Berserk: 10% WDMG for every 20% max armor depleted.
Requires 11 or more red (Shotgun, SMG or AR)
(DZ Normalized you gain 5% WDMG for 20% armor)
Unbreakable: 70% of max armor is repaired when armor is depleted. Armorkit not consumer within 7s.
Requires 11 or more blue (No other active armor talents)
(DZ Normalized max armor repaired is 25%)
Frenzy: Reloading from empty grants 20% WDMG and 15% ROF for 3s.
Requires 4 or less blue
Clutch: Crits restore 20% HP and 1% armor.
Requires: AR/SMG/LMG
Patience: After being in cover for 5s armor repairs by 5% every 1s.
Requires 9 or more blue
Safeguard: Killing a target grants a 50% bonus to repairing and healing effects for 5s.
Requires 4 or less red
Footnote; The cooldown before it can trigger again is still the same it seems between 15 and 20s
Bloodsucker: Depleting enemy armor adds a stack of 25% bonus armor for 10s. Max stack is 6.
Requires 11 or more blue
Surgical: 5% CHC - u/abtei
Spike: Headshot kills grant 35% skill damage for 20s.
Requires 5 or more yellow
Unhinged: 20% weapon damage at the cost of 25% weapon handling.
Strained: 5% CHD for every 10% armor depleted.
Requires 5 or less red
Spotter: 20% WDMG to pulsed enemies.
Requires 5 or more yellow
Preservation: Killing an enemy repairs 10% armor over 5s. Headshot kills improves the repair. - u/eX1D
Requires 7 or more blue
Reformation: Headshot kills increase skill repair and healing by 50% for 20s. - u/eX1D
Requires 9 or more yellow
Entrench: Headshots from cover repair 10% of your armor. - u/Vaetherian
Requires: Rifle/MMR
Re-calibration Score have showed up, goes from +1 to +100 calscore. Does not seem to grant gear score increase anymore.
Score seems to reflect the item stat values out of max possible roll with +100 calscore being max possible roll/cap.
It seems like we can roll stats now a lot higher then before (e.g. 5% AR damage on gloves - which was max. before - can now go up to 10%) - u/AlmightySven
Dark Zone Normalization is changed. You seem to have more armor/HP but weapon damage is low(?).
Absorb drone can only take a fixed amount of damage before it gets destroyed if shooting a player.
Currently it seems the drone "soaks" the bullet damage onto itself and once you effectively pass the drones HP it get's destroyed.