Defense is the best offence

    PvE

by neurocite last updated Feb 17, 2018    Patch v1.8

   

Votes: 0

   

Primary DPS

367,779

Firearms  

  4029

Toughness

631,226

Stamina  

  9208

Skill Power

88,830

Electronics  

  2961

Gear

classified gear icon D3-FNC Chest
Exotic Damage Resilience  (11%)
Health  (16674)
Ammo Capacity  (56%)
 

1401

classified gear icon D3-FNC Backpack
Weapon Stability  (16.5%)
Ammo Capacity  (56%)
 
 

1401

classified gear icon D3-FNC Mask
Exotic Damage Resilience  (11%)
Damage to Elites  (12%)
 
 

1401

classified gear icon D3-FNC Gloves
SMG Damage  (12%)
Enemy Armor Damage  (8%)
Critical Hit Damage  (17%)
 

1401

classified gear icon D3-FNC Knee Pads
Health  (16674)
Burn Resistance  (33%)
Shock Resistance  (33%)
Damage to Elites  (16%)

1401

classified gear icon D3-FNC Holster
Weapon Reload Speed  (20.5%)

1401

1401

1401

Gear Mods

Gear Mod - Firearms Mod
Crit Chance  (1%)
QUANTITY - 4
  

267

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

267

Performance Mod
Riotshield Health
QUANTITY - 2
  
 
Performance Mod
Riotshield Damage Resist
QUANTITY - 2
  
 

Primary Weapon  -  The House

C79 scope (3-4x)
Critical Hit Damage  (20.5%)
Critical Hit Chance  (3.5%)
Optimal Range  (5%)
 
Extended Magazine
Magazine Size  (121%)
Critical Hit Chance  (3.5%)
Reload Speed  (5%)
 
Loud vent brake
Critical Hit Damage  (20.5%)
Critical Hit Chance  (3.5%)
Optimal Range  (5%)
 
Small Grip
Critical Hit Damage  (20.5%)
Stability  (3%)
Accuracy  (2.5%)
 

Secondary Weapon  -  Lightweight M4

Reflex sight
Critical Hit Chance  (8.5%)
Headshot Damage  (6%)
Accuracy  (2.5%)
 
Extended Magazine
Magazine Size  (121%)
Critical Hit Chance  (3.5%)
Rate of Fire  (6.3%)
 
Loud vent brake
Critical Hit Damage  (20.5%)
Critical Hit Chance  (3.5%)
Accuracy  (2.5%)
 
Short Grip
Critical Hit Damage  (20.5%)
Stability  (3%)
Accuracy  (2.5%)
 

Off Hand Weapon  -  Officer's M9 A1

Small suppressor
Critical Hit Chance  (8.5%)
Critical Hit Damage  (4%)
Headshot Damage  (6%)
 

Skills

Talents

Detailed Stat Calculations

Average Weapon Damage Per Magazine:    367,779
Average damage per magazine at optimal range with the primary weapon and all bonuses included
Max Weapon Damage Per Magazine:    423,731
Maximum damage per magazine at optimal range with the primary weapon and all bonuses included
Min Weapon Damage Per Magazine:    311,828
Minimum damage per magazine at optimal range with the primary weapon and all bonuses included
Critical Hit Chance:    38%
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:    17,115
Damage dealt per bullet with a bodyshot from the primary weapon
Headshot Damage:    25,672
Damage dealt per bullet with a headshot from the primary weapon
Range:    18.70m
Optimal range for the primary weapon
Reload Time:    2.07s
Reload time for the primary weapon
Average Weapon Damage Per Magazine:    329,318
Average damage per magazine at optimal range with the secondary weapon and all bonuses included
Max Weapon Damage Per Magazine:    413,992
Maximum damage per magazine at optimal range with the secondary weapon and all bonuses included
Min Weapon Damage Per Magazine:    244,644
Minimum damage per magazine at optimal range with the secondary weapon and all bonuses included
Critical Hit Chance:    20.5%
Critical hit chance with the secondary weapon
Critical Hit Damage:    83%
Additional damage dealt with a critical hit from the secondary weapon
Body Damage:    15,040
Damage dealt per bullet with a bodyshot from the secondary weapon
Headshot Damage:    27,223
Damage dealt per bullet with a headshot from the secondary weapon
Range:    28.00m
Optimal range for the secondary weapon
Reload Time:    2.50s
Reload time for the secondary weapon
Average Weapon Damage Per Magazine:    175,058
Average damage per magazine at optimal range with the sidearm and all bonuses included
Max Weapon Damage Per Magazine:    233,334
Maximum damage per magazine at optimal range with the sidearm and all bonuses included
Min Weapon Damage Per Magazine:    116,782
Minimum damage per magazine at optimal range with the sidearm and all bonuses included
Critical Hit Chance:    13.5%
Critical hit chance with the sidearm
Critical Hit Damage:    46%
Additional damage dealt with a critical hit from the sidearm
Body Damage:    15,882
Damage dealt per bullet with a bodyshot from the sidearm
Headshot Damage:    32,717
Damage dealt per bullet with a headshot from the sidearm
Range:    16.00m
Optimal range for the sidearm
Reload Time:    1.60s
Reload time for the sidearm
Min Firearms:    3,746
The minimum amount of firearms this build will have
Max Firearms:    4,029
The maximum amount of firearms this build will have when fully optimized
Min Stamina:    8,407
The minimum amount of stamina this build will have
Max Stamina:    9,208
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:    88,830
Improves skills
Skill Haste:    0%
Improves the cooldowns of skills
Max Health:    419,779
The maximum amount of health this build will have when fully optimized
Max Toughness:    631,226
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:    22%
How much exotic damage is mitigated
Bleed Resistance:    0%
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:    33%
How high a resistance to Shock this build will have
Comments (1)
  • Am I missing something here? Why did you choose to run responsive on your guns when the firearms aren't nearly high enough to meet the requirements which I believe is 4790

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