Headshot Dmg Or Crit Hit Chance Division 2

Posted on  by
Headshot Dmg Or Crit Hit Chance Division 2 Rating: 9,5/10 3242 reviews

Critical Hit Damage to Critical Hit Chance

May 22, 2016 Critical Hit Damage to Critical Hit Chance TL;DR: You want all of the benefit without any effort, huh Fine! It’s exactly 4.75 to 1 or 19:4. As in you need 285% CHD at 60% CHC cap. Now don’t ask me where to get that OP: I’ve seen a few theories on the subject. These stack multiplicatively, making snipers/DMRs and SMGs arguable the most effective weapons to stack critical hit chance on. This is easy since there are many scopes with +headshot and +crit. Chance or damage, not to mention magazines with +weapon damage or crit. Chance/dmg., which fit into every single available rifle.

TL;DR: You want all of the benefit without any effort, huh… Fine! It’s exactly 4.75 to 1 or 19:4. As in you need 285% CHD at 60% CHC cap. Now don’t ask me where to get that…

OP: I’ve seen a few theories on the subject. Some say it’s 4.2:1, some insist it’s 5:1. I decided to get to the bottom of this and got to crunching. Below I will try to demonstrate how I arrived at the golden ratio. These calculations apply to not only The Division, but to any DPS output in games where CHC and CHD are used in a similar way.

For simplicity’s sake let’s assume we’re using a weapon with 6000 base damage per bullet and 1000 RPM fire rate. The magazine size will be infinite, and we’re completely ignoring headshot damage and accuracy. I am not a wiz at Reddit formatting, so bear with me.

Ex.ChanceDamageDPS Output
1CHC=0CHD=0DPS=100,000
2CHC=25CHD=100DPS=125,000
3CHC=25CHD=200DPS=150,000
4CHC=50CHD=100DPS=150,000
5CHC=50CHD=200DPS=200,000
6CHC=50CHD=250DPS=225,000

These are pretty straight forward examples that should help establish a baseline for different ratios of CHD to CHC. Now to compare DPS gains from adding either CHC or CHD I will modify each of the 6 examples above with the same amount of chance and damage. To make it more appealing, I will use stats from a well rolled weapon mod, like a magazine or muzzle, that offers 8% CHC or 38% CHD. The actual numbers and their ratio don’t really matter, as they will be constant in all 6 examples.

+ ■ Coordinate rotation measurement Machining can be done without changing the program even if the workpiece is attached crookedly, simply by performing this operation within the X-axis and Y-axis plane. Dmg mori nvx 5100 coolant change.

Ex.ChanceDamageDPS OutputDPS Gain
1CHC=8CHD=38DPS=103,040DPS Gain=3,040/3.04%
2aCHC=25+8=33CHD=100DPS=133,000DPS Gain=8,000/6.4%
2bCHC=25CHD=100+38=138DPS=134,500DPS Gain=9,500/7.6%
3aCHC=25+8=33CHD=200DPS=166,000DPS Gain=16,000/10.67%
3bCHC=25CHD=200+38=238DPS=159,500DPS Gain=9,500/6.33%
4aCHC=50+8=58CHD=100DPS=158,000DPS Gain=8,000/5.33%
4bCHC=50CHD=100+38=138DPS=169,000DPS Gain=19,000/12.67%
5aCHC=50+8=58CHD=200DPS=216,000DPS Gain=16,000/8%
5bCHC=50CHD=200+38=238DPS=219,000DPS Gain=19,000/9.5%
6aCHC=50+8=58CHD=250DPS=245,000DPS Gain=20,000/8.89%
6bCHC=50CHD=250+38=288DPS=244,000DPS Gain=19,000/8.44%

And finally, here’s an example with a ratio of exactly 4.75:1, the same ratio of CHD to CHC that is available as maximum rolls on our weapon mods.

ChanceDamageDPS OutputDPS Gain
CHC=50CHD=237.5DPS=218,750x
CHC=50+8CHD=237.5DPS=237,750DPS Gain=19,000/8.69%
CHC=50CHD=237.5+38=275.5DPS= 237,750DPS Gain=19,000/8.69%

There you have it, folks. It was as simple as that. How exactly is this helpful to us? It should be fairly obvious, but I’ll throw another sample at you, this time with some gear and an SMG.

Headshot Dmg Or Crit Hit Chance Division 2 3

Let’s say my AUG has 25% native CHC, 27% CHD from Deadly and 8% CHC from Fierce. I rolled 5% CHC on a mask, 20% CHD on pads, 20% CHD on a backpack, 7% CHC and 37% CHD on gloves, along with a 3-piece Striker bonus of 50% CHD. No mods on the AUG yet, and no gear mods in any mod slots. I end up with 45% CHC and 154% CHD, or approximately 3.42:1 CHD to CHC ratio. Sticking with 6000 base damage and 1000 ROF, my burst DPS is now at 169,300. Again, let’s try adding either 8% CHC or 38% CHD.

Hit
ChanceDamageDPS OutputDPS Gain
CHC=45CHD=154DPS=169,300x
CHC=45+8=53CHD=154DPS=181,620DPS Gain=12,320/7.28%
CHC=45CHD=154+38=192DPS=186,400DPS Gain=17,100/10.1%

Headshot Dmg Or Crit Hit Chance Division 2 Download

What does that tell me? That I need a CHD mod on the muzzle, and that I could use Skill Power on my mask instead of CHC, because I don’t have enough CHD to take full advantage of that extra 5%, which in turn makes me feel better about not having Skill Power on my backpack knowing that 20% CHD is what I need to get closer to the optimal ratio. Now what do I do about the optics, besides extra Headshot Damage? Well, I can still use CHC, with more CHD from Pulse in mind. Pretty much anything is better than Accuracy or Optimal Range on a scope.

To wrap this up, I’d like to mention that none of the crit modifiers in practically any scenario can even come close to a flat 13.5% Weapon Damage increase available on magazine mods and with a few talents. Not unless you had a complete disaster on your hands like 5% crit chance with 400% crit damage or 60% CHC with 50% CHD.

Source; /u/p377y7h33f

Headshot Dmg Or Crit Hit Chance Division 2 2017