Best Protoss For Bonus Dmg To Armored

Oct 11, 2016  How does damage vs armored units change after upgrades? For example a Void Ray does more damage to armored units. Hydralisks are not armored and don't take additional damage, but does this change after I upgrade them since they then have at least 1 armor? If a hydra has +2 armor that does not cause a marauder to do bonus damage to it. Once the Protoss researches Extended Thermal Lance, the only logical unit to add to your bio army for support is the Viking. Colossi are considered an air unit, so Vikings can hit them with their anti-air attack. Vikings do bonus damaged to armored units, so they deal bonus damage to the Colossus. For example a Void Ray does more damage to armored units. Hydralisks are not armored and don't take additional damage, but does this change after I upgrade them since they then have at least 1 armor? Or does this just apply to units which are inherently armored?

  1. Best Protoss For Bonus Dmg To Armored Cars
  2. Best Protoss For Bonus Dmg To Armored 3
  3. Best Protoss For Bonus Dmg To Armored 4
  4. Best Protoss For Bonus Dmg To Armored 5
  • Against protoss even with armored units its more important to kill zealots before stalkers. If they have immortals against your armored you wanna bring them down first (45% more dmg to you in terms of their hp), but probably not at the cost of having to run around the zealots and loose time firing.
  • Nov 16, 2019  Reaver also have that dmg range bonus except with more attack (80100 or 125 without adjusting) and less major weakness like Grounded and can use dropship with permanent seige mode. Would giving protoss back reavers be too overpowered.

First, Let’s talk about the Armor Slots, there are mostly defensive bonuses added to them like reduce the damage from the upcoming fire. From 20% to 30% Armor will definitely provide you an effective damage reduction. This guide will not only show you how the Armor stats work but also which armor to equip while playing PvE or PvP in the game.

As everyone are aware of how Armor mitigates the Gun damage(not for grenades), so going to 65% armor cap will not only give you an effective damage reduction but also, armor drops from 71.9% down to 71 which in return makes you, even more, stronger. Every Armor you equip has inbuilt armor bonuses, but the thing is which one gives you the best matters. Let’s have a look at various Armor equip levels which one of the Reddit User had described in detail.

Armor Levels

Low

This is for the players with all Purple Armor with our Bonus then it will end up providing you Damage Reduction between 35% to 39%.

Medium

This is for the players with all Purple Armor, but with 1 or 2 armor Bonus and will end up providing you Damage Reduction between 40% to 50%. With good chest pieces and knee pads, it can easily hit 48% without fail.

Hard

This is for the players with all Purple Armor, but with 2 or 4 armor Bonus and will end up providing you Damage Reduction between 41% to 60%. This will also depend on your armor pieces you upgrade to chest, backpacks and knee pads it can easily hit 54% without fail.

The question here is which Armor or Gear Piece to Op? Well, this completely depends on your playing style on how you like to comfort them in your gameplay. Here are the Best of all teh gears.

Perfect Gear Piece

Body Armor(3 bonuses allowed)

Body armor doesn’t provide you a big change so we recommend you to try the chest piece which will give you:

  • Armour
  • Elite Damage
  • Your choice of mod slot / health on kill / protection from elites

Back Pack (1 primary stat)

  • Critical hit damage
  • Armor

Highly recommend taking critical hit damage, as you may need the bonus armor to survive and only 3 pieces of gear can get it.

Knee Pads (two bonuses allowed)

  • Critical Damage
  • Armor
  • Damage to Elites
  • Gear Mod
  • Protection from elites

Knee pads allow for bonus critical hit damage, one of the best stats in the game for DPS.

  • Tanker Build: Armor + Critical Hit damage
  • DPS Build: Damage to Elites + Critical Hit damage

Holster (one bonus)

  • Armor
  • Gear mod
  • Protection from elites

Gloves ( 3 bonus DPS KINGS)

  • Critical Hit Damage
  • Critical Hit Chance
  • Weapon Base Damage
  • Damage to Elites

Best Protoss For Bonus Dmg To Armored Cars

Gloves are one of the biggest boosts to your overall damage in the game. Take +Weapon damage for PVP and +Elite damage for PVE content

Masks (two bonuses)

  • Critical hit chance
  • Damage to elites
  • Gear Mod Slot

Masks are one of the only slots that provide bonus critical hit chance.

If you get 7 gear mod slots, each can land up to 140 stats including 1.5% crit chance. So choice wisely. Make sure you visit our The Division Wiki Page to know more about the game and different Builds.

Nov 22, 2017

A somewhat 'simple', somewhat 'in-depth' guide to the new commander system in 0.22

Brief Overview


Each commander starts at rank 1, with a default skill already chosen. These skills sometimes rank up alongside the commander. Sabrina, for example, starts off with bonus module damage, and each rank she acquires, increases that bonus module damage. Some start off with a conditional skill, like Ioannis, which activates after spotting an enemy, or fulfilling a condition.
You start off with Philipp and Sabrina, with the ability to unlock Ioannis (LAV-300), Freja (M113 ACAV), Rashid (BMD-1P), Viktor (M48A3/T-55/Type 69), and Juan Carlos (FV4201 Chieftain Mk. 2) through the upgrades screen of the vehicles listed in parenthesis.
You can use them in any vehicle you want. There is no restriction to a certain vehicle or certain vehicle class. If you want a camo-centered commander for your MBT, you can do that. If you want extra view range in your TD, you can do that, and you can move them around as freely as you want.
You rank up by earning commander exp for whatever commander you've chosen to use in the tank you're playing.
Each rank gives you a single skill point.
However you can only select skills next to the ones you already have.
Some start off with a big square in the middle, some with a small square in a predetermined location.

Commander Progression & Chain of Command


There are 15 Ranks.
Each commander starts off at Rank 1, and can be advanced all the way to Rank 10 without any issues.
Ranks 11 through 15 are a different story, this is where the 'Chain of Command' comes into play.
In order to promote a commander to Rank 11, you must still have a commander at Rank 10. In order to achieve Rank 11 (First Lieutenant), you must have 2 commanders at Rank 10 (Lieutenant). This is the 'Chain of Command' or 'Rule of 2'. Each Rank from Rank 10 (First Lieutenant) to Rank 15 (Colonel), must always be occupied.
You can, however, have multiple Rank 12's, if you still have a Rank 10 and a Rank 11. Each Rank can have mutiple commanders, to achieve the next, however, requires one at least in each Rank to forever sit at said rank.

Sample Chain of Command


Rank 10 - Sabrina (Stealthy Module/Crew Killer)
Camo in the bottom left, Crew damage in the top right.
Rank 11 - Philipp (Defense)
Repair speed, some ammo rack HP, wheel/tread HP, turret traverse, hull traverse, 1.1% reload buff + module damage.
Rank 12 - Viktor (Ultimate Module/Crew Killer)
Heavy module/crew damage.
Rank 13 - Juan Carlos (CQC Brawl Winner)
5.32% reload buff 50 meters next to enemy at Rank 13. + Accuracy & View Range/Mobility
Rank 14 - Rashid (ATGM's)
ATGM buffs + Camo Buffs/Module Damage
Rank 15 - Ioannis (Active Camo Scout)
View Range + Camo + some module/crew damage.

Extra Trees


Rank 10 - Philipp (Reload)
2.2% Flat Reload Buff, no conditions, at Rank 10 + Repairs/Ammo Rack HP/Module Damage.
Rank 10 - Max/Fyodor (Crew Buffs)[Rep Boost]
Crew Stats, Ammo Swap, Turret Traverse + Aim Speed.
Rank 10 - Max/Fyodor ('MBT' Grind)[Rep Boost]
Ammo Swap, Crew Stats, Repair Speed, Reduced Ram Damage.

Best Protoss For Bonus Dmg To Armored 3


Rank 10 - Max/Fyodor ('Speedy Missile AFV')[Rep Boost]
Max Speed, Reduced ATGM Noise, Aim Speed, Reduced Engine Fire.
Rank 10 - Freja ('Light Tank')
Mobility + Track HP + Module/Crew Damage.
Rank 10 - Freja (Arty)
Aim Speed Buffs + Reload Buffs.
Rank 10 - Freja (Accuracy)
Peak Accuracy Buffs(above 50% HP) + Crew Stats
Rank 10 - Rashid (Camo/APS/Mobility/Smoke Buffs)
Basically what's in the parenthesis.

Alternative Chain of Command


Rank 10 - Sabrina (Stealthy Module/Crew Killer)
Camo + Module/Crew Damage.
Rank 11 - Rashid (ATGM's)
ATGM Reload + Module Damage.
Rank 12 - Viktor (Module/Crew Killer)Best protoss for bonus dmg to armored 2
Max Module/Crew Damage. + Increased Reload after getting shot(penetration or not supposedly).

Best Protoss For Bonus Dmg To Armored 4


Rank 13 - Juan Carlos (Brawl Winner)
5.32% Reload within 50 meters + view range/mobility.
Rank 14 - Ioannis (Scout)
Camo + View Range + Module Damage.
Rank 15 - Erin (Max Camo Scout)
Max Camo + Some Mobility/View Range.
Alternate Rank 10 - Philipp (Reload)
2.2% Reload Buff (no conditions)

Final Thoughts


I personally enjoyed going through the trees, trying to figure out which skills would be the best, which would be situational, which might not be too great, and which would ultimately make the biggest difference when it came down to having to choose a commander to stay at 13, and another to stay at 14.

Best Protoss For Bonus Dmg To Armored 5

DmgThere's a good tree for just about every commander if you want to get a specific one all the way to Colonel, if the sample chain of command above seems like it might not suit your desired playestyle. A good example would be an arty commander near the top, versus most of mine, which are mostly tied to the other classes, since I don't really play artillery myself.
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