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Een vertaalprobleem melden
For Gunship: "20% increased armor repair per kill" - obviously good, since 20% of over 90k is quite a bit of extra HP per kill!
I think the 20% applies to the existing "armor repair per kill" stat on your installed armor piece, not directly to your armor. For example, armor with a 10% armor repair per kill stat, will now function as 12% with this passive, not 30% armor repair per kill. Essentially, it works like a 20% Repair Protocol catalyst.
For Sentinel: 15% increased shield hitpoints: this applies to the base shield value only, not the 276% multiplier. So for example, a 12.2k shield normally yields 45.8k total shield after Sentinel multiplier. Due to this, with this passive, it becomes only 47.6k instead of 52.5k (if the multiplier was applied).
Cheers!