Multiplicative & Additive Damage in The Division 2

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  • เผยแพร่เมื่อ 26 ต.ค. 2024

ความคิดเห็น • 99

  • @abishthimothy5029
    @abishthimothy5029 3 ปีที่แล้ว +24

    Best video to understand division 2 advanced calculation of weapon damage...I believe you are the only one who detailed it among all the creators

    • @ThatAbrax
      @ThatAbrax  3 ปีที่แล้ว

      Thanks, I'm glad you've found the vid helpful!

  • @fogowar2022
    @fogowar2022 2 ปีที่แล้ว +14

    The reason this is so confusing is five fold.
    1. Every damage category is multiplicative .
    eg. CHD is commonly called an additive dmg. But if you have CHD and then crit, the dmg multiplies across every damage source and every other damage category, therefore multiplicative. It is the damage category that is multiplicative but that takes me to the next point.
    2. Some stats with different names are in fact the same damage category
    eg. (CHD + HS) (WD + Specific WD)
    If you have any one of these stats individually, they multiplicatively effect your damage output. But when the damage category is shared, they're added to each other not multiplied by each other. The category remains multiplicative but once the category is already on your build, any further additions to the category become additive. The simplest example is to use a single stat, with no category sharing; Damage to Armour. Nothing else shares this category. It's a multiplicative damage category, as they all are. But if you already have DtA on your build and add another DtA source, that isn't multiplicative again, they don't multiply each other, they're the same category. It gets added to the DtA that you already have and THEN multiplied. It works exactly the same for all other damage categories. Most people refer to these single source stats that occupy a complete damage category on their own as multiplicative, which is where a lot of the confusion starts.
    3. Some talents falsely claim to be doing one thing but are in fact not. Or they claim to be from a totally new damage category but aren't. The term Amplify is one of those terms that is often incorrectly interpreted. Wording like "increases total weapon damage by..." the stat is often not doing what it claims to be doing. In my testing, I've also found that some of the talent percentages stated are also incorrect.
    4. There are other multiplicative damage categories which often don't get talked about and no one ever refers to damage category applicability, which is a massive component to damage. Other categories are things like damage to status effected enemies, damage to robotics. Applicability is massive though. Crit damge only applies to crits. DtTOoC only applies when a target is out of cover. DtArmour only applies to an armour bar, an important distinction as heavies, dogs or the new enemies at the end of Legendary Manning Zoo for example don't have armour bars, they have armour plates. I've been away from the game a while but for PVP, you never used to be able to crit on bonus armour, which was a huge defence against the old clutch builds. Or with Striker, Obliterate or any other stack or time based damage, the time to build that damage and how long it lasts are also factors.
    So many damage calculations I've seen fail to consider the damage done when their chosen damage stat doesn't apply, a huge component of overall damage.
    5. Lastly, the most important of all the damage categories, 100% multiplicative, with 100% applicability, is rounds on target. This comes down to weapon handling, rate of fire, reload time. Every multiplicative and additive damage category and stat is contained in the bullet. A missed shot is 0% damage. A massive factor which builds from point 4. This is still strongly linked to point 4. As some of these components also have applicability. eg. if I can burst damage an elite down without the need for a reload, then reload time becomes less applicable as I'll be doing it in cover and far less when I'm actually trying to do damage.
    So why is applicability and therefore, why rounds on target is so important.
    If I can improve rounds on target by 15%, it will produce more DPS than if I add 8% DtA and 8%DtTOoC. This goes back to point 4. Because even though those two talents are multiplicative with each other, [(1.08*1.08)>1.15], rounds on target is 100% applicable. Enemies aren't always out of cover and veterans/elites have about 80% armour and that's not talking about armour plated enemies. In this case, if you say enemies are out of cover 80% of the time and have 80% armour, you only improve your DPS by 13.2%, compared with 15% by getting more rounds on target. Less damage per landed shot but more DPS.
    I've got over 5000h between Div 1 and 2 and when I really started to delve into the science of damage in this game, I have not stopped being in awe of the instananeous calculation the system makes for every single bullet fired in the game.

    • @DingbatToast
      @DingbatToast 2 ปีที่แล้ว +1

      This is awesome mate! Thanks for taking the time for such a detailed comment. I was confused as to why my %damage wasn't adding together as I expected.
      like multiple weapon damage % and multiple Assault rifle damage %. I found I could drop one of the 10% weapons damage attributes and not really notice much difference (definitely not 10% less damage)

    • @iwatchtvwithportal5367
      @iwatchtvwithportal5367 ปีที่แล้ว +2

      I agree with you point for rounds on target. I always put every mods and recalibration into improving accuracy for an SMGs (they usually comes with wide bullet spread). No matter how high CHC and CHD an SMG has, effective dps is quite poor the further away the distance, improving the bullet spread comes with much higher dps boost.

  • @Kamikazevondoom
    @Kamikazevondoom 3 ปีที่แล้ว +13

    Great and informative video my friend.
    🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥👍🏼

    • @ThatAbrax
      @ThatAbrax  3 ปีที่แล้ว +1

      No problem, glad you enjoyed it!

  • @YardratZ
    @YardratZ 2 ปีที่แล้ว +8

    I’m here an entire year later. Trying to calculate damage in a total different game. Thank you !!

    • @ThatAbrax
      @ThatAbrax  2 ปีที่แล้ว +1

      No problem! Glad the videos been that helpful :-)

  • @MoJoJoeJoe420
    @MoJoJoeJoe420 ปีที่แล้ว

    Thanks! Very informative and in-depth.

  • @tipurockz
    @tipurockz 2 ปีที่แล้ว

    Wow, that's a more thorough what I didn't expect to provide for anyone but definitely did help me. Thanks & keep up the good work! :)

  • @Jwillzy23
    @Jwillzy23 3 ปีที่แล้ว +2

    Best analytical video on this I’ve seen!

  • @wesuckatgaming3874
    @wesuckatgaming3874 5 หลายเดือนก่อน

    I just started playing this game after milking D1 to death. Thank you for braking things down for me to understand the game better.

  • @martybryanli2552
    @martybryanli2552 3 ปีที่แล้ว +2

    Excellent explanation as always!
    Detailed, easy to understand!

    • @ThatAbrax
      @ThatAbrax  3 ปีที่แล้ว

      Thanks! the goal was to make it as easy to understand as possible so I'm glad it comes across that way

  • @havmercy
    @havmercy 3 ปีที่แล้ว +3

    Great Video and very well Organized

  • @Hirokuro_Asura
    @Hirokuro_Asura 2 ปีที่แล้ว +1

    Just wanted to say thank you for the work you've done. GG

    • @ThatAbrax
      @ThatAbrax  2 ปีที่แล้ว +1

      I appreciate that, thank you!

  • @ncat822
    @ncat822 3 ปีที่แล้ว +1

    Thanks. great video - did a good job of breaking things down simply. I wish I would have seen this months ago.

    • @ThatAbrax
      @ThatAbrax  3 ปีที่แล้ว

      No problem, glad you found it helpful!

  • @fredericbrasseur7399
    @fredericbrasseur7399 3 ปีที่แล้ว +5

    Sorry, but what you said is slightly incorrect... There are 3 importants flaws I see in the way you calculated damage in your formula :
    1) the sum of tWD multiplies the sum of bDAM + WD (Yes, tWD is multiplicative! Multiples sources of tWD are added into the same bracket, unlike AmpD which will each time create new seperated brackets for each available sources of AmpD)
    2) DtH can't trigger with DtA. It is just impossible, because DtA damage bonus cannot overlap on health and DtH can only occure once the target has 0 armor left. (note that you are adressing this part, but you should try to clear that up in the formula)
    3) If you multiply your bDAM without including 100% of the current result in each brackets, you end up reducing your Final Modifier instead of increasing it. (note that you are also adressing this later in the video with the "1" modifier, but you are not including it into the formula!)
    A more "correct" way to write down that formula would be :
    bDAM * (100% + WD) * (100% + tWD) * [100% + HS + (Crt/100 * Cch)] * (100% + AmpD1) * (100% + AmpD2) * (100% + DtH) [or (100% + DtA)] * (100% + DoC) = Final Modifier (and this doesn't include debuffs)

    • @fredericbrasseur7399
      @fredericbrasseur7399 3 ปีที่แล้ว

      @Richard O'shea Can you give me your setup, there are sometimes small fluctuations in damage but you shouldn't get a difference as big as 340K. Note that formula I wrote is to calculate your average DpS, not your maximum damage numbers with a weapon. If you want to calculate the damage with a hit, you can not include critical chance in the formula.

    • @fredericbrasseur7399
      @fredericbrasseur7399 3 ปีที่แล้ว

      @Richard O'shea It indeed calculates a different things, but still you won't have the correct result with his equation. That's because weapon damage and total weapon damage do not share brackets like critical damage does with headshot damage.
      If a bullet deals 100K base damage :
      with 140% weapon damage, it will deal 240K total damage
      with 140% weapon damage and 15% total weapon damage, it will deal 276K damage
      If you were using his equation you would make the sum of weapon damage and total weapon damage which means that :
      with 140% weapon damage and 15% total weapon damage, you would deal 255K damage instead
      It's honestly a very quick test to do, try it out and you'll see that total damage acts like another multiplicative layer on your damage numbers.

    • @varunpro1
      @varunpro1 3 ปีที่แล้ว

      @@fredericbrasseur7399
      As per the formula shared above :
      " bDAM * (100% + WD) * (100% + tWD) * [100% + HS + (Crt/100 * Cch)] * (100% + AmpD1) * (100% + AmpD2) * (100% + DtH) [or (100% + DtA)] * (100% + DoC) = Final Modifier (and this doesn't include debuffs) "
      By Weapon Damage - you mean Weapon Class damage ? e.g ... SMG Damage Bonus or LMG Damage Bonus etc.... ?
      ( which generally is around 40 % (15+15+10 ) ( A. on your weapon = 15 % . B. on your specialization = 15 % C. on some "Brand Set" you equip = 10 % )
      or you mean "Weapon Damage" ( general weapon damage we get from rolling all red cores ) ?
      I am confused... Cos in the example you used above :
      "If a bullet deals 100K base damage :
      with 140% weapon damage, it will deal 240K total damage
      with 140% weapon damage and 15% total weapon damage, it will deal 276K damage"
      140 % weapon Damage is bigger than 15 % total weapon damage ?_?
      Shouldn't it be - Weapon Damage = weapon class damage, while Total weapon damage = Weapon Damage + Weapon Class Damage ?

    • @varunpro1
      @varunpro1 3 ปีที่แล้ว

      @@fredericbrasseur7399 The game actually calls it :
      All Weapon Damage = which includes BrandSet damage + Watch [ yet doesn't include Weapon Class Damage ( such as SMG / LMG / AR gun damage bonus ) ]
      & another category
      Weapon Class Damage separately ( such as SMG / LMG / AR gun damage bonus )
      So I am assuming / interpreting your formula shared above as such :
      "bDAM * (100% + WD) * (100% + tWD) * [100% + HS + (Crt/100 * Cch)] * (100% + AmpD1) * (100% + AmpD2) * (100% + DtH) [or (100% + DtA)] * (100% + DoC) = Final Modifier (and this doesn't include debuffs)"
      WD = Weapon Class Damage ( SMG/ LMG etc etc ... gun type damage )
      TwD = All other weapon damage coming from brandset or talent
      so if for AR weapon, bDam = 10000, and AR Class Damage = 40 % ( 15 + 15 +10, from AR gun, Specialization, from BrandSet ), & tWD = 100 [ (15*6) + 10 ) ( From 6 BrandSets + Watch )
      then DPS = 10000 * ( 100 % + 40 % ) * ( 100 % + 100 % )
      = 10000 * 1.4 * 2 = 28,000
      ( this is without including any other Amp or DtH or DtA or DtoC )
      ( Correct me, if I am wrong )

    • @fredericbrasseur7399
      @fredericbrasseur7399 3 ปีที่แล้ว

      @@varunpro1
      Base damage (bDAM) is the flat value you get from your weapons.
      By Weapon Damage (WD), it includes the extra general value you get from red cores AND specialisation traits AND brand sets. On a DpS build, you usually get around :
      - 100% general
      - 40% weapon specific
      "If a bullet deals 100K base damage :
      with 140% weapon damage, it will deal 240K total damage
      with 140% weapon damage and 15% total weapon damage, it will deal 276K damage"
      That is correct, Total Weapon damage (tWD) will be calculated based on your (bDAM + WD)
      "Shouldn't it be - Weapon Damage = weapon class damage, while Total weapon damage = Weapon Damage + Weapon Class Damage ?"
      No, your Total Weapon damage is the sum of your Base Damage + extra weapon damage you get from both Weapon Damage and Class Damage/
      So with your own exemple, Total Damage would be 100000 + (100000 x 140%) = 240000

  • @ObiAdeGaming
    @ObiAdeGaming 3 ปีที่แล้ว +1

    Great vid dude 👍💪 clear it up for alot of agents 👍

    • @ThatAbrax
      @ThatAbrax  3 ปีที่แล้ว

      Cheers buddy!

  • @al_wombat
    @al_wombat 3 ปีที่แล้ว +1

    Great! Thanks!

  • @messier8824
    @messier8824 3 ปีที่แล้ว +2

    I don't really play the division (because I play on xbox and I don't think anyone plays on xbox) but I really wish more people existed for other games I play. You're so thorough, and make really good guides. Maybe I'll get into the game because of you.

    • @Beardy_Mac
      @Beardy_Mac 3 ปีที่แล้ว +2

      Plenty of people are on Xbox I see them all the time in the safe houses

    • @somelikeithot38
      @somelikeithot38 3 ปีที่แล้ว +1

      Yes there are plenty ....

    • @ThatAbrax
      @ThatAbrax  3 ปีที่แล้ว +1

      Thanks!
      I actually get a lot of comments along the lines of 'Anyone on Xbox?' adn things like that, so I'm sure there was plenty of people on the platform

    • @messier8824
      @messier8824 3 ปีที่แล้ว +1

      @@ThatAbrax Yeah it seems like there's a decent amount of people who play, so maybe I will get it. Thanks

    • @messier8824
      @messier8824 3 ปีที่แล้ว +1

      @@ThatAbrax Also, will you be making a video on endgame content and information about the Warlords of new york expansion specifically?

  • @JRZTT
    @JRZTT 7 หลายเดือนก่อน +1

    Damn I'm really bad at math, this explode my brain :(

  • @Matthiz
    @Matthiz 3 ปีที่แล้ว +1

    i needed this

    • @ThatAbrax
      @ThatAbrax  3 ปีที่แล้ว

      Hope it's helped you out!

  • @kenster67100
    @kenster67100 3 ปีที่แล้ว +2

    Super important info. Thanks for supplying current up to date info. So much of the Division 2 content is circa 2019 before the major overhaul in TU 8. I was still being told talents had to meet attribute requirements which I now know is outdated info.
    Once again thanks for valuable content. I am shocked you dont have the number of followers you truly deserve.

    • @ThatAbrax
      @ThatAbrax  3 ปีที่แล้ว

      Glad you found the video helpful and thank you, means a lot!

  • @ivanwill
    @ivanwill 3 ปีที่แล้ว +1

    Another nice detailed video. However, I feel as if I am back in Maths class, and I hated Maths. Considering this is a game, I wonder if they could have make the ‘calculation portion’ easier…

    • @ThatAbrax
      @ThatAbrax  3 ปีที่แล้ว +1

      Haha I thought the same thing when I made this one, hopefully I made it easy to understand.

    • @Hirokuro_Asura
      @Hirokuro_Asura 2 ปีที่แล้ว

      Considering that all the video games are math* in a nutshell despite being called "video" if you like at least one of them - consequently you like math!)))
      *As coding/programming/etc. is math applied to create laws of gaming process, that's later on decorated with 2D/3D models following these math driven sets of rules and patterns.

  • @MrPoontanger
    @MrPoontanger 3 ปีที่แล้ว +1

    Thanks nice vid, what is that rifle, it sounds great?

    • @ThatAbrax
      @ThatAbrax  3 ปีที่แล้ว +1

      Thanks! the rifle I'm using in this vid is the Classic M1A, if you're interested this is the full build I'm using in the gameplay: th-cam.com/video/QIsd70ur9r4/w-d-xo.html

    • @MrPoontanger
      @MrPoontanger 3 ปีที่แล้ว +1

      @@ThatAbrax Thanks for the reply love your vids, I use the M1A in my heroic solo build, it just sounded different, great weapon for taking out chungus fast!

    • @ThatAbrax
      @ThatAbrax  3 ปีที่แล้ว

      @@MrPoontanger Appreciate it, thanks. Oooh yeah, think my of my builds include one haha

  • @Mr.yapper69
    @Mr.yapper69 3 ปีที่แล้ว +2

    I’m trying to understand it but I’m just so bad with math that I just don’t know 😂 all I wanna know is what’s good on an ar build

  • @raeframi6023
    @raeframi6023 ปีที่แล้ว

    In pvp what's the best from top to bottom
    Damage out of cover 8%
    Damage to armor 8%
    Weapon damage 15%

  • @zusevtheconstructor8520
    @zusevtheconstructor8520 6 หลายเดือนก่อน

    Been trying to find out for so long if weapon damage proficiency is multiplicative

  • @micahjones4512
    @micahjones4512 3 ปีที่แล้ว +3

    I want to know why almost every division content creator says "damich" instead of damage

    • @ThatAbrax
      @ThatAbrax  3 ปีที่แล้ว +7

      That's because we aren't talking about damage.... we're talking about damich.

    • @chrisadkinswork5016
      @chrisadkinswork5016 ปีที่แล้ว

      Damage = Imperial
      Damich = Metric

  • @apoc_the_one4738
    @apoc_the_one4738 ปีที่แล้ว

    So basically if you have a sniper build with perfect headhunter and determined on the weapon, to get more damage on the headshots it is better to try to get you headshot dmg and your crit hit damage up instead of just hs dmg % right?
    Or what would be more effective?

  • @Smoothgrooves32
    @Smoothgrooves32 3 ปีที่แล้ว +1

    Do amour next please....

  • @Tinu-1987
    @Tinu-1987 3 ปีที่แล้ว +3

    According to many sources Weapon damage and total Weapon damage are not additive, they are multiplicative.

    • @ThatAbrax
      @ThatAbrax  3 ปีที่แล้ว +2

      There are also many sources that say it's additive, because of this I actually spent a lot of time in-game with various builds breaking down the math and working it out both ways and all of my findings showed it's worked out as additive damage.

    • @Zagarth12
      @Zagarth12 3 ปีที่แล้ว +3

      In reference to general weapon damage increases, it is additive.
      Regarding Total Weapon Damage, the answer is yes and no tbh. It is multiplicative with other damage types like DTA, Amplified, etc. But it is additive with other Total Weapon Damage boosts. This is the same for DTA and DOC. "Amplified" damage is superior because it does not stack with other amplified damages, it multiplies. So ranger and spotter multiply, but Vigilance and Focus stack. However, independently Vigilance and Glass Cannon are mathematically the same.
      Mathematically you should not be adding Weapon Damage increases to Total Weapon Damage increases.

    • @fredericbrasseur7399
      @fredericbrasseur7399 3 ปีที่แล้ว +1

      @@Zagarth12 I confirm what Zagarth said above. Exemple, if you deal 100K damage :
      10000 + Vigilance + Obliterate = 10000 * (100% + 25% + 25%) =15000
      10000 + Vigilance + Glasscanon = 10000 * (100% + 25%) * (100% + 25%) = 15625
      An easy way to check if Total damage is multiplicative is to use a build with a defensive talent on the backpack and compare the same identic build once using Obliteration and once with Glasscanon. You will quickly find out that both builds deal exactly the same amount of damage. And if they deal the same amount of damage, it is impossible for Total to be additive with regular Weapon Damage.

  • @cassmodious3679
    @cassmodious3679 3 ปีที่แล้ว +1

    Dude just made me more of a nerd today

    • @ThatAbrax
      @ThatAbrax  3 ปีที่แล้ว

      That's my goal! Making players nerdier by the day... I like that lol

  • @juniorgalindo1083
    @juniorgalindo1083 2 ปีที่แล้ว

    I understand the math but i don’t understand what tWD, WD, Amp1 or 2 constitutes as in your explanation

  • @nervocalm
    @nervocalm 2 ปีที่แล้ว

    Thanks for the video! I did the math and I am not getting exactly the damage I see on screen (it gives me a little bit more in the calculations). Started simple (body shots, no crits with a pistol) and got 183.7k instead of the 173.4k that the game show on screen (base 109.1k + 64.3k) and with the hits I get in the range (173.417). May be they upgraded the formula or something. I multiply Base DMG by 1.558=1+(0.132 pistol+0.15 backpack+0.15 specialization+0,126 gloves) and then by 1.08 (DMG to Armor contractor's gloves). If I miss something please let me know. Thanks!

  • @filipinophreak
    @filipinophreak 2 ปีที่แล้ว +1

    New sub here

    • @ThatAbrax
      @ThatAbrax  2 ปีที่แล้ว +1

      Welcome to the channel!

  • @MrPoontanger
    @MrPoontanger 3 ปีที่แล้ว +1

    I struggle with this up against the black tusk as my shield keeps getting disrupted, also do you have to deploy the articifer hive?

    • @ThatAbrax
      @ThatAbrax  3 ปีที่แล้ว

      Nope! The Artificer Hive with buff skills near you without needing to deploy, works great for tanks to heal the shield.

  • @raeframi6023
    @raeframi6023 ปีที่แล้ว

    Does this apply to pvp

  • @ryusekai
    @ryusekai 2 ปีที่แล้ว

    So can you do 10000 base
    Whats the result with 10% weapon damage and then what's damage with 10% damage out of cover

  • @tjclarke1892
    @tjclarke1892 3 ปีที่แล้ว

    Can someone confirm I have this right.
    So additive damage adds up to from your Total Weapon Damage (twd). Then multiplicative damage is multiplied from TWD.
    For example, a talent that amplifies will amplifie twd Whereas a talent that increases will just be added to the TWD.
    Sorry if that's a lot.

    • @massivemachine7886
      @massivemachine7886 2 ปีที่แล้ว

      This is not correct but it's not your fault he didn't say it right in the video total weapon damage and multiplies weapon damage after being added to itself.
      i.e WD(TWD+TWD)AWD

  • @77ancur
    @77ancur 3 ปีที่แล้ว +2

    it would be great video, if u proof it also, not just math in theory. Don't have to be precise number, going near it would be sufficient enough.

    • @ThatAbrax
      @ThatAbrax  3 ปีที่แล้ว

      Noted, I tested my full breakdown a few times over just to triple check I was giving the correct information but I'll take that on board and make sure to include the testing a little for the next time I bring maths into a video!

  • @edgarinplagues
    @edgarinplagues 3 ปีที่แล้ว +1

    10% Amplified damage and 10% weapon damage give the same amount ? Or am I missing something

    • @ThatAbrax
      @ThatAbrax  3 ปีที่แล้ว +4

      On their own, yes, the different is when you start to add more weapon damage and amplified damage.
      Weapon damage is additive so if you have 10% weapon damage on two gear pieces that's additive to 20% so:
      Base damage*1.20 = damage.
      but amplified damage adds a new multiplier for each time it occurs:
      Base Damage*1.10*1.10 = Damage.

  • @0rderandChaos
    @0rderandChaos 2 ปีที่แล้ว

    So would the RPM mean anything or no?

    • @ThatAbrax
      @ThatAbrax  2 ปีที่แล้ว

      RPM is rounds per minute, meaning the speed you weapon fires.

  • @deliman7203
    @deliman7203 2 ปีที่แล้ว

    Lol..is that a Brit thing to say '1.10 as One point ten'. In North America we call that One point one. The zero has no value since it's after the decimal. For example 1.10 and 1.1000 are exactly the same value (1.1), but I don't know if you would say those as One point ten and One point thousand.

  • @matthewfowler4104
    @matthewfowler4104 3 ปีที่แล้ว +1

    Thanks for the great video very helpful as per usual
    #mathsmindblownlol

    • @ThatAbrax
      @ThatAbrax  3 ปีที่แล้ว +1

      Haha! Cheers Matty! #WordsHard

  • @DNH17
    @DNH17 2 ปีที่แล้ว +1

    Also marcustyle made a 2 video explaining this for td1... Some stuff does multiply while others do not.
    Regarding the player, i will never understand why everyone just sprints in this game without any pathos... It s totally arcadey to see this, It s sad such a game doesn t have an active role playing hardcore tactical community with tactical mindset and no cartoonish agent models looks nor silly CS GO weapons psycadelic weapon sprayed

  • @masterchief44004
    @masterchief44004 3 ปีที่แล้ว +1

    I am no longer bad at math

    • @ThatAbrax
      @ThatAbrax  3 ปีที่แล้ว

      Haha! happy to hear it!

  • @vondremcdonald6122
    @vondremcdonald6122 2 ปีที่แล้ว

    so basically all the weapon damage and armor that it took me months to find collect and build really adds up to be B.shit... thanks. "I need a different game to play now"... another 900hrs of finding and rebuilding gear?.. smh. F'n ubisoft 😫

  • @kozmoo9188
    @kozmoo9188 หลายเดือนก่อน

    Shit like this is what made me quit the game. I don't have time for math just to know the damage of my weapon LOL

  • @doncartagena6600
    @doncartagena6600 3 ปีที่แล้ว

    can't trust a shd level over 1000

    • @ThatAbrax
      @ThatAbrax  3 ปีที่แล้ว +1

      I'm so confused by this haha! Can I ask why?

  • @marsflee3815
    @marsflee3815 ปีที่แล้ว

    Huh?