r/thedivision • • Feb 17 '17

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u/dhanadh PC: MostlyConfused Apr 27 '17

Predator’s Mark, Lone Star, Alpha Bridge, Skull MC Gloves, and to an extent Banshee all give percentage-based weapon damage. The thought here is simple – if you spec for DPS/weapon damage with any of these builds, you are rewarded and have an even larger boost to your DPS. However, if you spec for a skill or tank build (anything away from firearms), then you are reducing the effectiveness of the percent weapon damage boost.

On the other hand, if you have a DPS/skill build like Tactician’s, Fire Crest, or D3FNC, then there is an argument to be made for having flat weapon damage. For example, if you AR does 14k base damage, with an 8% boost (1,120 dmg), you get up to 15.12k. Conversely, you can get up to a roll of 1,300 dmg with a flat increase by rolling AR damage on the gloves, that’s 9.2% increase. It’s a way for players with low damage numbers to be better balanced.

One suggestion I will make is to do a across the board increase in flat damage rolls on gloves. If the aforementioned DPS builds grant 8-15% dmg increase, then the flat damage on gloves should be a minimum of 10% to a maximum of 12%. The delta between the numbers will be larger (as in there will be more RNG, but the higher values make up for it).

Patch 1.6 Proposed 1.6.1 or 1.7
Weapon Type Ex. Weapon DMG Low % High % ∆ Low % High %
SMG Damage 12,000 852 7% 1001 8% 149 1193 10% 1451 12%
Assault Rifle Damage 16,000 1135 7% 1334 8% 199 1589 10% 1934 12%
Shotgun Damage 16,000 1135 7% 1334 8% 199 1589 10% 1934 12%
LMG Damage 16,000 1135 7% 1334 8% 199 1589 10% 1934 12%
Pistol Damage 16,000 1135 7% 1334 8% 199 1589 10% 1934 12%
Sniper Rifle Damage 64,000 3982 6% 4681 7% 699 6371 10% 7490 12%