Post by TRUE EB0LA on Apr 4, 2016 11:53:19 GMT -5
ALL CREDIT FOR THIS GUIDE GOES TO JokerUnique
The weapons of The Division are – next to the skills – the main tool to dish out damage and attack enemies. The Weapons have five archetypes (Assault Rifles, SMG, LMG, DMR and Shotgun) plus the sidearm. Each weapon is available in different rarities (worn to high-end) and they are locked to a specific player levels: You can only equip weapons that have the same or a lower level than your character and as you level-up you need to replace these weapons on a regular basis. Depending on the weapon-rarity, some have to be replaced sooner than others.
Rarities
Each weapon has a specific rarity, that already gives a clear statement, if the weapon is worth keeping or just a candidate to be deconstructed or sold to a vendor. The Division has the following rarity-levels:
But what is the difference between common weapon and the higher rarities? There are several: The weapon usually have better stats and depending on the rarity of the weapon, it will also have one or more Weapon Talents. The Weapon Talents give you different buffs, that can be very powerful, when you combine them with the normal Character Talents. All stats of a weapon – be it damage or the specific Weapon-Talents - are generated at random and depending on your luck, a blue weapon can be less effective than a green weapon.
This only changes for the so-called named legendaries. These high-end weapons not only have a specific name, but have also pre-defined stats. While the general DPS-values between the same high-end weapon may differ, the 3 Weapon-Talents of a legendary are set and are always the same. This way, you have a clear information if the weapon suits you or not and then you just have to be lucky with the stats. The set weapon-talents are an important feature for min-maxing and the farm-plan in endgame.
Weapon Archetypes
As stated above, the weapons are structured in 5 main archetypes, plus the sidearm. Each weapon has its uses and specific advantages and disadvantages. Depending on your role and play style, one weapon can be more suited to you than others. When you have found your weapon, you need to use the right mods, to compensate the disadvantages and make it work. This is a short and rough overview over the different archetypes and their uses. Keep in mind, this is based on low-tier weapons, it may differ in endgame.
- Good to finish off enemies when you have a weapon with long reload.
- Set weapon talent of Expert (deals 100% more damage when health below 30%)
- Normally a last resort, for tanks part of the build.
Each weapon-type has specific perks and handicaps that are used to balance the weapon. Some weapon-types have less mod-slots (Shotguns, bolt-action Marksmen Rifles), Pistols have per default the Weapon Talent "Expert" and two archetypes have a default buff included: The SMGs have a built in Critical Hit Chance buff and the Marksmen Rifles have a Head-Shot-Damage modifier. These perks compensate on one hand the short range of the SMGs and on the other hand, the slow fire-rate and small magazines of the Marksmen rifles.
Reticle
Each weapon, has its own reticle and that gives you also a lot of information.
Ammo Count (orange bar)
Locked on enemy
Reload process
Hits on weak spots (yellow x)
So, while you are in combat, keep an eye on this information, because, it can be the deciding factor if you can push back an enemy or if you get overrun.
Weapon base stats
Each weapon has in total of seven base-stats that define how much base-damage you can do with it. These stats usually get higher with the level and the rarity of the weapon:
While you can only see bars here, you can find the exact numbers in the char-tap in the weapons-category:
All these numbers result in the DPS-Value, that is displayed in the weapon-list of the inventory. But this value includes every mod, every stat and displays an ideal situation where every bullet hits. Usually this is not the case and this is also the reason that a weapon with a huge DPS-number can be far less effective than a weapon with a lower number. So basically don´t trust this value, use it in combat and see if it fits your style or not.
Later in the game you can unlock a shooting range at the Base of Operation where you can test and optimize your weapon.
Comparing Weapons in the inventory
The Division is a shoot and loot game, so you will gather and pick up a lot of weapons. When you look at the weapons in the inventory, it will automatically display, if the weapon is better or worse than the weapon you are currently using. You see that with the green / red arrows and the DPS number.
But as stated above, the pure DPS-Number can be misleading because it is more a lab-value than combat value. It is more important to compare detail-stats with each other and to know; what stats are essential for each weapon: SMG for example need high stability, fast reload speed, large magazine and high fire rate while an Assault Rifle needs accuracy, stability, magazine size and optimal range, because you are firing over longer distances.
To compare weapons, you have to select both in the inventory and then press the compare button. This way you can see both weapons side by side and compare them this way. Now you just have to take into account, what has been mentioned until now and with some experience, you will get a feeling for the different weapons, how they work and in the end, what fit´s your playstyle and role.
Weapon Talents
In addition to the stats, each weapon can also have so called Weapon-Talents. Depending on the rarity, each weapon can have 1-3 Weapon-Talents that are (except in case of the high-end weapons) randomly assigned and therefore can fit more or less your character. Each Weapon-Talent has to be unlocked with your main character attributes. (Firearm, Stamina, Electronics)
For example, to use the “Determined” Weapon Talent, you need to have Firearms 78 and Electronics 169. Depending on the talent, you have to meet 1, 2 or even 3 of these requirements and sometimes you even have to change your equipment, to reach the required Character Attribute-numbers. But more about this in the Equipment / Charcter progression chapter.
This is a list of the so far confirmed Weapon Talents, that have been found in the Closed- and Open Beta and the different videos. The list is probably not finished, but it gives already a good insight, what talents we can expect and what may fit your role. All numbers are low-tier numbers and may change dramatically as you level-up.
SOURCE
The weapons of The Division are – next to the skills – the main tool to dish out damage and attack enemies. The Weapons have five archetypes (Assault Rifles, SMG, LMG, DMR and Shotgun) plus the sidearm. Each weapon is available in different rarities (worn to high-end) and they are locked to a specific player levels: You can only equip weapons that have the same or a lower level than your character and as you level-up you need to replace these weapons on a regular basis. Depending on the weapon-rarity, some have to be replaced sooner than others.
Rarities
Each weapon has a specific rarity, that already gives a clear statement, if the weapon is worth keeping or just a candidate to be deconstructed or sold to a vendor. The Division has the following rarity-levels:
- white – worn
- green - standard - Pistol 1 Weapon Talent
- blue - specialized - 1 Weapon Talent
- purple - superior - 2 Weapon Talents
- orange - high-end - 3 Weapon Talents
But what is the difference between common weapon and the higher rarities? There are several: The weapon usually have better stats and depending on the rarity of the weapon, it will also have one or more Weapon Talents. The Weapon Talents give you different buffs, that can be very powerful, when you combine them with the normal Character Talents. All stats of a weapon – be it damage or the specific Weapon-Talents - are generated at random and depending on your luck, a blue weapon can be less effective than a green weapon.
This only changes for the so-called named legendaries. These high-end weapons not only have a specific name, but have also pre-defined stats. While the general DPS-values between the same high-end weapon may differ, the 3 Weapon-Talents of a legendary are set and are always the same. This way, you have a clear information if the weapon suits you or not and then you just have to be lucky with the stats. The set weapon-talents are an important feature for min-maxing and the farm-plan in endgame.
Weapon Archetypes
As stated above, the weapons are structured in 5 main archetypes, plus the sidearm. Each weapon has its uses and specific advantages and disadvantages. Depending on your role and play style, one weapon can be more suited to you than others. When you have found your weapon, you need to use the right mods, to compensate the disadvantages and make it work. This is a short and rough overview over the different archetypes and their uses. Keep in mind, this is based on low-tier weapons, it may differ in endgame.
- Assault rifle
- Good all-rounder
- Most effective medium ranged in short controlled bursts
- Less effective at longer range
- Can sustain damage on full-auto-fire on short distances but you have to counter the recoil
- With bigger magazine, you can shoot even longer - SMG
- Close range combat
- Default perk for critical hit chance that gives you a critical hit damage-bonus
- Low recoil
- Inaccurate at medium/long distances
- Very high DPS at close range
- Hip fire also very good
- Best used indoors or as backup-weapon - LMG
- Long sustained fire for suppressing and force NPCs to take cover.
- Medium ranged
- Good for support roles, to keep NPCs in check and push them back.
- Strong recoil needs to be compensated
- The longer you are firing the weapon, the more accurate it gets. - Shotgun
- Very close range
- Almost point blank but can do very high damage.
- Good as backup weapon or indoor.
- When used as headshot, it is an instant kill for lower enemies.
- Long reload-time needs to be compensated. - Marksmen Rifles (semi-auto / bolt action)
- Long distance rifle
- High damage per shot
- High headshot damage bonus
- Semiautomatic and bolt-action versions
- In combination with Pulse and the Talents, it can do a lot of damage.
- Bolt-action marksmen rifles have small magazines that can´t be modded - Sidearm (Pistols)
- Infinite ammo
- Good to finish off enemies when you have a weapon with long reload.
- Set weapon talent of Expert (deals 100% more damage when health below 30%)
- Normally a last resort, for tanks part of the build.
Each weapon-type has specific perks and handicaps that are used to balance the weapon. Some weapon-types have less mod-slots (Shotguns, bolt-action Marksmen Rifles), Pistols have per default the Weapon Talent "Expert" and two archetypes have a default buff included: The SMGs have a built in Critical Hit Chance buff and the Marksmen Rifles have a Head-Shot-Damage modifier. These perks compensate on one hand the short range of the SMGs and on the other hand, the slow fire-rate and small magazines of the Marksmen rifles.
Reticle
Each weapon, has its own reticle and that gives you also a lot of information.
Ammo Count (orange bar)
Locked on enemy
Reload process
Hits on weak spots (yellow x)
So, while you are in combat, keep an eye on this information, because, it can be the deciding factor if you can push back an enemy or if you get overrun.
Weapon base stats
Each weapon has in total of seven base-stats that define how much base-damage you can do with it. These stats usually get higher with the level and the rarity of the weapon:
- Accuracy - (how fast the reticle for this weapon changes size when fired)
- Reload - (amount of time needed to reload this weapon)
- Range - (max distance before the weapon is no longer effective)
- Stability - (how hard the weapon is to control when firing for a prolonged period)
- DMG (damage per Round)
- RPM (rounds per minute)
- MAG (Magazine size)
While you can only see bars here, you can find the exact numbers in the char-tap in the weapons-category:
All these numbers result in the DPS-Value, that is displayed in the weapon-list of the inventory. But this value includes every mod, every stat and displays an ideal situation where every bullet hits. Usually this is not the case and this is also the reason that a weapon with a huge DPS-number can be far less effective than a weapon with a lower number. So basically don´t trust this value, use it in combat and see if it fits your style or not.
Later in the game you can unlock a shooting range at the Base of Operation where you can test and optimize your weapon.
Comparing Weapons in the inventory
The Division is a shoot and loot game, so you will gather and pick up a lot of weapons. When you look at the weapons in the inventory, it will automatically display, if the weapon is better or worse than the weapon you are currently using. You see that with the green / red arrows and the DPS number.
But as stated above, the pure DPS-Number can be misleading because it is more a lab-value than combat value. It is more important to compare detail-stats with each other and to know; what stats are essential for each weapon: SMG for example need high stability, fast reload speed, large magazine and high fire rate while an Assault Rifle needs accuracy, stability, magazine size and optimal range, because you are firing over longer distances.
To compare weapons, you have to select both in the inventory and then press the compare button. This way you can see both weapons side by side and compare them this way. Now you just have to take into account, what has been mentioned until now and with some experience, you will get a feeling for the different weapons, how they work and in the end, what fit´s your playstyle and role.
Weapon Talents
In addition to the stats, each weapon can also have so called Weapon-Talents. Depending on the rarity, each weapon can have 1-3 Weapon-Talents that are (except in case of the high-end weapons) randomly assigned and therefore can fit more or less your character. Each Weapon-Talent has to be unlocked with your main character attributes. (Firearm, Stamina, Electronics)
For example, to use the “Determined” Weapon Talent, you need to have Firearms 78 and Electronics 169. Depending on the talent, you have to meet 1, 2 or even 3 of these requirements and sometimes you even have to change your equipment, to reach the required Character Attribute-numbers. But more about this in the Equipment / Charcter progression chapter.
This is a list of the so far confirmed Weapon Talents, that have been found in the Closed- and Open Beta and the different videos. The list is probably not finished, but it gives already a good insight, what talents we can expect and what may fit your role. All numbers are low-tier numbers and may change dramatically as you level-up.
- Accurate - Accuracy is increased by 20% (Firearm 78)
- Adept – Using a skill increases critical hit chance by 3% / 5 sec
- Balanced - Weapon acquires mamimum accuracy faster when shouldered.
- Brutal - Headshot damage is increased by 10% when using this weapon.
- Capable - Using a Skill improves the handling of your weapon for 5 seconds (Firearm 169)
- Commanding - Every kill performed while the Signature Skill is active expands its duration by 7%
- Competent - Weapon damage is increased by 5% for 10 seconds after using a skill (Firearm 45 / Electronics 78)
- Coolheaded - Performing a headshot reduces all skill cooldowns by 2%. Requires 105 Firearms and 105 Electronics
- Deadly - Critical hit damage is increased by 5% (Firearm 78)
- Destructive - Amor destruction value is increased by 3% when using this weapon (Firearm 45)
- Determined – Killing a target reduces skill cooldowns by 5%
- Dominant - Every kill performed while your Signature Skill is active reduces the cool down of your other skills by 3%. (Requirement Firearm 65 / Electronics 65)
- Expert – Deals 100% more damage, when health of the target is below 30 %
- Ferocious - Damage against Elite and Named enemies is increased by 5%. (Firearm / Stamina / Electronics 72)
- Fierce - Critical hit chance is increased by 5% when using this weapon (Firearm 169 / Electronics 78)
- Harmful – Each hit has a 3%chance to apply the Bleed Status Effect to the target.
- Intense - The first bullet of a magazine has a 13% chance to apply the On Fire Status Effect to the target (Firearm 52 / Electronics 196)
- Meticulous - Killing a target has a 11.50% chance to instantly refill the magazine.
- Predatory - Effect: Killing a target regenerates 5.50% health over 5 seconds. Requirement: Firearms, Stamina and Electronics
- Prepared - Damage is increased by 5% when more than 40 meters from target.
- Proficient - The first bullet shot when out of combat has a 25% chance to result in a critical hit.
- Provident – The Last bullet of a magazine deals 28% more damage.
- Responsive - Damage is increased by 5% when closer than 10 meters to the target (Firearm 169, Stamina 45)
- Restored - Killing a target with this weapon removes all negative Status Effects (Stamina 60 / Electronics 105)
- Self-preserved - Critical hits with this weapon heal the user for 0.80% of damage dealt.
- Skilled - Headshot kills with this weapon increase Signature Skill resources by X%. - yet seen: 3%
- Stable – Stability is improved by 20%
- Steady - Killing a target with a headshot removes 100% sway from the weapon for 3 seconds.
- Sustained - Killing a target increases your health by 2% (Firearm 45 / Stamina 78)
- Swift - Reloading is 5% faster (Firearm / Stamina 78)
- Talented- Killing a target with this weapon increases Kill Power by 3 % for 5 seconds. This effect does not stack. Killing a new target refreshes the timer.
- Toxic - Headshot with this weapon have a 5% chance to apply the Blind Status Effect
- Trained - Critical hits increase Signature Skill resources by 1% (Electronics 78 / Stamina 45)
- Unforgiving - Missing health segments increase your damage: 1 missing segment plus 5%, 2 missing segments plus 15% (Firearm 78 / Stamina 169)
- Vicious - Critical hit chance is increased by 5% while at full health.
SOURCE