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View Code? Open in Web Editor NEWA tool to create and share build easily currently in public beta
Home Page: https://mxswat.github.io/mx-division-builds/
License: Other
A tool to create and share build easily currently in public beta
Home Page: https://mxswat.github.io/mx-division-builds/
License: Other
Currently, the damage calculation doesn't account for special ammunition or status effects. This highly underestimates the damage that is output by builds using gear sets like Ongoing Directive or weapons similar to Pyromaniac.
My proposal is to have an option to toggle certain status effects that will take effects like Wicked, Rules of Engagement, Ignited, etc. into account during DPS calculation.
SOCNightStalker: Seems there's an issue with eclipse and ninjabike bag in hazard protection
if you put 3 pieces of eclipe you have Hazard protection to 40 (30+10SHD) and it is shown in Defensive cores
But if you put two eclipse pieces with ninjabike bag the eclipse, hazard protection is not added to Defensive Cores but it is show in the Utility cores
You can unfortunately not customize / select the specific weapon damage of the specializations
outdated values on future initiative
as for 2 set bonus it says 15% repair skill
while in game is 30%
To be honest this addition would this tool make (kind of) perfect.
I am using it to show certain builds in our clan, but there are always questions about the skills.
Are there any plans to add this?
Sometimes the repair skills total doesn't show up at all. For example, it shows up in my cc build but ironically not in my healing build.
It would be nice if stats from watch levels could be made to affect build stats. Either at maximum values (1k watch levels) or some parameterized amount.
The only armour CHD is only applied on the weapon status result
Would it be possible to extend the screenshot option to the DPS stats? That would be optimal.
Observed behavior: When adding a non-named item, the default core is not pre-populated. However when adding a named item it is pre-populated.
Expected behavior: It should be consistent and always pre-populate the cores since they always drop with specific core attributes (though they can be recalibrated) later.
I am currently writing this issue using a translator. Please understand if you see awkward or inappropriate expressions.
The Division 2 is served in several languages. However, this wonderful tool is currently only available in English.
According to the Steam store page, The Division 2 is served in 14 languages, including English.
I suggest adding a drop-down list button to switch user languages on the main screen of this tool.
From a technical standpoint, the language you choose is stored in the Local DB, and each language should be loaded when necessary with an independent language-specific JSON file.
When using independent language-specific JSON files, the participation of contributors in each language can be recorded as individual commits.
Once again, thank you for making this wonderful tool!
Missing Shock and Awe talent
Steps to reproduce:
This is my original URL:
https://mxswat.github.io/mx-division-builds/#/AwWl7SOreAuGS4uo1Hlq53CDMALJAIwAcelCONm6tS9VUTDLwQA
Note the position of the pistol and and melee damage. Melee damage is shown in totals, but not pistol damage...
After loading the above URL in a new window, it changes to this URL:
https://mxswat.github.io/mx-division-builds/#/AwWl7SOreAuGS4uo1Hlq53CDMALJPgOx4UI7Wbo1J2VSP3PBA
Note the position of pistol and melee damage have swapped. Pistol damage is shown in totals, but not melee damage...
Gear and Gear mods Critical Chance not counted in the weapon stats, but weapon mods and watch is.
Discord links of the reports, for reference and additional data:
https://discord.com/channels/702180050791039016/705147074676785262/1080570501866475650
"
The live build currently doesn't appear to be applying Crit Chance to the weapon properly. This build has 40% crit chance from the watch and gear attributes but at the bottom the Capacitor is only showing a 20% crit chance total. I don't thinkhttps://mxswat.github.io/mx-division-builds/#/MwRgtATGAMNgbHWympdAXAVi68iRh1Upjltcpgx8xgAONJsjEcU5zsmDAFkV6wO3EWgzAowrtPIRgATgRh5jEDhpYA7BoJZGLUYYyGuGCEA "
https://discord.com/channels/702180050791039016/705147074676785262/1080926024851787826
"hm... seems like chc isnt working.. tested with max watch, 1 ceska and 15 chc on weapon, yet chc shows 25% (should be 35% (10 +10+15)
tested with zero chc on 1 ceska piece (no other stats or gear items) and max watch +15 chc weapon mods. so looks likes just counting watch + weapon mods."
Claws out should have one more minor attribute that you can recalibrate.
I don't know programming, but I want to use the Chinese version, so if I want to translate, what parts need to be changed?
When having the Memento selected, it only activates the red core. In the drop down menu it doesn't give the option of picking even a different main core, so it's only showing up as 1 red.
Steps to reproduce:
This doesn't appear to happen with "Forge", "Picaro's Holster", or any other named items in other slots that I tested so I think it's related to these items having an additional fixed attribute.
Reference build: https://mxswat.github.io/mx-division-builds/#/AwWl7SOreAuArI2BGSqDMMICY5Tw4HGlEkWmEAsAbCNXpc+OVeyWy3Fx9L91bAgA
The build above should have two utility cores:
I am unable to add the "Rugged Mini Reflex Sight" optics mod (+5% Critical Hit Chance) to the The Carbine 7 assault rifle, which the game allows.
The talent for ongoing directive backpack is missing
I'd like to propose a change and an addition that would imo make the build tool even better.
I'm guessing this is a relatively simple change to implement, but it would be very welcome as it would cut down on a lot of unnecessary repetition when theory crafting. When switching between brandsets, gearsets or weapons leave the attribute, talent and mod fields populated with previously selected choices wherever possible. Clearing them out doesn't help anyone since if you do want to change them it takes just as many clicks to change them from an empty value as it does to change them from an unwanted value. Leaving them populated however comes in very handy when you're just trying out different brandset/gearset/weapon combinations using the same attributes, talents and mods which I would think is more common than changing everything.
A feature request to automatically fully populate the gear slots to meet a selected criteria. Lets say one wants to create a build focused on armor, or CHD, or skill haste, skill damage, armor regen, hazard protection etc. Instead of starting with a blank slate as we do now, it would be much more helpful to be able to start with a selection that represents max armor, or max CHD, max skill haste, etc and start changing that until you're happy with the outcome. Finding these maximums currently takes a lot of familiarity with all available gear pieces (all brandset and gearset bonuses, all named attributes, all mods), good memory plus a talent for combinatorics, or substantial time investment to find the right selection of gear pieces and still you don't have the confirmation that the current choices indeed represent the max. With the right logic however the tool should be able to solve such "find max" problems and help users come up with desired builds.
Thanks for your tool, I hope you have the time and interest to implement at least the proposed change if not the feature as well.
Requirements
Use
To edit the theme.
Addons
To disable the toolbar uncomment this line
.tile.toolbar-container { display: none !important;}
To change the color of the names uncomment this line
.gear-name, .weapon-name { background: white !important;}
Recommended printer settings
Scale
74% Chrome and Opera
60% firefox
Preview with addons
Preview without addons
Result Build
Printed Eclipse Protocol + Capacitor.pdf
Screenshot
Note to devs:
i love this tool
Dear author, I am a The Division2 player from China. I am very interested in your project and have completed some Chinese translations. I hope I can get your permission to allow me to use and deploy and promote your project. The following is my project address http://division.zjcblog.cn/
Heartbreaker:
2 piece bonus: 15% AR Damage / 15% LMG Damage
3 piece bonus: 15% Weapon Handling
The 3-piece Weapon Handling bonus is missing:
https://mxswat.github.io/mx-division-builds/#/CwNgtADJ1bP3RAuArC+BGaGDMj4BMCMS+Zx5sSwwFdlJDT9p9blrzZn7CPXjIA
Hotshot:
2 piece bonus: 30% Marksman Rifle Damage / 30% Stability
3 piece bonus: 30% Headshot Damage
The 3-piece Headshot Damage bonus is missing:
https://mxswat.github.io/mx-division-builds/#/CwTgtADJ1bP3RAuArC+BGaGDMj4BMCMS+Zx5sSwAHBfZSY8w6Q+5Wy2Vxwr9yZA
Hunter's Fury:
2 piece bonus: 15% SMG Damage / 15% Shotgun Damage
2 piece bonus: 20% Armor on Kill / 100% Health on Kill
The 3-piece Armor on Kill and Health on Kill bonuses are missing:
https://mxswat.github.io/mx-division-builds/#/CwBgtOkdWz8gFwFZnwIzXQZjlATAjInkaeYjmdecbfTSTcxQ6y2U2wiUA
Just creating this as a reminder, stuff like the Maxim 9 need to be added. <3
Hey I am using this and great work by the way but I am seeing an issue where when I adjust the third attribute on my first weapon it also sets it to the same value for my second weapon and vice versa. In my case I have a Bakers Dozen and Merciless and the third attribute is CHC, BD has 8.5 Merc has 9., when I change either one it switches it for the other to the same that I just entered. Thanks!
Thanks for the tool, i have found an issue with Crit Brand Bonus.
I hope you understand the problem with this sampels, and can fix it.
3 Items ND -> Crit Chance 15%
https://mxswat.github.io/mx-division-builds/#/EwRgtADJ1bOQLmAFnnA7AVjY424YBsOECBJaZF5sVN1d1l9LirLZQA
3 Items ND and 1 Ceska Vyroba s.r.o. -> Crit Chance 15%-> should be 25%
https://mxswat.github.io/mx-division-builds/#/EwRgtADJ1bOQLmAFnnA7AVjY424YBsOECIAnCVaQdTArY2g3Yy0x+6-REA
Same Problem with 3 Items ND and 2 Providence Defense-> Crit Chance 15%-> should be 25%
https://mxswat.github.io/mx-division-builds/#/EwRgtADJ1bOQLmAFnnA7AVjY424YBsOECAzASWkvlZafXYoy80-Qqy50A
2 Items ND and 1 Ceska Vyroba s.r.o. -> Crit Chance 25%
https://mxswat.github.io/mx-division-builds/#/EwRgtADJ1bOQLmAFnnA7AVjYgzADhzmMRAE4jKIETa0aqiG6XnHi2X6Ig
2 Items ND and 2 Providence Defense and 1 Ceska Vyroba s.r.o. -> Crit Chance 35%
https://mxswat.github.io/mx-division-builds/#/EwRgtADJ1bOQLmAFnnA7AVjYgnDuQxAZiLLSW3OoWoMTpsYNvqaA
3 Items ND and 2 Providence Defense and 1 Ceska Vyroba s.r.o. > Crit Chance 15%-> should be 35%
https://mxswat.github.io/mx-division-builds/#/EwRgtADJ1bOQLmAFnnA7AVjYgnDuQxAZiLLSW3OqXGoIXpqYZbMaA
...
Gearsets should only have 1 attribute but currently show 2 like regular gear
Seems like this Github support page would be a good place to link to w/ the issues or bug feedback button.
It would be great if there were some visual indicator of stability/range for weapons that mimics the in-game display. I don't know how anyone else tends to build, but I usually have some target breakpoints in mind for stability and range and I have trouble identifying them with this tool. Some displays that mimic the ones in-game would be useful, factoring mods and gear attributes in.
The +20% ammo capacity is taking up an attribute slot when it should not be, it is in addition to the two attribute slots
The mpx base weapon damage is too low. It's showing as less than 48k. In-game, it's base damage is 53,124
The mag size weapon attribute and the mag size bonus from true patriot are not showing up on the weapon stat sheet.
Please add the ability to add the specific weapon damage from your specialization to the stats information
Currently on mobile all the columns are squashed together. The UI should adjust since its already a grid.
Health Damage statics missing. This stat is ussefull
Hi Mate,
Looks like weapon Talent is not working ,
below is my link and when scroll down , you can see the AK-47 with fast hand and Strain, TTK and reload speed are same , so I believe it is not working .
Also I have changed Cri chance to 56% as well
They have great affection on total status
For example, CHC 10% & CHD 20% & TWD 10% can differ more than 20% as much as to total DPS.
And hazard protection 10% is very huge different between 90% and 100%
So, It is required at least simple function just toggle SHD level to max or min.
Whenever I bookmark a build and then come back to it the muzzle mod is always removed from the weapons
Reference build: https://mxswat.github.io/mx-division-builds/#/AwWl7SOreAuGS4uo1Hlq53CcGbqElTF5zmnjwBMALAMwgCMArBdkA
When you open the above URL, it gets re-written to this URL and the fixed attribute on the pistol is lost...
https://mxswat.github.io/mx-division-builds/#/AwWl7SOreAuGS4uo1Hlq53CcGbqElTF5zmnjwBMALAMwVKJA
I know this was an issue you found and fixed about a year ago, but I just came across it of my own accord. For some reason, the third attribute is linking up across different weapons - it seems to be weapon-agnostic, as I had the issue on multiple different weapon types, and different weapons within those types, and even happened across different browsers.
Tried out the site after seeing the post on reddit. I went to enter the pistol I currently have, Tactical M1911 and when I pick Swap Speed it is limited to 6, but mine in game is 10% and isn't even maxed.
Great tool! Thanks!
Hopefully, the above link shows the build I had entered with 3 12% Protection from Elites mods and the Technician Specialization. The tool shows 36% PfE which is correct. I then realized that an extra 10% PfE could be gained by switching to the Survivalist Specialization, which I did, but the PfE total did not update. It should have gone up to 46% with this change.
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