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  1. #11
    After rebalancing, a lot of the AR's fall within a much smaller range of damage. There's less than 10% difference between the top and bottom performers. Although FAMAS is generally regarded as the best, it may come down to your personal playstyle and preferences.
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  2. #12
    Yes, I've seen FAMAS featured in many builds. Looks like it has the best base stats.
    I don't have one with good rolls yet... honestly, I did not actively look for one, I don't really like bullpups, but it seems I should get over that aversion.
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  3. #13
    CategoryTheory's Avatar Senior Member
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    Originally Posted by Aspoiu Go to original post
    Nvmd, found it, 60% CHC cap. So yeah, I'm over that and I have to adjust. No wonder other mods were performing better.
    Crap... you would think these "rules" would be easier to find than combing forums.
    Well, it is shown in game, though only when you actually click on CHC to get the breakdown window:



    Even better, the game should have some sort of warning or something when you hit or go over 60%.
    Yeah. On my list of UI change requests to send in at some point soon is to change the CHC line in the stats to say something like "60.0% Critical Hit Chance (64.7% configured)" so that you can more easily see how much over you are. This would make it quicker and easier to see if you might be better off replacing, e.g., a +4.5% CHC mod or attribute with a +8% CHD mod or attribute. (Unless you have a talent relying on sheer number of critical hits, and sometimes not even then, replacing a CHC mod/attribute with a larger CHD mod/attribute will increase your expected damage output.)
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  4. #14
    Cadillac-Jack's Avatar Senior Member
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    With CHC and CHD you can work out how much you need by taking Keeners watch into consideration. On the Watch you have 10% CHC and 45% CHD if you factor in those numbers then it might be alot easier to not go over the 60% CHC.


    As for DPS/Damage etc etc you can also add in things like Damage to Target out of Cover/Damage to Armour and Damage to Health.
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  5. #15
    You get a good return off of weapon handling rolls too in addition to specific weapon accuracy and stability mods. The bias toward CHC/CHD has been around since launch and you still regularly see demands for 60% CHC 150% CHD for raid groups; it's BS though and always has been but it's like talking to a brick wall to those types of players. If you missed then you simply missed and having a high CHC/CHD won't alter a reality where you miss a lot of shots.

    These days I prefere to roll 24% weapon handling onto gear and drop down to 100-112% CHD and I simply get better results even though my accuracy is pretty good regardless of CHC/CHD.
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  6. #16
    Cadillac-Jack's Avatar Senior Member
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    Originally Posted by RichardOshea Go to original post
    You get a good return off of weapon handling rolls too in addition to specific weapon accuracy and stability mods. The bias toward CHC/CHD has been around since launch and you still regularly see demands for 60% CHC 150% CHD for raid groups; it's BS though and always has been but it's like talking to a brick wall to those types of players. If you missed then you simply missed and having a high CHC/CHD won't alter a reality where you miss a lot of shots.

    These days I prefere to roll 24% weapon handling onto gear and drop down to 100-112% CHD and I simply get better results even though my accuracy is pretty good regardless of CHC/CHD.
    Yep i do agree here.

    I always use stability/Accuracy mods as well as weapon handling on gear, i also use the Talent Braced/Perfect Braced.

    I'd rather hit 100% of my shots than 70%
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  7. #17
    CategoryTheory's Avatar Senior Member
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    Originally Posted by Cadillac-Jack Go to original post
    With CHC and CHD you can work out how much you need by taking Keeners watch into consideration. On the Watch you have 10% CHC and 45% CHD if you factor in those numbers then it might be alot easier to not go over the 60% CHC.
    Well, the CHD is irrelevant: it ends up being whatever it ends up being after you fix your CHC.

    As for looking at 10% figures like the watch, that's useful to keep yourself from going way over (e.g., 70% configured CHC), but I was talking about dealing with situations where you're no more than a few percent over and then looking at replacing one attribute or mod. If you've got a weapon or gear mod to swap out, determining what your new CHC exactly is merely inconvenient: just swap it out and look at the new value. But if your CHC comes entirely through attributes (which is not unusual) you can't swap it out with spending credit and crafting resources, so you need to change out an entire piece of gear, if you can do that without knock-on effects, or just go back to adding up everything by hand.

    As far as the watch's contribution, that usually comes in the middle of my calculations, rather that at the start. I generally start with the weapon CHC (especially if it's got a talent where I should not trade CHC for CHD) and try to balance the CHC for all three weapons (or at least the primary and secondary) using weapon mods. So I might start with a rifle with a +6% CHC attribute, +5% CHC scope and +5% CHC muzzle, giving me +16% CHC to more closely balance the native +19% CHC from the SMG I've chosen. If the rfile is using Boomerang I want its CHC to be 60% or very close to that (since much of Boomerang's power comes from frequency of critical hits, not their value), so that will leave me with 44% CHC to be supplied by the rest of the build. (The watch supplies the first 10%, and I work out gear selection and attributes from there.) If I get exactly 60% for the rifle that will "waste" 3% CHC on the SMG, but that's a price worth paying to keep Boomering working at maximum.

    The weapon handling/stability/accuracy stuff is all good to keep in mind, too, but less important for rifle users like me because I can decide what level of stability I want from shot to shot by trading off rate of fire.
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  8. #18
    I just run missions and look and the end result. Gives you real gameplay stats. Shows how good your accuracy really is, and puts them "looks good on paper" people to bed.
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  9. #19
    Sircowdog1's Avatar Senior Member
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    Originally Posted by SuicideHero793 Go to original post
    I just run missions and look and the end result. Gives you real gameplay stats. Shows how good your accuracy really is, and puts them "looks good on paper" people to bed.
    That's a good idea when combined with the shooting range. But....the end mission scorecard is also known to sometimes be faulty as well. I'd run the same missions repeatedly and compare results to get an average.
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  10. #20
    Also results are messed up when someone jumps in or out of the mission. sometimes i had a result that was 5 times higher then my teammates with equal builds. Make sure you play the mission without changing teammates. If you play solo make sure no one can jump in.

    Also another thing i wanted to mention regarding to your weapon table:

    Personally i cant consider the Chameleon as an AR gun. it has an accuracy of an SMG and i find the damage underwhelming.

    I my personal to go AR is Carbine 7 and has always been my standard AR since when it released.
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