Destiny Update 2.0.0

Player Character

  • Character Level Cap raised to 34 for all players

  • Your Character Level will be grandfathered into your highest possible Light Level from all gear in your inventory and vault

  • Character Level Cap will be increased to 40 on 9/15 (requires The Taken King)

  • Character Level and Light are now separate stats

  • Light is now calculated by the average of the Attack and Defense scores of all your gear

  • Weapons, Ghosts, Class Items, and Artifacts now all contribute to Light

  • Grimoire Score has been moved from the Character Nameplate and now displays in the Character Screen

  • Attack Power values on weapons and gear have been renormalized in preparation for the Taken King

  • Year 1 Attack and Defense values caps have been renormalized for Year 2 (previously 365 Attack is now 170 Attack)

  • All Defense values are now on the same scale as Attack

  • Weapon damage numbers and combatants have been scaled against renormalized Attack and Defense values

  • Outgoing and Incoming damage has been changed to reflect new Light system

  • Ability Damage is directly computed from your Light Score

  • Player Health is directly computed from your Light Score

  • Weapon Damage is heavily weighted by both your Light score and the Attack value of the weapon



  • Intellect, Strength, and Discipline now only change their effect in fixed tiers

  • Intellect, Strength, and Discipline stats now display their tier and the exact duration of the effect on the tooltip in the Character Screen

  • Orb generation is now capped to a maximum of 8 orbs at once when wearing exotic armor items that increase orb spawning rates

  • Increased Recovery stat time at low end by 1 second and Reduced high end reduced timer by 2 seconds. These were re-normalized Recovery stat effects to make a more compelling character stats choice

  • Pulse Grenades secondary effect distance are now globally 8 meters (Thermal and Void: 7 -> 8 meters, Arc: 9 -> 8 meters). Detonation distance still unchanged at 7 meters

  • Pulse Grenade fuse times have been reduced

  • Thermal Pulse (Incendiary Grenade) base detonation and damage have been increased to unify stats with other Pulse Grenades

  • Fixed an issue where perks that grant additional super energy for grenade kills did not work correctly in the Crucible



  • Line attacks (Fist of Havoc Shockwave and Arc Blade Razor’s Edge) can now no longer penetrate Ward of Dawn



  • Golden Gun Damage increased (350 -> 360) to ensure it consistently killed opponents in the Crucible


  • Arc Blade can now generate up to 6 Orbs when geared with exotic armor that increase orb spawning rates

  • Blink movement ability activation delay increased by 0.07 seconds (0.26 seconds to 0.33 seconds)

  • Blink movement ability visuals now changed to better telegraphing direction: clearer activation FX and trail FX

  • Blink Strike now does Arc Damage

  • Arc Bolt grenades (Thermal and Arc) damage reduced by 25% to 75 damage

  • Arc Bolt Range reduced by 11% to 8 meters

  • Flux Grenade tracking shape volume has been changed to reduce tracking aggressiveness



  • Armor Bonus perk "Strength of the Ram" (found on exotic helmet, The Ram) has been reduced (5->3)


  • Fixed an issue where Sunsingers who self-resurrected from Fireborn were given a free orb upon respawn

  • Fireborn Sunsingers must now successfully kill to spawn orbs


Read our detailed review of weapon change philosophies.

Auto Rifles

  • Base Damage increased across all archetypes

  • Damage Falloff now starts closer to the player to emphasize its role as a close range weapon

  • Base Stability reduced slightly. Landing consistent precision shots require more weapon control

  • Damage done against AI combatants increased by 30%

Pulse Rifles

  • All Stable (low recoil) Pulse Rifles (i.e., Hopscotch Pilgrim) now use "Medium" Rate-of-Fire base stats

  • "Medium" Pulse Rifle's Rate-of-Fire has slightly increased, but with base Damage reduced slightly (2.5%)

  • PVP: Bursts-to-kill (all precision hits) is 2 or 3, depending on victim’s Armor stat

  • Magazine Size increased on all base stats

  • Base Stability reduced slightly. Landing consistent precision shots require more weapon control

  • Damage done against AI combatants increased by 25%

Scout Rifles

  • Base Damage increased slightly for "Medium" to "High" Rate-of-Fire Scout Rifles. Small adjustment, does not change shots-per-kill in PVP against another Guardian with full health

  • Magazine Size increased on all base stats

  • Accuracy when firing from hip is reduced

  • Damage done against AI combatants increased by 5%

Hand Cannons

  • Damage Falloff distance has been reduced to be closer to the player to limit long range lethality

  • Accuracy while in Aim-Down-Sights reduced slightly, making long range snap-shooting less reliable

  • Accuracy when firing from hip is reduced

  • Magazine Size reduced on all base stat settings

  • Base Optics (zoom) reduced so Aiming Down Sights grants more width (in favor for depth)


  • Shotgun precision damage scalar grants 10% bonus damage (Was 25%)

  • Shot Package perk reduces the cone spread by 20% (was 50%)

  • Rangefinder perk adds a 10% base Range increase on zoom (was 20)

  • Damage done against AI combatants reduced by 45% ( 2.25-> 1.15)

  • Sniper Rifles