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Damage Calculator. Calculate your estimated bullet damage, burst damage and DPS. Microsoft excel for mac download free. If you are using the values from your ingame Character Stats screen, calculate your Base Damage roll using the Base Roll Calculator and leave the Firearms scaling at 0 and the Headshot base multiplier at 1. The Division 2 weapons come in many forms, but the best Division 2 weapons will combine not only some great stats, but great weapon talents, too. Below, you'll find a whopping rundown of all.
The purpose of this guide is to explain the relationship between Critical Chance and Critical Damage so you can gear your character more optimally.
This does not completely invalidate semi-automatic weapons because there will surely be difficult moments when you are rapidly firing at a rusher with a shotgun where you make use of most of the 300 RPM rate of fire. Even if you don’t fully benefit from the 300 RPM on your average firefight, it is still there when you need it most. The Division – here are the top five DPS weapons for PvE right now. The list of changes is too big, and it affects the majority of gameplay systems. Naturally, the gear and weapons previously thought to the best have changed. In the video above, Alex lists the top five DPS weapons for PvE now. The main thing you should look for in a PvE weapon is damage over time, and this list is mostly based around that. 1% Critical Chance = 10% Critical Damage. In a perfect world you want to have 10% Critical Damage for every 1% Critical Chance. You will quickly see from the table below that it is not possible to achieve these numbers in-game because Critical Damage is much harder to come by than Critical Chance.
Calculator
Xdv 360 software for mac. Use the calculator below to see how Critical Chance and Critical Damage compare for your current build. The results will allow you to compare items.
Example:
You have a Muzzle with +8% Critical Chance and you want to compare it to a muzzle with +38% Critical Damage.
Step 1: Input 20% Critical Chance and 200% Critical Damage (use your character stats)
Step 2: Results will show that 8% Critical Chance is equivalent to 80% Critical Damage
Conclusion: This means that the Muzzle with +8% Critical Chance will increase your DPS the most since the +38% Critical Damage Muzzle would need an additional 42% Critical Damage to be equivalent.
ENTER YOUR CHARACTER STATS | ||
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How Critical Chance and Critical Damage modify your DPS (easy math)
We will call [(Base 1DPS)*(Critical Chance) x (Critical Damage)] your “Extra DPS from critical hits”.
Sample calculation:
- 100k DPS
- 10% Critical Chance
- 100% Critical Damage
- (100k) x (0.1) x (1.0)
- Extra DPS from critical hits = 10k
The 10:1 ratio
Optimal DPS occurs when you add +10% Critical Damage for every +1% Critical Chance.
The chart below can help you see an example of the 10:1 ratio in action. On the left side of the chart you see that DPS is at a minimum when you have 0% Critical Chance and 600% Critical Damage – even though the Critical Damage is high there is no chance of a critical hit happening. Similarly, on the right side you can see that DPS is also at a minimum when you have 60% Critical Chance and 0% Critical Damage – because a critical hit holds no value when it occurs (even if it occurs frequently).
The maximum DPS occurs when Critical Damage is exactly 10 times greater than Critical Chance - at 300% Critical Damage and 30% Critical Chance.
*NOTE: This chart is not telling you to gear specifically for 30% Critical Damage and 300% Critical Chance! It is only telling you that 300% Critical Damage is optimal if you happen to have 30% Critical Chance. If you have 50% Critical Chance - 500% Critical Damage would be optimal. This chart is only showing you that DPS efficiency improves as you move closer to the 10:1 ratio.
When the player had exactly 10 times more Critical Damage than Critical Chance the extra DPS from critical hits was at its maximum. When the Ratio dropped to 9:1 or increased to 11:1 the DPS decreased.
The ideal ratio - 10:1
The table below shows you that adding +1% Critical Chance is equivalent to adding +10% Critical Damage. They both increase your DPS by 2k – but this equivalence only holds true when your overall character stats are balanced at the 10:1 ratio – meaning that you have 10 times more Critical Damage than Critical Chance.
When your stats are properly balanced 200% Crit DMG, 20% Crit Chance = 10:1 ratio.
DPS | Critical Chance | Critical Damage | Extra DPS | |
Base | 100k | 20% | 200% | 40k |
+1% Crit Chance | 100k | 21% | 200% | 42k |
+10% Crit Damage | 100k | 20% | 210% | 42k |
In a perfect world you want to have 10% Critical Damage for every 1% Critical Chance. You will quickly see from the table below that it is not possible to achieve these numbers in-game because Critical Damage is much harder to come by than Critical Chance. For example, a max rank Pulse gives you +40% Critical Chance but only +100% Critical Damage. To be more optimal for your DPS, Pulse would need to give you +400% Critical Damage instead of +100% to meet the 10:1 ratio.
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A character setup closer to reality may have you around +40% Critical Chance and +200% Critical Damage. This would put you at a 5:1 ratio in terms of Crit DMG/Crit Chance.
DPS | Critical Chance | Critical Damage | Extra DPS | |
Base | 100k | 40% | 200% | 80k |
+1% Crit Chance | 100k | 41% | 200% | 82k |
+5% Crit Damage | 100k | 40% | 205% | 82k |
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In this more realistic character setup, you only need 5% Critical Damage rather than 10% Critical Damage for the same DPS increase. This means that Critical Damage has become twice as effective (as it was previously) at increasing your DPS.
The 10:1 Optimal Ratio Table
The table below is a simple illustration of how much Critical Damage you would need depending upon your Critical Chance in order to be “optimal”.
Critical Chance | Critical Damage |
10% | 100% |
20% | 200% |
30% | 300% |
40% | 400% |
50% | 500% |
60% | 600% |
For simplicity we will say that the average player has around +15% Critical Chance on their character sheet which is then added to +40% Critical Chance from Pulse to achieve a total of +55% Critical Chance. This would mean that the player would need 550% Critical Damage to be optimal – but in reality this player likely has a little more than +100% Critical Damage on their character sheet with an addition +100% coming from Pulse which will lead to a total of +200% Critical Damage. This means that the player is +350% Critical Damage short of being “optimal”.
Critical Damage Is Better Than Critical Chance
The short supply of Critical Damage actually makes it much more valuable than Critical Chance in boosting your DPS. This leads to two very important questions:
- How much better is it?
- When do I choose Critical Chance over Critical Damage?
To answer these questions, we will use a sample character to do some simple calculations. We will compare the benefits of adding 5% Critical Chance to the benefit of adding 50% Critical Damage. If our sample character was maintaining the 10:1 ratio then these should each add the same amount of damage but since the character is out of balance and does not have enough Critical Damage to back up their Critical Chance, this leads to a disproportionate DPS increase from each stat.
How can this be applied in-game?
We have previously determined that players will benefit more from Critical Damage since they are severely lacking it – however there are still situations when Critical Chance will increase your DPS more because they give you so much of it for free. Here is a table with the most reliable sources of Critical Chance and Critical Damage.
Critical Chance | Critical Damage | ||
Vicious | 14% | Gloves | 39% |
Savage | 13% | Muzzle | 38% |
Fierce | 9% | Magazine | 38% |
Muzzle | 8% | Striker(5) | 30% |
Optic | 8% | Deadly | 28% |
Magazine | 8% | Backpack | 21% |
Gloves | 6.5% | Knee Pads | 21% |
Mask | 5.5% | Striker(3) | 20% |
Gear Mod | 1.5% |
Remember that 60% is the Critical Chance cap and if you are using Savage Gloves then you have +13% from the talent +6.5% from the stat that rolls on the gloves which adds up to 19.5% Critical Chance – add to this the 40% coming from pulse and you are already at 59.5% Critical Chance. This means that you should avoid all other sources of Critical Chance. Since the 60% Critical Chance cap is very easy to reach this means that Savage gloves are no longer a “required” part of you build and you can choose a 2-set bonus instead. This also means that you should try to get the Deadly weapon talent and you should focus on Critical Damage on your Muzzle/Magazine instead of Critical Chance.
If you don’t get perfect glove rolls and you have to choose between Critical Chance and Critical Damage which one should you choose?
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In the example below you will find that +6.5% Critical Chance adds 13k DPS while +39% Critical Damage adds 20k DPS. This is becasue the sample character used for the calculation is in need of Critical Damage because their stats are unbalanced (outside of a 10:1 ratio) similar to how an average player might be unbalanced.
Back To Weapon Guides
Tom Clancy's The Division is an a role-playing open-world third-person shooter game. The Game takes place in mid-crisis New York with much of a destructive environment which is free to explore. The players get confused with which weapon to gear up and what not to, that is why we made a Beginners Guide to help you understand the interesting mechanics and depth for each weapon in The Division.
Players who have had their hands on with the Beta must have known how the gameplay is and the environment mechanics inside and outside the Dark Zone. In this Article, we will be discussing the weapons, their types, items, gears and the attributes. So without any further ado, let's begin with the Beginners Guide.
How to Gear Up Weapons and Modding Beginners Tips
There are Three Primary Categories of Equable Gears and they are Weapons, Gear, and Their Appearance Cosmetic items.
Weapons
There are six Categories in Weapons and their Type can be seen on the Right-hand side in the information panel whenever you select the weapon. So Let's discuss the weapons types in detail.
Assault Rifles
These weapons are most effective like the start-up weapons with a medium-range with short control. They typically have three shots at a time and less effect for long range, but if you manage to control a single fire then you've some skills, dude. They are very effective at the close range and short kills. They also have to counteract recoil by moving your cursor down or sometimes left to right for different weapons(AK-47).
Sub Machine Guns(SMGs) - Close Range Murder
Do not use it for long range combat as they are very inaccurate. For Close range, these work best for their class. SMGs have pretty low recoils that anybody can sustain fires at close range.
Shotguns - Point Blank Burst
Shotguns are also very good with close range shots, but the only difference is that they achieve optimal damage. You can shoot at your enemies and see for yourself how this little Blank Burst works.
Light Machine Guns(LMGs) - Sustained Fire
These are good with the medium-range shots. Some LMGs which are more close to the Assault Rifles with a medium-range for DTS(Military L86 LSW). With much higher magazine capacity in LMGs are the M249 with hundred round. If you use this and sustain fire on the enemies which will force them to take cover then you will surely rule the ground.
Marksman Rifles - Snipe Key Target
An excellent long range weapon with big bonus ready shots(if you get the Headshot). There are two different types of Marksman Rifles - The One is Semi-automatic like the Sky which is quick and the other is the M44 - these reload after every shot which is accurate, but with slow fire rate. If you see any weapon has a number beside their name like MKS Scope (15X) then this weapon can be zoomed. You need to click the right mouse button to aim in and then press the middle mouse button or Tab to zoom. Any iso to dmg.
Side Arms - The Last Resort
These are the category of Pistols and side arms which have infinite ammo and they come handy when you run out of ammo for your primary weapons. The Ballistic shield can be very useful while using the Marksman Rifles and while reloading you can swap to your side arm and continue shooting. Mastercam x9 torrent crack.
Weapon Stats
Now that you know about each weapon category and how do they work, it's important to know which weapon to use for different battles. While you selecting the weapon you will see the info about the weapon on your right and you can see the damage value(DMG), Rounds per minute(RPM) and lastly the Magazine hold(MAG). Below you will have a graph about your weapon
- Accuracy - Impact of the Fire
- Reload Speed - How fast it reloads
- Range - Max Distance before the weapon is no longer effective(Optimal Damage)
- Stability - How hard is your weapon to control(Firing)
- Talents - Depends on the extra abilities on the weapons
Hint: To check you Optimal Damage of your weapon, Go to Character Page - Check for the currently equipped weapon you can see the Range will be displayed.
Item Rarity Graph
Sims 1 download free. Just like other RPG games, The Division has item rarity categorized in different colors. 3 idiots full movie download for mobile. See the graph below to know which item is highlighted in which color. High-End Items have more talents attached to them along with potentially higher damage values.
- White - Worn Items
- Green - Standard
- Blue - Specialist
- Purple - Superior
- Yellow/Orange - High-End
Defensive Gear
Let's take a look on the Armor Slots, there are mostly defensive bonuses added to them like reduce the damage from the upcoming fire. The Backpack you carry shows how many items you can carry and show the capacity as well. These backpacks can also help you with extra bonuses like skill cool down reduction or skill power. Gloves can provide you with the critical hit chances from an assault rifle.
Primary Attributes
![Division Division](/uploads/1/3/4/3/134349412/577516778.jpg)
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Gearing your character depends on you place your Primary Attributes. The Attributes are shown below each select for Primary DPS, Health, and Skill Power. https://refencaehis.tistory.com/8. Talking about the Primary DPS, they have the attribute of Firearms show how many damage each bullet deals while the Stamina increases your character's health and lastly the Electronic improves the power of your different ability.
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To know more click on the Ability Page and check out the listing for different attributes. For Gearing up properly you must purely focus on Stamina first, then the Firearms and lastly Electronics. If you have 40+ Armour on a chest isn't worth it if you're losing stamina and gain stability.
Modding Weapons
I agree every weapon has an awesomely great power, but if you want to evaluate the ability of these weapons then simply have a look at the DPS rating. Talking about the optimal conditions for the firing with SMGs with higher accuracy will have higher DPS rating, but must completely rely on that, focus on the Stability, Fire rate, damage, big magazines and so on.
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Hint: Take every weapon in the Division and use it for a while to Evaluate as per your need. Every Player has his own Skills to Evaluate.
Modes, on the Other hand, provides different bonuses to your weapon. For example AK-47 vs the ACR. If you use them you know there is a very strong vertical Straight climb from your fire for OCR while the AK move towards the vertical right in the sustained fire. So This explains you which modes you need in order to maintain the stability and range for every weapon. Hope you are now ready with the Gearing up and if you have any question then post them below in the comments section.