• 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.

List of best weapons mods for each weapon type

Status
Not open for further replies.

OlBoy88

Community Member
Hi guys, sorry if this has been asked before. I was wondering if someone could list what they think the best weapon mods are for each weapon type. I don't mean the talents you should aim to get on each mod (e.g critical hit, stability etc etc) , I mean the specific type of weapon mod to maximize your weapon's DPS (e.g flash hider, extended magazine etc etc). My knowledge of this kinda thing is rubbish so I'd appreciate the help! 

Cheers

 
Probably missing some stuff. I'm just brain dumping.. My opinions here. Others may vary

  • AR / SMG / LMG - Rate of Fire clips. The MP7 is an exception IMO because its ROF is already 1000 and it has a low clip.
  • All guns - Headshot and crit hit chance scope
  • Shotty / Sniper - Wep Dmg clip (or crit hit damage works.. don't use rate of fire unless SASG shotty)
  • Extended clips for pretty much everything
  • Grips: Accuracy / Stability
  • Muzzle: Accuracy / Crit hit dmg
  • Solo: + crit hit chance
  • Team: 20 crit hit chance total max. Lots of crit hit damage
Teams will run with a 4pc tac build so you will have max crit hit chance 24/7. If you run with a team exclusively like me, then none of my weapons have any +crit hit chance except for what comes with SMGs or if I couldn't find a better mod secondary stat. Solo builds will have to sacrifice extra bonuses on their weapons by putting lots in to +crit hit chance

 
Last edited by a moderator:
Hi guys, sorry if this has been asked before. I was wondering if someone could list what they think the best weapon mods are for each weapon type. I don't mean the talents you should aim to get on each mod (e.g critical hit, stability etc etc) , I mean the specific type of weapon mod to maximize your weapon's DPS (e.g flash hider, extended magazine etc etc). My knowledge of this kinda thing is rubbish so I'd appreciate the help! 

Cheers
You should be able to see on the available blueprints on what stat is guaranteed to roll on a mod and then there is the other slot that is random chance at to what you get and the percentage.

Extended mag gives you +mag size and then either crit chance, crit damage, weapon dmg, reload speed, or rate of fire.

Quick release mag gives you +reload speed and then a chance at the rest of the options.

That's how all the mods in the game work as far as I know so if you know you want 2 specific stats on a mod then find one that guarantees one of them you want and keep crafting or searching till you find a mod that has the 2nd stat you want.

Good Luck!

 
I've been using this:

http://m.imgur.com/jlhs0GM?r

It's by Datto, who did a lot of stuff in Destiny, but I will admit to not knowing exactly how accurate it is. I'm currently running a Navy MP5 N as my primary, and it's pretty much kitted out as suggested there (except for the Muzzle, which I haven't had any luck replacing). The thing melts enemies pretty well. I still need to get more gear to boost my offense, but that weapon does an amazing job, so that alone makes me think there's something to that list.

 
I prefer rof on my smg mag over any of his suggestions.
My point of view is that the SMGs already have excellent Rate of Fire stats, so while more isn't a bad thing, it isn't really needed. Plus, Rate of Fire means you burn through your magazine more quickly, so you reload more often. More reloads means less overall DPS, to my understanding. His suggestion of Mag Size means less reloading, while Weapon Damage increases the damage of each shot. In addition, most games calculate crit damage from base damage, so increasing the weapon damage also increases damage done on crits. So it's sort of like having Mag Size, Weapon Damage, and Crit Damage on a single mod. The suggestions make sense to me.

 
I have a 95% mag size mod on my smg, and find it makes a fantastic difference. Though, I'm far from being a gear aficionado, so..

What I was wondering about, is he has horizontal stability on the smg and not the lmg. I thought it would be the other way around, though I'm just going by the lateral "drift" you see as you shoot, so maybe there's something I don't appreciate there. 

 
Last edited by a moderator:
My point of view is that the SMGs already have excellent Rate of Fire stats, so while more isn't a bad thing, it isn't really needed. Plus, Rate of Fire means you burn through your magazine more quickly, so you reload more often. More reloads means less overall DPS, to my understanding. His suggestion of Mag Size means less reloading, while Weapon Damage increases the damage of each shot. In addition, most games calculate crit damage from base damage, so increasing the weapon damage also increases damage done on crits. So it's sort of like having Mag Size, Weapon Damage, and Crit Damage on a single mod. The suggestions make sense to me.
 I may have to try it out again, but i did prefer rof over the weapon dmg when i tested it out pre 1.1 patch. I typically put weapon dmg on my AR/LMG(since their base dmg is typically lower) or even my M1A if i have extra ones.

 
@OlBoy88 There's a couple things to consider when sifting through the info provided above 1.) are you able to use the weapon/weapon type the as effectively as the person offering the advice and 2.) weapons within a category can have a wide range of stats and need a varying set of mods. 

To my first point, I'm not always the best shot so I tend to mod my weapons to compensate for both the weapon and my deficiencies.  Bonuses to DMG and crit DMG are nice, but you need to make sure that you're hitting for those to be useful.  When you "spray and pray" you might look for increased ammo and reload speed so you can reload less often and do it faster.  If I'm able to reliably connect on my shots, I'll go for mods to buff damage, ammo capacity and range.  

For my second point, you can look at some of the "blanket" suggestions as to how you mod your guns, but you need to look at the stats of the weapons within that group and even sometimes within the same weapon.  I used to run a lightweight M4 and that AR needs mods to increase stability (it climbs up targets) and DMG, because it doesn't hit hard.  My black markert AK hits hard but needed horizontal and standard stability mods to keep it from jumping everywhere. Since it does a lot of damage, I was then able to supplement it with crit chance and DMG mods.  Also, some LMGs have small clips (AR size) and reload fast so increased clip size mods and stability mods are good while others have large clips and reload slow so increased reload speed and stability mods are good. 

So here's what I tend to do with my weapons:

AR: muzzles - crit chance & crit DMG, grips - stability (including horizontal), clips - weapon DMG 

SMG: optics - optimal range, muzzles - crit chance & crit DMG 

LMG: mags - reload speed, grips - stability & accuracy, muzzle - accuracy

Shotty: optics - optimal range, mags - reload speed & ammo capacity

Sniper: optics - headshot DMG, muzzle - crit chance & crit DMG

Note: I added the mod types after rereading the original post.  I'm looking for info that lists what type of mods (muzzle, optics, grip, etc) can offer what benefits to post with this.  

 
Last edited by a moderator:
Here's an article with suggestions by weapon type (like above) and it lists what type of benefits you can get from mods in each of the weapon locations.  

http://www.gamepur.com/guide/22389-division-how-mod-weapon-best-archetype-and-mod-attributes.html

You should also consider the talents on your weapons.  If the talent requires a crit or focuses on the first bullet, you'll want mods that increase crit chance or initial bullet stability.   Weapon talents would be another factor in whether the general mod suggestions for weapons in the same group and name would be the best fit.  

 
Last edited by a moderator:
Status
Not open for further replies.

Advertisements

Back
Top