Most who have such high stats -b4 it was nerfed, The exploit HE scrubsOriginally Posted by PaUZZze Go to original post
Everyone else -random RNG luck
while it's true Accuracy is definitely over calculated into DPS numbers, don't knock the stat entirely, especially for snipers.Originally Posted by NLxAROSA Go to original post
in almost every game with an accuracy stat, it effectively increases the hit box of the enemy, making it easier to get headshots, especially at range. this is also good for Ar's and LMGs.Though stacking Accuracy is a bad idea, having one good accuracy boost (20+) with a good headshot DMG boost and a crit hit chance/DMG boost can be a devastating combo. Quick scoping a sniper for a 300,000+ head crit, is not too shabby.
it should also be stated that critical damage increase stats on mods don't seem to calculate into DPS at all, or at least not much, crit chance does. Though it seems Crit damage on armor does effect the over all DPS. This game definitely uses common core mathor maybe jsut fuzzy math.
I have a muzzle break on my Vector that increases stability +36 or so and Crit damage by 32%, Yet it only gives me the minor DPS boost from the stability. I can change it out for a hip fire mod and hit almost 175,000 DPS but it hits much harder at 163,000.
there's a few other debates regarding mods and their affect on the DPS. ROF Mag vs Crit DMG/crit chance/WPN DMG Mag is one, rate of fire greatly increases DPS, since you are shooting more bullets per minute, but those bullets aren't hitting as hard as ones that are hitting more crits, larger crits or that have more Base DMG.
^^^ this for the 6 pieces of gear. More slots with 31 level mods used. In theory one can go all stamina for gear, then add over 800 fireams through mods as an example. And mods on guns like rpm, accuracy, crit dam etc. boosts the dps a ton. Then talents like reckless & atts crit dam, etc also boost dps a ton.Originally Posted by sandpants Go to original post
Its really simple actually :/ ...jk lol
I will throw you a bone friend =)
1.)Get 65% armor...doesn't matter how you do it just do it
2.)Get a smg with good talents and stack crit damage/crit chance on your gear.
Use the following talents
1.) Critical save
2.)Adrenaline
3.)Combat medic
4.)On the move
The first 3 are in the medical section the last is in security.
Stack crit damage and crit chance on everything you can. This includes rolling for firearm mods(High end ones if you can) till you get the ones with a bonus to crit chance.
The only exception to this is if you somehow manage to hit 60% crit chance before buffs(pulse etc)
Don't worry to much about health as long as you are above 55kish range you will be fine.
Use the following skills(Although pulse can be exchanged for something else but i consider it the best option)
1.)First aid(use the mod that offers increase to damage can't remember the name)
2.)Pulse(the mod that increases damage as well).
This build requires getting used to but it makes you tanky as hell and super high dps. Here is how it works.
1.)When you are taking damage you wait till you are about half health and pop your first aid. This provides a short damage buff but ALSO provides a short damage mitigation(even though it's not listed it works trust me)
2.) Now the sort of tricky part. When taking further damage wait until your last bar of health and then pop first aid, It is KEY to wait this long for this build to have maximum effect.
3.) finish off whatever opponent you have been focusing on(This should be easy for reasons i will list below)
4.) congratulations you now have the same damage reductions as survivor link active for a short time, use it to finish off your next opponent.
5.) repeat process as first aid comes off cooldown.
How this build works/synergies
This build works by causing you to become more powerful the more damage you take. When at half health you heal to full with first aid. This is helped by having self heal abilities on your gear. This applies a short damage buff to help trickle down the opponents health as well as small damage mitigation as you ready for your real increase in damage/mitigation. When at one bar of health you pop your medkit and receive a full heal plus an overshield PLUS 40% damage reduction(This has great synergy with TENACIOUS talent on the mask: 9.5% increase to damage when you use medkit) If you then finish off your opponent, which should be doable by now because of the previous self heals/damage increases/reductions you receive a further 30% damage reduction as long as you are out of cover while you do so(Further synergy with SAVAGE talent on gloves: 13% increase to critical damage against opponents out of cover). Leaving you at 70% damage reduction,and 65% from armor(Great synergy with the reckless talent on chest: 12% damage increase and 10% Damage reduction) to move on to your next target. This build can clear full squads of rogues even if they have amazing gear. The hardest part is the medkit as lag/sudden burst damage can crush all your dreams if you don't time it just right. However when it works well this build leaves people wondering wtf just happened to their manhunt and what hacks you must be using to have beaten them without survivor link. Also: USE SURVIVOR LINK. This adds a further 80% damage reduction into the mix for those "oh **** moments".
Final thoughts:
This build has high damage AND high health in the sense that your mitigation makes your 55k+ health seem like lot's more because of mitigation. It allows you to stay on the move and be very tanky. It is viable in pve ANd pvp but really shines in pvp. Hope you enjoy it and feel free to message me in game with a thanks or whatever your thoughts are.
I play on xbox one
Gt:Mortisxamor
Yep, accuracy inflates numbers. As do "headshot bonuses". The game is assuming a perfect world when it does the dps calculations. It is assuming that every shot is a headshot. So your true dps will be different. It is kind of like running Simcraft from other rpg games. It shows the best possible damage you could do, in a perfect world. Also you have to check if others are reporting damage standing still, in combat, in a group ect. Damage will increase with pulse, and increase even more with a support player in the group running it. I run a support build and I'm not even skill power capped and my dps teammate's damage goes up almost 100k. Some talents also deal tons of damage, like savage on gloves is amazing with an SMG. Talents are SUPER important. They add a lot to dps, as does a support player. Many people underestimate having a support teammate, when you get one and actually utilize their smart cover and pulse, you will just melt things.
Doesn't the game say explicitly otherwise though? If you have 3500 firearms, the UI says "Weapon damage increased by 3500.0%"Originally Posted by Flofirelit Go to original post
Am I misunderstanding what you're getting at?
No, just idiots who rely on a BS number. 90k HP with maxed armor is fine, but your effective DPS is 140k-ish if you do it right. Those high numbers come from mag size, accuracy, HS dmg and RoF If you go with crit chance/dmg and a bit of mag size and stability, you will out DPS those "200k" folks easily with your 140k.Originally Posted by mangafansam Go to original post
As far as I know it does increase the base damage by that percentage. Base damage is low on weapons.Originally Posted by P00K Go to original post