Thanks for this video. Having the fundamentals laid out and explained in a concise and digestible manner like this is incredibly helpful to start making builds for oneself in a new game!
Chapeau! This is the easiest damage calculation explanation I have ever seen. Even a noob like me was able to folllow! You should rename the video to 'The Division 2 - Damage Calculation for Dummies', though xD
Finally someone explaining well on utube how multiplicative and addtive works. I'm tired of people saying it the wrong way. Also, you tubers that just say: I'm using this here because its multiplicative... you can clearly see they dont even know exactly how it works, because it wont be the best thing in any situation
Couldn't have (tried, didn't XD ) said it better myself! Two super pedantic points: 1. damage to health and damage to armor do both apply when your bullet crosses over from armor to health, which is only really something you should think about if you're toeing the line of a one-shot kill. 2. assumption made in this calculation is that you're in your optimal range. Obviously, it get's really squirley if you try to account for that, but in both these cases you might see different damage numbers than you expect if you're paying that much attention, so don't get confused
Big shout out to you, Dod and iKea ❤ thanks to you guys i learned how damage is calculated correctly. With this information i was able to make my own spreadsheets and discover where some builds from me are lacking. On the „bad“ side learning this (actually its good since it saves me time): I still watch some build videos from time to time of those well known but shitty youtubers and go immediatly -> Meh NEXT. I can‘t watch any videos now with out numbers going through my head 😅 My friends hate me now when they discuss any build video and i destroy it in seconds (i love it🤫) 😂 Sorry if my german autoccorection messed up the english grammar.
As a vet player who already knows all of this, I would be more interested in specific build setups that maximize the efficiency of the talents and gear pieces we have available to us. For instance, if I want to use a dark zone umbra initiative build, but I also want to be able to survive a few shots from other players, what's the best way to maximize the tradeoffs between blue cores and defensive talents, vs stuff like crit damage, and offensive talents. That would be the interesting video for me. Or here's another one. Say there's a rogue in the dz whose after my bag. He has 2 million armor, plus unbreakable (the normal talent version). This player will effectively have 3 million hp. How many reloads of say, the Capacitor, will it take before he's dead?
Haven't played in about 2 years but as an ex-theorycrafter this was a wonderful watch to finally seeing a content creator putting out good info. As a question though, i noticed their was no damage to pulsed targets or damage to status effected targets categories in the video. Did they change them? They used to be their own separate multipliers.
We need an updated video on this topic. Ive asked you this question is discord when building negotiator's. Assuming both scenarios are sitting at exactly 60% CHC, would you spec the rest in headshot damage or crit damage. Based on this video it doesnt matter because they add together to give you one category of amplification. In other words all things equal, a nego build with 50% headhost and 100% CHD will do the same as that nego build with 100% headshot and 50% CHD. In practice though, one is more equal than the other and that is speccing into headshot. Hence we need an updated video.
Fantastic video and very well explained. Definitely the best division 2 damage video I've watched. Thank you. One question though, unless I missed it, in which category does the Heart Breaker's Heartstopper talent sit? I'm guessing it's either WD or TWD which is why people say that Strikers amplifies whilst HB is additive?
This is a separate multiplier from 1,01 to 2 depending on the number of stacks, just like the striker. It does not add up with TWD. Could you demonstrate the waveform effect of 30% damage from skills in the form of a calculator?))) Trick question. And yet, using the presented calculator, can you show the effect of the Optimist talent after 7 shots in a clip of 40 rounds?)))
what are the changes to this equation, if any, when trying to calculate a shot for specialization weapons (tac 50). also how does Headhunter fit in to all this? Im trying to see how to calculate a marksman rifle shot with max stacks of Headhunter.
A very good video. Does Damage To Health (DTH) apply to skills? I am wondering if including a Yaahl Hollow Man mask, with appropriate skill core and attributes, would benefit any skills and, if so, which skills. Thanks.
I have number dyslexia, it is a thing, it's not called dyslexia though, it's dyscalculia. Thus i find it really hard to calculate or remember number's. So this sadly made no sense to me. So in building i just use the range as a template of what dmg I'm given out, but obviously this doesn't count multiplicative dmg, or does it, idk. You seem a very smart young man so a sub from me, because obviously you're builds are going to be very worked out mathematically thus very good builds. First time viewer and even though this slightly confused me, i can still use you're builds as templates, i think. Or, which tbh i don't like doing is paste and copy. But it all sounded very precise and i kind of liked that.
It's the same formula from my understanding - even down to the likes of total skill damage, etc - but where it falls short is that afaik, the base damage numbers for different skills are unknown
So do you need to multiply base weapon damage by rpm to get the baseline weapon damage variable? I feel like that's the most simple variable and that is so confusing
This video is for the hit damage. RPM is only needed if you go for DPS. DPS then considers how often you‘re able to crit and hit the head (headshot % test done in mission or open world not in range @5m ;) ) Example @ 900rpm: 900/60= 15 shots/s Headshot % estimated = 30% 15*0,3= 4.5 shots to the head 15*0,7= 10.5 shots to the body Now the crit chance = 60% 4,5*0,6=2,7 Headshot Crits 4,5*0,4=1,8 Headshots no Crit 10,5*0,6=6,3 Body Crits 10,5*0,4=4,2 Body no Crit The values times the fitting bullet damage and you have your dps considering everything :) If you want to consider accuracy reduce the bullets/s in the example. 15*0,8 for a 80% accuracy, then do the math again. Its easier to make a spreadsheet and after that just write numbers/values in for your builds.
where does the dmg buffs for team mates of specialisation class go in. "Group members get 10% bonus damage to targets with status effects" into WD category?
It depends, both are multipliers. If you already have a good amount of WD you may want to increase other multipliers. The same goes the other way around. And crit damage is nothing without a good crit chance. Make or use a excisting spreadsheet to calculate your damage and dps. Now play around with your stats in the spreadsheet and see what gives you the most at the end. PS: the build planner from mxswat is not a good option, there are way to many wrong base values and stats which are not calculated correctly.
Where can i find information if buffs work for the whole team or only for the team. It's not clear sometimes. Some say Hermanos is only for the team, others say it's for the player too.
Great work, your formula works 100%. But I miss three thigs in the table, Memento, Catharsis and Bloody knuckles, should be in Total weapon Damage? Thanks a lot for your work
great content really helpful and helps to identify why a build that might look good in theory but doesnt perform as expected in terms of damage diversity what impact do you feel the removal of "damage to elites" was ? the takeaway im getting from your thorough explanation is the 3 prov build contractors foxes famas etc seems to have some degree of inefficiency when dealing with Elites / /armoured named npcs , especially those in cover as the DtH /DToc from an AR plus Foxes combo is not active for the majority of this target types hit points/ situation . if i ask why people are using this set up to deal with this enemy type i get its the "meta" in response .the most efficient source of DTA are the shotguns at 12% but these lack range , additional DTA from gear eg W&H / Araldi introduces other inefficiencies too, a lot of other content creators give little or no thought to choice of secondary weapon but could this not increase the efficiency of the build . thinking a rifle with similar DPS rolled with DTA to deal with the situation whats your thoughts? im guessing weapon damage sources from in snyc /memento stacks etc only improve the AWD+WD element whereas TWD from vigilance /obliterate improve sum of base+ AWD+WD and is this is why TWD is more impactful ? just re- watched think ive confused TWD with the Total Damage from the weapon stats panel , arrgh!!!
I personally think that the removal of DTE was healthy, but it was pretty quickly replaced with CHC/CHD. Before then, you couldn't get nearly as high, crit wise as you can today. Builds that were focused solely on DTE are now just focused on CHC/CHD - so yeah, imo it's just a more RNG based replacement
Although i fully understand the numbers, i never get the damage taken bit. If you check 15:56, heroic minigunner shooting your shield where at best it chips 10% shield health away. But taken full red and (as far i see) no shield health bonus, that is roughly 65k damage at best. But taken u have the mod that increase dmg taken by 60%, how does that even work?
I dont know if anyone is still reading these coments, but does Strikers actully count as an amplifier or TWD? Because the description reads "increases total weapon damage". Same for some of the other perks like Eyeless, Sadist and Ignited. Only Flatline reads as AMP
Thank you for this video. Could you explain the difference between blue and white damage numbers ? I always thought blue meant “damage to armour” and white was “damage to health”
I don’t understand where headhunter lies in the damage calculation. It’s wording is confusing, and attempting to find where the “cap” is at according to the math and what actually is shown in game eludes me.
For 99.9% of builds, going up to 60% crit chance is better than going for any other combination of chance and damage. The reason is, when you tap into that CHC, you're getting another multiplier in the equation (and chd is a big one usually), so you want to maximise chances of doing so
@@hutchlerWhen you play in teams 50% is more than enough as someone always wears a Coyote's. In 99% of the playtime it is not necessary to go up to 60%. The only exception to this rule is playing alone all the time.
@@sinner2133 It's on my list :) I just haven't got round to working out new-player friendly strats for them yet (for instance, my go-to for capitol is regulus which is the least new player friendly solo lego build ever :D)
@@hutchler great! I know your DUA guide did a great job at explaining overall concepts for all legendary missions such as target prioritization and shield peaking, but of course builds, spots and strategies vary a lot. Take your time, I’m sure they’ll turn out fantastic! Also, I managed to shave off 9 full minutes from my first solo DUA completion :)
@@lycoris7886 striker stacks are multiplicative to each other, so at 100 stacks you are doing 1.01^100 with the striker BP, or 170% extra damage. Hence why striker gives some super high DPS numbers at full stacks.
How To Calculate Damage In The Division 2? DMG = Accuracy * Optimal Range * DPS. An aug has good DPS but you can shoot only 1-5 m distance. The same with EB, great DPS but has very bad accuracy that makes the gun useless in PVE.
i am an old man and i have no cleu what you are telling us ..(i know that is just me) I thought i put all the stuff in 1 blender ..armour damage ...health damage ..damage out of cover and i have a great build ..health damage the mask you can get in DZ ..armour damage glove we all know..and the kneepad we all know.I put it in 1 build went to DZ And???oke i kill some n00b's but vs very good player's i am wrong i think when i see this..
"Or if you're a no-life, never-touch-grass speedrunner" - and I took that personally.
it was actually an attack focused on you and only you, so i'm glad it worked
Why never any left for me?
Unlike some..... your explanation was great but more importantly your tone was genuine and non elitest. Well done.
Awesome video. Best I’ve ever seen on the subject. The math inept D2 community, of which I am a member, heartily thanks you.
Thanks for this video. Having the fundamentals laid out and explained in a concise and digestible manner like this is incredibly helpful to start making builds for oneself in a new game!
Thanks for this. The most important lesson from this video is at 16:34 to 18:03. Diversify your dmg output for maximum return on investment.
Chapeau! This is the easiest damage calculation explanation I have ever seen. Even a noob like me was able to folllow! You should rename the video to 'The Division 2 - Damage Calculation for Dummies', though xD
4 years until a good samaritan take time to explain clearly damages in this game. Many thanks.
I honestly don't think this could have been explained any better. Thanks man.
Finally someone explaining well on utube how multiplicative and addtive works. I'm tired of people saying it the wrong way. Also, you tubers that just say: I'm using this here because its multiplicative... you can clearly see they dont even know exactly how it works, because it wont be the best thing in any situation
It is not wrong to call those talents or damage sources multiplicative as they are multiplicative.
Had a few beers watching this great vid, my heads spinning now with all the stas,lol.
I wish you were my professor back in Uni. 🤣 Super helpful, thank you for making this video!
Couldn't have (tried, didn't XD ) said it better myself!
Two super pedantic points: 1. damage to health and damage to armor do both apply when your bullet crosses over from armor to health, which is only really something you should think about if you're toeing the line of a one-shot kill. 2. assumption made in this calculation is that you're in your optimal range. Obviously, it get's really squirley if you try to account for that, but in both these cases you might see different damage numbers than you expect if you're paying that much attention, so don't get confused
Big shout out to you, Dod and iKea ❤ thanks to you guys i learned how damage is calculated correctly.
With this information i was able to make my own spreadsheets and discover where some builds from me are lacking.
On the „bad“ side learning this (actually its good since it saves me time):
I still watch some build videos from time to time of those well known but shitty youtubers and go immediatly -> Meh NEXT.
I can‘t watch any videos now with out numbers going through my head 😅
My friends hate me now when they discuss any build video and i destroy it in seconds (i love it🤫) 😂
Sorry if my german autoccorection messed up the english grammar.
Thank you for your video, you guys puts lots of efforts for these stuff... Much appreciate!
As a vet player who already knows all of this, I would be more interested in specific build setups that maximize the efficiency of the talents and gear pieces we have available to us. For instance, if I want to use a dark zone umbra initiative build, but I also want to be able to survive a few shots from other players, what's the best way to maximize the tradeoffs between blue cores and defensive talents, vs stuff like crit damage, and offensive talents. That would be the interesting video for me. Or here's another one. Say there's a rogue in the dz whose after my bag. He has 2 million armor, plus unbreakable (the normal talent version). This player will effectively have 3 million hp. How many reloads of say, the Capacitor, will it take before he's dead?
Haven't played in about 2 years but as an ex-theorycrafter this was a wonderful watch to finally seeing a content creator putting out good info. As a question though, i noticed their was no damage to pulsed targets or damage to status effected targets categories in the video. Did they change them? They used to be their own separate multipliers.
I know this is half a year late, but they are amplifires. So they still are their own category, since every amplifier is a seperate multiplier
Great guide, very well done.
Thanks, Raucey - high praise coming from you!
We need an updated video on this topic. Ive asked you this question is discord when building negotiator's. Assuming both scenarios are sitting at exactly 60% CHC, would you spec the rest in headshot damage or crit damage. Based on this video it doesnt matter because they add together to give you one category of amplification. In other words all things equal, a nego build with 50% headhost and 100% CHD will do the same as that nego build with 100% headshot and 50% CHD. In practice though, one is more equal than the other and that is speccing into headshot.
Hence we need an updated video.
Fantastic video and very well explained. Definitely the best division 2 damage video I've watched. Thank you. One question though, unless I missed it, in which category does the Heart Breaker's Heartstopper talent sit? I'm guessing it's either WD or TWD which is why people say that Strikers amplifies whilst HB is additive?
Damn yes I forgot about HB! Hopefully that's the only one I missed.
It's TWD :)
Here the author shows the formula and calculation of damage ruclips.net/video/IC1hkK-9_Xs/видео.html
This is a separate multiplier from 1,01 to 2 depending on the number of stacks, just like the striker. It does not add up with TWD.
Could you demonstrate the waveform effect of 30% damage from skills in the form of a calculator?))) Trick question.
And yet, using the presented calculator, can you show the effect of the Optimist talent after 7 shots in a clip of 40 rounds?)))
what are the changes to this equation, if any, when trying to calculate a shot for specialization weapons (tac 50). also how does Headhunter fit in to all this? Im trying to see how to calculate a marksman rifle shot with max stacks of Headhunter.
A very good video. Does Damage To Health (DTH) apply to skills? I am wondering if including a Yaahl Hollow Man mask, with appropriate skill core and attributes, would benefit any skills and, if so, which skills. Thanks.
very nice breakdown of the math behind the joystick. thanks for the hard work.
I have number dyslexia, it is a thing, it's not called dyslexia though, it's dyscalculia. Thus i find it really hard to calculate or remember number's. So this sadly made no sense to me. So in building i just use the range as a template of what dmg I'm given out, but obviously this doesn't count multiplicative dmg, or does it, idk. You seem a very smart young man so a sub from me, because obviously you're builds are going to be very worked out mathematically thus very good builds. First time viewer and even though this slightly confused me, i can still use you're builds as templates, i think. Or, which tbh i don't like doing is paste and copy. But it all sounded very precise and i kind of liked that.
Thanks for the video! Is there any known formula for skill damage? Can't find any.
It's the same formula from my understanding - even down to the likes of total skill damage, etc - but where it falls short is that afaik, the base damage numbers for different skills are unknown
Very good video but i got one question left. what hell of a build do you use in the background
I find it hilarious that along the way of calculating div 2 dmg, you had to explain that multiplication is commutative
Hahaha, tell me you haven't seen 'amp is stronger because it sits at the end of the calculation' before, though xD
@@hutchler I very much have sadly
I got question
What's better from top to bottom
Fox Prayer knee , contractor gloves,
Picaro holster
I'm have to rematch this vid a couple times but thxs for the info
any plans to make a damage calculator with all talents etc?
What about the Umbra set? What type of multiplier would that categorize under? I believe it multiples Chd but also x ROF by 0.3 I bthink
Thanks Hutchler.
with additive boosts you’re adding to an already present multipliers. with multiplicative boosts you’re adding an entirely new multiplier
So do you need to multiply base weapon damage by rpm to get the baseline weapon damage variable? I feel like that's the most simple variable and that is so confusing
This video is for the hit damage.
RPM is only needed if you go for DPS.
DPS then considers how often you‘re able to crit and hit the head (headshot % test done in mission or open world not in range @5m ;) )
Example @ 900rpm:
900/60= 15 shots/s
Headshot % estimated = 30%
15*0,3= 4.5 shots to the head
15*0,7= 10.5 shots to the body
Now the crit chance = 60%
4,5*0,6=2,7 Headshot Crits
4,5*0,4=1,8 Headshots no Crit
10,5*0,6=6,3 Body Crits
10,5*0,4=4,2 Body no Crit
The values times the fitting bullet damage and you have your dps considering everything :)
If you want to consider accuracy reduce the bullets/s in the example.
15*0,8 for a 80% accuracy, then do the math again.
Its easier to make a spreadsheet and after that just write numbers/values in for your builds.
where does the dmg buffs for team mates of specialisation class go in. "Group members get 10% bonus damage to targets with status effects" into WD category?
It depends on the spec buff, but I included that in the lists - I called it 'x tac link' where x = the specialisation :)
Not sure if the video answered this but when making a build, if you had to decide between CHD and WD which one do you benefit more from?
Weapon Damage or WD, because this is the value that everything else is multiplied off of as is shown off in the calculation
It depends, both are multipliers.
If you already have a good amount of WD you may want to increase other multipliers.
The same goes the other way around.
And crit damage is nothing without a good crit chance.
Make or use a excisting spreadsheet to calculate your damage and dps.
Now play around with your stats in the spreadsheet and see what gives you the most at the end.
PS: the build planner from mxswat is not a good option, there are way to many wrong base values and stats which are not calculated correctly.
What about the 4-piece Hunter's Fury buff? Would that be an amplifier? Or TWD?
Amp :)
@@hutchler Thank you for the quick response. The video was amazing. Took a bunch of screenshots! One more question ... Memento buffs?
Where can i find information if buffs work for the whole team or only for the team. It's not clear sometimes. Some say Hermanos is only for the team, others say it's for the player too.
OMG! Very good info 🙂
keep up the good work .....
Great work, your formula works 100%. But I miss three thigs in the table, Memento, Catharsis and Bloody knuckles, should be in Total weapon Damage? Thanks a lot for your work
They are All Weapon Damage. When the desription states "grants ... weapon damage", then it´s All Weapon Damage
@@vilandesch like red cores or Vigilance, which one?
@@d.o.9808 Red cores are part of "All Weapon Damage"
Vigilance is "Increase Total Weapon Damage"
great content really helpful and helps to identify why a build that might look good in theory but doesnt perform as expected
in terms of damage diversity what impact do you feel the removal of "damage to elites" was ?
the takeaway im getting from your thorough explanation is the 3 prov build contractors foxes famas etc seems to have some degree of inefficiency when dealing with Elites / /armoured named npcs , especially those in cover as the DtH /DToc from an AR plus Foxes combo is not active for the majority of this target types hit points/ situation . if i ask why people are using this set up to deal with this enemy type i get its the "meta" in response
.the most efficient source of DTA are the shotguns at 12% but these lack range , additional DTA from gear eg W&H / Araldi introduces other inefficiencies too, a lot of other content creators give little or no thought to choice of secondary weapon but could this not increase the efficiency of the build . thinking a rifle with similar DPS rolled with DTA to deal with the situation whats your thoughts?
im guessing weapon damage sources from in snyc /memento stacks etc only improve the AWD+WD element whereas TWD from vigilance /obliterate improve sum of base+ AWD+WD and is this is why TWD is more impactful ? just re- watched think ive confused TWD with the Total Damage from the weapon stats panel , arrgh!!!
I personally think that the removal of DTE was healthy, but it was pretty quickly replaced with CHC/CHD. Before then, you couldn't get nearly as high, crit wise as you can today. Builds that were focused solely on DTE are now just focused on CHC/CHD - so yeah, imo it's just a more RNG based replacement
Wow. Very nice. Now all your builds plz lol
Although i fully understand the numbers, i never get the damage taken bit. If you check 15:56, heroic minigunner shooting your shield where at best it chips 10% shield health away. But taken full red and (as far i see) no shield health bonus, that is roughly 65k damage at best. But taken u have the mod that increase dmg taken by 60%, how does that even work?
Yoooo this is awesome
I dont know if anyone is still reading these coments, but does Strikers actully count as an amplifier or TWD? Because the description reads "increases total weapon damage".
Same for some of the other perks like Eyeless, Sadist and Ignited. Only Flatline reads as AMP
It's an amplifier. wordings just wrong
Thank you for this video. Could you explain the difference between blue and white damage numbers ? I always thought blue meant “damage to armour” and white was “damage to health”
That's correct :) Blue is hit to armour, white is hit to health - although it's not 100% consistent/reliable bc ubisoft xD
Could you create this in a google sheet? i just tried doing it and got 117mil lol im running a preety high headshot build
Wow, Thanks Man
Beautiful
What about the critical hit chance?
The RUclipsr Dod-Regnbue has a ton of data on the inner math of the game as well.
He does indeed! I'm in close contact with Dod - I've run DUA legendary with him for the last few months!
Pretty sure that guy took my ravenous data from reddit for his videos. All good though, at least i know it's correct lol.
Ahh So idealy yu need 3 Amplify damage types for weapon, chest n backpack to increase mutipliers. Or 2 amps n 1 TWD. Thanks boss.
wow this is a huge video man lol i am gonna have to watch it a few times to really understand it tho
I don’t understand where headhunter lies in the damage calculation. It’s wording is confusing, and attempting to find where the “cap” is at according to the math and what actually is shown in game eludes me.
Where did u get that exotic pistol
And thank thanks for the brake down
What about crit chance? How do we balance optimal crit chance and damage in a given build?
For 99.9% of builds, going up to 60% crit chance is better than going for any other combination of chance and damage. The reason is, when you tap into that CHC, you're getting another multiplier in the equation (and chd is a big one usually), so you want to maximise chances of doing so
@@hutchlerWhen you play in teams 50% is more than enough as someone always wears a Coyote's. In 99% of the playtime it is not necessary to go up to 60%. The only exception to this rule is playing alone all the time.
I’m a master of damage. I deal HUUUGE damage to my day-to-day life like it’s nothing
hahahahaha this got me
@@hutchler I’m glad it did :) also, do you think you’ll ever make guides specifically for Legendary Roosevelt, Capitol and the others?
@@sinner2133 It's on my list :) I just haven't got round to working out new-player friendly strats for them yet (for instance, my go-to for capitol is regulus which is the least new player friendly solo lego build ever :D)
@@hutchler great! I know your DUA guide did a great job at explaining overall concepts for all legendary missions such as target prioritization and shield peaking, but of course builds, spots and strategies vary a lot. Take your time, I’m sure they’ll turn out fantastic!
Also, I managed to shave off 9 full minutes from my first solo DUA completion :)
Always thought striker’s grants TWD instead of Amp, correct me if I’m wrong though😢
It states TWD in its description, but is actually amp - I'm not sure the new devs fully understood the previous talent wording!
@@hutchler Okay, so Striker’s stacks are additive to each other, and yet they are Amp DMG? That’s honestly so weird, thx for the reply!
@@lycoris7886 striker stacks are multiplicative to each other, so at 100 stacks you are doing 1.01^100 with the striker BP, or 170% extra damage. Hence why striker gives some super high DPS numbers at full stacks.
Okay, now share the solo legendary Capitol video 🤣🤣🤣🤣🤣🤣
Did I say please 🤔, please 🙏🏻
Dude. That was quite simply THE BEST explanation of damage gain I’ve seen from any Div#2 YT creator I’ve seen. 👊🏼 Elon Musk has a place for you
Korkenzieher?
Wo ist deine mutter?
kaputt ist verdächtig
Regardless of anything you said in this tutorial, you seem to favor the Regulus above all other sources of weapon damage. 😂
How To Calculate Damage In The Division 2?
DMG = Accuracy * Optimal Range * DPS. An aug has good DPS but you can shoot only 1-5 m distance. The same with EB, great DPS but has very bad accuracy that makes the gun useless in PVE.
i am an old man and i have no cleu what you are telling us ..(i know that is just me) I thought i put all the stuff in 1 blender ..armour damage ...health damage ..damage out of cover and i have a great build ..health damage the mask you can get in DZ ..armour damage glove we all know..and the kneepad we all know.I put it in 1 build went to DZ And???oke i kill some n00b's but vs very good player's i am wrong i think when i see this..
What do you recommend on a healer dps, on both crits and CH, or hs and repair skills incoming repairs for pvp?
"Feeling overwhelmed by Math and Numbers.." damn bro that's 90% of the gaming community.. 🤣🤣😝😝😛😛👍👍
So spotter and flatline gives more damage then perfect GC without a weapon talent
👍