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)

Apr 09, 2019  What the Max Gear Score Is in The Division 2. Last Updated: April 9, 2019. As you’ve likely already picked up on while playing The Division 2, each piece of gear you collect along the way has a. Weapons can be equipped with modifications that are nothing else than items. The number of modifications that can be attached is based on the number of mod slots the weapon has, which in turn depends on the weapon’s archetype, item level and rarity level.

Stat Value Returns

  • Our best builds guide for The Division 2 will give you the weapons, mods, and other specs for the best builds in the game. The time to reach max weapon damage is reduced whenever a shot does not kill an enemy it hits”. Nemesis means “Aiming at an enemy marks them as your nemesis for 15 seconds, letting you see them through walls.
  • Jan 03, 2018  the division - the real way to mod your weapon in patch 1.8! The real way to mod your weapon in patch 1.8! Get max damage with any gun can we try to hit 500 likes? The division l 31.9k dmg.
  • Weapon Mods in The Division can be added to Weapons or changed to improve or add new effects. They have different qualities: Worn, Standard, Specialized, Superior and High-End. These qualities not only increase the effect of the Attributes found on the Weapon.
  • Jun 17, 2019  The Basics of The Division 2 Loadouts. Individual pieces of gear often lend themselves to specific playstyles in The Division 2, and if you combine powerful loot in the right ways you can create a character that excels in a particular role. Thanks to talents and bonuses, gear can either boost your damage, skill power, or defense, in addition to the item’s main function.
  • 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 :

Jun 12, 2016  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 dont 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 y.

Max Weapon Dmg Mod Roll Division 2 1

Let:

Unanswered questions or unverified rumors

Max Weapon Dmg Mod Roll Divison 2

Max Weapon Dmg Mod Roll Division 2 Free

  • 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.

Max Weapon Dmg Mod Roll Division 2 Download