Uh wish I had an Anomaly leveled up more to test, do have my trusty Quickstep with Level 5 at 18% so will try it out there. My idea was for a red build switch to pistol throw assault turret and heal up, now this just went next level for sustainable heals.
This info really does change quite a few builds and creates new ones, think a ton of survival and faster utilities. Do not sleep on the changes, my Anomaly went from 2.0% to 18.0% but it goes to a new max of 196% (with 7 augments all Anomaly) healing from skill damage WTF. Forget repair drones, a striker drone will repair a ton more with Anomaly leveled up even a little bit. Official patch notes. I can see why they buff the Anomaly so high, if used on a non skill build and to be helpful this high percentage actually helps out players. Y8S1.3 Patch Notes Massive Augment Changes and More.
From Ubisoft website:
| Augment | Previous Level 1 | Previous Increase per Level | Previous Level 10 | New Level 1 | New Increase per Level | New Level 10 |
|---|---|---|---|---|---|---|
| Quantum | 1% | 0.20% | 2.80% | 1% | 0.40% | 4.60% |
| Amalgam | 0.50% | 0.20% | 2.30% | 1.60% | 0.30% | 4.30% |
| Anomaly | 2% | 0.30% | 4.70% | 10% | 2% | 28% |
| Synesthesia | 2.50% | 0.20% | 4.30% | 5% | 1% | 14% |
There is a small detail you need to pay attention to below, notice it says “At seven Level 10 Augments, the maximum total values are now”. So having one Augment leveled to 10 won’t give you these new maximums, your active weapon and 6 gear pieces make up the total shown if all prototypes. So you would need Anomaly on all 7 items to have 196%.
At seven Level 10 Augments, the maximum total values are now:
| Augment | Previous Maximum | New Maximum |
|---|---|---|
| Quantum | 19.60% | 32.20% |
| Amalgam | 16.10% | 30.10% |
| Anomaly | 32.90% | 196% |
| Synesthesia | 30.10% | 98% |