updated on:March 9th, 2020
Pennsylvania Skill Slot Machine
GAME DEALSGet Twitch Prime For Free Right Now and get in-game items, rewards, and free gamesUntil recent times, slot machines never involved any skill. They simply call you to spin the reels and let a random number generator (RNG) determine the results.
The slots world hasn't really changed much in this regard. The vast majority of games still don't involve any true skill.
In the mid-2010's, though, certain developers began producing skill-based slot machines. In contrast to traditional slots, these games give you more control over the results.
Skill-based machines seem like a great idea in theory. They combine the excitement of slots with video games. However, they have yet to gain any traction in the casino gambling world.
These games don't have to remain unpopular forever, though. I'm going to discuss different ways that producers can finally bring skill-based slots into the limelight. First off, though, I'll cover more on exactly what these games are and how they work.
How Do Skill Based Slot Machines Work?
A skill-based slot machine contains several elements that differ from a regular slot. Here are the key aspects behind these unique games.
Much Like Standard Slot Machines
A distinction exists between a skill-based and regular real money slots. As mentioned before, the former actually provides a degree of control over the game results.
Furthermore, they also feature a great degree of luck. An RNG determines spin results just like with any other slot machine. You won't notice much of difference between skill-based games and traditional slots until the bonus round kicks in.
Bonus Contains Skill
The method in which bonus rounds are triggered is yet another element that skill slots share with regular games. You normally need to land three scatter symbols anywhere on the reels to trigger the bonus.
Once the feature starts, though, the separation between skill-based games and regular slot machines becomes evident.
Here's an example on how a skill-based bonus round works:
- Alien spacecrafts advance towards earth.
- You need to maneuver a spaceship around and blast the aliens to earn credits.
- The more accurate you are during the bonus, the more money you stand to win.
This is just one example of how a skill-based feature works. But you can get an idea on how your abilities influence bonus winnings.
Assuming you're good at the particular game, you stand to earn more money from a slot. On the contrary, you'll lose out on more funds if you aren't good at the feature.
Variable Return to Player (RTP)
Many developers give casinos the ability to choose RTP settings for particular slots—especially in the land-based gaming industry.
Skill-based machines differ in this regard. Again, your ability to play a given bonus round affects how much money you win.
A certain slot might offer 90% RTP at the base level. It will provide up to an additional 7% payback based on how well you do in the feature.
The House Still Has the Advantage
Some gamblers get the wrong impression on skill-based slots and think that they can swing the odds in their favor. They may believe that they'll earn over 100% RTP with enough skill.
Unfortunately, these thoughts aren't really true. You'll still be facing a house edge even if you master the bonus round.
Of course, you can significantly improve your chances of winning by conquering the feature. But you still need some luck to circumvent the house advantage.
Skill Based Slots Once Showed Big Promise
Skill Based Gaming Machines
Slot machines fill both land-based and online casinos. Therefore, they obviously appeal to the masses more than any other casino game.
But the gaming industry has noticed a trend where younger people don't play slots much. They instead opt for skill-based games like blackjack and poker.
Not wanting to miss out on future generations of gamblers, developers devised a new strategy: they'll still continue mass producing traditional slots, but they'll also roll out skill-based machines to attract millennials and generation Z'ers.
The idea here involves appealing to gamblers who love modern video games. Given that millennials and gen Z'ers have grown up with both console and smartphone gaming, they definitely fall into this crowd.
Of course, slot machine still draw many boomers and generation X'ers. However, developers feel that they need something extra for younger gamblers.
The theory behind launching skill-based slot machines is solid. As you'll read below, though, it hasn't panned out too well.
Where Did Casino Slots Developers Go Wrong?
Slots producers were seemingly on the right track when they began working on skill-based machines. The latter provide something that traditional slots don't.
For some strange reason, though, they rolled out machines that feature arcade themes. For example, IGT released Centipede and Scientific Games released Space Invaders.
Skill Based Slot Machines
There are gear mods of various kinds, but little is known about them. It appears though that higher gear has usually more gear mod slots, and that the number of slots can vary on the same piece. If you have more mod slots, you might have less fixed bonuses on a piece of gear. Gear Mods are split into Gear System Mods and Gear Protocol Mods.
Gear Quality
Gear can present in different qualities. The higher the quality the more attributes the gear might have, including mod slots and talents.
The quality is the same as for weapons, from worst to best:
- Worn (White)
- Standard (Green)
- Specialized (Blue)
- Superior (Purple)
- High-End (Yellow)
- Gear Set (Light green)
Gear Talents
Starting at Specialized gear, it can also have talents. Higher quality gear can have multiple talents. Talents have a type, passive (circle) and active (circle with up arrow). When recalibrating you can only replace the same talent type with each other.
Active Talents
- Berserk: +10% weapon damage for every 10% of max armor depleted. Requires a shotgun, SMG or Assault Rifle equipped.
- Bloodlust: Swapping weapons within 3s of a kill grants +25% weapon damage for 10s. Requires 4 or less shields.
- Bloodsucker: Depleting an enemy's armor adds a stack of +20% bonus armor for 20s. Max stack is 5. Requires 7 or more shields.
- Braced: While in cover weapon handling is increased by 25%
- Calculated: Kills from cover reduce skill cooldowns by 20%. Requires 7 batteries or more.
- Centered: Headshot kills grant status effect immunity for 10x. Requires 4 shields or more.
- Cloaked: When your armor is depleted, nearby enemy skills are distrupted for 10 s. Can occur once every 30s. Requires 5 or less batteries.
- Clutch: Critical hits restore 15% health and repair 2% armor. Requires: While using an AR/SMG/LMG
- Compensated: Weapon damage is increased when you have low critical hit chance. Requires 3 crosshairs or less
- Creeping Death: Status effects spread to the nearest enemy within 10m. Can occur once every 15s. Requires 4 or less crosshairs.
- Dialed In: While aiming weapon stability is increased by 25% of your weapon accuracy
- Efficient: Using an armor kit has a 50% chance to not consume the armor kit. Requires no other active talents affecting armor kits.
- Entrench: Headshots from cover repair 5% of your armor. Requires using a rifle/marksman weapon
- Fill'er Up: Reloading from empty reloads all weapons.
- Knee Cap: Shooting an enemy in the legs has a 10% chance to apply bleed. Requires 4 or less batteries.
- Mad Bomber: Grenade radius is increased by 150%. Grenades that kill an enemy are refunded. Requires 4 or less batteries.
- Obliterate: Depleting an enemy's armor grants +25% critical hit damage for 5s. Requires 4 crosshairs or more.
- On the Ropes: Weapon damage is increased by 25% while all skills are on cooldown or reach zero charges. (Requires 7 batteries or more)
- Opportunistic: Destroying an enemy's weakpoint or breaking an enemy's armor adds +10% damage from all sources to the enemy for 20s. Requires using Marksman or Shotgun weapons only
- Patience: After being in cover for 3s, armor repairs by 5% every 1s. Requires 7 or more shields.
- Payload: Destroying an enemy's asset grants +50% explosive damage for 15s. Requires 4 shields or less
- Reassigned: Killing a status effected enemy adds 3 rounds of a random special ammo into your sidearm. Can occur once every 45s.
- Safeguard: Killing a target grants a 150% bonus to repairing and healing effects for 20s. Requires 5 or less crosshairs.
- Skilled: Skill kills have a 25% chance to reset skill cooldowns.
- Spotter: +10% weapon damage to pulsed enemies. Requires 5 batteries or more.
- Tech support: Kills by active skills grant +25% Skill Damage for 10s. Requires: 6 or more batteries
- Terminate: Depleting an enemies armor grants +35% skill damage for 15s. Requires 5 or more batteries.
- To Order: Grenades can now be 'cooked' by holding the fire button, making them explode earlier
- Unbreakable: 25% of max armor is repaired when your armor is depleted. Armor kits used within the next 5s are not consumed. Requirement: No other active talents affecting armor kits
- Unstoppable Force: Killing an enemy grants 2% weapon damage, for every 10'000 max armor. Requires 7 shields or more.
- Wicked: +10% weapon damage to status effected enemies. Requires 4 crosshairs or more.
Passive talents
- Capacitive: +20% skill duration
- Critical: +8% critical hit damage
- Destructive: +20% explosive damage
- Devastating: +5% weapon damage
- Empowered: +10% Skill Power
- Hard Hitting: +15% damage to elites
- Hardened: +10% Armor
- Insulated: +10% hazard protection
- Precise: +15% headshot damage
- Restorative: 10% health on kill
- Self Adjusting: +20% armor regeneration
- Surge: +10% skill haste
- Surgical +8% critical hit chance
- Vital: Health increased by 20%
Not categorized yet talents
- Blacksmith: Killing an enemy with your sidearm reparis 25% of your armor. Can occur once every 10s. (equires 5 or more shields
Gear Brands
Many gear items can also be of a specific brand, which gives you extra bonuses to the existing ones. For each additional gear item of the same brand, you get an additional bonus unlocked (so far, 1 to 3 bonuses).
These are the brands present in the game. The bonus behind each brand is tier 1 first, then tier 2 and then tier 3. You can't have tier 3 bonus until you have reached tier 2, by wearing two of the same brand items.
- 5.11 Tactical: +5% Protection from Elites, +10% Extra Incoming Healing, +10% Weapon Handling
- Airaldi Holdings: +10% Accuracy, +10% Headshot Damage, +10% Marksman Rifle Damage
- Alps Summit Armament: +10% Cooldown Reduction, +5% Skill Power, +15 Hive Skill Power
- Badger Tuff: +7% Damage to Elites, +15% Armor % on Kill, +15 Chem Launcher Skill Power
- China Light Industries Corporation: +10% Explosive Damage, +10% Shotgun Damage, +10% Cooldown Reduction
- Douglas & Harding: +5% Accuracy, +10% Critical Hit Damage, +7% Critical Hit Chance
- Fenris Group AB: +10% Assault Rifle Damage, +10% Protection from Elites, +20% Health on Kill
- Gila Guard: +5% Total Armor, +20% Hazard Protection, +15 Pulse Skill Power
- Murakami Industries: +8% Health, +10% Hazard Protection, +15% Firefly Skill Power
- Overlord Armaments: +10% Rifle Damage, +7.5% Total Armor, +7% Damage to Elites
- Petrov Devense Group: +10% LMG Damage, +15 Turret Skill Power, +10% Cooldown Reduction
- Providence Defense: +10% Skill Power, +8% Health, +5% Weapon Damage
- Richter & Kaiser GmbH: +10% Hazard Protection, +20% Pistol Damage, +15 Shield Skill Power
- Sokolov Concern: +10% SMG Damage, +8% Critical Hit Damage, +15 Seeker Skill Power
- Wyvern Wear: +7% Critical Hit Damage, +15% Drone Skill Power, +10% Critical Hit Chance
- Yaahl Gear: +10% Weapon Handling, +8% Hazard Protection, +5% Weapon Damage
Gear Sets
The most powerful buffs, you can get from gear sets. These are never branded and have bonuses for 2 to 6 pieces.
Hard Wired
You can get blueprints for it by completing the 'Hard Wired Prototype' project.
Pieces:* 'Rhodeswood' AR Mask* 'Abberton' Dynamo Carrier* 'Ullswater' Proxy Rig* 'Serpentine' Array Vest* 'Molesey' ESD Gloves* 'Strines' Stabilizing Pads Lil red slot machine.
Bonuses:* 2 pieces: +20% Skill Health* 3 pieces: +20% Increased Shock Duration * 4 pieces: +20% Skill Power* 5 pieces: Tamper Proof: Electrify your deployed skills (hive, turrets, pulse sensor) causing enemies wandering too close to be shocked. Can occur every 10 seconds.* 6 pieces: Feedback Loop: Killin with a skill resets the cooldown of your other skill. Repairing a friendly agent's armor from zero, resets the cooldown of your skills. Can only occur every 15 seconds. When a skill cooldown ends (or reaches full charges), gain bonus damage and repair to all skills for 15 seconds.
Ongoing Directive
Pieces:* Gatherers Mask* Resource Harness* Loadout Frame* CQB Fist Guards* Special Ammo Holster* Knee Poleyn
Bonuses:* 2 pieces: +20% Weapon Handling* 3 Pieces: +25% Burn Damage* 4 pieces: +25% Bleed Damage* 5 pieces: Emergency Requisition: Combat resources (armor kits, ammo, grenades) within 40 meters of you are automatically collected. This occurs every 30 seconds.* 6 pieces: The Right Tool: Killing an enemy with a weapon grants special ammo (incendiary, explosive, shock) to one of your other weapons.
True Patriot
Pieces:* Heft Grade A Mask* Appleton Body Armor* Driver Excursion Pack* Ross Hand Protectors* Young Low-Friction Holster* Sheridan Kneelers
Bonuses:* 2 pieces: +10% Damage to Armor* 3 Pieces: +10% Protection from Elites* 4 pieces: +10% Total Armor* 5 pieces: Red, White and Blue: When you shoot an enemy, apply a debuff to them. Debugffs are applied in order Red/White/Blue, cycling every 4 seconds. Red decreases damage dealt by the enemy. White restores armor to friendlies that shoot this enemy. Blue boosts skill cooldown reduction to friendlies that shoot this enemy.* 6 pieces: Full Flag: Shooting an enemy that has all three debuffs will deal 25% damage to other nearby enemies that have at least one of the debuffs.
The Division 2: Warlords of New York will launch with the much anticipated Gear 2.0 overhaul, which will make creating effective builds easier than ever. The new system brings a host of much needed refinements, paired with a cleaner UI that will better assist agents with parsing what drops are improvements and which are trash. Moving from the old Gear 1.0 to 2.0 may seem daunting at first, but this guide will set agents up for success.
Every item in The Division 2 will make the transition to Gear 2.0 in Title Update 8, from your preferred Gear Sets to your darling exotics. No item will be spared, even if you didn't buy Warlords of New York, so it's best to understand what the changes are.
Gear 2.0 completely revises Talents and Attributes
All talents are being removed from regular High End and Superior items, with the exception of chest pieces, backpacks and weapons (a list of these new gear talents can be found here). These will reroll with one of the new talents making their debut in Gear 2.0.
Exotics will have revised talents, and Named Armor will have their talents replaced either with a roll higher than what is normally permitted, or with a roll not usually found on that specific category of equipment. Gear Sets will have a backpack and chestpiece talent as well, but they will be designed to amplify and enhance the four-piece set bonus. A list of the new exotics and their drop locations can be found here.
Wait, a stat roll that doesn't normally appear? Yep, stats in Gear 2.0 do not roll on as wide a range of equipment as they once did, allowing each type of item more room to specialize. This goes doubly for Brand Sets, which have all been updated to feature set bonuses that compliment a specific playstyle (and a list of those bonuses is located here).
A large part of this stat overhaul comes from the newly introduced Core Attributes (which function similarly to the core attributes from the first game). All gear will now roll with one of three core attributes outside the regular attributes: Weapon Damage, Armor, or Skill Tier (which replaces Skill Power).
Attributes will roll based on the core attribute on an item, so while it's not impossible to find a red weapon roll on a yellow Skill Tier item the majority of gear will feature attributes that better compliment one another. Brand Sets will have a core attribute assigned to them based on the role they fill, so defensive brands will have Armor, damage brands will have Weapon Damage, and skill brands will have Skill Tier.
This also means talents no longer require a set amount of specific skills to unlock, so agents can focus on the stats they want without worrying about whether their talents will activate or not.
The Budget System has been tossed out, so stat rolls no longer limit each other. All stats now have a chance to roll well, no matter how great other stats on an item are.
Damage to Elites and Explosive Damage have been removed from the loot pool, and will be replaced with a stat that fits their old role (so a damage roll for DTE, and skill roll for Explosive Damage). Explosive Damage does appear on two Brand Sets, it will merely not roll on other items with Gear 2.0.
The attributes that can roll on gear now are as follows:
- Weapon Damage
- Skill Tier
- Armor
- Weapon Handling
- Critical Hit Chance
- Critical Hit Damage
- Headshot Damage
- Skill Damage
- Skill Repair
- Skill Haste
- Armor Regeneration
- Hazard Protection
- Health
- Explosive Resistance
Gear Mods and Skill Mods
Mods have also been updated in Gear 2.0, though they function much as they did before. Gear mod slots will only roll on specific pieces of gear – the mask, backpack and chest piece. There will only be one mod slot each, and gear mods have been condensed to a single roll.
With the removal of Skill Power for Skill Tiers, skill mods no longer have a limitation associated with their use. Any skill mod can be equipped, regardless of Skill Tier. This means Battery Mods have been removed. These will remain a single roll.
Weapons
Weapons will now roll with two core stats: damage for their class, and their special bonus (Crit Chance for SMGs, for example). A third stat can roll on High-End weapons that wouldn't normally roll on that class of weapon, such as increased health damage on a shotgun. An active talent will still appear on High-End and Superior weapons, and they are listed here.
Updated UI ties it all together
To make all these changes easier to parse the UI has received an overhaul. All stats on all items will have a bar beneath them that will indicate how well that stat rolled within its allocated range. A bar filled almost entirely to the right has a better roll than a bar hovering closer to the left. A perfect roll, or 'God Roll', will have a filled out bar, and will be highlighted in orange. An orange icon will also be visible on the item's portrait to indicate a God Roll is present.
Gear mods and skill mods will also have this bar underneath their stats, so agents can tell at a glance if a mod is worth keeping or scrapping. Weapon stats are directly below the total damage, RPM, and magazine window, and also feature the range bar indicating how well that weapon's damage and class bonus rolled.
This cleaner UI not only makes it easier to parse what gear is worth equipping, but what is worth saving for the Recalibration Library. Agents can now permanently store rolls in the Recalibration Library that can be used an unlimited amount of times. Whenever an item drops that has a roll better than one stored in the library the UI will display this with an icon next to that roll. Rolls can be overwritten in the library, so knowing when you have an upgrade worth storing is a boon.
Fewer drops, but more rewarding
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Because these changes make drops more impactful than they were before, loot drops have been slightly reduced. The idea behind this alteration is simple: there is less trash to filter through, with each drop now being more meaningful and useful.
To facilitate this change to drop rates, difficulties have been tweaked to be more rewarding the higher you climb. A perfectly rolled item can appear in Story difficulty, but it will be rarer compared to loot dropped from Heroic. Essentially, the harder the difficulty the smaller the range becomes for stats to roll, increasing an agent's chance to receive loot with multiple top-end stats, or God Rolls.
Due to this change in how difficulties award loot, Gear Score has been removed for players at level 40; all gear will drop at level 40, and it will be the number of quality rolls that distinguishes loot. The Division 2 agents that do not purchase Warlords of New York will continue to have Gear Score, and it will be boosted to 515. Gear Score 500 to 515 loot will work in a similar manner, however, with higher Gear Score items rolling better stats. Tackling harder content will increase the chances of seeing higher gear score loot drop.
To conclude…
Gear 2.0 affects every item in the The Division 2, whether you bought Warlords of New York or not. Regardless of it you are hunting the perfect level 40 loot, or grinding out that 515 Gear Score equipment, the updated system will be felt by everyone. These seismic changes to the loot mean you can safely sell or junk whatever items have been resting in your stash up until this point, seeing as everyone will be climbing a new power ladder.
That's all there is to Gear 2.0. The Division 2 needed a proper polishing of its gear mechanics for a while now, and Gear 2.0 is precisely what the game needed. It may seem daunting at first, but given time agents will find the new system more flexible and rewarding than what came before.
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For more The Division 2: Warlords of New York guides check out our guide hub.
Skill Based Gambling Machines
- This article was updated on:March 9th, 2020
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GAME DEALSGet Twitch Prime For Free Right Now and get in-game items, rewards, and free gamesUntil recent times, slot machines never involved any skill. They simply call you to spin the reels and let a random number generator (RNG) determine the results.
The slots world hasn't really changed much in this regard. The vast majority of games still don't involve any true skill.
In the mid-2010's, though, certain developers began producing skill-based slot machines. In contrast to traditional slots, these games give you more control over the results.
Skill-based machines seem like a great idea in theory. They combine the excitement of slots with video games. However, they have yet to gain any traction in the casino gambling world.
These games don't have to remain unpopular forever, though. I'm going to discuss different ways that producers can finally bring skill-based slots into the limelight. First off, though, I'll cover more on exactly what these games are and how they work.
How Do Skill Based Slot Machines Work?
A skill-based slot machine contains several elements that differ from a regular slot. Here are the key aspects behind these unique games.
Much Like Standard Slot Machines
A distinction exists between a skill-based and regular real money slots. As mentioned before, the former actually provides a degree of control over the game results.
Furthermore, they also feature a great degree of luck. An RNG determines spin results just like with any other slot machine. You won't notice much of difference between skill-based games and traditional slots until the bonus round kicks in.
Bonus Contains Skill
The method in which bonus rounds are triggered is yet another element that skill slots share with regular games. You normally need to land three scatter symbols anywhere on the reels to trigger the bonus.
Once the feature starts, though, the separation between skill-based games and regular slot machines becomes evident.
Here's an example on how a skill-based bonus round works:
- Alien spacecrafts advance towards earth.
- You need to maneuver a spaceship around and blast the aliens to earn credits.
- The more accurate you are during the bonus, the more money you stand to win.
This is just one example of how a skill-based feature works. But you can get an idea on how your abilities influence bonus winnings.
Assuming you're good at the particular game, you stand to earn more money from a slot. On the contrary, you'll lose out on more funds if you aren't good at the feature.
Variable Return to Player (RTP)
Many developers give casinos the ability to choose RTP settings for particular slots—especially in the land-based gaming industry.
Skill-based machines differ in this regard. Again, your ability to play a given bonus round affects how much money you win.
A certain slot might offer 90% RTP at the base level. It will provide up to an additional 7% payback based on how well you do in the feature.
The House Still Has the Advantage
Some gamblers get the wrong impression on skill-based slots and think that they can swing the odds in their favor. They may believe that they'll earn over 100% RTP with enough skill.
Unfortunately, these thoughts aren't really true. You'll still be facing a house edge even if you master the bonus round.
Of course, you can significantly improve your chances of winning by conquering the feature. But you still need some luck to circumvent the house advantage.
Skill Based Slots Once Showed Big Promise
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Slot machines fill both land-based and online casinos. Therefore, they obviously appeal to the masses more than any other casino game.
But the gaming industry has noticed a trend where younger people don't play slots much. They instead opt for skill-based games like blackjack and poker.
Not wanting to miss out on future generations of gamblers, developers devised a new strategy: they'll still continue mass producing traditional slots, but they'll also roll out skill-based machines to attract millennials and generation Z'ers.
The idea here involves appealing to gamblers who love modern video games. Given that millennials and gen Z'ers have grown up with both console and smartphone gaming, they definitely fall into this crowd.
Of course, slot machine still draw many boomers and generation X'ers. However, developers feel that they need something extra for younger gamblers.
The theory behind launching skill-based slot machines is solid. As you'll read below, though, it hasn't panned out too well.
Where Did Casino Slots Developers Go Wrong?
Slots producers were seemingly on the right track when they began working on skill-based machines. The latter provide something that traditional slots don't.
For some strange reason, though, they rolled out machines that feature arcade themes. For example, IGT released Centipede and Scientific Games released Space Invaders.
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Both Centipede and Space Invaders were hot at one time. However, that point was in the early 1980s, when people actually visited arcades.
We're now three decades past that era. Most millennials and every generation Z'er didn't grow up on arcade machines.
Young players would theoretically appreciate the skill aspect. Meanwhile, old gamblers would like playing games that they grew up with through the bonus rounds.
But herein lies another problem: developers and casinos have done a bad job of marketing skill-based slots. They often put these machines right next to traditional slots games.
Therefore, gamblers who walk by don't notice any difference between Space Invaders and Sex and the City—other than the themes. They merely see what appears to be two regular slots.
How Can Developers Right the Ship?
Designing skill based games is challenging and game producers must take a two-pronged approach to skill-based machines if they ever want them to be popular:
- Use themes that specifically interest young players.
- Make 100% sure that everybody knows the relevant machines contain skill.
Maybe developers don't yet feel comfortable putting Call of Duty, or another difficult first-person shooter, in the bonus round. But they should think along these lines if they want to capture younger gamblers' attention.
After all, not many millennials are moved by Centipede or Pong. They want games that feature the type of skill and graphics they're used to with consoles and smartphones.
Regarding the marketing part, casinos could dedicate a small portion of their gaming floors to skill-based gambling. If they labeled the section with a clearly visible sign, then more gamblers would realize that these games are different from regular slots.
Casinos could provide their skill-based games through traditional means too. They could put out a few social media posts on their new floor section.
Of course, promoting and creating a dedicated area for a new type of gaming is risky. Slot machines are proven moneymakers right now.
A casino could end up losing out on lots of revenue if skill-based slots don't take off. But then again, these games have little chance to succeed if they're not receiving any push.
Is It Too Late for Skill Based Slot Machines?
Slots with skill first hit casinos in the mid-2010's. The industry was hoping that these games would take off among millennials and provide some hope.
However, these hopes haven't come through. Again, most people don't even realize that a skill-based slot machine is any different from the next game.
Of course, land-based casinos need to do something if their slot machines aren't drawing young people. Some variation of skill slots might be the answer.
Conclusion
The future doesn't look bright for skill-based gaming right now. Then again, these types of slot machines are only around five years old.
Casinos rolled them out several years ago in an effort to draw younger players. These initial efforts have proved fruitless, but there's still time.
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Video poker, which is found in abundance alongside slots, didn't really catch on when it was introduced in the mid-1970s. It took around 5-8 years to truly draw gamblers' attention.
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Developers might want to tweak some of their earlier work with skill-based slots. But they definitely shouldn't give up on these games just yet.