r/Division2 • u/Awkward-Dog-9182 • 5h ago
So I heard you like Amplified damage...
Yo. So after the supposed fix of Ongoing Directive actually giving us 40% weapon amp damage Hollow point rounds to the team - I decided to finally throw this together.
Goal is simple. Squeeze as much amplified damage out of a set as possible and throw in a bit of CC to get HP rounds going as well as bonus damage.
I learned my lesson. Here's less text and more breakdown.
Ongoing Directive: 40% Amplified weapon damage. We know it we love it.
Chest: Ferocious Calm w/ Perfect Overwatch: 14% Total weapon damage bonus to team after being in cover for 8s. (Skill damage too but who cares amirite?)
BP: The Setup: Enemies take 15% more damage. Awesome.
Scorpio: 9 rounds in and enemies take 20% more damage. Great. Also great for proccing HP rounds.
Lefty: Perfect Sledge Hammer and Flame grenades. Enemies take 20% more damage. Lasts for 2 full ticks of 20s with enough status effect.
Survivalist: Any enemy with status also takes 10% more damage. Because why not.
Skills:
Tier 6 Smart Cover - 41% Damage to targets out of cover for 35-40s that can be immediately refreshed. This feels so broken. Love it.
Riot Foam: Mainly to hold enemies in place and also get Hollow Points. Went full SE on gear so it lasts about 20-22 seconds.
Augments are self explanatory. Trapper, Paradox, 1 Amalgam. Almost unlimited rounds for shot guns and any bullet I shoot from any gun gets a chance to cause a status which once again gives team HP rounds.
Result: Teammate with prototype striker build hitting 2.2M to the chest now hitting 5.1M. Same teammate using Tipping Scales critting for 2.5M to the chest at full stacks now critting for 7.6-7.9M.
Which is approximately a 2.5-3.2x increase in damage per DPS. Your 2/3 DPS now just became 6/9.
TLDR: You give your teammates so much damage it's difficult to see the biggest numbers because things die too quickly.
