Level 30 in The Division is the last Character level a player can reach. As You Max to level 30 the Dark Zone mechanics will change and will have no level-segments which mean the area will be repopulated with new enemies with higher challenges and danger. This Guide will help you build the best and the highest weapon DPS to take on and rule in the Division.
Now as you know that Level 30 is maxed and every player is going to reach there someday as it takes hardly 15 hours of gameplay to reach there. It’s better to gear up with getting stronger by increasing the Total Gear score. Visit the Dark Zone Vendors to grab the Top order equipment, but for that, you also need Phoenix Credits. Thanks to one of the Youtuber, Here is how you will upgrade your DPS to the Highest Level and don’t forget to check our The Division Wiki Guide.
How to Get Highest DPS Build
Are you been be hunted down continuously with those high-end weapons? You don’t have to worry no more as this guide will help you create and use on big high DPS Weapon, be it PVP or PVE content, damage and survivability will be a must. So let check out the requirements for a High DPS weapon.
Mar 14, 2019 As previously mentioned in our Division 2 Beginner’s Guide, The Weapon Mod system in The Division 2 is quite easy to learn because once you’ve crafted a certain Weapon Mod you’ll have it for the whole duration of your playthrough. Weapons can have several different attachments: Scopes, Muzzles, Underbarrels and Magazines. Oct 23, 2019 Second, saying the sky is falling because of them adding a bar to gear so that you can quickly see how good or how bad the roll is super off topic of the original post which is just a chart I posted showing the max min stats on items because there is no current way of knowing in-game. Division 2 Max/Min Roll Stats – TU7 Updated. If you’re still confused with all values related to the division gear, you can check our tables below in order to help you keep the best gear possible.
Weapon To Use
Get an SMG that’s it, regardless of which one you just get it. SMGs are one of the Top Tier DPS weapons which also has a very good accuracy and weapon mods with awesome perks.
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Mods To Attach
Without any doubt, the Magazine mods are the main reason to increase your DPS drastically. So you better get an increased magazine size along with increased rate of fire as your secondary perk. If you are the Crafting guy then go for Extended Magazine Blueprint to increase your chances of giving headshots and for the rest, you can apply Either Critical Hit Damage or Critical Hit Chance.
Armor
![Divison Divison](https://mydivision.net/wp-content/uploads/2019/10/20191014.jpg)
The Gloves play an important role as an armor piece as they are able to roll base weapons damage by adding +350 damage to your gun which is the max any armor can offer. Other Armor piece and perks can focus on the critical hit damage more than the critical hit chances. Second is Mask, with Refreshed – Healing skills increased by 30% while in the last segment of hp or Rehabilitated – When under a status affect health regenerated 2% per second.
Abilities and Talents
Skills:
Support Station(Ammo Cache Mod)
Gives Faster Skill Recovery and Ammo
Max Weapon Dmg Mod Roll Division 2 Download
![Weapon Weapon](/uploads/1/2/5/3/125388592/807954490.jpg)
Smart Cover(Recharger Mod)
This gives damage reduction and increased damage on the area of cover you use it on. If multiple people in the group use it on the same area of cover, the damage reduction and increased damage for each mod on the cover.
Recovery Link(Heal)
Can Help you Team survive in both PvE and PvP, but the situations can be synergy, it doesn’t compare to others.
Tactical Link(Damage Buff)
This is the DPS King, if you mix this with your critical focused build then you will start playing like a pro.
Survivor Link(Damage Reduction)
This can reduce 80% damage which is insanely strong all you have to do is sit in the middle of the Shotguns and yet come out alive. This Skill is recommended if you want to survive as a Rogue player.
Talents:
Steady Hands:
This will increase your overall DPS and reduced recoil when you take cover which makes it easier to take Headshots and double the damage.
On the Move:
Reduces 30% of the incoming damage after killing the enemies. This talent is mostly used by the flanking players.
Precision:
Helps you keep your DPS sky high and increase the Headshot ‘Pulse’ Enemies.
One is None:
Headshot will have 50% chance of not consuming the bullet.
Apr 06, 2017 - When you see totem spawn he will cast in next few seconds. Leave totem until after you interrupt him Use conflag macro to kill totem.-Fear his earthquake asap! Don't let him spawn any eggs. They can be killed with ease, but why waste time and dmg if you can easily prevent them from spawning. Jormgar will burrow underground and it is crucial that you dodge his trail, if Jormgar does manage do hit you, you will be stunned briefly and receive a large amount of damage. During earthquake it is essential you break Jormgar's% dmg stacks by running him through a stalactite on the ground. Aug 31, 2018 Totems also let you move while you DPS, so you can dodge and reposition without losing damage uptime. Totems can Block & Tank: Totems do a fair ammount of tanking for you, especially in doorways and 'initial contact' where they will draw the initial stack of damage from a large group of mobs. What totem let you dodge fall dmg download.
Just Keep the major focus on the Magazine and you are ready to be Pro. Check out the Video Below to know more about the High DPS Build.
This is an attempt to consolidate the 1.6 hard and soft caps. I know The Division Gear Attribute sheet linked in the sticky at the top of the page has the stat rolls and ranges so I used that as a start. I’m more concerned about the invisible non-advertised walls or diminishing returns points, but I also wanted a one-stop reference for theoretical max values between guns gear, mods, and talents. Please chime in if I’m wrong, specifically if there are hard caps I’m missing as those are not always apparent. As well as if there are some that are missing and you would find them useful.
Hard Caps – Any value above this is lost or wasted
- Critical hit chance 60% .
- Skill haste 50%
- Gear 25%, 15% Gear mods, 15% Tacticians, (15% Rapid – Healing skills only, still bound to the 50% cap)
- All damage resist 60%
- Ballistic Shield 10%, Battle Buddy 30%, On the move 15%, Critical Save 20%, Booster shot 7.5%, Evasive Action 30%,
- Smart cover 100k=XX%, 200k=XX%, 300k=XX%, 400k=30.5%, 450k=33.3% (Not including +12% mods)
Achievable Values not subject to caps but limited by Gear/Gear Mods/Guns mods/Weapon Talents
- Critical Hit Damage 205.4% (145 %+ 60.4% pulse) (35% Gear, 65.5% Gun Mods, 15% Deadly, 20% Deadeye, mystery 10%?)(A few pulse examples are listed at their skill values: 100K =XX% CHD, 200K = XX%, 330K =38.1%, 400k=53.5 450K = 60.4%)
- Damage to Elites 48.5% (26% gear 10% Ferocious, 12.5% Purple Mods)
- Protection from Elites 36% (6% Gear, 15% D3-FNC, 15% Final Measure)
- Enemy Armor Damage 74% (26% Gear, 23% Assault Rifle, 15% Destructive, 10% Striker)
- Exotic Damage Resilience 67.5% (30% Gear, 12.5% Mods, 25% Final Measure)
- Ammo Capacity 272% (112% Gear, 100% Lone Star, 60% Superior Mods)
- Reload Speed 117% (20.5% Gear, 25% Swift, 10% Predator, 62% Weapon Mods)(Not accounting for Hurried 10% per Crit to a minimum 1 sec reload, this 1 sec may be a hard cap, need to verify)
- Health on Kill 36% (15% Gear, 6% Sustain, 15% Nomad)(Predatory 1.75% for 20 seconds not accounted for)
- Stability 78.5% (16.5% Gear, 20 striker, 42% Weapon mods)
- Headshot damage 241% (Sniper 172%, 37% Weapon mods, 12% Brutal, 10% Hunters Faith, 10% Sentry)(Not taking into account free republic as its a bit too infrequent to count)(Stopping power talent is an additional not included source of 25% HSD, as a multiplicative talent its % is much stronger in practice)
Stat Value Returns
- Skillpower does have diminishing returns past 450k
- Firearms is tricky, I had to phone a friend for the graph here thanks /u/Chpgmr , and then another /u/Renimalt to break it and its formula down for me. Final answer: linear damage returns . The formula roughly works out to what’s below, each guns scaling can be found here :
Let:
Unanswered questions or unverified rumors
- Headshot Damage diminishing returns, I’ve heard it exists but never seen anyone draw a line in the sand at where it starts, or what it looks like.
- Current Max armor value: XX% (XX% Gear, +10% Robust/Barrett’s, +15% Sturdy)
- Doesn’t really apply to caps per say, but a definitive list of what Talents are additive, and which if any that remain are multiplicative as well as how they apply to the per shot damage formula would be useful to include.