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  1. #1

    Is there a haste cap?

    Currently sitting on 135.6% haste. Is there a point where we start getting diminishing returns? Wondering if I should swap some haste mods out for some damage mods if so.
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  2. #2
    xcel30's Avatar Senior Member
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    There is no hard cap i believe, you are better off just investing in some damage depending on the skills you plan on using
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  3. #3
    Originally Posted by FiveFiveSixFMJ Go to original post
    Currently sitting on 135.6% haste. Is there a point where we start getting diminishing returns? Wondering if I should swap some haste mods out for some damage mods if so.
    Is is what most poeple don't understand about percentages the bigger the number the larger the percentage is, so the lower ur cooldown get the less skill haste does. It's like skill damage goes base dmg+skill teir =x+gear=x+talents=total dmg, if it wasn't this way most skills should be useless, for instance my highest skill build does around 270k with the turret and has a total of 350% skill dmg, if is was 16591+350% my dmg would only be 74.7k, but its 16591+120%=36.500.2+125%=82.125.45
    +105%=168,4k the dmg is rounded to the neatest whole but the decimals points r important when dealing with percentage, I hear poeple all the time talking about the optimization station saying .4 percent doesn't make a noticeable difference but it does on a large number, skill cooldown r so low it doesn't do much good too to stack skill haste over skill dmg.
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  4. #4
    Originally Posted by xcel30 Go to original post
    There is no hard cap i believe, you are better off just investing in some damage depending on the skills you plan on using
    If only we had skill damage mods for gear. Without a comparable damage mod for gear slots, I am not likely to switch from skill haste to anything else. However, I mainly use skills like the hive, jammer pulse, and chem launcher so skill haste is essential since they have long cool downs/refill rates. Now, If I ran a turret/drone build I would forego skill haste mods entirely in my gear and use whatever is situationally most appropriate.

    Also, some skills are meant to have long cool downs so that enemy NPSs can fight back. This was changed due to players being able to have blinder firefly skills with an effect duration longer than the cool down.
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  5. #5
    YodaMan 3D's Avatar Senior Member
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    At one point I had Skill Haste over 100% and it only knocked off about 10 secs off my time. So I went from 30+ seconds to 20+ seconds. Decided it was better to do damage.
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  6. #6
    Originally Posted by YodaMan 3D Go to original post
    At one point I had Skill Haste over 100% and it only knocked off about 10 secs off my time. So I went from 30+ seconds to 20+ seconds. Decided it was better to do damage.
    10 seconds is a ton of time! Say you're running seeker mine - In a 120 second period (two minutes) you could toss a total of twenty seekers (30 second cool down) or a total of 30 seekers (twenty second coold down). That is 50% more seekers if you have the 20 second cool down. There are no amount of + skill damage mods that can equal a 50% increase.
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  7. #7
    Zathras23's Avatar Senior Member
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    Originally Posted by BrokenFire319 Go to original post
    10 seconds is a ton of time! Say you're running seeker mine - In a 120 second period (two minutes) you could toss a total of twenty seekers (30 second cool down) or a total of 30 seekers (twenty second coold down). That is 50% more seekers if you have the 20 second cool down. There are no amount of + skill damage mods that can equal a 50% increase.
    If I'm worried about throwing as many seeker mines as possible there are better ways to do it than investing in Skill Haste. We have gear sets and talents that have ways to recharge skills instantly and are the way to go.
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  8. #8
    Originally Posted by BrokenFire319 Go to original post
    10 seconds is a ton of time! Say you're running seeker mine - In a 120 second period (two minutes) you could toss a total of twenty seekers (30 second cool down) or a total of 30 seekers (twenty second coold down). That is 50% more seekers if you have the 20 second cool down. There are no amount of + skill damage mods that can equal a 50% increase.
    My hardwired build has 1 12% mod for 10 seconds seekers. U don't have to time it just drop ur stringer at 30 seconds and throw them, I don't use it no more cause more times than not enemies dodge then so u lose most ur dmg.
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