The Division 2

Downhammer

Vyemm Raider
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I've been meaning to put a Tempest build together since I got the BP from one of my first retaliations. What did you go with? I was thinking 3 Core Str, 2 IA, Ninjabike with striker drone and bulwark shield. Only reason I haven't put it together yet is because getting the IA pieces that can be turned blue is such a pain in the ass.
When I say I made a bulwark build what I really meant is I put on a crappy IA mask and holster. Never bothered to mod anything or look for better drops. I only played it for one mission to check it out. In hind sight I probably should have at least tried to put some skill cores on to boost the shield and artificer. It was early in my return. I've since collected basically 3 sets of core strength, one for each core color so I can play around more, I just haven't gone back to tempest since.
 

mkopec

<Gold Donor>
28,317
44,776
The difference in loot comes down to how low an item can roll. It's something like 50% of max on challenging, 60% on heroic, and 75% on legendary. That's probably not exactly right, but you get the idea. Crafting seems to use either normal or hard for its roll, because that shit can come out REALLY low. I've crafted some stuff out of desperation, but man... if you really want to use the item you craft you're going to use a ton of optimization mats to get it maxed.
Yeah but its still RNG in the end and Ive had shit drops in heroic and full maxx shit in challenging. Maybe on a 10K drop sample you could prolly say that the drops are better but you gotta think about quantity too. When youre struggling to get that loot to drop and spending XX minutes more every time you do some shit, that adds up. And from what I read and saw its always about quantity in RNG games like this. When it comes down to it, 99% of loot in this game is pure garbage youre just looking for those nuggets that are worth. IDK thats jsut my perspective on it.
 

Downhammer

Vyemm Raider
1,731
4,425
I don't know if it's real or not but it "feels" like the various reward caches give stat rolls at least on par with challenging. I guess it makes sense since the caches themselves aren't tagged with difficulty tier. Following the quantity over quality idea you could speed run cache rewarding projects and objectives on an easier setting, especially if that activity's named loot isn't something you care about.