We are closing in on 50K subs! Please take a second to smash the sub button and ring the bell to never miss another upload notification. Many thanks! ~ Buzz
Are you sure the diamondback got a 21.3% increase? I thought it was only getting approx 7%. I thought the patch notes in phase 2 said that. Just subscribed
@@LtBuzzLitebeer I just checked the spreadsheet. diamondback gets 7.7% buff on tu10. now the 1886 has higher base damage with 342,153 and the Diamondback only has 329,108 up from 305,578. I guess the 100% crit hit chance after hitting targeted enemy makes up for it. still seems weird for an exotic to have lower base damage. I mean I solo heroic quite easily with diamonback + 3 providence (including The sacrifice for glass cannon, vigilance), god rolled sawyers kneepads so im not one shotted by everything plus the 30% dmg after 10s. with one grupo and one overlord. still wish I was getting a little bit more base damage though haha.
I don't think this takes into account attachments so it skews the numbers very heavily, especially with burst or sustain numbers. Exotics already have them pre attached and can't change them so there is bias there as well. Adding 50 bullets for example to an LMG that only has 50 bullets to begin with makes its sustain numbers go drasticly up. While you could argue any LMG could have that 50 bullets added, a gun that already has 100 bullets for example wouldn't get as much of a sustain damage jump as a lower mag but higher burst LMG would. This could be said about almost every weapon type with every mod slot/talents etc. This is a good base to start some theory crafting on but nowhere near the overall picture. I know you mentioned this at the start, but I think it can't be stated enough. Just hope people realize this before jumping to conclusions. Thanks for the breakdown to both you and AA_Brian though. 👍
Agreed. The extended mags will greatly change this ranking list, but there is still a lot of valuable information here including base damage and optimal range.
Thanks so much for bringing that to light.. The spreadsheet is currently an ongoing process.. I will include some commonly used mods on weapons like 20mag for ARs into the calculation. And I am currently working on that. Checkout for the newest versions here: www.reddit.com/r/thedivision/comments/gvefut/the_division_2_weapon_dps_database
Also Nemesis is currently an outlier in burst dps and sus dps, because you have to charge every shot. The effective rpm is only 18 rather than 50. That will lower the amount of burst and sustained dps quite a lot.
Straight to the point, love it. Its great that the community is active and someone is taking the time to test weapons. Some of the stats make sense and others don't but thats because im trying to think of it from a fully spec'd out weapon standpoint. My Black Market AK has all 3 stats maxed out + strained and I am hitting 25 million DPS in the shooting range off of one clip. Its my hardest hitting and highest DPS Assault rifle. My other ARs have high DPS but not that high.
Thank you Anthony and while I do appreciate the firing range, it is not the answer for all questions. Once I have what I want on a weapon, I will use them in missions to get that "gut" feeling as to which I prefer to use and which weaponry matches my playstyle.
@@LtBuzzLitebeer i hear you man. The firing range is a nice benchmark but it definitely does not represent an ideal field scenario. Im on console and headshots are a task. Never in the field will i unload a full clip and land 100% headshots, its just not feasible.
Thanks AA_Brian and Buzz, interesting on paper but as you mentioned there is a caveat to all this where mag attachments will close the gap on exotics and recoil makes a massive difference in practical use. Well it does on console. I struggle to get close to 40 accuracy with any weapon and even as low as 28 sometimes which means I’m dealing 1/3rd of the damage I’m creating. I’d be interested in your shortlist favourites based on mods an handling. 👍🏽
@@LtBuzzLitebeer The thing I still don't like about the DIV2 is that there is no way to get the exotic weapons in other fashions. That is my biggest peeve compared to D1. I I could grind by saving up weekly caches and all so that makes it easier and it would force me to play a bit more. Now, there is a change coming. Keep on making videos Buzz. When things changed, I can work on my builds again.
In the testing I've conducted I found The Bullet King can have a faster TTK vs Elite enemies on Legendary than the Eagle Bearer for example. However, it depends on a number of variables such as reload time (on an AR) and of course ones build. For example how much one spec'd into LMG damage, AR Damage, weapon damage, etc. That said, there are so many variables in D2 to make blanket statements with regard to nearly anything, often pointless. And as we know the game is constantly a moving target so to speak and what works great today may be next to garbage in the next update. Btw, I love your Gamertag and you have a great voice. :) Now you have to agree with me. ;)
Baker’s Dozen. That’s all you need. Build for high crit chance and crit damage. Run sharpshooter specialization and perfect glass cannon on the vest. The Baker’s Dozen is the best weapon in the game pound for pound, all facts. Run the reviver hive and restorer chem launcher. I have the FAL as my secondary and it slaps, too. Baker’s Dozen.
LtBuzzLitebeer I know that there are some less experienced gamers that are trying to work their way through the entire Division 2 experience (Raid, etc.). That setup is going to give them the power they’re going to need, lmmfao. I have some dope skill builds, too.
Every time I see 'they tweaked this up and this down' I can't help wondering why they don't use a very simple method to make sure base damage is the same for all weapons (at least within a class) 1: Decide what you want the damage per minute to be. 2: Using rate of fire, magazine size, and reload speed, work out the actual number of round fired in a minute. 3: Divide total damage by number of round to work out damage per round. Voila! every weapon has the same sustained damage, before mods and talents.
There's still a few factors to consider still, as most weapons handle differently, maybe normalized with some calculated "how difficult are you" metric. Like AKs are up there on the AR category, but without specing into weapon handling, you're not going to hit all of those shots. It seems like they kinda already do this when you take this into account. Obviously there are some outliers (like the UMP), but I'd say most are pretty balanced. Also some guns benefit wildly from some of the weapon talents, I suspect this is the main reason some of the exotics scored so high. Add strained to some of those slow firing/high mag weapons and you might see a much different story.
@@sharpe227 no, you get a part from each stronghold (first one is in invaded tidal basin, nothingbutskillz has a good guide video) and a part from Puck in invaded GWH mission. I was happy to get pretty decent rolls on it, Buzz, even got a pretty good Chameleon from Saturn doing the manhunt.
@@LtBuzzLitebeer i compared my god nemesis with the new one using the same build. I was hitting 2 mln damage more than the non PTS but the big difference is that i made a build with 30% handlind and oh boy does handling feel good, way less scope sway the reload is almost non existent the ADS speed is much faster! On top of this whole test i tried the new headhunter talent... it's almost illegal 😂 millions and millions of damage everywhere
Nemesis is super bouncy, Looking forward to chatterbox use and chameleon again these have been in the bank for some time. I'm hoping M1A Bakers dozen remains strong as its needed for survival in this tough single player setup in heroic. Any Xboxers want to carry me through raid for eagle bearer let me know! I am not farming bullet king until after TU 10 when exotic drop rates increase. Though I haven't seen much on the rate increases maybe good for a new vid (TU10.3). Thanks for the great details as always!!
A beautiful job !! I have an observation to make, you considered the FAMAS2010 mag with 30 bullets, but it can reach 50 bullets. Considering the 50 bullets, don't you believe that the numbers are even better?
Hey, I heard that Striker Gear gets a Buff that every Shotgun shell now counts as a Stack, that means you get per shot 7-8 stacks. Its similiar to Division1 Striker. Is that true?
Another great take, LT! Thanks a bunch! But I have a question: in your opinion what weapons in each or those categories "feels" best? You know? I mean... Which one feels like you're playing a delta force operator! :)
@@LtBuzzLitebeer Not many would do that tho, because nobody builds a best build without bring up weapons along with it. But I get the point of the vid was to lay out stats and you did a great job of providing that. The final decision tho shouldn't be just about the stats, with other factors playing into a total package with the considerations mentioned previous factoring heavily.
I'm always afraid to talk about my favorite weaponry for fear that the devs will need my favs, LOL. Suffice it to say that this was a great video amd i will definitely check out the 1886 again, i liked it early in the game but really wanted a larger mag and an optic but that would make it totally OP.
Unfortunately it is not a real world comparison. Snipers and shotguns should incorporate oneshot-potential, rifles should include accuracy and stability (as they highly depend on mods)
Very true, this is not real world. However, it does give you a strong basis to loot and test your weaponry. We weak base damage weapon with low RoF will never be the best choice, and this listing shows us how to narrow down the selections to just a few.
Pretty much. Here is the link to the build guide I was using in this video: ua-cam.com/video/nXL6LFqfz60/v-deo.html Lots of CHC and CHD along with a maxed out FAMAS with Strained.
Of all the weaponry I covered today, I am still partial to the FAMAS, Eagle Bearer, Classic M1A, NEGEV or MG5, MP7, & Nemesis. Pretty much the standard stuff.
How do you get your damage numbers all neat and tidy like that? Also, the nemesis questline has changed, and I haven't seen an updated video for it. The parts are no longer tied to specific bosses, instead a random part is awarded on completion of any invaded stronghold (once per week), with the blueprint still coming from Puck without the need for having all the pieces.
Come TU10 I hope someone comes up with a Chicago Typewriter build using the Tommy Gun & 870 Shotgun. Been saving up these two in the stash for a while now.
The rifle numbers are limited by how fast you can physically press the mouse button. Those high rate of fire rifles don’t actually fire that fast and if they did your hand would be numb in 5 minutes.
why is the pestilence hated on? I love using it to mark enemies and load up tanks with full debuff which can hit for 500k each sec while you handle others and reposition....
Off topic, have you heard anything on a glitch that makes your ground look like a mirror? I'm on Xbox and idk what up date it's on and the last three days I have no ground just a glass/mirror
That is a graphical bug that I sometimes see on the PS4 as well. It has something to do with the connection to the server (from what I have been told).
@@LtBuzzLitebeer Funny you can be near perfect for 13 mins but make one mistake and that's what you hear about. Just like being at work or being married right?
@@MichaelMoellerTRLInc Look man, there are a ton of comments saying they love the video. I like it too, why would i be subbed otherways, i just found that bit funny, doesn't "lol" indicate that? XD
This is kinda misleading (SMG/AR), especially for solo players who should care most about kills per magazine. I use ACR all the time because the elites have to die before I reload, burst damage means nothing if I have to reload before the elite is dead. Also killing several reds/purples before reload is better imo than bursting one down faster but then having to reload. Especially elites often go to cover/hiding if you have to reload before they die.
You have a point, but it also depends on the difficulty and NPC type. On Heroic, I have small windows of opportunity to pop up and fire at a target before I have 4 or 5 NPCs all focus firing me. I need a weapon that can deliver the maximum amount of damage in the shortest amount of time, so I need a weapon that excels in burst damage. If I had other squad members that can draw agro, or I am playing on Challenge Difficulty, I could absolutely use your method.
@@LtBuzzLitebeer Damage per magazine over burst damage is what I prefer in solo heroics, having just enough DPS to down an elite before reload. With full group burst is probably better because enemies have so much more health. Though our movement and positioning is also probably different so it all factors in, I'm not saying my method is the right one but I found it very effective for my self and believe that damage per magazine is vastly underrated in the "meta" circles.
No, that is a FAMAS I looted in a mission. I had Strained already on it and I rolled the attribute to damage to targets out of cover. Try pairing it with the Sharpshooter spec for added stability, etc.
@@LtBuzzLitebeer You must have some incredibly steady hands or something cuz I already pair it with sharpshooter and even tried dumping stability mods on it. I still felt a ton of recoil, no where near as stable as what I'm seeing in your videos. Love your content though keep it up!
Burst is essentially how much and quickly can you get damage out of your weapon. If you have a small window to fire, you want to be able to fire off as much damage as possible. Sustained damage is how much damage you can consistently keep firing at a target over a period of time. Slower firing weapons or weapons with high ammo counts excel at sustained damage.
It makes no sense that the Vector SBR and Tac Vector SBR have different values. They're the exact same gun, minus a stock. Also, no surprise that all my favorite guns are low on every list. Wonderful.
It's how the game makes the different variants stand apart. One has lower ammo counts with higher base damage, while the other has higher ammo counts, but less base damage.
@@LtBuzzLitebeer It still seems dumb to me. I'd like it if there were no variants in the actual loot pool, but rather a way to configure a given gun into its variants. But I know that's never gonna happen. They want more in the loot pool, not less.
The AKM hits hard and if you are having issues keeping it on target, try adding stability/accuracy mods to the weapon, use the Sharpshooter spec for added weapon handling and look for just a bit of the weapon handling attribute on your gear.
How do you get the damage numbers to cascade off to the right of the target like in this video (with non-crits off to far right, and crits slightly closer to the target)??? Anyone know?
The proper title for this story should be the best weapons in TU10 PTS. It’s premature to call it anything else as all could change on release (it as before). But a click is a click I suppose.
Haven't played this game yet, but am interested in the gun mod, but with these numbers just have to say WTF? Maybe I'm reading wrong what "sustained damage" and "burst damage" means, but if it means rounds per minute, then WTF? Pistols do more damage in a minute than LMGs? WTF? Is this one of those games where LMGs do piss poor damage that's the equivalent of BB pellets while pistols do the most damage per shot than every other gun? Is this another game where pistols are the most overpowered weapons in the game and are newbs favourites to outshoot players using every other gun?
To answer your questions no, these numbers are assuming every round hits with no other factors. Burst damage is how much damage it can put out in the shortest amount of time. Sustain damage is the most damage over a longer period of time.
Maybe I'm just special Ed.... But how in the hell are damage numbers so high for the rifles in the game? Every single time I've tried the semi auto rifles, their performance is rather pathetic. Sure I can hit 500K with an M1A, but I can hit 150K with my AR. At 900 RPM. With a 40 round magazine. And most of the rifles (like the SCAR) have so much "recoil" crosshair spread that you can't put rounds down range very quickly, since you have to wait for the crosshairs to settle again. And if you miss a shot with the rifles, it really kills your DPS; missing an AR shot here and there doesn't have such a big impact on your damage output. Granted, I'm just barely getting to the end game content, so surely there must be some gear sets that dramatically improve rifle performance??
We are closing in on 50K subs! Please take a second to smash the sub button and ring the bell to never miss another upload notification. Many thanks! ~ Buzz
Are you sure the diamondback got a 21.3% increase? I thought it was only getting approx 7%. I thought the patch notes in phase 2 said that. Just subscribed
I hope you didn't break it?! 😜
According to the spreadsheet I attached in the video description...yes.
@@LtBuzzLitebeer I just checked the spreadsheet. diamondback gets 7.7% buff on tu10. now the 1886 has higher base damage with 342,153 and the Diamondback only has 329,108 up from 305,578. I guess the 100% crit hit chance after hitting targeted enemy makes up for it. still seems weird for an exotic to have lower base damage. I mean I solo heroic quite easily with diamonback + 3 providence (including The sacrifice for glass cannon, vigilance), god rolled sawyers kneepads so im not one shotted by everything plus the 30% dmg after 10s. with one grupo and one overlord. still wish I was getting a little bit more base damage though haha.
@@lukecheski1747 base dmg got 7%, he is talking about susteined or burst dmg which of course would scale... Hence, the bigger procentage
I don't think this takes into account attachments so it skews the numbers very heavily, especially with burst or sustain numbers. Exotics already have them pre attached and can't change them so there is bias there as well. Adding 50 bullets for example to an LMG that only has 50 bullets to begin with makes its sustain numbers go drasticly up. While you could argue any LMG could have that 50 bullets added, a gun that already has 100 bullets for example wouldn't get as much of a sustain damage jump as a lower mag but higher burst LMG would. This could be said about almost every weapon type with every mod slot/talents etc.
This is a good base to start some theory crafting on but nowhere near the overall picture. I know you mentioned this at the start, but I think it can't be stated enough. Just hope people realize this before jumping to conclusions.
Thanks for the breakdown to both you and AA_Brian though. 👍
Agreed. The extended mags will greatly change this ranking list, but there is still a lot of valuable information here including base damage and optimal range.
yea, RPK and L86 lack of a belt is still gonna hold them back i am afraid. Maybe they should add a drum mag mod for those 2
Thanks so much for bringing that to light.. The spreadsheet is currently an ongoing process.. I will include some commonly used mods on weapons like 20mag for ARs into the calculation. And I am currently working on that.
Checkout for the newest versions here:
www.reddit.com/r/thedivision/comments/gvefut/the_division_2_weapon_dps_database
Also Nemesis is currently an outlier in burst dps and sus dps, because you have to charge every shot. The effective rpm is only 18 rather than 50. That will lower the amount of burst and sustained dps quite a lot.
I've done these spreadsheets in the past and can appreciate how much time they take to produce. Grats!
Appreciate all the work you put into this AA_Brian! Thank you.
Straight to the point, love it. Its great that the community is active and someone is taking the time to test weapons. Some of the stats make sense and others don't but thats because im trying to think of it from a fully spec'd out weapon standpoint. My Black Market AK has all 3 stats maxed out + strained and I am hitting 25 million
DPS in the shooting range off of one clip. Its my hardest hitting and highest DPS Assault rifle. My other ARs have high DPS but not that high.
Thank you Anthony and while I do appreciate the firing range, it is not the answer for all questions. Once I have what I want on a weapon, I will use them in missions to get that "gut" feeling as to which I prefer to use and which weaponry matches my playstyle.
@@LtBuzzLitebeer i hear you man. The firing range is a nice benchmark but it definitely does not represent an ideal field scenario. Im on console and headshots are a task. Never in the field will i unload a full clip and land 100% headshots, its just not feasible.
Thanks AA_Brian and Buzz, interesting on paper but as you mentioned there is a caveat to all this where mag attachments will close the gap on exotics and recoil makes a massive difference in practical use. Well it does on console. I struggle to get close to 40 accuracy with any weapon and even as low as 28 sometimes which means I’m dealing 1/3rd of the damage I’m creating. I’d be interested in your shortlist favourites based on mods an handling. 👍🏽
Handling with M+K seems to be easier in some regards.
Awesome vid man, delivered so much better than other UA-camrs.
Glad I could help! 😄
Thanks for the video Buzz. That is one help to know what to pick up for the next update.
Exactly and glad to help Evert.
@@LtBuzzLitebeer The thing I still don't like about the DIV2 is that there is no way to get the exotic weapons in other fashions. That is my biggest peeve compared to D1. I
I could grind by saving up weekly caches and all so that makes it easier and it would force me to play a bit more.
Now, there is a change coming.
Keep on making videos Buzz. When things changed, I can work on my builds again.
TLDR for those wanting to start farming:
TAC VECTOR SBR 9MM
VECTOR SBR 45 ACP
BANSHEE
MPX
VECTOR SBR 9MM
TOMMY GUN
L86
MG5
RPK
BULLETKING
BIGHORN
FAMAS
EAGLE BEARER
F2000
M4
AKM
DOUBLE BARREL
SUPER 90
SASG 12
M870
ACS 12
M1A CQB
SOCOM M1A
ACR SS
USC 45 ACP
LIGHT WEIGHT M4
Nice breakdown Dave!
I have everything on the except the eagle bearer so I'm ready for this update 😂👍 Shout out to all the hoarders
Subbed my man. Love the content. Clear and concise.
Thank you and welcome to my channel Eddie!
Div 1 I loved me some vectors and mp7. Cant wait. Thanks for this helpful video. Subbed.
Yeah, that MP7 is starting to look like a strong option in the SMG classification. Thanks for the view and the sub! Welcome to my channel.
In the testing I've conducted I found The Bullet King can have a faster TTK vs Elite enemies on Legendary than the Eagle Bearer for example. However, it depends on a number of variables such as reload time (on an AR) and of course ones build. For example how much one spec'd into LMG damage, AR Damage, weapon damage, etc.
That said, there are so many variables in D2 to make blanket statements with regard to nearly anything, often pointless. And as we know the game is constantly a moving target so to speak and what works great today may be next to garbage in the next update.
Btw, I love your Gamertag and you have a great voice. :) Now you have to agree with me. ;)
Thanks for the complements Cassie.
The Virginian a DZ exclusive miss the list but I imagine it will be a few notches above 1886.... Still some good research
Thank you very much!
I got mine from a named item cache provided by the deason pass.not entirely dz ezclusive
Baker’s Dozen. That’s all you need. Build for high crit chance and crit damage. Run sharpshooter specialization and perfect glass cannon on the vest. The Baker’s Dozen is the best weapon in the game pound for pound, all facts. Run the reviver hive and restorer chem launcher. I have the FAL as my secondary and it slaps, too. Baker’s Dozen.
I am getting a sense that you really want us to use the Baker's Dozen! 😜
LtBuzzLitebeer I know that there are some less experienced gamers that are trying to work their way through the entire Division 2 experience (Raid, etc.). That setup is going to give them the power they’re going to need, lmmfao. I have some dope skill builds, too.
Thank you, I was looking for this video
No problem!
Every time I see 'they tweaked this up and this down' I can't help wondering why they don't use a very simple method to make sure base damage is the same for all weapons (at least within a class)
1: Decide what you want the damage per minute to be.
2: Using rate of fire, magazine size, and reload speed, work out the actual number of round fired in a minute.
3: Divide total damage by number of round to work out damage per round.
Voila! every weapon has the same sustained damage, before mods and talents.
Seems pretty logical to me Valkanna!
There's still a few factors to consider still, as most weapons handle differently, maybe normalized with some calculated "how difficult are you" metric. Like AKs are up there on the AR category, but without specing into weapon handling, you're not going to hit all of those shots. It seems like they kinda already do this when you take this into account. Obviously there are some outliers (like the UMP), but I'd say most are pretty balanced. Also some guns benefit wildly from some of the weapon talents, I suspect this is the main reason some of the exotics scored so high. Add strained to some of those slow firing/high mag weapons and you might see a much different story.
Subscribed great content man I know the game can be frustrating at times but looking forward to tu10
Thank you for the sub Adam and there are plenty of people like me in the Div community that are willing to help you out.
1889 Winchester is what I'm having fun with.
I will breakout the Diamondback from time to time just to feel like a badass cowboy!
Hey Buzz, thanks for confirming that my DiamondBack and Stoner combo is the way to go 👍👍
Thank you for the intel, LT.
No problem Nathan and as always, thanks for the view and comment.
Got the last piece for the Nemesis from invaded Manning Zoo the other day, could've had it a couple weeks ago but I didn't know it would drop there.
was it targted loot for sniper rifle
Grats! Now go craft it and then use the recal bench to max it out through the reroll mechanics. It will be quite strong in TU10
@@sharpe227 no, you get a part from each stronghold (first one is in invaded tidal basin, nothingbutskillz has a good guide video) and a part from Puck in invaded GWH mission.
I was happy to get pretty decent rolls on it, Buzz, even got a pretty good Chameleon from Saturn doing the manhunt.
@@LtBuzzLitebeer i compared my god nemesis with the new one using the same build.
I was hitting 2 mln damage more than the non PTS but the big difference is that i made a build with 30% handlind and oh boy does handling feel good, way less scope sway the reload is almost non existent the ADS speed is much faster! On top of this whole test i tried the new headhunter talent... it's almost illegal 😂 millions and millions of damage everywhere
Your channel is awsome...thank you for all the work...
Best regards from Germany
Vielen Dank!
Nemesis is super bouncy, Looking forward to chatterbox use and chameleon again these have been in the bank for some time. I'm hoping M1A Bakers dozen remains strong as its needed for survival in this tough single player setup in heroic. Any Xboxers want to carry me through raid for eagle bearer let me know! I am not farming bullet king until after TU 10 when exotic drop rates increase. Though I haven't seen much on the rate increases maybe good for a new vid (TU10.3). Thanks for the great details as always!!
Many thanks Zapp and good luck on the raid!
Awesome video! Thanks for the effort!
👍
That diamondback buff is interesting. With my current gear which is not the best I'v see head shot crits for 5.2m (group)
Nice, right?
A beautiful job !! I have an observation to make, you considered the FAMAS2010 mag with 30 bullets, but it can reach 50 bullets. Considering the 50 bullets, don't you believe that the numbers are even better?
thanks for that, been using the mk17 lately may have to change that
Agreed. I use it on my CC build, but with that setup, I am not concerned with damage output.
My maxed out MP7 with OP talent just waiting in inventory for TU10 xD
Oh yes!
Hey, I heard that Striker Gear gets a Buff that every Shotgun shell now counts as a Stack, that means you get per shot 7-8 stacks. Its similiar to Division1 Striker. Is that true?
If so, that would be sick!
It's true, They say it's not as monstrous as Div 1, but it does work with the good ole SAUSAGE (SASG) or Showstopper (AA-12).
Nice video, aren't you missing the Mk.46 from the LMG list?
The Mk46 is a variant of the M249, so it has all the same stats.
Another great take, LT!
Thanks a bunch! But I have a question: in your opinion what weapons in each or those categories "feels" best? You know? I mean... Which one feels like you're playing a delta force operator!
:)
On the PTS, I have enjoyed using the FAMAS, Eagle Bearer, Classic M1A, MP7 and the Bullet King.
i love the 1886, not only is it an awesome historical gun, but that thing fuckin melts, i need to find a godroll of that 1
Diamondback???
Hey I just subscribed and your doing great and I’m excited to see more from you
Thank you so much!!
Build, Playstyle and Weapon Roll will determine it more often, not to mention your weapon combination choice.
True, but pairing your best build with the weakest weapon will always hold you back. 😜
@@LtBuzzLitebeer Not many would do that tho, because nobody builds a best build without bring up weapons along with it. But I get the point of the vid was to lay out stats and you did a great job of providing that. The final decision tho shouldn't be just about the stats, with other factors playing into a total package with the considerations mentioned previous factoring heavily.
On my DPS loadout, I carry two god-rolled rifles: the Baker’s Dozen and The Virginian. My sidearm is the Mozambique Special.
I'm always afraid to talk about my favorite weaponry for fear that the devs will need my favs, LOL. Suffice it to say that this was a great video amd i will definitely check out the 1886 again, i liked it early in the game but really wanted a larger mag and an optic but that would make it totally OP.
Thanks Great video was wondering about this thanks
Good to know big horn is great in AR class problem is, an exotic that needs you to land headshots but the recoil kicks like a mule.
Eagle bearer, ACS-12 and still the m1a. Job's sorted.
Solid choices! 😉
@@LtBuzzLitebeer But definitely the famas if people don't have the EB. It also shreds.
Love your vids man. keep it up!
Will do and many thanks Mike!
Great vid! Thanks! Also, what build are you using on this video?
Thank and this is the build guide for the one I am using: ua-cam.com/video/nXL6LFqfz60/v-deo.html
LtBuzzLitebeer thanks for the reply!
Unfortunately it is not a real world comparison. Snipers and shotguns should incorporate oneshot-potential, rifles should include accuracy and stability (as they highly depend on mods)
Very true, this is not real world. However, it does give you a strong basis to loot and test your weaponry. We weak base damage weapon with low RoF will never be the best choice, and this listing shows us how to narrow down the selections to just a few.
I'm a simple gall, put the L86 at the top of a iist and I'm happy :)
I used the L86 back in the original Division game and liked it.
m1a + bulletking still rules in PVE.
Assault Rifles will be in there as well in TU10
Hey Buz. Can you give a summary of your build? My guess is chc and chd with dmg to armor and dmg to health maxed? Correct me if im wrong
Pretty much. Here is the link to the build guide I was using in this video: ua-cam.com/video/nXL6LFqfz60/v-deo.html
Lots of CHC and CHD along with a maxed out FAMAS with Strained.
Thanks. I'll use what I want to use and play how I want to play.
Go get em hammer
My favorite are f2000 mp7 and lady death
Solid choices James.
Could you let us know your opinion which ones from each category is the best overall? Or top 3?
Of all the weaponry I covered today, I am still partial to the FAMAS, Eagle Bearer, Classic M1A, NEGEV or MG5, MP7, & Nemesis. Pretty much the standard stuff.
@@LtBuzzLitebeer I appreciate the response 👍🏼👍🏼👍🏼..
How do you get your damage numbers all neat and tidy like that?
Also, the nemesis questline has changed, and I haven't seen an updated video for it. The parts are no longer tied to specific bosses, instead a random part is awarded on completion of any invaded stronghold (once per week), with the blueprint still coming from Puck without the need for having all the pieces.
On PC it is done this way: Settings > UI > Scrolling Combat Text > Floating
@@LtBuzzLitebeer Thank you!
Congrats on the 50 K
Heeeeey! Thank you Aymnot!
So would burst damage be measuring the initial dmg numbers when pressing the trigger? Like how is it measured
Thank you for the info. Your build hits pretty hard, mind telling me what gear pieces they are please? Thank you.
Come TU10 I hope someone comes up with a Chicago Typewriter build using the Tommy Gun & 870 Shotgun. Been saving up these two in the stash for a while now.
That could be fun with the matching outfit as well!
@@LtBuzzLitebeer agreed!
Games is where math fails us.
Have you unlocked the Excel Commendation in game?
Division maths failed us.😂
Really stoked for this for the SMGs. Too bad UMP still sucks.
I know, right? The UMP is a cool weapon, but in The Division, it is nothing but materials once you break it down.
yea such a shame. Oh well, time to farm MP7s!
The rifle numbers are limited by how fast you can physically press the mouse button. Those high rate of fire rifles don’t actually fire that fast and if they did your hand would be numb in 5 minutes.
Exactly.
@@LtBuzzLitebeer Not only that but you can't even fire the USC .45 fast despite its 420 RPM because the accuracy becomes horrible.
Rifles should fire single shots if you press the button shortly, if you keep it pressed, they should fire like an AR, according to their RPM
@@elmarpodiebrad9570 Then they ARE assault rifles.
why is the pestilence hated on? I love using it to mark enemies and load up tanks with full debuff which can hit for 500k each sec while you handle others and reposition....
Not hated on, just doesn't perform well in these tests. I still use it quite a bit myself! :P
im interested to know what weapon are you using there??
is ti FAMAS ??
Where did you find that excel spread sheet of all the weapons?
So what should I be considering when choosing ARs and Rifles for PVE: burst or sustained?
For solo, I choose burst. For group, it is up to you.
As a solo player.. what damage will be the best for me.. Burst damage or Sustained damage?
I go for burst. Sustained if I am running in a group.
LtBuzzLitebeer thank I had no idea what to go for lol
need a Glock auto pistol exotic. would also like seeing ww2 drum russian gun, the pps41 and pps42.
Yoooo my RuneScape brother what’s your RSN btw I’m osrs
Add me RSN:2nvd
Ok
Thank you for the brake down, this helps a lot. Being a hard core LMG lover I'm still finding the love for the classic M60
It is still a strong option. I think the only drawback is the missing mod slot.
Why there was no stats on the Bakers Dream in the Riffle category?
Because the Baker's Dozen is a named version of the Classic M1A, so it shares the same base damage and rankings.
Off topic, have you heard anything on a glitch that makes your ground look like a mirror? I'm on Xbox and idk what up date it's on and the last three days I have no ground just a glass/mirror
That is a graphical bug that I sometimes see on the PS4 as well. It has something to do with the connection to the server (from what I have been told).
@@LtBuzzLitebeer ok thank you that helps eliminate my end.
Urban MDR has blazing fast reload speed at 1.9 meters lol
Yeah, I heard that. Sorry.
@@LtBuzzLitebeer Funny you can be near perfect for 13 mins but make one mistake and that's what you hear about. Just like being at work or being married right?
@@MichaelMoellerTRLInc Look man, there are a ton of comments saying they love the video. I like it too, why would i be subbed otherways, i just found that bit funny, doesn't "lol" indicate that? XD
Thank you 👍🏼
No, thank you for the view and the comment! 😄
what scope are you using and how did you get it
On the FAMAS, that's the Russian Red Dot. On the M1A, that is the Sharpshooter Specialization Digital Scope. 🤘
This is kinda misleading (SMG/AR), especially for solo players who should care most about kills per magazine. I use ACR all the time because the elites have to die before I reload, burst damage means nothing if I have to reload before the elite is dead. Also killing several reds/purples before reload is better imo than bursting one down faster but then having to reload. Especially elites often go to cover/hiding if you have to reload before they die.
You have a point, but it also depends on the difficulty and NPC type. On Heroic, I have small windows of opportunity to pop up and fire at a target before I have 4 or 5 NPCs all focus firing me. I need a weapon that can deliver the maximum amount of damage in the shortest amount of time, so I need a weapon that excels in burst damage. If I had other squad members that can draw agro, or I am playing on Challenge Difficulty, I could absolutely use your method.
@@LtBuzzLitebeer Damage per magazine over burst damage is what I prefer in solo heroics, having just enough DPS to down an elite before reload. With full group burst is probably better because enemies have so much more health. Though our movement and positioning is also probably different so it all factors in, I'm not saying my method is the right one but I found it very effective for my self and believe that damage per magazine is vastly underrated in the "meta" circles.
Well done
Thanks Patrick 👍
@@LtBuzzLitebeer always man... always good to see good data posts they are very little opinion... i love mini maxing and this really helps
Whats best for PVP? sustained or burst?
Burst
Just how do you get a Famas 2010 that stable? Or is the named version?
No, that is a FAMAS I looted in a mission. I had Strained already on it and I rolled the attribute to damage to targets out of cover. Try pairing it with the Sharpshooter spec for added stability, etc.
@@LtBuzzLitebeer You must have some incredibly steady hands or something cuz I already pair it with sharpshooter and even tried dumping stability mods on it. I still felt a ton of recoil, no where near as stable as what I'm seeing in your videos. Love your content though keep it up!
What is the difference between burst and sustained damage?
Burst is essentially how much and quickly can you get damage out of your weapon. If you have a small window to fire, you want to be able to fire off as much damage as possible. Sustained damage is how much damage you can consistently keep firing at a target over a period of time. Slower firing weapons or weapons with high ammo counts excel at sustained damage.
@@LtBuzzLitebeer OK got it, thanks for answer.
thank you for the update =)
No problem!
Anyone knows what weapon is he using in the clips shown in the video? Seems like an SMG but that thing is a laser!
That is the FAMAS! 🤘
@@LtBuzzLitebeer what kind of famas is that??
How do you set the damage numbers in the middle of the screen?
On PC it is done this way: Settings > UI > Scrolling Combat Text > Floating
@@LtBuzzLitebeer Thanks a lot :)
It makes no sense that the Vector SBR and Tac Vector SBR have different values. They're the exact same gun, minus a stock. Also, no surprise that all my favorite guns are low on every list. Wonderful.
It's how the game makes the different variants stand apart. One has lower ammo counts with higher base damage, while the other has higher ammo counts, but less base damage.
@@LtBuzzLitebeer It still seems dumb to me. I'd like it if there were no variants in the actual loot pool, but rather a way to configure a given gun into its variants. But I know that's never gonna happen. They want more in the loot pool, not less.
What is even sillier is Tac 9mm deals more damage per bullet than .45 ACP. Obviously done for gameplay balance, but still pretty dumb.
I really wanna like the AKM my ability to stay on target is just not as great as G36s, ACR and M4
The AKM hits hard and if you are having issues keeping it on target, try adding stability/accuracy mods to the weapon, use the Sharpshooter spec for added weapon handling and look for just a bit of the weapon handling attribute on your gear.
@@LtBuzzLitebeer I already focus SHD points on Stability but I'll give the Specialization and mods a try as well. Thanks
@@seanthomxx2694 I use the MK16 instead for this reason. base dmg is still high, great with strained, and much more stable/accurate
Still gonna use my God Rolled UMP 45 YOLO status
Good luck with that one. 🤦♂️
Great Video but MDR has a reload speed of 1-9 meters ? Otherwise top notch information....
How are they gonna do the mk17 like that?
It got hit pretty hard.
How do you get the damage numbers to cascade off to the right of the target like in this video (with non-crits off to far right, and crits slightly closer to the target)??? Anyone know?
On PC: Settings > UI > Scrolling Combat Text (switch to floating) 👍
LtBuzzLitebeer can you make the dmg numbers smaller? Crit numbers seem to take over sometimes.
Dark Winter best SMG
SMH
they had tell us 1000 times that they gone buff smg but yet they didn’t do it...... do you think they going to buff it right now????
Almost every SMG received a base damage buff in TU10.
i dont have the dlc so im just yeeting with my Vector 9mm at 515
I hear you Wayne. Without WONY, a lot of what I discussed is locked to you.
PC actually registers shots
Indeed
What weapon is being used at 1:30?
That is the FAMAS.
@@LtBuzzLitebeer thanks man! Love your videos!
Your opinion of course
Indeed
The proper title for this story should be the best weapons in TU10 PTS. It’s premature to call it anything else as all could change on release (it as before). But a click is a click I suppose.
PTS Phase 3 is pretty much how things are going to be in the update. Phase 3 is mainly for the last few touches to the skills and gear sets.
LtBuzzLitebeer and they have always implemented what was in the last PTS haven’t they? Answer is NO.
blazing fast 1.9 metres 10:16
Yep.
Haven't played this game yet, but am interested in the gun mod, but with these numbers just have to say WTF? Maybe I'm reading wrong what "sustained damage" and "burst damage" means, but if it means rounds per minute, then WTF? Pistols do more damage in a minute than LMGs? WTF? Is this one of those games where LMGs do piss poor damage that's the equivalent of BB pellets while pistols do the most damage per shot than every other gun? Is this another game where pistols are the most overpowered weapons in the game and are newbs favourites to outshoot players using every other gun?
To answer your questions no, these numbers are assuming every round hits with no other factors. Burst damage is how much damage it can put out in the shortest amount of time. Sustain damage is the most damage over a longer period of time.
Maybe I'm just special Ed.... But how in the hell are damage numbers so high for the rifles in the game? Every single time I've tried the semi auto rifles, their performance is rather pathetic. Sure I can hit 500K with an M1A, but I can hit 150K with my AR. At 900 RPM. With a 40 round magazine.
And most of the rifles (like the SCAR) have so much "recoil" crosshair spread that you can't put rounds down range very quickly, since you have to wait for the crosshairs to settle again. And if you miss a shot with the rifles, it really kills your DPS; missing an AR shot here and there doesn't have such a big impact on your damage output.
Granted, I'm just barely getting to the end game content, so surely there must be some gear sets that dramatically improve rifle performance??
Hello I am a True Son Sorry🤷♂️
You must be the one I keep hearing yell "You just killed a True Son"
Same True Sons fanatic
I hear that a lot! 🤦♂️
How to move damage number to the side of your reticle... Like seriously.. how :(
On PC: Settings > UI > Scrolling Combat Text (switch to floating) 👍
@@LtBuzzLitebeer thank you haha, because its annoying when you scope or tracking enemy with your crosshair...
When they are dropping the TU10?
I am thinking mid June.
@@LtBuzzLitebeer I can't wait ......cause chameleon :D
Love you Buzz but not the new intro am reaching for the volume as soon as it starts.
Sorry about that
Subbed.
Thank you so much and welcome John! 👏
how to set the damage show like the vedio?
Here is the build guide for the setup I am using in this video: ua-cam.com/video/nXL6LFqfz60/v-deo.html
This is only numbers.
Build used in the background??
This one: ua-cam.com/video/nXL6LFqfz60/v-deo.html
I'm glad the ACS-12 got some love it's my personal favorite I just need farm a god roll so I can walk around like Terry crews I the expendables.
Blam Blam Blam!
It is already super good, it is getting a buff with almost all shotguns because they want to reward close range combat.
@@MemoriesLP I like it!