• Greetings, Agents! Welcome to the The Division Forums. It looks like you're looking forward to Tom Clancy's The Division 3, but haven't created an account yet. Why not take a minute to register for your own free account now? As a member you get free access to all of our forums and posts plus the ability to post your own messages, communicate directly with other members and much more.

Feq questions from a big fan

Status
Not open for further replies.

toeftoef45

New member
Hello,

I am a big fan of the divison. Been busy for 7 days play-time to figure the most of the game out myself. But after some research on the web I still have a few questions. Maybe you can help me;

Question 1;

I have Vectop ACP level 182 and just bought this week a Vectop ACP level 204 for 800 phoenix credits. My 182 Vectop has some talents (critical hit damge +265 / precision +46%). My level 204 has talents (more headshot damage for some seconds, precisions and one other). Damage is 13.1 (level 182) and 13.2 (level 204). DPS is about the same, but I believe my level 182 Vector is giving me more actuall damage. Is my level 182 then the better gun for me? So I just wasted 800 phoenix credits on a gun which didn't improve my stats? What is the purpose on the levelscore of a weapon then?

Question 2;

I keep on changing my gear sets and wearables. If I pop my Health by 10.000 my armor goes down from 54% to 44%. Can someone please give me some minimum requirements to finish incursions on challenging? I now have DPS 160.000 (can max it to 250.000 if I would), health around 70.000 and some 46% armor. My gun does around 12.2 damage, critical hit damage is 140%, critical hit chance is 42%.

And if someone will help me complete incursions on challenging this evening please add me to your friendlist. Username = toeftoef45 and I will be online in over 5 hours (19:00 Holland time)

Question 3;

I pay with three sentry's and three strikers. You guys think this is a good set? Or should I play with something like 4 strikers / 2 nomad? I like a stable character. Don't have to do many damage, but certainly should not die to soon.

Question 4;

Sometimes in the dark zone some other players will kill me with 4/5 shots? what kind of gun do they have?

And sometimes I waste my whole magazine on some guy and he just wouldn't die, even tough he is nog using survival link. What is a good minimum health / armor % for dark zone if you are planning to go rogue and you won't die very soon.

Thanks for all the answers in advance!

 
1) It sounds like the additional Crit DMG you have on your 182 Vector makes it a weapon that is better than the 204 one in the BoO. Gear score means little to nothing in this game at this time if it means you have to gear out in items that actually make you a worse player than forget it. All it is, is a number next to your name. Don't sacrifice DMG/Health for a higher gear score number period. The higher gear score items do give you a higher range of what you can POTENTIALLY roll on the blue prints so that is the purpose of them, that is why it is always better to buy the blueprint vs. just a pre-rolled weapon or gear item. 

2) I currently run at 95K health and 65% mitigation and I just BARELY survive the one hit from the Snipers and Shotgun NPCs in the Challenging mode incursion. So if you are looking for a min. number you really want to aim for 65% armor. At 160k DPS and 70k health you will need a strong group of guys to be able to get through it. I'd recommend the mobile cover / smart cover strategy as you will find your self downed early and often at those numbers. No offense. 

3) I think the best setup after the 1.2 patch will be a 3 piece Striker and 2 piece Sentry for the 50% crit dmg and the 30% head shot bonus. Use just regular HE gloves (preferably gear score 204) with the savage talent for the additional 14% crit chance. 

4) Again it all depends on the gear and weapons they are using, however, if you are running in the DZ with 45%-55% armor most weapons will shred you at only 70k health. A couple of head shots from an M1A will drop you in less than 1 second if you are standing still or if you are up against a highly skilled player with a marksman rifle. When you are firing an entire mag at an agent it is because they are running some where around 100k health and 65% mitigation and honestly your build just isn't doing enough damage to them before they can hit a heal. Again you really want to get as close to the current cap as possible which is 65% armor in order to effectively run in the DZ if you plan on going Rogue or hunting Rogue agents. If you're not there just forget about it as you will get melted QUICKLY. 

 
Hello,

I am a big fan of the divison. Been busy for 7 days play-time to figure the most of the game out myself. But after some research on the web I still have a few questions. Maybe you can help me;

Question 1;

I have Vectop ACP level 182 and just bought this week a Vectop ACP level 204 for 800 phoenix credits. My 182 Vectop has some talents (critical hit damge +265 / precision +46%). My level 204 has talents (more headshot damage for some seconds, precisions and one other). Damage is 13.1 (level 182) and 13.2 (level 204). DPS is about the same, but I believe my level 182 Vector is giving me more actuall damage. Is my level 182 then the better gun for me? So I just wasted 800 phoenix credits on a gun which didn't improve my stats? What is the purpose on the levelscore of a weapon then?
It depends on what stats you've already boosted. For weapons, the "more is better" rule applies, which simply states that for stats that multiply your base damage (or other stats), you get a higher return per % the more % you have. If you have a ton of +crit damage already, the 182 is likely your better option. If you have more headshot, the 204 is likely better.

A single weapon alone won't change your output too drastically. The gearscore levels are designed so that the previous level with a really good roll can beat or match the next level with a medium or lower roll. The 204 Vector in the base is an example of a medium/low rolled 204 weapon. Your 182 sounds like a medium/high. Those would be nearly equal. If you come across a vector at 204 with high rolls, your 182 would absolutely lose.

Question 2;

I keep on changing my gear sets and wearables. If I pop my Health by 10.000 my armor goes down from 54% to 44%. Can someone please give me some minimum requirements to finish incursions on challenging? I now have DPS 160.000 (can max it to 250.000 if I would), health around 70.000 and some 46% armor. My gun does around 12.2 damage, critical hit damage is 140%, critical hit chance is 42%.

And if someone will help me complete incursions on challenging this evening please add me to your friendlist. Username = toeftoef45 and I will be online in over 5 hours (19:00 Holland time)
Surviving the challenge mode is the most essential thing. As such, get your armor over 60%, your health at 75-85k minimum, but DPS is trickier. The calculations used to project the DPS stat are horribly flawed, and often return inaccurate results. As such, I usually recommend "field testing" builds for damage rather than just going by the stat. The incursion on challenge mode is ALL elite enemies, and all at maxed level, so I recommend finding a tank type elite (like Animal or Cannibal in the dark zone) and seeing how many mags it takes you to drop him. If the answer is more than 1 1/2, you need more damage to really be effective in the incursion. You could certainly run it with low stats, but you'll be being carried through, not running.

There's almost always someone looking for teams for incursion or clans in game here, for group finding, try:

http://www.thedivisionforums.com/forum/35-playstation-4/

...and for clans, try:

http://www.thedivisionforums.com/gc/cat/1-the-division-clans/

Question 3;

I pay with three sentry's and three strikers. You guys think this is a good set? Or should I play with something like 4 strikers / 2 nomad? I like a stable character. Don't have to do many damage, but certainly should not die to soon.
3/3 sentry/strikers is an awesome build for PvE, IF you get pieces that boost its bonus stats innately. The sets already give bonus boosts to enemy armor damage, crit damage, elite damage, and headshot damage, so focus your gear/weapon stats on boosting those further. You're looking for enough boost to get each to the following:

Crit damage - 150%+

Elite damage - 50%+

Armor damage - 50%+

Headshot damage -150%+

Obviously, the higher you can take each the better, but you'll be very effective against CM incursion npcs using those as a minimum. If you have issues hitting headshots, substitute more critical damage in place of headshot.

Again, 75-85k health is a workable minimum, but your armor needs work, badly. Try to max it out.

Question 4;

Sometimes in the dark zone some other players will kill me with 4/5 shots? what kind of gun do they have?

And sometimes I waste my whole magazine on some guy and he just wouldn't die, even tough he is nog using survival link. What is a good minimum health / armor % for dark zone if you are planning to go rogue and you won't die very soon.
They're likely using a marksman rifle, though with your armor being low, it could be anything really.

That guy that won't die is a great example of why high/maxed armor is important. The other issue is your build. 3/3 isn't a good setup against players, as it focuses on killing npcs only. For players, you'll need to remove the elite damage/armor damage and focus solely on headshot/critical damage. If you're solo, you'll need a high critical chance % as well. Alternately, try an electronics build with a BFB sticky bomb for near instant kills against players.

As for health and armor, more is always better...push them to high or maxed.

 
Status
Not open for further replies.

Advertisements

Back
Top