KillbertArenas
Superstar
This dude knows how to do the glitch got something to do with kicking people
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It's fun af
We doing clears in 3 minutes

This dude knows how to do the glitch got something to do with kicking people
![]()
![]()
It's fun af
We doing clears in 3 minutes

These dudes are p*ssy with this rogue shyt. They let a team member go rogue and then jump in front of your bullets when you buss at them so you can go rogue and can be killed.See that's the problem you hiding in safe houses Jammininstead of outside grinding them levels
Don't let me catch you in there doing a 2 step I'm a catch a body #roguelife![]()
I need to run Lincoln Tunnel later on i need to get a MP5 ST drop and i hear it comes from there just HMU... i saw you send me a invite yesterday but i was in the middle of doing the Challenge mode farmI know how to run that 12 man fire team glitch if cats here want to run quick challenge Lincoln tunnel runs later on today![]()
I need to run Lincoln Tunnel later on i need to get a MP5 ST drop and i hear it comes from there just HMU... i saw you send me a invite yesterday but i was in the middle of doing the Challenge mode farm



Current build since becoming DZ 50 my shyt getting up there
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@SumBlackguyz sent me a invite I got there just in time for a free HE drop
But as usual he left me dolo in DZ 6 I had that yellow on me had to extract it solo.
@Mowgli in the hardest zone against level 32 LMB this is a go hard extraction vid
I don't know where those 2 freeloaders came from in the end but they damn sure ain't help me clear off the extraction space![]()

I looked at a He shotty at a vendor in DZ and didn't purchase might have to go back and cop thatKeeping a shotty for up close would have ended that engagement sooner![]()

You could have blind fired from cover with the shotty and taken less damage and inflicted casualties from that close. Also that shock turret would have kept them immobile while you shot them to shytI looked at a He shotty at a vendor in DZ and didn't purchase might have to go back and cop that![]()
Weapon DPS in The Division is skewed and doesn't accurately display your actual damage. What the Weapon DPS calculates is the crit of your weapon, the damage per shot, the rate of fire, magazine size, accuracy, and stability and then puts all those stats into a mythical scenario in which every bullet hits the target. Because of this, the displayed weapon DPS you get is never going to be truly accurate. The things you need to care about most are:
-Damage per shot
-Crit Chance
-Crit Damage
-Weapon Damage % increase
-Stability
-Optimal Range
The biggest and most important thing that you can possibly get is more armor. Armor provides a straight up damage reduction, which is self explanatory, and you need a lot of it to make a serious dent in higher level and stronger enemies. Right now, I sit at 4654 armor, which provides me with a 65% damage reduction. On top of that I have 5% Exotic Damage Res and 19% Elite Damage Res, which may not seem like much, but it adds up and makes a massive difference because of multipliers. From what I can tell is all the various damage reduction percentages that are available are multipliers off of one another. This is a very important feature. MULTIPLIERS ARE AMAZING. What a damage multiplier does is it takes your base armor mitigation value and then any further damage that you take is tweaked. Let me provide an example.
Before the example, a brief description of the damage reduction types:
Armor Damage Reduction - This decreases only bullet damage. Exotic Damage Reduction is not calculated to this type of damage.
Exotic Damage Reduction - This decreases only non bullet damage. Armor Damage Reduction is not calculated to this type of damage
Elite Damage Reduction - This reduces damage from elites. Unknown if this also means players, more than likely not.
All Damage Reduction - Reduces all damage incoming. Not currently in the game as far as I'm aware. Only thing that gives you ADR is the reckless talent, which should actually display as a negative number meaning you actually do take more damage.
Lets say for the purposes of this demonstration you have 65% armor mitigation, 25% elite mitigation, and 10% all damage mitigation, even though you can't really get ADR for example purposes. Lets now say you get shot for 67,500 damage:
67500 * 65% (armor reduction) = Damage reduced to 23625
23625 * 25% (elite damage reduction) = Damage reduced to 17718.75
17718.75 * 10% (all damage reduction) = 15946.125
End result = You took 15,946.125 damage instead of the initial 67,500 damage hit
Already, that big hit you took is much more manageable. Instead of globalling you, it takes you down to half health. The more damage reduction multipliers you add simply increases your survival in harder content.
Now onto the fun bit, how the game deals reducing incoming damage. When you take a hit, the game first looks at the kind of damage that you took, was it bullet based or not. If it was bullet based, it would use your armor value first and then elite reduction. If it wasn't a bullet based hit, such as fire or a bleed, it would take your exotic damage resistance value first and then your elite reduction value. All your other resistances, like burn and shock, are added after the initial damage reduction is applied. There are some things that can be absolutely essential to surviving difficult encounters, such as maxing out your bleed resistance so you don't bleed to death from frag grenade damage.
The difference between 55% damage reduction from armor and 56% can be the difference between life and death. If you are running around with less than 59% damage reduction, you are insanely squishy and will have a hard time with harder content. Players that complain about shotgunners hitting to hard or that challenge mode is too difficult likely don't have the damage reduction to deal with the damage that enemies are dealing you. I can guarantee that if you increase your damage reduction, you will not have as many issues with higher level enemies because you can survive longer.
It is a good idea to choose a specific stat that you want to increase. Firearms is for damage, Stamina for tankiness, and Electronics for skill power (healing, damage, buffs, etc). A balanced road will hurt you in the long run since you are less likely to be able to deal with higher end content that is geared towards players that specialize in certain areas. Pick something you like doing and master it, don't try to be the jack of all trades because it simply doesn't work.
The stats you should choose are self explanatory, or so I would hope:
Tank = Stamina
Tech/Healer = Electronics
Soldier (Straight Weapon DPS) = Firearms
You can do some hybrid builds with a mix of two different stats, but not all three. If you choose to run a hybrid build, then you are playing a support role. Trying to balance all three will end in disaster.