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The Division Weapon Dps Vs Dmg



The splash modifier is a number used for explosive weapons that do not connect directly with the target. Typically, an explosion deals its full damage at its center and half as much damage at the edge of the explosion's radius.




The Division Weapon Dps Vs Dmg



Some weapons can deal more than one damage type at once; for instance, the Cow Mangler 5000's charged shot deals both explosive damage (from the explosion itself) and fire damage (from the afterburn it inflicts).


The distance modifier is a number between 1.5 and 0.5 that sinusoidally decreases as the distance between the attacker and the target increases. At a range of 512 hammer units, the distance modifier is 1, so weapons do 100% of their base damage. At a range of 0 Hammer units, weapons deal 150% of their base damage, while at a distance of 1024 Hammer units or further, weapons deal only 50% of their base damage.


The distance modifier is altered for Rocket Launchers, Stickybomb Launchers (when detonated within 5 seconds), Syringe Guns, the Righteous Bison, the Dragon's Fury, and the Pomson 6000. When the distance used in the formula is less than 512 Hammer units, the damage ramp is flattened (shown by the maroon offshoot in the graph). As a result, at a distance of 0 Hammer units, Rocket Launchers deal only 125% of their base damage, and Stickybomb Launchers, Syringe Guns, the Righteous Bison, the Dragon's Fury, and the Pomson 6000 deal only 120% of their base damage. Conversely, the distance modifier for the Scout's primary weapons (excluding the Shortstop) is steepened at distances less than 512 Hammer units; at a distance of 0 Hammer units, these weapons deal 175% of their base damage. These weapons still use the normal ramp at distances greater than 512 Hammer units, and subsequently still have the same long-range damage reduction as other weapons.


Melee weapons, Flare Guns, Grenade Launchers (excluding the Loose Cannon), stickybombs launched more than 5 seconds ago, Sniper Rifles, the Huntsman, and the Flying Guillotine always have a distance modifier of 1, regardless of the actual distance to the target. Subsequently, these weapons will always deal the same amount of damage, regardless of distance to the target. The Crusader's Crossbow also has the same fixed distance modifier, but its actual base damage (not the distance modifier) also scales inversely with distance to target, resulting in it doing more damage as distance increases.


All weapons use a distance modifier of 1 for attacks against buildings; as a result, buildings always take the same damage from attacks, regardless of the distance between the building and the attacker.


On servers with the server cvar "tf_damage_disablespread" set to 0, the distance modifier for each attack is randomly adjusted by 102.4 Hammer units (shown in the graph around 512 units, as an example). This results in a 15% variance in damage, including with weapons that are normally unaffected by distance (such as melee weapons).


Both critical hits and mini-crits check to see if the final distance is greater than 512 units: if it is, then any damage lost is offset by an equal increase in damage. The end result is that the weapon does not lose damage due to the distance modifier when the player is more than 512 units away; if the attack were not a crit or mini-crit, the damage would continue to decrease out to 1024 units.


The extra damage added on by critical hits and mini-crits - including that from ramp-up or offsetting falloff - is of the "critical" type instead of the weapon's standard type (e.g. bullet or explosive). This affects the calculation of damage resistances.


Some have called The Division 2 one of the loot-n-shooter genre's very best titles, and - whether or not you agree - much of this success is down to the tight gunplay and diverse arsenal of guns and weapons to choose from. As you stalk the streets of Washington D.C., you know at all times that you're only as good as the two primary weapons and one sidearm you carry. Our The Division 2 weapons guide will walk you through how to get your choice of weaponry right first time, by walking you through the stats and behaviours of every single weapon you can find through every class tier level, from the common and worn all the way up to legendary Exotics like the Ruthless Rifle and the Lullaby Shotgun.


From in-depth stats and behaviours to explanations of the various Exotic weapons in The Division 2, we've got a lot to cover in this weapons guide. Feel free to use any of the links below to skip ahead to a section of your choosing.


The Division 2 weapon tiers and raritiesWeapon stats explainedNormalized DamageAccuracy vs StabilityDamage DropoffThe Division 2 weapon stats & detailsExotic weaponsAssault RiflesMarksman RiflesRiflesSMGsLMGsShotgunsPistols


The Division 2's weapons are not only sorted by type (Assault Rifle, SMG, etc.) but also by level and rarity. If you're just starting out, it probably won't take you too long to come across the same weapon in two different colours, one white and one green, or perhaps blue.


A higher level of the same weapon (i.e. Level 2 vs Level 1) increases the base damage of the weapon and also gives its class-based trait a boost (more on this later). But different colours don't just give stat boosts; higher tiers and rarities will also augment the weapon with one or more specific talents that could completely transform both the gun and your style of play. Take a look at the table below for the full details of what each tier will offer you.


Tier/RarityColourEffectWornWhite0 Talents, low statsStandardGreen0 Talents, mediocre statsSpecializedBlue1 Talent, increased statsSuperiorPurple2 Talents, high statsHigh-EndOrange3 Talents, excellent statsExoticRed/PeachUnique named weapons with unique Talents


The stats for each gun in The Division 2 can be a bit confusing and overwhelming at first glance, but things will become clear after a little time with the game. There are seven main values that you must pay attention to with each weapon: DMG (Damage), RPM (Rounds Per Minute), MAG (Magazine Size), Accuracy, Stability, Reload Time, and Damage Drop Off.


The Division 2 is a loot shooter, meaning you can loot better varieties of weapons as time goes on and you progress through the game. As mentioned previously, the same weapon at different levels will have different damage values. To balance things out for everyone in PvP zones, Ubisoft have implemented what is called "Normalized" damage stats, which makes it so that in these PvP areas each weapon has the same stats, regardless of your character's or weapon's quality or level. The stats are still affected by certain Gear and Weapon talents, but otherwise they're the same across the board.


They sound like very similar traits for a gun, don't they? In fact, just like in The Division 1, Accuracy and Stability mean different (albeit related) things. Stability controls the recoil of a weapon - how much it drifts and kicks both vertical and horizontally while you're firing. Accuracy, on the other hand, affects the size of your reticule and therefore the spread and literal accuracy of your shots.


Guns won't always fire exactly where you point them in The Division 2, particularly automatic weapons such as Assault Rifles, SMGs, and LMGs. As you're shooting an automatic weapon, you should pay attention to the white dot that appears for each shot within your reticule (shown above), always in a different place. This tells you exactly where your shot went. A higher Accuracy value will reduce the randomness of this dot's movements and help it fire closer to the centre of your reticule for longer.


Damage Dropoff is a very important state (well, set of stats, really) to pay attention to with each weapon. Each class of gun (Assault Rifle, Marksman Rifle, etc.) has a different optimum effective range, but each gun has a different damage dropoff, visualised by a graph in the weapon's stats which shows you exactly how the gun deals less damage the further away your target. Graphs with a very steep drop, such as the Double Barrel Shotgun, will have a very fixed limit on the effective range of their weapon, whereas a more gradual curve means you can still use the weapon at those longer distances - it just won't deal as much damage.


These Exotic weapons are designed to reflect your current level, and can be upgraded over time, so with due diligence regarding maintenance you can take an Exotic weapon with you from the start of your journey all the way into Endgame territory. So while their stats aren't always guaranteed to be above those of other weapons, they are designed to work in ways that other weapons cannot, and they have a much greater potential than other rarities of weapon. It's also worth noting that the Lullaby and Ruthless Exotic weapons are exclusive to the Capitol Defender pack, which you can read more about in Dave's The Division 2 preorder bonus item guide.


NameClass/TypeRPMMag SizeReload TimeRangeRuthlessExotic Rifle260302.5s10-60mTalents:Binary Trigger (this weapon is equipped with a binary trigger that fires on trigger pull and release)Brutality (while holstered, landing a shot has a 5% chance to deal +20% damage as explosive damage)MercilessExotic Rifle260302.5s10-60mTalents:Binary Trigger (this weapon is equipped with a binary trigger that fires on trigger pull and release)Guerilla Warfare (pulling the trigger fires primer rounds that stay embedded in an enemy. Releasing the trigger fires detonator rounds that detonate all primers on the enemy it hits. Each primer detonated gains +75% per primer detonated. Only one enemy can have primers and at most 5 primers can be embedded)Brutality (while holstered, landing a shot has a 5% chance to deal +20% damage as explosive damage)Lullaby


Submachine Guns, or SMGs, are lightweight and very nimble options for close- to mid-range combat. What sets them apart from the other classes is an ability to dish out a stupendous number of bullets in a short space of time while simultaneously offering you a stability that enables you to maybe actually hit with some of those bullets. They're a varied class and an excellent backup weapon to be paired with an Assault Rifle or Marksman Rifle, but be wary of its intense damage dropoff over longer distances. The class-specific trait for all SMGs is a bonus to Critical Hit chance. 2ff7e9595c


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