There are a lot of things to consider when it comes to The Division weapons, weapon mods, and other details. Instead of just going with every weapon you find in the game, you need to carefully observe a weapon’s base stats, talents, and other stats.
Considering the overwhelming amount of The Division weapons; not every weapon in the game is worth the effort and time.
The Division Weapons, Weapon Talents, Weapon Mods Guide
The Division weapons guide basically provides an overview and understanding of everything you need to know about weapons, weapon mods, talents in the game:
The Division Weapon Rarities
Weapons in The Division come in 5 different rarities: white, green, blue, purple, and orange with white being the worn and orange being the legendary.
A rarer weapon may not only possess better stats such as base damage but also increased number of Weapon Talents. However, weapon stats are extremely random and a more rare weapon can be less effective than a less rare one.
The Division Weapon Types
With the exception of side-arm, there are a total of 5 weapon types in The Division. While each weapon type has certain advantages and disadvantages, you should consider your playstyle and role before choosing a weapon type.
One more thing that you need to note is that each of the weapon types has built-in bonuses and disadvantages which must be considered. For example, not all weapons have same number of Weapon Mod slots.
In addition to this, SMGs have built-in critical damage and marksmen rifles have built-in headshot damage, however, both weapon types lack in when it comes to short clip size and high reload times.
While we have yet to test out every weapon type in The Division, the following section provides an overview of what to expect from each of the weapon type:
- Assault Rifles – best at short-to-mid range, high recoil, large clip and damage output
- Submachine Guns – less recoil, short range, high DPS, great hip-fire accuracy, and critical hit damage
- Light-Machine Guns – high recoil and suitable for medium-to-long range
- Shotguns – close-range, extremely high damage output, long reload times, and great headshot damage
- Marksmen Rifles – high damage, long distance, high headshot bonus, small clip size
- Side-Arms – infinite ammo, usable with the Ballistic Shield, great finishers
The Division Weapon Base Stats and DPS
Base Stats are of paramount importance when it comes to weapons. There are a total of 7 base stats of each weapon type in The Division which usually increase depending upon the rarity and level of a weapon. These base stats include:
- Damage – damage dealt per round
- RPM – rounds per minute
- Magazine – clip size of a weapon
- Accuracy – determines how fast or slow reticle changes when the weapon is fired
- Reload – time required to completely reload a weapon
- Range – maximum effective range of the weapon, after which it is completely useless
- Stability – determines the weapongs vertical and horizontal recoil and directly affects accuracy
All the 7 base stats along with mods make up the DPS value of a weapon. However, the DPS value of a weapon is not as accurate as it considers every bullet hitting the enemies.
Due to this fact, a weapon with less DPS value can prove to be more effective than a weapon with more DPS value. You basically need to test out every weapon out in the field and see which one works well for you!
While inside the Weapons Menu, you can also compare the DPS value and base stats of two different weapons, but as I have mentioned before; the DPS value is not the most accurate stat in the world.
The Division Weapon Talents
Depending upon the rarity of a weapon, each weapon in The Division can possess upto a total of 3 Weapon Talents which are completely random except in the case of orange ones that can completely alter the way a weapon behaves.
However, one thing that you need to note here is that each of the Weapon Talents must be unlocked using your charactergs attributes such as stamina, electronics, and firearms.
For instance, the gDeterminedg Weapon Talent which reduces the skill cooldown by 5% after eliminating an enemy unit requires 78 Firearms and 169 Electronics. While the list is still incomplete, here are some of the confirmed Weapon Talents:
- Accurate – Accuracy is increased by 20%
- Adept – Using a skill increases critical hit chance by 3% for 5 seconds
- Balanced – Weapon acquires mamimum accuracy faster when shouldered
- Brutal – Headshot damage is increased by 10% when using this weapon
- Capable – Using a Skill improves the handling of your weapon for 5 seconds
- Commanding – Every kill performed while the Signature Skill is active expands its duration by 7%
- Competent – Weapon damage is increased by 5% for 10 seconds after using a skill
- Coolheaded – Performing a headshot reduces all skill cooldowns by 2%
- Deadly – Critical hit damage is increased by 5%
- Destructive – Amor destruction value is increased by 3% when using this weapon
- Determined – Killing a target reduces skill cooldowns by 5%
- Dominant – Every kill performed while your Signature Skill is active reduces the cool down of your other skills by 3%
- Expert – Deals 100% more damage, when health of the target is below 30 %
- Ferocious – Damage against Elite and Named enemies is increased by 5%
- Fierce – Critical hit chance is increased by 5% when using this weapon
- Harmful – Each hit has a 3%chance to apply the Bleed Status Effect to the target
- Intense – The first bullet of a magazine has a 13% chance to apply the on fire Status Effect to the target
- Meticulous – Killing a target has a 11.50% chance to instantly refill the magazine
- Predatory – Killing a target regenerates 5.50% health over 5 seconds
- Prepared – Damage is increased by 5% when more than 40 meters from target
- Proficient – The first bullet shot when out of combat has a 25% chance to result in a critical hit
- Provident – The Last bullet of a magazine deals 28% more damage
- Responsive – Damage is increased by 5% when closer than 10 meters to the target
- Restored – Killing a target with this weapon removes all negative Status Effects
- Self-Preserved – Critical hits with this weapon heal the user for 0.80% of damage dealt
- Stable – Stability is improved by 20%
- Steady – Killing a target with a headshot removes 100% sway from the weapon for 3 seconds
- Sustained – Killing a target increases your health by 2%
- Swift – Reloading is 5% faster
- Talented – Killing a target with this weapon increases Kill Power by 3 % for 5 seconds
- Toxic – Headshot with this weapon have a 5% chance to apply the Blind Status Effect
- Trained – Critical hits increase Signature Skill resources by 1%
- Vicious – Critical hit chance is increased by 5% while at full health
The Division Weapon Mods
Weapon Mods in the Division basically allow players to change the base stats of their weapons. This section provides an overview of everything you need to know about The Division Weapon Mods:
Weapon Mod Types and Rarities
There are a total of 5 weapon mods: optic, muzzle, underbarrel, magazine, and weapon skin the last one does not affect stats. However, one thing that you need to note is that not all mods are compatible with all weapon types.
In addition to this, also note that each weapon mod in the game can possess upto 2 attributes depending upon the rarity of the mod speaking of which, the following section outlines the weapon mod rarities:
- White – 1 Attribute
- Green – 1 Attribute
- Blue – 2 Attributes
- Purple – 2 Attributes
- Orange – 2 Attributes
Aside from this, it is also a good idea to understand about weapon stats that are affected by weapon mods:
Critical Hit Chance
This basically determines the percentage of hits that will critically hit.
The percentage damage that is added to your base weapon damage. For example, if a weapongs base damage is 500 and Critical Damage is 50%, the weapon will do 750 damage.
This is pretty self-explanatory! This reduces the bullet spread and ensures that all your shots are on target.
This stat is directly connected to accuracy and determines the recoil of a weapon. The more the stability, the lesser the recoil, and the more accurate the weapon. This holds true for all vertical stability, horizontal stability and initial bullet stability.
Hip-fire is basically firing from the hip without the need of ADS. This is a useful mod on shotguns and SMGs which shine at close-range and are more effective when fired from the hip.
Optimal range is essentially the effective range of a weapon after which its damage begins to diminish and it virtually becomes useless.
As the name suggest, this basically provides players with insane headshot damage which works great on marksmen rifles which have built-in headshot damage.
Rate of Fire
This increases the rate of fire of a weapon and allows it to deal more damage. However, do note that it also increases the recoil of a weapon drastically.
Reload Time and Armor Damage
Reload time basically dictates the total time required by a weapon to completely reload and armor damage is basically the amount of damage dealt to enemy armor.
Recommend Weapon Mods for Each Weapon Type
- Assault Rifle – Stability, Weapon Damage, Critical Hit Chance, Accuracy, Rate of Fire, and Large Magazine
- SMG – Stability, Magazine size, and Reload speed
- LMG – Big Magazine, Stability, and Accuracy
- Marksmen Rifle – Initial Bullet Stability, Critical Hit Chance, Stability, and Reload Speed
- Shotgun – Magazine, Reload Speed, Accuracy and Stability
- Pistol – Pistol Damage, Magazine, Reload Speed, and Critical Hit Chance
This is all we have on The Division Weapons, Weapon Talents, Weapon Mods guide. If there is something else you would like to know, make sure to let us know in the comments section below!