DJTICKLE Build Calculator

The Division 2 build & damage tool

1 Your weapon

optional — shows on the bars & charts

Copy your Weapon Stats page — exactly as the game shows it

Damage to Targets Out of Cover 0%

Out-of-cover damage comes only from your gun and the Fox's Prayer kneepads. Pick what you have — the value fills in and you can tweak it if your roll isn't maxed. It only counts while the checkbox above is ticked.

These numbers already include your gear, brands, watch, expertise and mods — so that's all handled. Mag size and RPM pre-fill automatically — change them to whatever your gun shows in-game. The sections below add only the things the stats page can't show.

2 Gear set 4-piece effect (if you wear one)

Your set's 2/3-piece stats are already in the numbers above. This adds the 4-piece effect — and ticking the set chest/backpack applies their upgrade talents automatically, so there's nothing to pick in section 3 for them.

3 Talents (counted at max stacks)

4 Prototype augments (7 slots total)

Type the totals your Weapon Stats page shows (they already combine all your pieces, at whatever levels they're at). Echo: chance for every bullet to deal its damage twice. Paradox: chance per bullet to refill the mag by 2 (boosts sustain). Other augments don't change gun DPS. Across 7 prototype slots the most you can reach is 21% Echo or 42% Paradox (3% / 6% per piece at max level) — the tool warns if your combo can't fit.

5 Fine-tune & overrides (optional)

Add anything the pickers don't cover, or correct a value.

Your entered RPM already includes passive gear rate-of-fire (Striker's 3pc, holster rolls) — don't re-add those here. This field is only for conditional sources not in your resting RPM.

6 Max-build comparison (optional — how good could this build get?)

Results — Build A

Damage per hitvs Armorvs Health
Optional Buffs (Back and Forth · Busy Little Bee)

DPS uses your crit chance and headshot rate. "Sustain" includes reloading; "Burst" is one magazine. Your builds save automatically in this browser.

Time to kill

Uses the full ramp-up simulation for the build above: the armor bar is stripped with your damage vs armor, then health with your damage vs health, reloads included. Tanks are modelled as breaking the chest plate, then health. Escalation T10 scales Heroic pools by 800%. Remember — this helps show if you will kill an enemy before full ramp up!

Ramp-up charts

Damage per second over time — stacking talents build up, dips are reloads

Total damage dealt over time — a higher line has done more damage by that point

Saved builds

Your personal library — saved in this browser only, separate from the A–D slots. Use "Save to library" in the results section to add the build you're working on.