The Division 2 Crit Hit Dmg

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.

  1. The Division 2 Crit Hit Damage Cap
  2. The Division 2 Crit Hit Dmg Download
  3. The Division 2 Crit Hit Dmg 3
  4. Crit Hit Gaming

May 22, 2016  Critical Hit Damage to Critical Hit Chance TL;DR: You want all of the benefit without any effort, huh Fine! It’s exactly 4.75 to 1 or 19:4. As in you need 285% CHD at 60% CHC cap. Now don’t ask me where to get that OP: I’ve seen a few theories on the subject. Mar 30, 2016  The Division 2 - Tips & Tricks Part 2 Critical Hit Range, Talents & Skills - Duration: 12:00. MarcoStyle 149,225 views.

The Division 2 Crit Hit Dmg

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

Dmg
  • 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)

The Division 2 Crit Hit Damage Cap

Stat Value Returns

The Division 2 Crit Hit Dmg Download

  • 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 :

The Division 2 Crit Hit Dmg 3

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.

Crit Hit Gaming