You MUST KNOW this to make good builds in Destiny 2
ฝัง
- เผยแพร่เมื่อ 24 ส.ค. 2024
- The most common mistake a Destiny 2 player makes is distributing their stats improperly when making a new build. The long lost art of stat distribution is one many players are unaware of, and today I'm here to do a full guide on how it works and how you should invest your stats to get the most out of your builds.
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If you're not a Hunter, Mobility doesn't matter in PvP for 99% of players, but for the 1% of mega sweaty players who have mastered movement techniques, Mobility does matter, especially for strafe speed. Just felt like I still had to mention that.
Mobility affects your movement speed when aiming your weapon, which will help you win gunfights by causing the opponent to miss due to your strafes, which I would not consider a mega sweaty technique by any standard.
If you’re a Hunter, you’re playing the game wrong. 😅
Only in PvE@@alabamaman1372
I disagree it depends how you play.... If you a warlock and just sits in rifts for PVP then yea, its matters if you are playing better lobbies where People dont miss at all you want high strafes speeds and movement to get out of tight situations.
I also think input device matters a bit as well - I am a controller playing Dad of Destiny and mobility is a must for me. I feel like a brick with boosters if I don’t run my titan at 60 mobility or over.
I think a lot of people are missing the point here. She's providing this information to help make informed decisions during build crafting. She says, "NEED TO KNOW." She doesn't say, "NEED TO DO."
She said at the beginning she sees people with triple 100 and implied that they don’t understand build crafting. Don’t know if you ever joined an LFG but that creates annoying arguments that aren’t needed! Im informing you politely that you are putting a target on players that have worked hard to get the stats for their build. You are essentially calling them stupid without understanding that they know these thing but have other ways of getting round them.
@@slingshotdave6437 tbh , I've seen more of these people "who have worked hard to get their stats" sacrifice fragments or armor mods that probably would have benefited their builds much more for others who simply give them +5, +10 to have their triple 100 and then not being able to optimally complete their gameplay loop. If you can achieve triple or quadruple 100 it is obviously much better, but this video is aimed at those people who prefer to have something 2 seconds faster than something that directly gives them back the ability.
I mean if you got 3 T3 on Rec, Int and Dis (example) what’re you doin? Cuz I’m pretty sure That as ya T3 build is garb no matter the class
Edit: Str -> Dis
@@marchax298 I understand what your saying but if someone made their build and completes end game content just fine while choosing triple 100 stats over fragments or seconds on a different cooldown, they shouldn’t have to deal with people that watched this video who now think they don’t understand. I watched this after an lfg raid. Im talking about how Mavern presented this information, not the information itself. “I see people with this all the time…” Excuse the paraphrase. And the title, STOP DOING THIS in big red letters. Im criticising the presentation not the content.
@@slingshotdave6437It’s clickbait. No one is responsible for others ignorance, people should be grown enough to stop policing over video games regardless of the video they get information fun. There’s two sides that need to hold accountability.
Clickbait title or not, people overstep with information in this community consistently. This doesn’t create an issues that didn’t already exist years prior.
Oh my god, it's so refreshing to see someone spitting fire on the relationship between stats and cooldowns. You've quickly become one of my favourite creators to share with my less knowledgable clan mates looking to learn.
My little raid group had a 5 minute "Maven rocks and is totally underrated" geek out convo last night haha for real
Visually, seeing triple 100s makes my brain happy.
Came here to say pretty much this 🎉😂
fair enough
That's honestly like 90% of the reason I make sure to have triple hundreds. It just looks nice
Don't have triple 100's but all my stats in order are
71
80
80
88
82
36
I only play PVE I only play PVP when iron banner comes around and I don't raid 😂 so my armor is 95 for my exotic head, and 90 from my arms to my legs and my cloak is 22
@@mandiebonezonly playing pve but not raiding is crazy, what do you do just grind vanguard ops strikes all day?😂
I only keep my intellect high during PvP. Otherwise I keep it around 3. Because as long as you killing enemies. You super gonna be ready pretty much as the same time.
I pretty much only play pvp anymore and use intellect as well, and with prismatic and orb generation in pve, it's unnecessary.
I will also say, if you have a build that requires both high discipline and high strength, go for 70 in both and then on your gauntlets use the mods that improve each stat when you collect orbs, those mods give +30 to each stat so you will effectively have 100 in each as long as you're making orbs
Wasted mod slots heavy handed firepower innervation and invigoration will do more for your cooldown if you popping orbs. Unless you running surge mods
As a returning player who has no idea what I'm doing; this was an amazing and helpful video!
I see a lot of people using Fragments in PVE that give statboosts, fe +10 in Discipline to reach quad 100 stats. Stats are not the endgoal of your PVE-builds! Ability uptime and gameplay loops in PVE are more often based around the perks of Aspects and Fragments. Stat boosts are mostly used for PVP builds. Fragments often get a stat boost, because they are either not that good or have no proper gameplay loop attached. Don't fall in the trap of going triple/quad 100 in PVE. You are most likely better off with lower stats.
While I don’t disagree with you, it’s perhaps important to keep in mind that character stats have varying levels of importance to different types of players. For example, a visually impaired player who has developed a playstyle to compensate for low vision might value certain stats more than another player. If equipping Fragments that boost stats (or at least avoiding Fragments that decrease stats) helps that player perform more consistently, then that’s a win.
The Aspects and Fragments system for character building is fairly versatile. Obviously the effect/text of some Fragments is more important than any stat buff simultaneously provided by that Fragment - but the stat boost or penalty isn’t irrelevant or non-consequential. That’s part of the build, too.
@@BahamutBreaker my preferred play style may actually be a good example of your point. In PVE I primarily play with my guns and super to kill and only really use my melee or grenade for champ stuns or area control. My 3 preferred stats for my build are Mobility, Recovery and Strength because melees on hunter have more champ capabilities tied to them than grenades. When I made my builds for Arc and Prismatic I mostly focused on the Aspects I wanted to use, and then the stats I wanted to boost, with fragments almost always just being a "Gimme stat" option because I don't play for ability spam.
My end product is normally a build that has 100 Mobility, 26 Resil, 100 Recovery, T3-4 Discipline, Intellect, and T8-10 Strength depending on whether I'm on Arc or Prismatic. To make up for my low Resil I also play as mobile as possible and have a good grasp on the capabilities of Blink in both PVE and PVP. It's not the top DPS or most broken ability spam build but it is enough to let me drop into grand master and challenge mode difficulty content without needing to adjust for anything but champs
I feel attacked
I always want my Vortex grenade to Weaken. That's -20 Discipline right there.
I just started playing this week and this was super comprehensive and very digestible. I will now click the buttons. Thank you.
You can thank her for why no one lets you in gms someday then. No one ganna try this o join my gm w 60 resil and be like "its the sweet spot! Cuz diminished returns!" Nah you better diminish your ass to 100 or stay in orbit.
@@davidgabrieltaylor I settled on titan right away so you know I keep that mf thang on me. But you're not lying, I feel like bringing anything less that 100 resilience to a GM is kinda trolling but maybe I'm bad.
7:56 I think you mean “increasing return” because “diminishing gains” means the same thing as diminishing returns
Penalties explained(1:06)
minimum int/dis/str(2:18)
intellect diminishing returns(3:57)
mobility diminishing returns(5:43)
recovery diminishing returns(6:53)
resilience PVE recommendation(8:02)
dis/str diminishing returns(8:35)
rift diminishing returns(10:05)
resilience pvp sweetspots(10:52)
recap(12:28)
Ill admit i assumed this video was going to clickbait and just teach the same information as every other youtuber, this was super useful thank you
That's the thing with Maven, there are not clickbaits 💜
8:02 thank you thank you THANK YOU. I made a comment on another video that T10 Resil should be mandatory on any build and I had several.... unintelligent people.....tell me that I am "crutching" and "you don't need T10 in GMs unless you're bad at the game". Fallout Plays and now you have both made videos recently stating max Resilience IS the most important stat across all classes.
“Only bad players need tier 10 Resilience in Grandmaster Nightfalls” is the type of thing said by players who claim to be PvE experts, but if you look up their account, they’ve failed a lot of GMNF attempts… probably often due to their own ego and/or ignorance.
This is akin to stating “Only bad professional half-pipe snowboarders need helmets”.
A lot of builds this season will forego tier 10 resil due to galvanic armor.
In general, damage reduction is important; letting you survive harder hitting enemies (like snipers), chip damage, enviromental effects etc.
However, most builds simply do not support agressive playstyles. Unlike vesper warlock and dusk-field hunter, the vast majority of builds focus on pumping out as much damage as possible. Afterall, a dead enemy can't damage you. There are ways to make yourself practicaly immortal, but it's not always a fun way to play the game.
So valuable across the board. I have 99 engrams in the helm and you just changed my entire perspective on what I’m grinding for. Thank you!
I was just looking at all my old builds that I needed to change and I'm so glad I seen this video first. This just helped me a ton on where I should be focusing stats more/less. Thank you and keep up the great work!
This is the first video that has actually helped me understand or given me information I needed to do builds. Usually my friends just help me because I don’t have the time to look into everything but now I feel confident in building my loadouts thank you!
Great video. Apply this to your builds with context. Mod slots and exotic armor pieces help with these things as well. For example if you're running Sunbracers, you want to make sure your Melee is up so you have access to your infinite combo and then you can add mods for class ability or grenade cd on orb pickups and combo it with grenade dmg drops orbs and recharges melee. So neither of those stats needs to be maxed out because using one helps the others come off cooldown so you can invest your points to these breakpoints and then elsewhere to maximize stats
Also keep in mind that, even if one of your stats is lower, with the right combination of aspects, fragments, dodge ability, mods, and exotics, you could proc the associated ability way more often than normal. One of my builds is all about explosives. I combine Gunpowder Gamble, Proximity Knife, various fragments and mods that feed my abilities into each other, and The Bombardiers, so I can deliver a near constant stream of boom.
The other half of it is that if you are using all +10 mods and you have one of those stats at say 95, or any stat over an increment of 5, you're wasting mod energy. You can change one of those +10 stat mods to a +5 and bring that stat down to 90, which is the same cooldown reduction whether it's 90 or 95, and save a couple energy on that armor piece for more/better mods. Example 99 Recovery is the same as 90 recovery cooldown wise. So if you have a +10 recovery mod on an armor piece for 4 energy, you can change it to a +5 recovery mod for only 2 energy and go from 99 recovery to 94 recovery, but you gain 2 extra energy to use on that armor piece for something else, and the cooldown's don't change from 99 to 94. Tier 9 is Tier 9...no in betweens.
I have referenced this video like 20 times since you posted it and just wanted to say TY!
This was great information about the stats! Usually when I watch build videos it's just "invest points into these stats" without any info on how much or how little points to put in. Going to share this with my husband and son too so they can tweak their stats!
Thank you, Maven! I never knew any of this and have never seen anyone else even mention it!!!
I have enjoyed a few of your past videos, Maven, but this one, here, earned my subscription. Great job. You present the information clearly and with very little spin or opinion layered on top of hard indisputable facts.
Personally, I found it very interesting to learn that Discipline (and Strength) need to be minimum 20… but the cooldown bonuses for Grenades don’t really make much impact unless one pushes Discipline up to 80, and the really juicy bonuses only occur at 90 and 100. Meanwhile, Intellect behaves differently - the middle tiers (30 up to 70) are impactful, but the highest Intellect tiers only offer modest improvements.
This is the first Destiny content creator I've subscribed to other than Byf, because this video was so incredibly helpful and actually fascinating too.
Thanks for this. I had it stuck in my head if I wasn't hitting 90 or 100 in my preferred stats that I was sub-optimal. I can definitely make my builds a little easier to hit the numbers that are actually important now, and not feel bad if certain stats are low
It really depends on your objective, which makes this subjective as well. In competitive PVP those few extra seconds of intellect from T10 make a huge difference.
Practically speaking: Depending on your class, get as high as you can on the stats that are important to you
Disagree. In ascendant lobbies where it's hard peak shooting spawn flipping slower gun play everyone gets their super pretty much same time bubbles Goldie's etc. doesn't matter if I'm at t7 on goldy Vs t10 bubble still works out around the same time. Imo t7+ is key
He said the right word "subjective" because it is.
In 3v3, it definitely makes a difference. 20/30 seconds can be the difference between winning and losing. Especially in trials.
@@Smiffy-.-agree
You’re correct about certain niche applications for some of the less impactful stat tiers (such as pushing Intellect higher than 70). However, I think this video is a great tutorial on the bare-bones facts of D2 character stats. In most video games, higher stats = better, typically on a linear or logarithmic scale. Destiny’s stats clearly don’t function that way, and on top of this, EACH individual stat impacts the character with a different pattern than the other five stats (except for Discipline & Strength, which seem to have the same growth pattern from 0 to 100). Maven does a great job relaying this information here.
@@BahamutBreaker reason why don’t growth impact different for each status. Cause bungie balance out status because of past abuse in pvp.
the thing about Hunter is: EVERY STAT IS A GOOD STAT. Hunters take advantage of every stat in their gameplay. even resilience is good on Hunters now since its become flat %Dmg reduction
This has to be the best Destiny 2 video I have seen this year. I'm usually walking into class builds and weapon explanations, but the way you mitigated these numbers... Excellent!
Wowser. I hope this blows up Maven. Such a great breakdown. Sharing with the clan for sure. Cheers!
Hey Maven, if you could kindly please start chaptering your videos for accessibility, that would be pretty cool.
Otherwise, good video. Now I know what to invest in mobility for my prismatic hunter builds.
70 being the sweet spot makes a lot of sense in several ways. I actually run quad 70s on most of my builds, and then slot Font and Armor charge Mods to basically have psuedo-100s any time it actually matters.
As a newer player, I didn't know about all these things. Thank you!
You don’t need intellect at all in PVE you get your super so fast from doing damage. Literally a waste of stats to go for int in PVE.
I still view Intellect as a dump stat, because it only applies to the passive regeneration, not the active regeneration, which is where the vast majority of your super energy is gonna come from. The stuff on the other stats is super interesting though, I didn't know tier 10 mobility for Hunters was so useless or that DISC/STR curved that way.
During the intro I was thinking “yeah yeah another person claiming to have all the secret knowledge, those stats look amazing” but this was genuinely informative and helpful I’m going to use the intellect tip specifically
Thanks for fine tuning the detail, Maven. I appreciate it!
I needed this
Agrees. 12:05 did it for me.
You know there’s more to mobility stat than just dodging eh?
Walk/strafe/crouch speed was right there infront of you the whole time. 36 to 40% strafe speed is huge! My dodge is for utility and surviving only.
My strafe speed is how I win fights.
If you’re a hunter, go 10 mobility, don’t let anybody tell you otherwise!
She ignored this point
Yeah, my Hunter NEVER dips below 100, even tho it’s just 1 sec, the other benefits are worth it considering a Hunter is supposed to be agile. My warlock and titan sure, I keep mobility at a base 30, it only goes above that due to a fragment but that’s about it.
I have a very niche argument here 😄 Using Blink (Lost 99% of you already!) Some players will go as low as 50, but I really feel like you're losing so much strafe, sprint, slide & extra time on your dodge.
I run 70 Mobility on my Blink set-up, it's way easier to control the annoying upwards movement whilst you're not feeling sluggish or feel like you're stuck waiting for a dodge. I usually use Mods (Grenade & Melee Damage) to boost my dodge regen.
In PVP mobility is pretty indispensable but in PVP disregarding specific builds mobility is pretty bad
@@johnreese5739
I wouldn’t say bad. But definitely less necessary because of how basic the enemy Ai is in D2z
I’d still take high mobility over high intellect in PVE,
Intellect is a joke now, you get it from shooting primary, receiving damage, picking up the crap ton of orbs everywhere these days, and busted build loops. No need for that in pve at all.
Been running 100 resilance in every as a warlock , now you got me questioning
Pve is a 32% damage resistance. Kinda hard to give that up in high level content if u ask me
I think the reason people build like this is because it’s consistent throughout updates. There have been numerous stat updates throughout the years. Players changing armor because of 10-20 points isn’t worth it.
In PvE, intellect is a wasted stat. With how the super unit generation is written in the game, the "timer" is only ticking when you are not actively generating units. When you shoot, take damage or whatever action to generate units, the timer is temporarily paused and then recalculated after the generation based on the new %. Since in PvE you are almost always generating units the cool down is almost irrelevant. There is a set amount of units that are require for every tier of intellect. What this means is that tier one requires the same amount of units as tier 10. The tiers change the level of units that are added with each passive tick of unit generated by time passing. It's this reason that intellect is more valuable in pvp because your time between engagements are longer and therefore want more unit generation since you are not actively generating units by doing or taking damage.
This is not common knowledge and I wish some of Bungies mechanics were easier to understand.
For anyone who doesn’t know why mobility is (imo) better than strength, is because if it’s used correctly and you dodge close to an enemy, you get your melee back faster than your strength cooldown.
2:30 yup. I always preload 30 stat across the board before I start building
The only time I'm willing to sacrifice any stat is mobility on titan for pve builds
@@LittleCrowYT I’m happy with 20 on Titan, really don’t like going above that
@@NoVACorpsGaming exactly
Yeah as long as I have triple 100 and nothing is below 30 I csn be happy.
I simply use armor charge and go to everything 100, from 70..
Never realized that the website showed the stat differences because I was tunnel visioned on triple 100 Titan builds. Appreciate learning more about how it works in such a short video.
Mobility for hunters is not about getting our dodge back. Our dodge returns quickly enough via fragments and mods that mobility will never matter. Mobility is for PVP - strafe speed, slide and dodge distance, and jump.
I've found this video really helpful - thank you. I've just been getting back into D2 and grinding solstice bounties to improve armour across my characters. I think I'm ready to start investing some upgrade materials now I've watched this.
I gotta admit I thought this was gonna be another Kackis type "mOsT oP bUiLdS" video but you have really made something very useful for new players and even long time players so you earned a sub Maven and thank you.
On my Behemoth Titan my stats really quite satisfying to look at haha. 26, 100, 103, 101, 50, 25.
There's a massive flex having double & triple 100's, I've seen someone with FOUR 100 Stats which was utterly ridiculous, ultra flex 😄
Thats a solid stat distribution
Yea I have 20, 105 , 101, 40 , 100, 50
@@anthonyvazquez8784 Nice! Are you using Behemoth in PVP? 100 Intellect for the Super clutch?
That said when I play Shadebinder I like to have decently high Intellect paired with Agers Scepter.
This is an excellent video and I thank you for it. It's a shame that it also demonstrates how Bungie has ruined it for most of the people that can actually pay for it. There are three types of people that can possibly have the time to master all the stats, mods and crafting that exists in Destiny 2: 1) the Destiny 2 streamer/pro gamer 2) kids through college age, until they enter the workforce 3) a small percentage of adults for which playing D2 is their life. Not to be insensitive, but there are a percentage of adults that have no life. This can be through being an introvert, or like it once was for me, I couldn't afford to do much else than gaming for entertainment.
Bungie has since shifted so much into the current build, mod, start formula that most players can no longer do this and they suffer for it. Your video is a gift, but there is not grand chart that we can access, this class, this subclass, this focus, etc. We're simply screwed and it's Bungie that screwed us. Fortunately for Bungie, there are enough parents buying this game for their kids to sustain them, at least I hope so...we've all watched them repeatedly go in and out of financial struggle. But for most of the folks actually buying the game and seasons, they screwed ull but good.
Thanks again for an informative video. Wish I had the time to focus on it and D2 character building, but I do not. Someone's gotta pay the bills.
I couldn't agree more. Yet again we can thank bungie for 'unnecessarily' making 💩 over complicated. Why have tier strengths in the first place if 'they don't work how the human brain assumes it should' naturally. There's enough things in the game to alter and tinker with which is fun, but this..way too confusing and most gamers miss out unfortunately IMO.
The most important fact to know is that it doesn't matter what your stats are. The differences in gameplay is negligible. It only matters somewhat in PvP. Either way, if I'm doing a super-focused build, I'll go all in, because again, the other abilities barely matter. I'll take 30 seconds off if I'm otherwise satisfied with the rest being high enough. I don't even care about the "forced" 100 resilience, 30% or 20% in PvE is almost meaningless.
Now yes, I learned something different and more realistic about how to build, and by intuition I had already done something similar but I had no idea about the times, it was definitely a video that added a lot of basic knowledge about builds...
Really well-constructed arguments for stat distribution and progression.
Well done 👍
As a Hunter, I triple hundred my mobility, resilience, and discipline, and then 70 stats for Intellect. The Intellect sometimes dips as low as 50 for some builds, but that's my norm. I see the point she's making, but I don't know where I'm supposed to put those stats where they wouldn't be wasted. Strength? Recovery?
The issue no one is talking about is why stats have diminishing returns in the first place. Why cant each tier have the same reduction. It just makes the game more complicated than it has to be 🤦♂️
It's good to know all this but I feel like the way stats work in D2 is absurd. The all or nothing system revolving around increments of 10 just seems lazy to me. Each individual stat point should have a set time reduction value so people don't need to stress about reworking armor because something is 1 or 2 points away from the next tier.
Awesome video! Definitely going back to review my builds and make some changes!
The penalties point is certainly not something I think the general populace is aware of and that is a very useful point. On the flipside the rest of the cooldown timers are basically irrelevant 99% of the time. Any build worth even contemplating is going to be re-upping it's abilities via other media (orbs, crossovers, super refreshes etc) that ability cooldown is basically irrelevant. The ideal *starting* goal of stats for every character literally ever is 100 res, 100 dis and as much recovery as you can muster. Certain hunter archetypes might like some mobility too but honestly getting your class ability back is so easy that it doesn't matter. The diminishing returns are also absolutely real HOWEVER T9 to T10 is the single biggest jump in efficacy for every stat so the diminishing returns are very much cancelled out once you hit 100.
At first i found weird not recommending to max your stats. But after watching your video and doing some testing myself, i'm appreciating this video more and more.
Yes sure, you can just do whatever you want with your build.. but if you are looking for optimization, it's worth taking note of this.
Great video
Been playing since d1 and still learning about this game. Great video
You always give the best informations without any frills. Thank you Maven😊❤💪
Great video! My problem, here, is much more related on why Bungie decided to add up stats on top of stats, and then attach such counterintuitive behavior to them.
I've always been curious on breakpoints for stats. But never really looked into it myself.
Glad to see someone is willing to spread light on it all, since always wondered why I would see some high level PVP with specific stat spreads.
I never really cared about intellect in pve because you aren’t really relying on your base super regen in pve the vast majority of your super gains are from enemy kills orbs from mods exotics and weapon damage and from what I can tell the stat only affects the base cooldown and none of those things
I could be wrong, but I think your super's overall cooldown time affects how much super you get for damaging and killing enemies as well. But still, with Tier 3 Intellect, I've had no trouble spamming supers with Phoenix Protocol and Orpheus Rig builds.
@@MavenPhoenixthis indeed used to be the case, but bungie changed this last season iirc and decoupled the influence intellect had on super energy gain from dealing damage + killing. Now all it affects is the base cooldown over time.
Delete your post. With tier 1 intellect it’s like 10 minutes to get your super. Tier 10 intellect shaves off 4 minutes to around 6 minutes. It matters in GM, Trials and high end content.
@@kouguy8213 that’s why I said in pve in something like trials intellect is probly your most important stat because your base cooldown means a lot more in those game modes where you aren’t generating nearly as many orbs or getting nearly as many kills, in trials an uncontested super can be round winning but from what I can see and from what the person above this comment posted kills and orb super gains are not affected by intellect as far as deleting the post I’m not someone that feels bad about being proven wrong it just means I learned something new but as far as I can tell there are no links to an official bungie post or very in depth testing done telling me if I’m right or wrong, I would really like to see a video testing intellects effect on damage, kills, and orb pickups but as far as I can tell I don’t think anyone has done it
@@kouguy8213tell that to esoterick who runs 30-40 intellect in gm’s
I have spent all week doing what you advised in this video and it’s completely changed everything for me. Thank you, seriously this is top tier stuff.
This is why I have a 40/100/100/70/70/70 Stag warlock build. Although I may lose some stats for swapping supers/subclasses, in general it's probably one of my stronger builds with 44 to 45 tiers or 440-450 points allocated. Recovery and Damage resistance is still very important and recovery happens to contribute ALSO to the warlocks rift which is central to the stag build. In addition to STAG's natural buffs to cooldowns. I don't really need too much mobility on my warlock builds because I don't use them in PvP and I typically don't have any movement issues. Having nice ROUND numbers helps also because if I need to take a hit (-10) to a stat for a fragment, I can afford a nice clean -10 then compensate if I need to re-adjust my kit.
The second stat pool is of less concern in the current Destiny climate: you can easily build around those stats to negate any penalties. The dual use stats of the first pool should be the focus ( Res/Rec/Mob) in that order. Though the gains from mobility are so specifically nominal it’s a bit useless for any class other than a hunter. Armor picker is a great resource for minmaxing. Personally I don’t put much effort into armor hunting as I have obviously offended the gods of RNG as for months all of my pinnacles have been for the energy weapons slot. For PVE always focus res/rec. Build smart. If it starts becoming a job it stops being a game and for me at least becomes less fun. I’m no super raider and have never gotten a world’s first but I have gotten a day 1 and a few day two and threes.
This is great. I will be reviewing many of my new builds as a hunter and warlock. Appreciate the time taken to produce this. And the information has been there and I've neglected to use armor picker correctly
Nice information. I do like to run T3 mobility on my warlock in PVE, as there are some jumping puzzles where that seems to matter. I also keep a large mobility state legs I can throw on if the jumping item is harder than T3.
I have to play w/ my builds, but I wouldn't think it's difficult to have at least T3 across the board.
I find this video kinda ironic because it's like the story where they blind everyone, but every 100th guy gets to keep one eye. Blind leading the blind and all. Point is, this video seems like a step up for most people, but then you have my builds which have very specific timing in their ability loop that requires those small gains in cooldown at the high stat tiers.
Ultimately a very informative video, but I would warn people not to believe every opinion you see on the internet, and also note that this person has not said definitively that you MUST cap out around 70 for all stats. they have simply said that these values are where the best returns are. The contents of this video is for the general use case and is not always the best way to go about making your builds. And if you care about raw stats so much I would highly recommend using the stat mods that give you boosts to certain stats for picking up orbs. these can all be activated at once by picking up a single orb. there is one per armor piece except the arms, which has both the melee an grenade mods. these mods grant 30 in their respective stats with a single 3 cost mod and can grant up to 60 if you're a freak and equip 3 copies.
All that said, quad 100s make brain feel good
Woah, thats an incredible. Instant like. Thats one of the most important things out there, thats nice that you covered it here. Nice job
"For resilience, do 10 IF you are a titan"
Erm
So
I run t10 on my warlock all day after discovering my target lock multimach can .67 up to t8
Def get it under that, who cares about optimal stats and survivability
And there’s still a difference between 7 and 10 intellect, which is why most of people run 10, faster super in trials = rounds won sooner and help your mates getting their own super
Asking people to NOT get above some stats is just ridiculous (imo) and even if you are right on some points, current 3x100s with 4th stat around 70 are still optimal and used for a reason
It's called min-maxing for a reason, tho. Minimizing what you dont want vs. maximizing what you do. You can't call it a "bad build" when it's also tuned to a player's specifications. Just saying
I have a feeling that when effects are listed only to whole seconds, that the differences between tiers are not as radically different as the numbers make it seem. I would wager that there's fractional seconds of benefits between tiers, and round-off makes it seem like you get 2/2/1 secs of difference when it's something like 1.8/1.7/1.6 secs (or maybe even completely flat) and that final number just happens to round up while the other two round down. This is why you get something that looks like 2/2/1/2/2/1 too
I really think the perspective here reflects a mistake. Sure, going from Y to Z might give you less than going from X to Y. But that doesn't mean that Z is suboptimal for an individual player. They might stop at Y as suggested here, and then have that capacity left over for something they really don't value in their build. The value of a particular change is most meaningful in comparison to the other changes available, in the context of the individual player's build. This video acts like people just don't get it when they lean into diminishing returns, and that's not only a vibe we don't need but just wrong on how the decisions should be made.
Every build has at least 3 stats they can focus on. If it's PvE, you got your class ability, resilience, and probably discipline. For PvP you got class ability, recovery, and probably discipline. There's always enough to focus on with your build to where you aren't allocating unnecessary stats anywhere. From what you suggested, it sounds like you make builds based around 2 stats only. Once you get more high stat armor, you will see what I mean.
this video was incredible. no more my friends making fun of me for my ridiculous stats. THANN YOU SO MUCH MAVEN WE LOVE YOU!
Good afternoon everyone. Have a great day!
PvP - I just invest in 100 Intellect followed by as high as I can get with Discipline/Strength. . TTK is so low, even 100 RES and 100 REC, the average player is dead in just about 1 second, and very rarely surviving multiple PvP encounters. Basically if you’re like me, and your K/D is basically 1.0, better to focus on getting your super as fast as you can.
You probably should have mentioned armor charge stat mods. +30 to a stat when charged factors greatly into how you set up your base stats, in regards to thresholds and overkill and such.
It's arguable if a one second cooldown can make a difference or not. It certainly can in Trails on Intellect. But on general PVE builds I couldn't care less about ability cooldowns now that we can have Inmost Light on every class, numerous orb sources, etc.
What I do find cringe is that people think just because they have a triple or even quad 100 build, they think it's great. Even sacrificing good fragments just because of stats.
Even as a hunter main, I find mobility to be mostly pointless since there are so many ways to decrease class ability CD. I never find myself needing my class ability and not having it. The only build I need mobility for is my Omnioculus build. When I play that build, I find even that 1 extra second at tier 10 mobility to be crucial to having "infinite" invisibility. At tier 10, I can stay invisible as long as I want/need. At tier 9, I lose invisibility before I really want to.
Exactly what I was looking for. Thank you
I thought for sure it would be the same content I've seen from other youtubers but this is actually useful for me breaking down stats. I always wondered why my supers would take forever to fill up in a pvp match. Thank you!!
i have 2,5k hours in this game and i had no idead about this. thank you so much
When I first saw this video I was like. "eh what the hell, I mean I have been playing since beyond light so I have experience build crafting n stuff." but GAAAAAWD DAAAAAMN did this video crack my world view open, very informative, helpful, and well put together! You've earned another sub today!
You still want tier 10 recovery on warlock for pve. Every subclass has an additional ability that ties in with the rift.
Between this and the Final Warning video, your info has been immensely helpful!
Thanks, now I have to spend the rest of the day watching your content because is one of the greatest out there.
Thanks so much for your work on this! It's very useful information! I don't think it's necessarily a mistake to max out a stat even if there are diminishing returns. In high level content where you can die at any moment in the difficult encounters every second really does count. D2armorpicker is simply the best! GGs!
Maven you are so concise, clear, and thorough all at the same time. You make the game so much easier and fun. Thank you.
Another excellent vid. GGs FWIW: This old tortoise needs an 'Optimise Build' button!
A video like this on the other classes would be great
This is fine until a week or two later when Bungoe will change everything and make all this irrelevant .
The way this should work for every stat is an evenly distribution from 1 to 100 and it shouldn't be rounded down to the nearest number in the tens spot.
Not having tripple 100s (or at least 100 resilience) will get you kicked from many raid and GM LFGs. Not saying they're right, but it happens.
Amazing description and explanation of a huge misconception in destiny. Well done.
On hunter: tier 10 resilience + surrounded resilience + melee damage resist= 3 punch resilience in pvp
In the end, go triple 100 and try to hit the minimum 20 on str/dis or the most you can on rec/mob, so nothing changes even after the good insight. About stats, the only trade that should not be made ever is swapping an usefull fragment for another one just because this other one gives +10 to a particular stat.
Finally someone who acknowledges mobility and intellect are garbage stats unless you’re playing pvp
I'd say this video is specifically good for newer players who don't know anything about build crafting and live in more casual activities. Anyone going into endgame pvp/pve knows how much a second's worth of cool down can make or break a run. (Imo)
So let's get this straight. Bungie, who keeps track of every keystroke and button push made these adjustments because in actual play seconds don't matter?? Sooooooo many perks that activate for only 3 to 5 seconds. Good information, but saying a 1 or 2 second trade off isn't worth it makes no sense. Playstyle matters more than anything when making any build.
Maven, it's after 2:30am right now (for me). lol. You're giving me too much information at one time. I'm a PvE Warlock Main. (It's all about the Whoa!) With all three Classes I prioritize Resilience, Disciple, then Recovery. I usually run Tier 10 Resilience, Tier 8 Discipline, and Tier 7 Recovery. I will reevaluate my three Characters later today because I have never heard of these details you mentioned about diminished Returns, Sweet Spots, and I've been playing Destiny since "The Dark Below". Tell Maven when you see her: "...Thanks for the tip." :)
Theres also DIM( Destiny Inventory Manager) that you can make builds in and upload to the game .