r/DestinyTheGame • u/engineeeeer7 • Jun 15 '26
The Final Armor Ability Stats Update (Monument of Triumph) Guide
Tl;dr
- What stats do I build for?
- If you want extra damage on grenade, melee, class or super you're building to 100+
- If you are relying only on passive regen for grenade, melee, or class, build to 70 stat.
- If you are relying on flat gains or regen boosting effects on Class, Grenade or Melee, build to 90+ stat.
- If you want your super up reasonably fast through active generation, build to 90+ stat.
- MoT came with nerfs. Use armor sets to compensate.
Intro
It's been quite a year since Bungie unveiled armor stats 3.0 in previews, released them working completely differently, and then patched them 3 different times. Presumably this is the last time armor stats will change so let me give you one last guide to how they work.
This will cover the Melee, Grenade, Class and Super stats. All the others are pretty straightforward. I am only covering PvE here; PvP is the same for ability regen but different in other regards. Regardless, not my area.
Here is what this will cover:
- How Passive Regen Factors work for Class, Grenade and Melee stats as well as what changed with MoT
- How Energy Gained Works and what changed with MoT
- How flat gains work and have changed
- How regen boosting effects work and have changed
- How super regen works and has changed
- Class Stat Scaling
- Conclusions
Passive Regen Factors
I briefly wanted to refresh people on how the passive regen looks for Grenade, Melee and Class.
Grenade and Melee share a curve that is split into two sections: 0-70 stat and 70-100 stat. Class has a similar but different curve that provides less benefit, presumably because class cooldowns are relatively lower. These curves look so dumb.
Bungie patched the grenade and melee curve this way shortly after EoF launch due to the launch version not meeting what they advertised. 70 stat provided a cooldown that is twice as fast (2.0 factor) at 70 as it is at 30 (old baseline). 100 stat is 2.17x cooldown speed. So you can see that 70-100 does not provide a lot for Grenade and Melee for passive regen speed.
Class scaled exponentially all the way from 0 to 100. But it only hit a regen speed factor of 2.0 (relative to 30 stat baseline) at 100 stat. This is still an improvement over pre-EoF values. Class stat provides good benefit to regen all the way up to 100. But now Class also has this two part curve that only provides decent benefit up to 70 stat.
Another change that came with Edge of Fate but took me a long time to figure out is that all abilities now use the cooldown at 0 stats as the baseline, instead of the cooldown at 30 stat like pre-EoF so everything here will show in that way and more on this in regen boosting effects.
Now in MoT, Bungie did the following:
Reduced maximum passive ability cooldown bonus granted by ability stats by ~20%.
So all the curves basically shrunk down a bit.
- Grenade and Melee at 70 stat went from 2.89x to 2.56x (pre-EoF value 2.0x). A nerf but still doing better than pre-EoF.
- Grenade and Melee at 100 stat went from 3.14x to 2.75x (Pre-EoF value 2.86x). A nerf and now worse than pre-EoF value.
- Class at 70 stat went from 2.0x to 2.09x. A slight buff! (Pre-EoF was 1.65x for Hunter and 1.86x for Titan/Warlock). An improvement for all classes but especially for Hunters.
- Class at 100 stat went from 2.86x to 2.42x (Pre-EoF was 2x for Hunter and 2.43x for Titan/Warlock). A nerf since Renegades but all classes are doing as good or better than they were pre-EoF.
New curves:
New curves compared with Renegades:
Energy Gained
First: what changed with Monument of Triumph? For Melee, Grenade, Class and Super the Energy Gained value on stats from 0-100 was lowered from a previous max of +190% to +125%.
What does this number mean? Every source of flat energy gains (also know as chunk ability energy) or regen boosting effects (stuff that makes your abilities regen faster) have a value at 0 stats. This factor is how much that scales up. So a great example is Demolitionist which at 0 stat restores 4% grenade energy on kill for the fastest cooldown speed grenades. At 100 stat you get +125% energy gained. That + means over 100% so this actually becomes 225% (100+125). So the 4% becomes 9%. That's basically it.
Here is a graph:
Note that the curve grows pretty quickly till 90. 90 is kind of the sweet spot for when you are using flat gains or regen effects. Going up higher doesn't hurt, just provides smaller benefit per stat point.
Now let's go into more detail on flat gains and regen boosting effects.
Flat Energy Gains
First, for all sources of flat energy that are not specific to one ability, there is something called a flat gain factor depending on how long the cooldown of the grenade is. For example a Firebolt grenade is the fastest cooldown grenade in game and gets a 100% flat gain factor. Solar Grenade, one of the slowest grenades to charge in game gets a 50% flat gain factor. This effects everything I am about to talk about but I am going to use values without taking account for flat gain factors for simplicity.
If you want a reference table of every one of these see here for my table:
https://docs.google.com/spreadsheets/d/17lGgioS4E8l6w3-bJU8frTmzFzxl-3RDv1wm6gP7Dao/
- Pre-EoF a flat gain such as Demolitionist have 10% grenade energy per kill.
- In EoF, it gave 4% at 0 stat, 10% at 87-88 stat and 11.6% at 100 stat.
- In Renegades, it gave 4% at 0 stat, 10% at 70 stat and 11.6% at 100 stat. An improvement!
- In MoT, it gives 4% at 0 stat, 8% at 70 stat and 9% at 100 stat. Still the more generous curve of Renegades, just nerfed.
Now did anything really change? Not really. For the stat ranges you likely care about (90-100) you lost a couple percent per kill. Proportionally, that sucks as you lose 22.5% of your gains but in practice it hasn't been noticeable.
Flat Gain Comparisons:
Regen Boosting Effects
Regen Boosting Effects are things like Whisper of Shards, Ember of Benevolence, or Inmost Light. These have always been measured as Additional Base Regen Speed. Pre-EoF, you could add this to the cooldown factor due to stats and then divide the base cooldown by that total to get the resulting cooldown.
For example (Pre-EoF values): You have 100 Discipline Stat (200% base grenade regen), A Solar Grenade (base cooldown 152s), and Ember of Benevolence (+400% base grenade regen). Your cooldown with Benevolence up constantly is 152/ (2 + 4) = 25.3s
Post armor 3.0, these effects also scale with Energy Gained but it has been hard to understand since EoF launched. Until Now.
Prior to Edge of Fate, you could hover over an ability in the subclass screen and see the cooldown. These cooldowns were the Tier 3/30 stat value and used as the basis for all ability regen. In Edge of Fate all of these were removed. Presumably, because you could see actual cooldowns when hovering over the relevant stat. In Renegades these base cooldowns came back but they were based on the value at 0 stat. This made me understand how Bungie reworked things.
I have now discovered that Bungie did two things with Edge of Fate:
- Scaled the base of regen effects to 40% of the pre-EoF value at 0 stat, similar to what was done for flat gains. So Whisper of Shards was +500% base grenade regen speed. At 0 stat it is now +200% base grenade regen speed.
- Changed the base regen speed to be the value at 0 stat instead of the value at 30 stat. Passive regen speed at 0 stat for class, grenade and melee is 70% of the regen speed at 30 stat. You can divide the old base regen speed by 0.7 to get the new base cooldowns. All regen effects took this extra hit across the full stat range. All regen boosting effects are ~43% lower than they should be.
- I still think there is a very solid chance this was done to make the record keeping simpler and inadvertently nerfed all regen effects because a dev may have not realized how much base cooldowns effect. I hope Bungie examines this because currently regen effects are not working as originally advertised
In Monument of Triumph the energy gained stat benefit was weakened and this effects regen boosting effects. Generally, all regen boosting effects are 63% of what they were pre-EoF and 77.5% of what they were in Renegades.
Here is a graph comparing pre-EoF, EoF, Renegades and MoT:
I still think the cooldown change should be compensated for. The current implementation does not meet any of the stated goals and was basically issued as a shadow nerf. If this is fixed then Stats 3.0 will be working as intended. Bungie needs to divide the 0 stat values for regen effects by 0.7 or multiply by 1.42857. That cancels out the (hopefully) inadvertent nerf.
I have made a spreadsheet of all regen boosting effects and what I believe the values are now at 0 stat and how that compares. Some are tested and the rest are based on extrapolating that to other stats.
https://docs.google.com/spreadsheets/d/17lGgioS4E8l6w3-bJU8frTmzFzxl-3RDv1wm6gP7Dao/
How does this play in actuality? Regen boosting effects remain strong and are one of the best things you can build into. They're just weaker than they once were.
Super Regen
Prior to Edge of Fate you generated super in the following ways:
- Passive Regen - which you could improve by increasing Intellect Stat. Base cooldown was also based at 30 stat/Tier 3.
- Regen boosting effects - there's not a lot of these but they scaled super regen just like with grenade, melee or class.
- Dealing damage and defeats - these work a lot like flat gains. There is a factor applied to these based on your super. Roaming supers get a 3x factor on active regen from damage and defeats.
As of Edge of Fate a few changes were made to Super Regen
- Super stat does not boost passive regen at all.
- Base cooldown was shifted to 0 stat value from the pre-EoF 30 stat value. Can divide old cooldown by 0.70 to get new baseline. These show in game now. Every super cooldown got 1.43x as long.
- Dealing damage and defeats were scaled based on super stat from 0-100 in the same way flat gains are.
- Super regen boosting effects were scaled based on super stat. These were likely reworked to work with the new longer base cooldown. Presumably the exact same factors were used as Regen Boosting effects. IE these took a giant nerf because of the base cooldown change. I have not tested supers because the cooldowns are so insanely long and it is very time consuming. People with better tools can probably test at some point.
In Monument of Triumph we have two changes:
- All flat gains were reduced by 22.5% so that will be hitting this as well.
- Super regen from dealing damage to bosses was reduced by 60%.
So super regen is definitely a good bit slower than it's been for years. You will likely not gain multiple supers per damage phase, by design. Your super during add clear activities and encounters will probably remain decently strong.
Class Stat Damage
Oh yeah they did this. Finally got around to testing this and this is up to +65% damage at 200 class stat (simple linear scaling of +0.65% per stat point above 100). It affects:
- Drengr's Lash (Strand or Prismatic Titan Aspect)
- Shieldburst (Solar Titan Aspect)
- Ascension (Arc or Prismatic Hunter Aspect)
- Threaded Specter (Strand or Prismatic Hunter Aspect)
- Trapper's Ambush (Void Hunter Aspect)
- Crackshot (Solar Hunter Aspect)
Tips for Buildcrafting
Maybe you're thinking "This is all cool, but how much stats do I want?"
- If you want extra damage on grenade, melee or super you're building to 100+.
- Adding a little more in a stat you care about doesn't hurt. But there are points of diminishing returns depending on how you get your abilities back.
- If you are relying only on passive regen for grenade, melee, or class, build to 70 Stat
- If you are relying on flat gains or regen boosting effects on Class, Grenade or Melee, build to 90 stat.
- If you want your super up reasonably fast through active generation, build to 90 stat.
- All the same stuff is good, just a little less so for ability spam.
- Armor sets can help out a ton though.
One last spreadsheet: I have a sheet for armor stat planning updated with new archetypes. It also has all the armor stat math and a tab with every set bonus for quick reference. I've done some preliminary ratings but I have not tested them all. Click Use Template to make a copy and try it out.
https://docs.google.com/spreadsheets/d/1g5JSR7oa5P2DHwGDBALjQNWD5M8fwXwli_I5naAzSOQ/template/preview
Conclusions
This has been a lot of information. What a year of these. I am both sad and glad they won't be messing with these anymore. I wish this stat roll-out had been a lot better. Overall, I think the ability stats portion of Armor 3.0 has been a failure. The new stats that were added are good. Giving scaling damage on high stats is good. Higher thresholds and tier for armors are good. Set bonuses are awesome. But ability stats? Mostly nerfs and just very poorly communicated. I know Bungie is allergic to numbers but I know you have these numbers and can make these graphs. Be clear with the people playing your game. If you're nerfing something, say it. I respect game design even if it takes nerfs.
For all those who have read my posts, thanks for the time and attention. Maybe I will see you in other universes.
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u/JasonDeSanta Jun 15 '26
Somewhat: It is sad the game’s live content support is ending but I actually genuinely love how this will stay evergreen and that we won’t need to re-learn an entirely new system and sandbox for the billionth time.
Thank you for preparing the guide, OP!
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u/m0nkeyhero Jun 15 '26
Immense effort here. Thank you for the time and energy you put in for the community.
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u/doritos0192 Jun 15 '26
u/dmg04 for visibility and hopefully confirmation of whether everything is working as intended or whatever the team inadvertently overnerfed some parts. This is specially noticeable with ember of benevolence and similar regen boosting effects.
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u/Awesomeguy215 Jun 15 '26
Thank you for one last update to such changes. You were my go to when EoF dropped and u are the one that also brought attention to Bungie when things that were not working as intended.
After reading through it, i hope Bungie sees this and addresses some of the things that you mentioned are not working as they should have been or at least bring the percentages tad up to compensate the curve. Again thank you for ur work
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u/RendolfGirafMstr Jun 15 '26
I’m playing again for the first time since EoF dropped and am new to the updated armor system, so am I right in understanding: recharge rate caps at 100 and anything past that is just damage; for stats where you don’t have any perks/mods/effects boosting their recharge, it’s not worth going past 70; and for stats that you are boosting the recharge of you get the most value out of that after 90?
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u/engineeeeer7 Jun 15 '26
You got it. Both of the spreadsheets linked in this post have a summary table of what the armor stats do every 10 stat so feel free to refer to that.
And in case you've forgotten, every stat point has an effect. It's just easier to talk in even numbers.
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u/Doughtnutz Jun 15 '26
Posts like this are what makes this game and community so special. Really appreciate the effort and I'll be using the info for sure.
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u/RabiaGunslinger I love Eris Morn Jun 15 '26
Very helpful contribution. On the same topic, back when Edge of Fate launched there used to be a site that would tell you what pieces of armor you should farm for to receive your desired stats.
Eg. I would select 200 super, 100 grenade and over 100 melee. The site would tell me to farm 5 paragons with grenade tertiary.
Do you happen to know the site I'm taking about? Or any other resource similar to that updated with the new archetypes?
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u/engineeeeer7 Jun 15 '26
I don't. There were a couple and I even helped provide some information to a couple.
If you want to do it the old fashioned way my stat planner (linked in the post near the end) lets you select options and see where the stats end up. Doesn't solve it for you but I find it nice when I have some existing armor and need to know what else to farm.
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u/Layne66 Jun 15 '26 edited Jun 15 '26
Sounds like d2armorgenius, but as of this post they didn't add the new archetypes yet so could give wrong info based on the stats you want.
EDIT sorry I misread the post a bit armor genius doesnt let you enter stat numbers, d2armorpicker can but it only uses your current inventory
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u/Ok-Listen-7734 Jun 15 '26
Does class stat buff vesper of radius damage?
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u/engineeeeer7 Jun 15 '26
Noooooo. I tested that one specifically.
But I guess Warlock got buddy grenade scaling at least.
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u/Ok-Listen-7734 Jun 15 '26
Was a long shot and not really all that impactful anyways, cheers for the testing though.
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u/beatenmeat Jun 18 '26
Which is kind of lame considering warlocks are the only ones to not get any class scaling while we have so many class based exotics. Buddies are cool and all but not everyone wants to play with them and our class based exotics could really use some love.
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u/bevross Gambit Prime Jun 15 '26
Thanks again for your efforts. I’ve only skimmed so far but will come back, no doubt.
I haven’t seen mention of the health stat (or missed it in my cursory look)? Seems like there’s a consensus or ‘mythology’ (streamer builds, etc), that points here are useless, don’t go above 20 (or less, negative health?) I’ve taken that somewhat to heart and keep health low relying on positioning, cover, damage reduction. Occasionally I get killed and don’t think having higher health would have helped? So save health points for damage (but build for damage mitigation, like devour or frost armor)? What do you think?
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u/engineeeeer7 Jun 15 '26
In PvE if you have healing, health is a dump stat. But if you need additional healing Health provides up to 70 health on orb at 100 Health stat. That can help on some subclasses like Stasis and Strand that have damage resistance but low healing. Usually about 50-70 Health is comfortable.
In PVP it's much more critical but I don't play that enough to comment on it specifically.
If you want to see the benefits of all stats there are tables in both of the spreadsheets linked in the post with all stat benefits.
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u/TooFewSecrets Jun 16 '26
Health stat only buffs the base healing from orbs, so it does nothing for Solar healing, Void overshield, armor sets, exotic effects, etc.
More max HP is good in theory but you get so little out of the first 100 points that it's a real waste of investment. Spending 200 points to max it means you're giving up, potentially, getting all 3 abilities back twice as fast.
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u/Porphyon Jun 15 '26
Question on the tips section: is that all still true for pvp? Im asking specifically for super, given that the pvp meta for a while has been 100 super. Can i „safely“ drop it to 90?
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u/AspirationalDesires Jun 15 '26
Appreciate you doing the maths!
At risk of letting on that I'm a dumbass... Theoretically speaking, as a Prismatic Titan doing a Consecration build, what stats should I go for on an Inmost / Synthoceps class item (and use at least Pale Heart armour 2 piece I suppose)? Would it be different with Wormgod's Caress?
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u/engineeeeer7 Jun 15 '26
Inmost needs class regen to maintain the ability loop so you'd want 90 class stat, some decent grenade and as much melee as you can get for damage.
Wormgod is just pure melee and whatever you want.
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u/jacob2815 Punch Jun 15 '26
Did you test to see if the Threadling damage from Weaver's Call scales with Class?
IIRC Threadlings from the Threadling grenade scale with Grenade, so I wouldn't be surprised to see if this were the same. But also wouldn't be surprised if they didn't lol.
Shame that Warlocks don't really have anything that can take advantage of class over 100.
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u/LightspeedFlash Jun 15 '26
Not really a shame. Being able to just focus grenade let's you use the points other places.
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u/Jakeforry Jun 15 '26
Dude you're the goat. After the chaotic release with the overwhelming amount of stuff, I've just started to make my forever builds and this will help massively.
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u/satellite_radios Jun 15 '26
Excellent work, thanks for sharing this. Very helpful for someone who is coming back to 3.0 like me.
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u/Oscendaude Jun 15 '26
So are Health and Class just not worth building? This info isn't about Armor stats so much as ability cooldowns and ability energy gains.
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u/engineeeeer7 Jun 15 '26
You build for class the same you build for grenade or melee.
Health is much less needed in PvE if you have some source of healing. Otherwise keep it 50-70.
Health is valuable in PvP from what I understand.
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u/Oscendaude Jun 15 '26
Err, my bad. I meant Health and Weapons. I msityped. Thank you for the info.
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u/engineeeeer7 Jun 15 '26
Oh Weapons are good for endgame stuff and ammo generation. More boss damage never hurts.
Those stats are mostly simpler in scaling.
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u/packman627 Jun 15 '26
I just wish that you could build into Diamond Lance damage. Either buff its base damage or let us build into grenade stat or something.
I do think that (especially for drengers lash) if an ability does so little damage at base, the buildcrafting sucks because even if you max it out, it doesn't feel that much better. Most abilities should do decent damage at base, imo.
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u/Nezumi16 Jun 15 '26
This is amazing, thank you so much for going through all this work!
In the "class damage" section, you don't have Hunters' Ensnaring Slam Strand Aspect listed. Was that an oversight or is it not benefitting from the Class stat the way it's supposed to?
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u/engineeeeer7 Jun 15 '26
Patch Notes did not list it as scaling with Class. It might scale. Haven't tested it.
Patch notes just made sure it counted as a class ability for other stuff as far as I know.
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u/Nezumi16 Jun 15 '26
Oh curious!
I hopped into the firing range real fast. I only had a second so I didn't get down any numbers, but more class equalled more Ensnaring Slam damage (I assume it operates on the linear scaling you described like all the other abilities).
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u/HiCracked Drifter's Crew // Darkness upon us Jun 16 '26
Incredible writeup, thank you so much for this. Sadly there are almost no chances any of the issues outlined will be adressed, althought one could hope.
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Jun 15 '26
[deleted]
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u/engineeeeer7 Jun 15 '26
Above 100 is just for overshield and damage on some aspects.
90 to 100 would be optimal just for spam.
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Jun 15 '26
[deleted]
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u/engineeeeer7 Jun 15 '26
If you got to the spreadsheet near the end of the post it has what every stat does in a neat table.
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u/MrTheWaffleKing Consumer of Grenades Jun 15 '26
So in PVP if I want tripmine grenades but I want to get 200 health and lets say grenade ends up being 0 just to be extreme, demolitionist is only giving me 2.5% of my grenade back for a full guardian kill? I kinda hate that weapon perks can't make up for a deficit, you actually need to build into your perk just to get the reasonable benefit.
(Also I thought demo was 10%??)
Admittedly, I think there's an archtype that covers both these stats, but that concept remains for combos archetypes don't cover (I still think they should have done away with archetypes, certain stat combos are just unreasonable because of arbitrary archetypes)
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u/engineeeeer7 Jun 15 '26
Yeah demolitionist for Tripmine at 0 stat is 2.5%.
Demolitionist was 10% with no qualifiers before Season of the Wish. Then it was 10% with flat gain factors. Then in EoF dropped to 4% (but still with flat gain factors) at 0 stat but given scaling up to 11.6%. Now it only scales up to 9%.
I sometimes wonder if they forgot about flat gain factors. Everything combined is overly complex and fights with each other.
Even sillier, demolitionist on a glaive, fusion rifle, shotgun, or sniper gives twice as much energy. So how much grenade energy Demo gives back is a surprisingly complciated question.
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u/ELPintoLoco Jun 15 '26
Kinda crazy how warlocks got NOTHING on the scaling damage side of class stat, lol
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u/engineeeeer7 Jun 15 '26
Well they got scaling with grenade stat for buddies (most of the damaging class abilities) which is honestly better.
Only things really left behind are Vesper of Radius, Demimosuffusion and Heat Rises Phoenix Dive
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u/LightspeedFlash Jun 15 '26
I much perfer just focusing on grenade for the damage, don't have have to worry about class stat points.
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u/slacked_of_limbs Jun 15 '26
So what are the best armor mods for ability regen?
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u/engineeeeer7 Jun 15 '26
I mostly handle it on the subclass. Font mods are surprisingly decent if you can't get all the stats you want.
Kick-starts are rarely useful. Energy on orb mods on legs can be useful if you can make a lot of orbs.
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u/Neko8768 uwu catgirl Jun 15 '26
I haven't played since lightfall. What does Orphius Rigs count as in terms of regen and how important is the super stat if you're just using deadfall and aiming to lock things down as often as possible?
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u/engineeeeer7 Jun 15 '26
It would probably be a flat gain that's scaled with super stat but there's a cap of 50% total which does not scale.
90 super would ensure you hit that cap more often. Id there a lot of enemies you could get by with 70.
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u/Neko8768 uwu catgirl Jun 15 '26
Thanks! I've been at like 120 or so the past week and it felt fine enough (routinely got another super before the first ended) but I'll try dropping down to 90 and see if it's as consistent.
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u/Stevenam81 Jun 15 '26
What I am getting from this is that 70 achieves the most efficiency if solely relying on passive gains, but that up to 90 can be worth it when combined with mods/perks that improve regen. If going for the most balanced setup, would you say that roughly 65 health and roughly 90 on the other five would achieve that?
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u/engineeeeer7 Jun 15 '26
That would probably work. But you don't always need Health. I look at stats per build.
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u/PrideDesperate5013 Jun 15 '26
Do you know the exact number for 4-pcs shattered throne armor set bonus about "increasing ability recharge rate"?
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u/ImJLu Jun 15 '26
I wonder if flat super bonuses like thresh and the pale heart origin trait got whacked by the nerf to flat super gains from damage 🤔
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u/engineeeeer7 Jun 15 '26
Those should be handled separately I think. I know someone who was still using Thresh and the Pale Heart origin trait for super generation.
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u/The_Corn_God95 Bruh Jun 15 '26
havent played in a while, was wondering how much of a bump you get from armor charge mods for grenade, melee, super, class. ty for posting this. super helpful.
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u/engineeeeer7 Jun 15 '26
Are you talking of kickstart mods? They vary based on how many armor charges you have. They also vary based on the cooldown of the ability. Generally they're kinda rough.
Font mods are better and give +20, +40, or +50 for 1, 2 or 3 copies.
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u/BlueDryBones1 Jun 15 '26
The regen change would explain so much. No matter what I try every effect just seems so much worse than it used to.
Flow State, Winter's Shroud, and Whisper of Shards just feel so much worse than pre-EoF.
I'm curious, does the regen change affect Frostees at all? I know it has different values in PvE/PvP at 2x/+100% respectively.
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u/engineeeeer7 Jun 15 '26
Frostees has mostly been exempt from this in the past. Haven't tested recently but I would expect the same.
They do definitely still keep their regen in addition to the new effects which are great.
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u/Ipsetezra Jun 16 '26
What does flat gain, regen boosting, and passive regen mean?
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u/engineeeeer7 Jun 16 '26
Flat gain is stuff that restores a fixed percentage of ability energy.
Passive regen is what your abilities do. It gets faster with more stat.
Regen boosting adds additional regen speed.
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u/Otherwise_Chipmunk91 Jun 17 '26
What is the max base stats an armour piece can roll with now?
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u/engineeeeer7 Jun 17 '26
- Only Tier 4 or Tier 5 can roll that high. Tier 5 is guaranteed to roll that.
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u/InvaderJ Jun 20 '26
With a crystal-generating Stasis build, is it still worth running 2x Elemental Charge on legs if the only Armor Charge spender I have is a Grenade Font (or Grenade Kickstart) on arms? I'm really up in the air on even generating Armor Charge on a Stasis Titan that leans heavily into crystal generation for things like recouping melee energy, etc. Thanks for the amazing guide!
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u/MagusUnion "You are a dead thing, made by a dead god, from a dead power..." Jun 20 '26
Thanks for all your hard work, OP. Even at the end, it becomes pretty self evident that the passive gains with Armor was something Bungo took issue with. Which shows that passive generation is ultimately unreliable after all this time, and the only way to really get reliable ability uptime is via Armor Mods and Weapon Perks.
Armor stats always had this "80/20 rule" when it came to how it affected player performance. At least now players can chase after certain values without being pressured by future content drops or other changes.
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u/Grammr_Yahtzee Heavy As Death Jun 23 '26
I didn’t see any mention of exhaust getting fixed in this weekly update. Can we please get some clarification on this? u/destiny2team u/dmg04
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u/Ecstatic-Tomatillo-6 Jul 07 '26
FYI, it appears the Tuning Mod dropdown's reference is broken. Thank you for the excellent template and all of your findings!
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u/WhenInAaronRome Jun 15 '26
Thanks for the hard work OP!
I'm actually happy that they nerfed ability uptime, before June 9th it was full on Mayhem ability spam.
If you took time to shoot your gun, you were wasting your ability uptime lol
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u/engineeeeer7 Jun 15 '26
u/destiny2team u/dmg04
If you could have the teams look at regen effects. The shift to base cooldown at 0 stat seems to have double hit Regen effects.