The Juggernaut (Classified D3FNC)

    PvE

by Masenku last updated May 22, 2019    Patch v1.8

   

Votes: +8

   

Primary DPS

405,063

Firearms  

  4157

Toughness

600,379

Stamina  

  9080

Skill Power

122,178

Electronics  

  2961

Gear

classified gear icon D3-FNC Chest
Enemy Armor Damage  (6%)
Health  (16674)
Ammo Capacity  (56%)
 

1401

classified gear icon D3-FNC Backpack
Skill Power  (13339)
Ammo Capacity  (56%)
 
 

1401

classified gear icon D3-FNC Mask
Enemy Armor Damage  (8%)
Damage to Elites  (12%)
 
 

1401

classified gear icon D3-FNC Gloves
SMG Damage  (12%)
Critical Hit Chance  (6%)
Critical Hit Damage  (17%)
 

1401

classified gear icon D3-FNC Knee Pads
Skill Power  (13339)
Damage to Elites  (16%)
Burn Resistance  (33%)
Bleed Resistance  (33%)

1401

classified gear icon D3-FNC Holster
Critical Hit Chance  (4%)

1401

1401

1401

Gear Mods

Gear Mod - Stamina Mod
Skill Power  (3335)
QUANTITY - 2
  

267

Gear Mod - Stamina Mod
Crit Chance  (1%)
QUANTITY - 3
  

267

Performance Mod
Riotshield Damage Resist
QUANTITY - 4
  
 

Primary Weapon  -  The House

PRO red dot sight
Critical Hit Damage  (20.5%)
Critical Hit Chance  (3.5%)
Stability  (3%)
 
Extended Magazine
Magazine Size  (121%)
Rate of Fire  (6.3%)
Critical Hit Chance  (3.5%)
 
Loud vent brake
Critical Hit Damage  (20.5%)
Critical Hit Chance  (3.5%)
Stability  (3%)
 
Small Grip
Critical Hit Damage  (20.5%)
Stability  (3%)
Accuracy  (2.5%)
 

Secondary Weapon  -  The House

PRO red dot sight
Critical Hit Damage  (20.5%)
Critical Hit Chance  (3.5%)
Stability  (3%)
 
Extended Magazine
Magazine Size  (121%)
Rate of Fire  (6.3%)
Critical Hit Chance  (3.5%)
 
Loud vent brake
Critical Hit Damage  (20.5%)
Critical Hit Chance  (3.5%)
Stability  (3%)
 
Small Grip
Critical Hit Damage  (20.5%)
Stability  (3%)
Accuracy  (2.5%)
 

Off Hand Weapon  -  Custom PF45

Compensator
Stability  (14%)
Accuracy  (2.5%)
Optimal Range  (5%)
 
Small laser pointer
Accuracy  (18%)
Stability  (3%)
Reload Speed  (5%)
 

Skills

Talents

Build Guide

This is the successor to Bruiser Ninja D3. This build does not hit anywhere close to as hard as the Bruiser build. But it will far outlast it. A single kill will take you to the hard cap of 60% damage reduction. This means you effectively have 5.9 million shield health and your toughness is up a lot too. If you find you are tanky enough without that level of reduction, replace the 4 damage resilience mods with damage mods. This will give you damage just shy of a 6K firearms and 6K stamina build but with a way stronger shield as outline in this theory crafting thread.

The primary House is for NPC mobs as you'll proc kills often enough to benefit from Predatory being constantly active. The secondary House is for bosses/Hunters to keep up free healing while you aren't getting kills. This set up lets you play more aggressively since you've got your own minor healing train going. If there's a Reclaimer on the team, hopefully they can fire a heal at you when seriously needed (which can happen regularly if you are hyper aggressive). The Custom PF45 is a gear score 204 (optimized to 228) so that Coolheaded is unlocked. The purpose of it is to farm back Recovery Link (usually after picking up 2 other players). Since you can play at point blank range, it's pretty easy to land a pile of head shot's on a single NPC to get it back in a dozen shots or so (the damage is also so low that they don't generally die). Just let other players know you want that NPC alive as you're farming back your Recovery Link. Toxic can help with that if the blind status effect procs keeping the NPC in one place for you.

In a team, your job is *NOT* to block incoming damage to help keep teammates alive. That's the medic's job to keep everyone's health full and counter the incoming damage. Your job *IS* to flank the enemy and dislodge them from their positions and focus on you so they expose themselves to the DPS players who can mop the floors with them. You can sustain incredible amounts of damage that no one else on the team can, so use that to your advantage and break from the ranks to annoy the enemies. Just make sure the medic knows and can fire a heal your way if needed.

The support station serves two jobs. One is for drop, wait 10 seconds and then pop (this heals your shield as well). The second is to pick up another player without having to stop face tanking and shooting. Of course you can always point the shield at NPC's and stop shooting while you do a manual revive as well. If you're solo farming Resistance, then change the box to the ammo station and change Strike Back to Tech Support to keep the box up longer.

Note: the Reactive Taregting mod does not apply to the shield, but it is physically the biggest shield you can deploy, so it’s a better choice than the base shield for this reason.

Detailed Stat Calculations

Average Weapon Damage Per Magazine:    405,063
Average damage per magazine at optimal range with the primary weapon and all bonuses included
Max Weapon Damage Per Magazine:    465,172
Maximum damage per magazine at optimal range with the primary weapon and all bonuses included
Min Weapon Damage Per Magazine:    344,954
Minimum damage per magazine at optimal range with the primary weapon and all bonuses included
Critical Hit Chance:    42%
Critical hit chance with the primary weapon
Critical Hit Damage:    103.5%
Additional damage dealt with a critical hit from the primary weapon
Body Damage:    17,297
Damage dealt per bullet with a bodyshot from the primary weapon
Headshot Damage:    25,945
Damage dealt per bullet with a headshot from the primary weapon
Range:    17.00m
Optimal range for the primary weapon
Reload Time:    2.07s
Reload time for the primary weapon
Average Weapon Damage Per Magazine:    405,063
Average damage per magazine at optimal range with the secondary weapon and all bonuses included
Max Weapon Damage Per Magazine:    465,172
Maximum damage per magazine at optimal range with the secondary weapon and all bonuses included
Min Weapon Damage Per Magazine:    344,954
Minimum damage per magazine at optimal range with the secondary weapon and all bonuses included
Critical Hit Chance:    42%
Critical hit chance with the secondary weapon
Critical Hit Damage:    103.5%
Additional damage dealt with a critical hit from the secondary weapon
Body Damage:    17,297
Damage dealt per bullet with a bodyshot from the secondary weapon
Headshot Damage:    25,945
Damage dealt per bullet with a headshot from the secondary weapon
Range:    17.00m
Optimal range for the secondary weapon
Reload Time:    2.07s
Reload time for the secondary weapon
Average Weapon Damage Per Magazine:    189,883
Average damage per magazine at optimal range with the sidearm and all bonuses included
Max Weapon Damage Per Magazine:    251,622
Maximum damage per magazine at optimal range with the sidearm and all bonuses included
Min Weapon Damage Per Magazine:    128,145
Minimum damage per magazine at optimal range with the sidearm and all bonuses included
Critical Hit Chance:    9%
Critical hit chance with the sidearm
Critical Hit Damage:    42%
Additional damage dealt with a critical hit from the sidearm
Body Damage:    13,377
Damage dealt per bullet with a bodyshot from the sidearm
Headshot Damage:    26,753
Damage dealt per bullet with a headshot from the sidearm
Range:    14.70m
Optimal range for the sidearm
Reload Time:    1.60s
Reload time for the sidearm
Min Firearms:    3,903
The minimum amount of firearms this build will have
Max Firearms:    4,157
The maximum amount of firearms this build will have when fully optimized
Min Stamina:    8,250
The minimum amount of stamina this build will have
Max Stamina:    9,080
The maximum amount of stamina this build will have when fully optimized
Min Electronics:    2,834
The minimum amount of electronics this build will have
Max Electronics:    2,961
The maximum amount of electronics this build will have when fully optimized
Skill Power:    122,178
Improves skills
Skill Haste:    0%
Improves the cooldowns of skills
Max Health:    399,265
The maximum amount of health this build will have when fully optimized
Max Toughness:    600,379
Toughness is a combination of max health and armor
Max Health on Kill:    0%
Health on Kill is a percent of the health you get back when killing an enemy
Protection from Elites:    30%
Additional mitigation vs damage from Elite and Named enemies
Exotic Damage Resilience:    0%
How much exotic damage is mitigated
Bleed Resistance:    33%
How high a resistance to Bleeding this build will have
Blind Deaf Resistance:    0%
How high a resistance to Blindness/Deafness this build will have
Burn Resistance:    33%
How high a resistance to Burning this build will have
Disorient Resistance:    0%
How high a resistance to Disorientation this build will have
Disrupt Resistance:    0%
How high a resistance to Disruption this build will have
Shock Resistance:    0%
How high a resistance to Shock this build will have
Comments (4)
  • The weapon mods that are 21% crit damage are from a rounding error back in 1.6?, when they changed the mod system. you CANNOT get these values on your mods unless you have a time machine, the best mods in the game that you can get is 19% critdmg 3% critchnce

  • how did you get the weapons mod...?????? I keep crafintg them and no way even close to get them.

  • No idea how this calculates DPS, sorry. In game it doesn't list that high. But in game calculation has been meaningless (and busted) since day 1. I've also updated the build to reflect how I actually use it now (when I log into NYC over DC).

  • How did you get 400.000 DPS? i only have 340.000.

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