◈ROGUEPROTOCOLTHE DIVISION 2 / FIELD INTELLIGENCE OCT 15 EXPORT

← Division 2 Build Lab · RavenOps

ENTERING THE DARK ZONE

Same gear.
Different rules.

Your build changes when the enemy is another agent.
Equipment, Prototypes, skills and progression — with the mode rules that decide what carries over.

Explore the differences ↓
SOURCE-BOUND COMPARISONS/PvE → PvP
—comparison records
—changed declarations
—extracted game images
15 OCT2026local export snapshot

ITEM REVIEW · 28 OCT 2026

Mechanics beyond the tooltip.

The follow-up examines inherited implementations, active PvP replacements, recipient filters, timers, resets and the formulas that consume item bonuses. Open an item’s combat-mechanics panel for its findings and remaining boundaries. This is a client-source review; no new live-match tests were performed.

Source disagreements: review outcomes

The original 38 outcomes are followed by additional source questions found in this pass. Later publications can reconcile old values; a traced client branch can also establish the exported behavior while a published value or native result remains unresolved.

OFFICIAL RULE CHECK · UPDATED 28 OCT 2026

Published rules and supporting evidence.

Release notes, dated policy changes and player reports are graded separately from the datamine.

01 / CHECK THE RULESET FIRST

“PvP” is not one mode.

The export distinguishes these Dark Zone rules. The active zone schedule is a separate question.

Conflict & normalization

The visible Quickplay playlist declares normalization. Its configuration normalizes primary armor and weapon damage to level 40 / Orange quality; it does not blanket-delete every bonus attribute. Ubisoft’s last explicit Conflict rule disables Augments; Blackout DZ explicitly allows them with PvP-balanced values. The native activation selector is still undecoded. See the dated official rule check above. Inspect the mode evidence ↓

02 / PROTOTYPE EQUIPMENT

Follow every layer.

Primary stats, schematics and Augments have different rules. Check each layer instead of treating Prototype as one bonus.

PRIMARY ARMOR / WEAPON DAMAGE

Normalization can change the base.

When the normalized context is active, primary armor and weapon damage use the normalized item values. The settings keep actual primary rolls and do not normalize every bonus attribute.

SCHEMATIC ATTRIBUTES

52 pairs. The same declared values.

All 32 schematic records were checked. Their 52 explicit PvE/PvP attribute and tinkering pairs match in this snapshot. Matching schematic fields do not cancel separate primary-stat normalization.

AUGMENT TALENTS

9 Augments. Context-specific curves.

Every Augment has a separate scalar and curve declaration for a restricted DZ context. Official notes identify Blackout as the enabled PvP exception; the documented Conflict rule disables Augments.

03 / SYSTEMS & COMBAT

What changes around your gear.

Mode rules, progression, global damage, shields, ammunition and downed-state behavior.

04 / EQUIPMENT & SKILL COMPARISONS

The PvP difference.

Find your gear. Check what changes. Go in prepared.

↓ Download the data

Declared PvE Declared PvP / contextΔ marks a changed value

05 / EVIDENCE & COVERAGE

Open files.
Clear boundaries.

This guide combines a versioned client export with dated official publication checks. Datamine declarations, published rules and community reports are labeled separately; this is not a new live-server test.

Get the complete comparison dataset ↗
What is included?

What did the source audit verify?

What does “PvE baseline” mean?

For talents and sets, it is the default bonus list in the same declaration. Source descriptions can themselves be stale or inconsistent; separate behavior notes identify reviewed restrictions and disagreements. Skill tables compare the same tier and attribute ID. Formula records show the default formula and each PvP-related specialization, with its exact condition. They are not evaluated totals.

What is unresolved or outside this comparison?

Missing values are labeled, never assumed to be zero. This audit includes primary-stat normalization, Prototype schematics, Augment curves, Watch overrides, Overdrive exclusions, skill base values, skill tiers and weapon pipelines. All 1,985 exported skill graphs decode. Only specifically reviewed, attached branches establish the conditions described in the combat-mechanics panels and under Script changes. Decoding coverage is separate from item-mechanics review coverage. This does not prove live-server activation or every native engine rule. The Research updates filter contains the Memento loot and Prototype combat investigations. The official rule check clarifies published mode policies. Native activation-selector and loot-option implementations remain undecoded; the opposing-player trophy case has community support without a fresh controlled test. Conflict and Dark Zone rules should not be assumed identical. A record without a detected delta does not prove an item is unchanged in every context.

How can I verify a value?

Expand an item to see its source citation. Text stats have line references and, where available, attribute IDs. Binary findings cite graph scopes, node IDs and source hashes. The SHA-256 identifies the original source bytes. The public edition provides citation metadata; raw source files are retained in the local edition. Images resolve through exact item inheritance or numeric SpriteId equality in the source-declared game spritesheet. The recovered name hash is cross-checked against thousands of export references. Each mapped image exposes its path and mapping method. Talent symbols are labeled as symbols, rather than presented as item renders. Legacy and unlinked talent declarations are retained to keep the scan inspectable.