• Mar 25, 2019 Our Division 2 In-depth Damage, DPS and DPM Calculator was made to make theorycrafting new builds much easier. By filling in fields with the values that can be found on your character’s inventory screen in game, you’ll be able to find out your Average DPS, DPM and even Burst Damage!
  • With the formula provided in the last section, Dmg (succ) CrtD can be answered for any case by simply entering the critical chance, critical severity and bonus damage of a build. But since most bonus damage buffs come from active abilities, the available bonus damage.

Critical hit damage and chance in Tom Clancy’s The Division 2 are something that players look to increase as they further along with the game. While many will see weapon damage of import, as it is, critical hit damage and chance increases a players’ chance of sending out harder hits towards enemies. 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.

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.

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.

The division max crit dmg 2

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

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

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.

The Division Max Crit Dmg 1

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:

Crit

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.

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.

Hello everyone!

In this post, we discuss whether [Dmg] or [CrtD] is the better weapon modifier for DPS runs. Besides answering this question for high end ISA runs, we also explain which parameter affect the performance of both modifier and under which conditions one is better than the other. [Dmg] outperforms [CrtD] for short high end ISA runs. We also recommend it, as it might be the more future-proof option considering future powercreep.

Approach

First, we want to show which parameters affect the [Dmg] and [CrtD] modifier and then explain which conditions have to be true that one modifier is better than the other. The following calculation applies to both ground and space combat.
For that, we take a look how the damage is calculated:

All base damage buffs are summed up and also all bonus damage buffs are summed up separately. Both sums are then multiplied with each other and with the product of all final multipliers. This means that base and bonus damage buffs are additive whereas final multiplier are multiplicative.

The [Dmg] modifier is a 1.03 final multiplier and [CrtD] is a 0.2 (20%) bonus damage buff applied on a critical hit. In the following, (c_h) refers to the critical hit chance, (c_d) the critical severity and (d_s), (d_b), (d_f) to base, bonus and final damage respectively. The average damage of a weapon including critical hits can be calculated as follows:

(mathcal{D}(c_h, c_d, d_s, d_b, d_f) = c_h((1+d_s)(1+d_b+c_d)*d_f) + (1-c_h)((1+d_s)(1+d_b)d_f) tag{1})

Using term 1, we can directly compare [Dmg] and [CrtD]. [Dmg] leads to a higher average damage than [CrtD] (=: [Dmg] (succ) [CrtD] ) if and only if

(mathcal{D}(c_h, c_d, d_s, d_b, d_f*1.03^N) > mathcal{D}(c_h, c_d+0.2N, d_s, d_b, d_f) )

where (N) is the number of modifiers to compare. Written out, the inequation looks as follows.

( 1.03^N( c_h(1+d_s)(1+d_b+c_d)d_f + (1-c_h)(1+d_s)(1+d_b)d_f))
(>)
(c_hd_f(1+d_s)(1+d_b+c_d+0.2N) + (1-c_h)(1+d_s)(1+d_b)d_f )

which can be reduced by dividing both terms by (d_f(1+d_s)) (because (d_f > 0), (d_s geq 0)) and applying further transformations ((N > 0), (c_h > 0)):
( (1 + c_hc_d + d_b)/c_h > (0.2N) / (1.03^N -1) tag{2})
Hence, [Dmg] is better than [CrtD] if the inequation 2 is evaluated as true. From this inequation, we can see that the critical chance, critical severity and bonus damage buffs determine whether [Dmg] increases the average damage more than [CrtD] or not. Base damage buffs and other final multipliers (besides the [Dmg] itself) are irrelevant for this comparison.
In the next step, we want to find an upper bound for [CrtD], at which it is safe to say that [Dmg] is superior. Since the performance of critical severity depends on the critical chance, the best case scenario for [CrtD] is a critical chance of 100%. This way we can find out, at which point [Dmg] is better than [CrtD] regardless of the critical chance. Setting the critical chance (c_h) to 100% for the inequation 2 yields:

(c_d + d_b > (0.2N) / (1.03^N -1) – 1)

The right side is a constant value (f_N-1) depending on the number of modifiers (N) to compare. Approximate values of this threshold for different (Nin{1,2,3,4}) are shown in the following table.

N1234
(f_N-1)566.7%556.8%547%537.4%

As an example, [Dmg]x4 leads to a higher average damage than [CrtD]x4 regardless of the critical chance, if the sum of the critical severity and bonus damage buffs are greater than ~537.4%.
There are cases, where a player cannot reach this threshold or is unable to maintain it. If the sum of bonus damage buffs and critical severity is less than this threshold, there exists a critical chance (c_h < 100%) where [CrtD] outperforms [Dmg]. To investigate this, we look into different scenarios.

Example Scenario: Minimal Buffs

In this scenario, we consider damage enhancements of a typical space DPS build that are permanent throughout a PvE. Higher critical severity and bonus damage favor [Dmg], so we need to know the minimum value for both that are always guaranteed.
Critical Severity:

  • +50% Base
  • +40% Skills
  • +20% Advanced Targeting Systems
  • +20% 4x SROs (at least, Vanguards might have more)
  • +15% Colony Deflector (at 100% hull)
  • +16% Tactical Fleet III
  • +30% Endeavor
  • +13.1% Tachyokinetic Converter
  • +26.2% Bioneural Infusion Circuits
  • +4% Fleet Boost
  • +20% Epic weapon modifier

The Division Max Crit Dmg 3

which is a total of 254.3% critical severity.

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Figure 1 shows the relation between bonus damage and critical chance for the given critical severity of 254.3%. The green area represents the range in which [Dmg] is better than [CrtD] and the white area the range where [CrtD] is better than [Dmg]. This figure also shows that more bonus damage favors [Dmg]. In this case, a sum of 283.1% bonus damage buffs is required for [Dmg] (succ) [CrtD] regardless of the critical chance.

Example Scenario: ISA

With the formula provided in the last section, [Dmg] (succ) [CrtD] can be answered for any case by simply entering the critical chance, critical severity and bonus damage of a build. But since most bonus damage buffs come from active abilities, the available bonus damage buffs heavily depend on their usage and uptime. For example, high end ISA runs can be completed in under 30 seconds. Therefore short duration abilities like Go Down Fighting have a high uptime due to the shortness of such runs. We also know that the critical chance can exceed 80% in those runs. First, we look at permanent bonus damage increases:

  • +40% Tactical Fleet III
  • +7.5% Improved * Training
  • +10% Fleet Coordinator
  • +9.5% Controlled Countermeasurements
  • +10% Emergency Power to Weapons I (up to 16.6 for rank 3)

Total: 77%

Most bonus damage increases come from abilities, so we have to count them in dynamically. To name some important buffs:

  • +50% Go Down Fighting
  • +20-50% Narrow Sensor Bands
  • +40% Dynamic Power Redistributor
  • +25% Domino (semi-permanent)
  • +49.8% Alpha
  • +30% Mixed Armaments Synergy I

The Division Max Crit Damage

For ~30s ISA runs, we can a assume a 100% uptime from the sides to the end for Alpha, Dynamic and Domino, which is another 114 bonus damage. Furthermore, Alpha provides an additional ~50% critical severity when it’s active. Scattering field and frenzy provide additional 67% bonus damage.

Figure 2 shows the same relation as Figure 1 for a high end ISA run with a critical severity of 304.1%. The red marker shows the minimum number of bonus damage for the entire ISA after the initial wave. The bonus damage is even higher when using additional buffs like Narrow Sensor Bands and Mixed Armaments Synergy. In this case, [Dmg] outperforms [CrtD] regardless of the critical chance.

Max

Conclusions

  • [Dmg] vs [CrtD] depends on the critical chance, critical severity and bonus damage. Base damage increases and other final multipliers (besides the [Dmg] itself) are irrelevant.
  • For high end ISA runs, [Dmg] is better than [CrtD].
  • [Dmg]x4 is better than [CrtD]x4 if the sum of bonus damage and critical severity is greater than 537.4% (or 547% for three mods, 556.8% for two mods and 566.7% for one mod).

The Division 2 Max Crit Damage

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