9k Elecs Boost SM

    PvE

by x300 last updated Oct 20, 2020    Patch v1.8

   

Votes: 0

   

Primary DPS

232,372

Firearms  

  2961

Toughness

299,270

Stamina  

  2961

Skill Power

429,866

Electronics  

  10018

Gear

Barret's bulletproof vest
Skill Haste  (9%)
Enemy Armor Damage  (6%)
Increased Kill XP  (28%)
 

1272

Inventive Backpack
Skill Power  (13339)
Bleed Resistance  (17%)
 
 

1272

classified gear icon Tactician Mask
Enemy Armor Damage  (8%)
Damage to Elites  (12%)
 
 

1401

classified gear icon Tactician Gloves
Enemy Armor Damage  (8%)
Skill Haste  (9%)
Health on Kill  (5%)
 

1401

classified gear icon Tactician Knee Pads
Skill Power  (13339)
Bleed Resistance  (33%)
Damage to Elites  (16%)
Shock Resistance  (33%)

1401

classified gear icon Tactician Holster
Skill Haste  (7%)

1401

1401

1401

Gear Mods

Gear Mod - Electronics Mod
Skill Power  (3335)
QUANTITY - 5
  

267

Performance Mod
Seeker Mine Explosion Damage
QUANTITY - 4
  
 

Primary Weapon  -  Black Market AK-74

C79 scope (3-4x)
Critical Hit Damage  (20.5%)
Stability  (3%)
Headshot Damage  (6%)
 
Extended Magazine
Magazine Size  (121%)
Critical Hit Damage  (4%)
Reload Speed  (5%)
 
Compensator
Stability  (14%)
Critical Hit Damage  (4%)
Headshot Damage  (6%)
 
Angled Grip
Stability  (14%)
Critical Hit Damage  (4%)
Reload Speed  (5%)
 

Secondary Weapon  -  Classic M44 Carbine

MK5 scope (15x)
Optimal Range  (25%)
Stability  (3%)
Critical Hit Damage  (4%)
 
Muzzle brake
Stability  (14%)
Critical Hit Damage  (4%)
Headshot Damage  (6%)
 

Off Hand Weapon  -  First Wave PF45

Compensator
Stability  (14%)
Headshot Damage  (6%)
Critical Hit Damage  (4%)
 
Small laser pointer
Accuracy  (18%)
Stability  (3%)
Critical Hit Damage  (4%)
 

Skills

Talents

Build Guide

You don't need to complete all reference items and mods if this build. Just reach 9k electronics, 400k skill power and 40% damage to elite and 40% enemy armor damage. And you are good to go. 

Detailed Stat Calculations

Average Weapon Damage Per Magazine:    232,372
Average damage per magazine at optimal range with the primary weapon and all bonuses included
Max Weapon Damage Per Magazine:    302,812
Maximum damage per magazine at optimal range with the primary weapon and all bonuses included
Min Weapon Damage Per Magazine:    161,932
Minimum damage per magazine at optimal range with the primary weapon and all bonuses included
Critical Hit Chance:    0%
Critical hit chance with the primary weapon
Critical Hit Damage:    57.5%
Additional damage dealt with a critical hit from the primary weapon
Body Damage:    17,543
Damage dealt per bullet with a bodyshot from the primary weapon
Headshot Damage:    32,805
Damage dealt per bullet with a headshot from the primary weapon
Range:    26.00m
Optimal range for the primary weapon
Reload Time:    2.60s
Reload time for the primary weapon
Average Weapon Damage Per Magazine:    161,318
Average damage per magazine at optimal range with the secondary weapon and all bonuses included
Max Weapon Damage Per Magazine:    237,282
Maximum damage per magazine at optimal range with the secondary weapon and all bonuses included
Min Weapon Damage Per Magazine:    85,353
Minimum damage per magazine at optimal range with the secondary weapon and all bonuses included
Critical Hit Chance:    0%
Critical hit chance with the secondary weapon
Critical Hit Damage:    48%
Additional damage dealt with a critical hit from the secondary weapon
Body Damage:    100,872
Damage dealt per bullet with a bodyshot from the secondary weapon
Headshot Damage:    280,425
Damage dealt per bullet with a headshot from the secondary weapon
Range:    75.00m
Optimal range for the secondary weapon
Reload Time:    0.60s
Reload time for the secondary weapon
Average Weapon Damage Per Magazine:    170,340
Average damage per magazine at optimal range with the sidearm and all bonuses included
Max Weapon Damage Per Magazine:    229,346
Maximum damage per magazine at optimal range with the sidearm and all bonuses included
Min Weapon Damage Per Magazine:    111,333
Minimum damage per magazine at optimal range with the sidearm and all bonuses included
Critical Hit Chance:    0%
Critical hit chance with the sidearm
Critical Hit Damage:    33%
Additional damage dealt with a critical hit from the sidearm
Body Damage:    12,061
Damage dealt per bullet with a bodyshot from the sidearm
Headshot Damage:    24,846
Damage dealt per bullet with a headshot from the sidearm
Range:    14.00m
Optimal range for the sidearm
Reload Time:    1.60s
Reload time for the sidearm
Min Firearms:    2,834
The minimum amount of firearms this build will have
Max Firearms:    2,961
The maximum amount of firearms this build will have when fully optimized
Min Stamina:    2,834
The minimum amount of stamina this build will have
Max Stamina:    2,961
The maximum amount of stamina this build will have when fully optimized
Min Electronics:    8,999
The minimum amount of electronics this build will have
Max Electronics:    10,018
The maximum amount of electronics this build will have when fully optimized
Skill Power:    429,866
Improves skills
Skill Haste:    40%
Improves the cooldowns of skills
Max Health:    199,021
The maximum amount of health this build will have when fully optimized
Max Toughness:    299,270
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:    0%
Additional mitigation vs damage from Elite and Named enemies
Exotic Damage Resilience:    0%
How much exotic damage is mitigated
Bleed Resistance:    50%
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:    0%
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 (0)
  • No comments yet, maybe you should be first?

Leave a comment