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  1. #1

    How does the skill power works ?

    I have around 3000 skill power, and my turret with a dmg mod that confer 20% dmg more, does 7300k dmg then my friend wtith 0 skill power does 6500 dmg to the same type of opponent with the same type of turret with no mod ...

    so how the skill power work ? and how the game designer expect to a player to be balance with another player in a late game build ?
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  2. #2
    Skill power does nothing unless you have a skill mod and the required skillpower.
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  3. #3
    Skill power does not effect the damage or healing of skills. Skill power is for mods, you need certain amount of skill power to use mods for a skill.
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  4. #4
    youngManiac_'s Avatar Banned
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    Originally Posted by Maarken31 Go to original post

    how the game designer expect to a player to be balance with another player in a late game build ?


    good question, lets see how they answer in the state of the game later this day, without embarassing themselves or avoiding the subject or just plain delude all of us skill power users with ''its working like intended''

    cant wait
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  5. #5
    So skill power is essentially just a number, that when you reach a certain amount for example 2500 will unlock the bonus ie radius % for a chem launcher mod.

    Skill power at the moment is all messed up! To me atleast it feels like all they have done was just stat squished all the gear and replaced to make 500 lvl the new 450 stuff. Which has just lead to it messing up all the mods.

    I like many found that even with the old high requirement 7k+ skill power mods were a lot more enjoyable to use and I wish it was a change that never happened! But hey ho onwards and upwards.
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  6. #6
    what skillpower currently does is allow you to equipt mods
    skill mods will have a certain scaling, so eg for chemlauncher you need 100 skillpower per 1% of dmg or radius increment
    so if you have a 20% dmg mod you need 2000 skillpower, for a 30% radius mod you need 3000 skillpower

    different skills have different scalings, and all the unneeded skillpwoer that you have over the reuqirement is effectivly wasted
    but you can equipt 2 or 3 different skillmods for the same skill, wich can also have the same effect, eg 3x +20% dmg mod for turrets if you have one for each slot or 2x 20%dmg and 1x 20% duration for better uptime
    this allows to have highly customisable skills, where you can priortise whatever you want over stuff you dont need, but i agree that the blance is currently very underwhelming and should be tuned to be more powerfull, in some cases by quite a big margin, but the basic system seems ok
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  7. #7
    youngManiac_'s Avatar Banned
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    Originally Posted by Joonnnyy Go to original post
    and this allows to have highly customisable skills
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  8. #8
    Skill power is like gear score, it's an arbitrary number you must reach in order to unlock something. In the case of skills and skill power, mods you slot into your skills will have a minimum skill power number you need to meet in order for that mod to be usable. Blue mods require less skill power, purples more and golds need ridiculous amounts.

    The state of the game currently is that it's not worth building for skill power as the amount of DPS or Survivability you sacrifice to get high skill power , you don't get enough scaled damage out of your skill to compensate. So people build for DPS instead and then use blue mods on their skills to get small improvements to their skills.
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