• 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.

High GS Very bad stas - Help Please

Status
Not open for further replies.
My tri-shotty chick runs some sweet boomsticks: 229 M870 with self-preserved/vicious/sustained (110k DPS) and 229 SASG "da SAUSAGE"-12 with meticulous/responsive/deadly (163k DPS).  I run the 870 as the primary despite the lower DPS and smaller ammo load, but it does like 110k DMG per shot vs like 60ish (?) on the sausage.  

For gear she runs 4x LS, 229 vigorous chest and 229 sturdy holster.  It's nice to go all Doc Holiday and just roll down the street pumping out shotty rounds and only have like a 2 sec delay as you swap weapons.  Sometimes I even run in and dump two rounds from the sawed off into an enemy to start the party (182 Dbl Barrel Sawed Off with destructive/accurate/vicious).

 
Well, after a few days gathering new stuff tonight is a Recalibration night! lol  @RimBlock trouble I'm having is getting all things active with my build currently as well but it might be time to move to a different build completely from the more utilitarian one I have. 

That said, its still disconcerting to have 229 weapons drop with poor initial talents and very low base DPS. 
Fully agree on the quality of drops and their stats.  Most the 268 gear I get drops with stats under 700 and usually closer to 650 (when the upper range is around 758).  I have re-rolled the base stats on most of my gear rather than the bonuses.  For firearms, I am now thinking this may be the wrong direction.  An extra 50 firearms points may not give as much extra damage as a +30% + of crit damage, if you can prop it.  For stamina, a fairly small amount can have quite a big effect on toughness, especially if you have your armour at the 75% cap.

I have a few talents on weapons that I cannot prop as well, mainly due to the skill power requirement.  For those that need a high skill power and that I really would like, I would aim to roll them on the free slot if possible.

 
Last edited by a moderator:
An extra 50 firearms points may not give as much extra damage as a +30% + of crit damage
Trouble is that Crit damage is capped quite low (60% isnt it?) meaning if you add a pulse % (plus pulse bonus from gear set) plus a couple of other minor bonus' from weapon attachments (scope, magazines for example often roll Crit bonus') then you're already hitting the cap and you're gaining nothing from increasing crit % damage. Also % of CHANCE for crit is obviously capped as well so again you often hit that pretty easily. 

 
Yep true although I saw somewhere that pulse crit can breach the cap.  I have not tested myself though and this may have now been changed.  I also understood that multiple pulse can also stack beyond the cap.  Testing to prove is also required for that to be certain with the current game state though.

Changing crit for enemy armour damage (for PvE), damage / protection from elites or something else can also be more beneficial that 50 extra firearms as long as you have the base to satisfy you talents requirements.

The problem with building with crit as your goal is that there are different situations you can find yourself in and it is very hard to tune for all.  

  • Running with a random group (do they have pulse, is it good enough to hit the cap).
  • Running solo (can you hit the cap by yourself)
  • Running with a known group built for synergy.
Elite damage / Crit is better than firearms, IMO, as log as you can hit your firearms requirements for talents you want to prop for most cases.  50 points or so firearms does not make much difference to damage by itself.

 
If I remember right, only CHC was hard capped at 60% with 1.2.  That was because people were getting enough bonuses between weapons, mods, and pulse to autocrit (bonuses of 100%+).  So, since they capped it, that's why they change SMG bonus from CHC to CHD.  It makes sense to have over 100% bonus to DMG but not to chance.  

Considering that, if you are always running pulse, either you run it and have high enough electronics for it to recharge quickly, or someone in your group can do that, look at what the bonus is that the pulse gives to CHC.  If you're regularly getting say +30% from pulse, you really don't want more than +30% CHC because with pulse you'll hit the 60% cap and anything else will be wasted.  If you don't run pulse, remember to keep your bonus CHC on any weapon at 60% or less to avoid wasting stats.  

 
Status
Not open for further replies.

Advertisements

Back
Top