The Division Rpm Vs Dmg
- Rounds Per Minute. This metric is tied to the minute, so the number is the number of bullets that can be put downrange in effective combat (taking into account reload time) per minute. For instance, for a RPM of 300, a weapon with a given reload speed can put 300 rounds downrange in a minute.
- Our Division 2 In-depth Damage, DPS and DPM Calculator was made to make theorycrafting new builds much easier. By filling in fields with the values that can be found on your character’s inventory screen in game, you’ll be able to find out your Average DPS, DPM and even Burst Damage!
Weapons in The Division come in 6 different types: Pistols, Assault Rifles, Light Machine Guns, Marksman Rifles, Submachine Guns and Shotguns. They also come in different qualities Worn , Standard, Specialized, Superior and High-End and as you progress towards endgame you will encounter rare and more powerful weapons, check the Loot Drop Rates page for more. Weapons of higher quality will have higher damage than those below them. Players can equip 3 weapons at once, a primary, a secondary and a sidearm. You may interchange any of the weapon classes in your Primary and Secondary slot except for Pistols which function as your infinite ammo sidearm.
Weapons
DMG (per bullet): That measures the base amount of damage your gun will do per bullet regardless of its a crit hit or not. The higher the value the better. This value is directly tied to your Firearms score. Crit Hit Chance: All SMG's (at least until the new patch) have a base crit hit chance percentage. Anything over 22% is good.
Pistols in The Division are one of 5 types of Weapons the player can use. They are the sidearm and are typically used as a last resort when ammo is low or gone as they feature infinite ammo. They are also a useful finisher to swap to when an enemy's health is low in order to conserve your primary and secondary ammo. They can be used in conjunction with certain Skills such as Ballistic Shield, so tank roles will want to spend some time locating and upgrading a pistol they favor. They can be upgraded with Magazines and Muzzles and you can change the Skin of the Weapon to customize its appearance.
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Pistols
Name & Icon | DAM | RPM | MAG | Accuracy | Reload Speed | Range | Stability | Mods |
| 1 | |||||||
| 146 | 310 | 7 | |||||
| ||||||||
| ||||||||
| 145 | 450 | 17 | 2 | ||||
| 182 | 450 | 15 | 2 | ||||
Custom PF45 | ||||||||
Police 686 Magnum | ||||||||
686 Magnum | ||||||||
Glock 30 | ||||||||
LFP586 | ||||||||
M&P 45 | ||||||||
M45A1 | ||||||||
PF45 | ||||||||
HK9S | ||||||||
Officer's M9 A1 | ||||||||
Police Pistol | ||||||||
PX-4 Storm | ||||||||
X-45 | ||||||||
First Wave X-45 |
Weapon Stats
The Division Rpm Vs Dmg Download
Weapons feature 3 primary values, which are as follows:
- DMG: An expression of your damage per bullet
- RPM: Rounds Per Minute, which defines how fast your weapon can fire
- MAG: Your magazine, which is how many rounds can be fired before needing to be reloaded
The Division Rpm Vs Dmg 3
The following are the features that comprise a weapon:
- Accuracy: How fast the reticle for this weapon changes size when fired. The more narrow the reticle, the more accurate the shot.
- Reload Speed: Amount of time needed to reload this weapon
- Range: Max distance before the weapon is no longer effective. To view the optimal range with your equipped weapon, go to the character screen and scroll down to Range. Moving beyoned this range will incur a damage penalty that increases the further you move from your enemies, so try to keep your enemies within your weapon's optimal range in order to do max damage, or switch to a different weapon if you must fall back.
- Stabilty: How hard the weapon is to control when firing for a prolonged period. It is analagous to Recoil. Weapons can feature horizontal or vertical instability which can be corrected via Weapon Mods
Weapons also have levels, meaning you can find the same weapons at a higher or lower level. Higher level Weapons deal more damage then their lower level counterparts (assuming their qualities are the same). It is entirely possible for a lower level weapon to deal more damage if it has a higher quality and the level difference isn't too large.
Weapons also feature unlockable Weapon Talents such as improved damage or regeneration which can be unlocked by having a minimum value in your corresponding Stats.
Weapons can be modified with Weapon Mods that allow you to change or improves aspects of each Weapon. The 4 Mod slots are: Optics, Magazines, Underbarrels and Muzzles. You can also add a Skin to your Weapon to further customize its look.
Weapon Quality Bonus
The following table is breakdown of what you can expect a weapon to feature such as Attributes and Weapon Talents based on its rarity:
Rarity | Primary Bonus Min | Primary Bonus Max | Talent Min | Talent Max | Power Level Scale |
0 | 1 | - | - | .8 | |
0 | 1 | 0 | 1 | 1.0 | |
0 | 1 | ? | 2 | 1.25 | |
0 | 1 | ? | 2 | 1.5 | |
0 | 1 | ? | 3 | 1.75 |