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The Division 2 Optimal Range

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Agents in The Division utilize a variety of weapons to carry out their duties. These weapons have variable statistics that govern everything from their rate of fire to the drift incurred when firing.

Random Statistics

The first thing Agents should know nigh the following statistics is that, while they might seem random, they are actually based on a base stat determined past the developers. There is a set up range (usually +/-v to 15 points, though there are significant outliers) inside which weapons can scale their statistics, and weapons also seem to scale inside a base increase per level. This algorithm is, as of yet, uncracked, though the base stats tin be figured relatively easily.

On this wiki, each weapon page has the following attributes: DAM, RPM, MAG, Accuracy, Stability, Optimal Range, Average Stat, and Reload Speed. These statistics are explained below in their relative sections.

Damage

Damage, represented here using "DMG", is the relative damage dealt to an enemy from a weapon. This is a base stat, and is tied somewhat to the blazon of weapon. For case, on average, a pistol sidearm will take less DAM than a LMG or SMG, only due to the nature of the weapon, what the weapon is chambered for, and the power of the weapon. Damage tin can be augmented using abilities and various mounts.

Rounds Per Minute

Rounds Per Minute, represented hither using "RPM", is the speed by which a magazine is emptied. This metric is tied to the infinitesimal, so the number is the number of bullets that can be put downrange in effective combat (taking into business relationship reload time) per infinitesimal. For instance, for a RPM of 300, a weapon with a given reload speed can put 300 rounds downrange in a minute.

Magazine

Magazine, represented hither equally "MAG", is the full number of rounds that can be carried in the active mag, the active mag being the alive source of bullets that are currently being fired. In effect, this means that, while y'all might have say 500 bullets available, your Magazine may but be 30, and thus you can only fire 30 rounds before having to reload.

Accuracy

Accuracy is a stat that is tied directly to a visual cue. This makes it unique, every bit, unlike other stats which utilize in game menus to brandish functionality and event, accuracy has a clear graphical representation.

Put just, accurateness determines the speed at which the reticle expands and contracts back to its original land. This in turn affects the spread of the clusters fired, with tighter reticle spacing needing a tighter group, and wider spacing needing looser grouping.

Stability

Stability determines the horizontal and vertical drift of the weapon nose. Think of the weapon equally a stick attached to the chest of your player graphic symbol. Every bit force exits away from the character, this stick drifts and shakes, and every bit more strength exits, this is magnified. This is what nozzle drift is. As a bullet exits, its kickback makes the weapon migrate from center.

Accordingly, higher stability reduces this drift, and makes the nozzle signal at the target more than often and with less drift.

Optimal Range

Optimal Range is more of a "sub statistic" rather than a principal statistic. This stat determines the range at which Stability and Accurateness are 100% constructive. Across this betoken, Accurateness and Stability drop off dramatically and logarithmicly.

Average Stat

The Average Stat is but the sum total statistic of Accuracy, Range, and Stability, and is the full statistic that is used to determine the relative harm dealt to an enemy given their altitude from the actor.

Reload Speed

Reload Speed is simply the amount of fourth dimension it takes the character animation to complete the reload bike for your weapon. This determines, in a way, your overall RPM as well equally your power to sustain reloads during combat.

The Division 2 Optimal Range,

Source: https://thedivision-archive.fandom.com/wiki/Weapon_Statistics

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