Tom Clancy's The Division 2

Tom Clancy's The Division 2

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AKPanda Nov 13, 2024 @ 7:40pm
What is better for weapons?
DMG or RPM?
Which is more important in game? and why?
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Showing 1-7 of 7 comments
Sallorris Nov 14, 2024 @ 3:13am 
For a super simple answer take the damage of the gun and multiply by the rpm.
Ankua Nov 14, 2024 @ 6:26pm 
Depends on your build. A striker build benefits from both equally. They need stack count for for increased damage. The sooner they build their stacks up the more damage they deliver.

Wheras a sniper build uses that high damage per shot to the head doing massive damage per shot.

A crowd control build with an Iron Lung or Pestilence build really enjoys a quick bullet per second to shine.
Echolecter Nov 15, 2024 @ 12:10pm 
I'd say it doesn't matter that much which one you take. Use what works best for you, I'd always go for damage, kill them before they can do any harm. With riffles the RPM doesn't matter that much since you most likely need to aim again after every shot due to recoil. All weapons are sort of 'balanced' by magazine size, their talents not included.
AKPanda Nov 15, 2024 @ 7:40pm 
Thanks guys!
JtDarth Nov 15, 2024 @ 8:26pm 
Originally posted by Echolecter:
I'd say it doesn't matter that much which one you take. Use what works best for you, I'd always go for damage, kill them before they can do any harm. With riffles the RPM doesn't matter that much since you most likely need to aim again after every shot due to recoil. All weapons are sort of 'balanced' by magazine size, their talents not included.
With marksman rifles, sure, but the actual rifle class not so much, being much mroe dependant on particular model you are using. The UC12 in particular is INSANE in how much of a laser it is even while laying on the trigger.

At the end of the day, if you want to know which is better in 'peak' circumstances between RPM and DMG, just times the damage by the RPM for both. Congrats, you now have the theoretical max, and now just have to account for your own personal preferences and ability to keep it on target. You can also divide that RPM number by 60 to get RPS, which will let you figure out how much down-time you might be losing to reloads and how that impacts your theoretical peak numbers.


RPM vs raw DMG can also be a bit misleading because of how accuracy factors in. Something with a high rate of fire, next to no recoil, and high accuracy can in fact outdamage something that SHOULD be doing better damage, just by nature of being able to drill the head far more reliably, taking advantage of that headshot bonus to bias the numbers. Just something to keep in mind.

I've yet to find a weapon in this game I would really call 'non-viable' or completely outmoded, aside from the semi-automatic Marksman rifles, which are horribly outclassed in functional output by both the bolt actions, and the normal rifles, due to how difficult it is to keep them on target, and their relatively low ammo volumes.
Echolecter Nov 15, 2024 @ 11:54pm 
Originally posted by JtDarth:
At the end of the day, if you want to know which is better in 'peak' circumstances between RPM and DMG, just times the damage by the RPM for both. Congrats, you now have the theoretical max ...

Calculating values and 'theoretical maximum' only works at shooting range. When you're fighting against AI, they will hit you and you do need to constantly aim because of that. If they were static targets, like shooting range, you can apply math, elsewhere you really can't rely on that. Mentioning one specific weapon doesn't make sense, with other classes like LMG specifically it works differently. These have a lot of recoil, or 'miss assistant' as I prefer to call it. Just figure out which weapon works best or players like, and use that.
JtDarth Nov 16, 2024 @ 3:13am 
Originally posted by Echolecter:
Originally posted by JtDarth:
At the end of the day, if you want to know which is better in 'peak' circumstances between RPM and DMG, just times the damage by the RPM for both. Congrats, you now have the theoretical max ...

Calculating values and 'theoretical maximum' only works at shooting range. When you're fighting against AI, they will hit you and you do need to constantly aim because of that. If they were static targets, like shooting range, you can apply math, elsewhere you really can't rely on that. Mentioning one specific weapon doesn't make sense, with other classes like LMG specifically it works differently. These have a lot of recoil, or 'miss assistant' as I prefer to call it. Just figure out which weapon works best or players like, and use that.
So, you literally ignore the ENTIRE rest of my post, where I cover exactly those factors, in order to try to act like I didn't? I also qualified my 'single weapon' example as being specifically for rifle class. If you can't be bothered to actually read, maybe don't respond.
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Date Posted: Nov 13, 2024 @ 7:40pm
Posts: 7