You MUST KNOW this to make good builds in Destiny 2

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hello everybody Maven here and if you look at my hunter stats setup you might think that looks incredibly good right well that's actually bad and if you look at my warlock or Titan stat setup you might think that looks incredibly good as well but that's also wrong every day when I log into Destiny 2 I see a handful of players with seemingly perfected builds but they actually have a lot of wasted stat points and areas they should not be Distributing because in this that meta game there are two things a lot of players don't know about and that is sweet spots and diminishing returns now I did make this exact video before a year ago and that video actually blew up pretty well has 71,000 views at the time I'm recording this but it still seems that a majority of the community doesn't get the point of stats there's still a lot that people don't know so let's break it down once again for the newcomers hope you enjoy so most of this video is going to take place on D2 armori docomo you that this is not a sponsored video it's just facts that this is the best resource to create builds in Destiny 2 and if you're not using this website you're throwing so first things first let's talk about penalties now the Bare Basics here but the top three stats dictate your class ability depending on which class you are and the bottom three stats dictate your actual abilities your grenade your super and your melee and these bottom three abilities are prone to something called penalties if you hover over any ability you can see at the bottom of where they're labeled that they have a base cool down grapple 122 threaded Spike 140 so on and so forth for every ability in the game silk strike for example has a base cool down of 9116 so if I go over to my stats here let me fix this so I hit tier three you can see that my base cool down for my super is 916 if I bring it up to tier 4 we hit 847 but if I dip below tier three we hit 1036 so you have to achieve tier three of an abilities tier to be able to achieve the base cool down labeled in your subass if you dip below that you actually get a penalty to its base cool down and if you go above that that is how you actually improve it but tier three across the board for every ability in the game is going to be its bare minimum to achieve its base cooldown so let's go back over to D2 Foundry and in this website you can see when you hover over different tiers of your ability you can see the different cooldown changes so tier three is going to be the minimum intellect that you want to invest because if you dip below that you get a massive 1 minute 20 second penalty to the cool down now like I said this whole penalty idea applies to these bottom three abilities don't worry about it for Recovery resilience and Mobility we'll talk about that later but for discipline and strength it's a bit different the minimum you want to invest is going to be tier two on each of these abilities and here's why so let's take a look at our threaded spikes base coold down of 140 if we invest to tier 4 we go down to 130 we gain 10 seconds but if we go from tier three and drop down to tier two it goes down to 144 we lose 4 seconds but if we go from tier 2 to Tier 1 it goes to3 and we lose another 9 seconds so 3 to 4 10 seconds 2 to 1 9 seconds but the difference between 2 to three is only 4 seconds it's pretty negligible same thing goes for discipline look at our grapple for example it's at 122 as our base cool down if we invest to tier four it goes to 114 that's 8 Seconds if we drop down to tier 2 we only lose 3 seconds 122 to 125 if we go from tier 2 to Tier 1 we lose 8 seconds so 8 seconds here 8 seconds here but the difference between two and three is only a 3 second difference again very negligible so the bare minimum for discipline strength you're going to want to invest in is going to be tier two so if you're doing a bill that doesn't care about discipliner strength at least manage to hit tier two so you don't get a huge penalty so now that we've talked about penalty let's talk about diminishing returns so let's go on Prismatic for example and the most popular super in PVE right now is probably Golden Gun uh so let's take a look at Golden Gun here our base cool down is 9916 and then if we move on here we gain uh what is that 29 seconds on the cool down to 847 from tier 4 to tier five we gain another what is that 23 seconds and then from tier five to tier six that's another 22 seconds and then from tier six to tier 7 that's another 22 seconds but you can see the more that we invest the less time that we get off of our super for investing now here's where the biggest error in Destiny stat distribution happens I see a lot of players investing up to tier 10 intellect but you should stop at tier 7even because this is like the sweet spot of the diminishing return stop at tier 7 because you know we had like 29 seconds 28 seconds 22 22 22 whatever it was we're getting a lot of time shaved off of our super for investing up to this point but if we go onward we gain another 13 seconds 12 seconds and then 6 seconds the jump from tier 9 to 10 especially is very pathetic you gain next to nothing for investing all the way up to tier 10 but you get the most bang for your buck you get the most out of it for stopping at tier 7even you don't get much for investing Beyond this point honestly I feel like it's just a waste of stat investment so this is the concept of diminishing returns in a nutshell so let's segue that over to Mobility on Hunter here for our dodge another very common stat mistake I see players make is they want to go tier 10 Mobility on their Hunter but that is such a waste because from tier nine look at our gamblers Dodge and our Marksman Dodge 23 seconds 17 seconds when we go up to tier 10 we only get 1 second shaved off of our cool down which is really not worth it so you can see here from tier three our base cool down on Gambler Dodge 38 seconds right here we gain plus 4 seconds and then plus 3 seconds plus 2 seconds 2 seconds 2 seconds 2 seconds and then the jump to 100 1 second it is not worth the extra stack point there however Marksman Dodge is a little bit different we got a 28 second base cool down at three and then we gain plus 3 seconds 2 seconds 2 seconds and then 1 second to tear 7 and then 2 seconds 2 seconds and then 1 second to 100 so because there's a 1 second jump from six to 7 I would say a good low and sweet spot for Marksman Dodge is to stop at tier six now diminishing returns Works a little bit differently and uniquely on resilience recovery dis and strength so let's jump over to recovery next now when it comes to PVP do yourself a favor and invest into tier 10 recovery because diminishing returns actually works the opposite way on recovery as opposed to the other abilities on the other abilities you get the most time shaved off of your cool down at the lower end tiers and then it starts diminishing upward on recovery it's the opposite way the lower tiers suck and it gets better as you invest more so let's take a look at the total regen time for ref reference here the total regen time is 9 seconds flat to Tier 1 we get 2 seconds shaved off and then 2 2 2 2 2 and then it starts going up from here 6 to 7 we get 4 seconds shaved off and then 4 4 and ultimately from 9 to 10 6 seconds shaved off so diminishing returns just worked itself in reverse and turned into diminishing gains on recovery so this is why maximum recovery is so good in Crucible now when it comes to resilience in PvP that's a whole entirely different topic that we'll talk about later but for PVE just always invest into tier 10 it's the most important stat in PVE but the way it works is it's like all over the place like for example here you gain 2% and then one and then two and then four and then five and then 3 3 4 3 3 so it feels like uh resilience PVE is like kind of all over the place in terms of the way it works mechanically but still just always invest tier 10 in PVE now diminishing returns works very strangely undisciplined and strength it's different than all the others so for example let's look at our Arc bolt grenade uh has 145 and then down to 135 that's 10 seconds and then a bonus 8 seconds and then 7 seconds and then 5 Seconds you see it diminishing so you would expect it to diminish further to 4 seconds just like intellect did but nope instead of going to 4 seconds we gain another 8 seconds and then 7 seconds and then 8 seconds it climbs back up from 8 to 10 instead of diminishing further like intellect did same thing goes for strength all the way through the diminishing returns the idea of diminishing returns ends at tier eight and then jumps drastically to 100 so if you're doing a build based around melees or nades it's a very good idea to invest in into tier 10 because of the giant jump and the cool down and remember tier twos are bare minimum but the middle end Sweet Spot it's kind of a gray area for discipline and strength because you know there's that jump at tier eight but it also gains you a lot for getting to tier 10 if you can hit tier 10 though I guess a good high-end sweet spot is tier eight but then if you kind of care about the ability but can't invest too much five I would say is a nice Middle Ground where you get like enough of a gain but then it starts to diminish afterwards so like five or 8 or 10 two is the minimum so that is what I would say for discipline and strength now when it comes to your warlock Rift in PVE it actually follows through with the diminishing returns like intellect did so it doesn't reverse from 8 to 10 it actually keeps going down therefore if you look at our Rift ability our healing Rift 122 down to 114 that's 8 seconds and then 6 seconds and then 5 seconds and then 5 seconds and then it just goes down 4 3 3 so I would say where you get the most out of it for your Rift I would say tier 7even is a good place to stop uh Phoenix dive however goes from 55 to 50 that's 5 Seconds 5 Seconds 3 seconds 3 seconds 3 seconds and then it start to diminish 2 seconds 2 seconds so if for Phoenix dive I would say stop at 8 but if you're running a rift stop at tier 7even now when it comes to talking about resilience in PvP and how much you should invest that's a whole different rabbit hole that you can do an entire 30 minute video on I know druski did a solid video on PVP resilience and you should definitely go and check that out but I'm not going to dive too deep into that topic here tldr the Brazilian sweet spots are tier 2 tier 7 and tier 10 so you can go on D2 Foundry if you want to investigate a bunch of resilience checks on your own I wanted to bring up a couple popular ones here like 120 RPM hand cannons such as the Ignus hammer uh you'll get two head and one bed if you are not a tier 7 resilience and 340 RPM pulses like the Red Death are very popular the messenger the no time to explain they'll be a little bit less forgiving if you hit tier 7 resilience as well and uh 390 pulses are not popular thank goodness because I typically run low resilience and you'll get two tapped if you're below tier four but again if you're at tier seven they're going to be a lot less forgiving as well if you do happen to run into those and I'm sure there's a lot more tier 7even resilience checks I can't think of off the top of my head but yeah tier 2 7 and 10 are the main checkpoints I would say so once again hit tier two if you can't afford to invest hit tier s if you want to invest and hit tier 10 if you are a Titan I see way too many hunters and warlocks investing 100 in resilience and that's just a waste of stat points don't get me wrong 100 resilience passes a few checks but not enough to Warrant that kind of investment when you're not a Titan so I think that about explains everything I needed to explain so let's do one final run through of the optimal tiers to invest in as a wrap up to this video so for mobility and Hunter do tier 9 maximum but you can afford to do tier six if you're running Marksman Dodge if you're running another class don't bother with mobility and for resilience do two or seven but do 10 if you're a Titan and if you're doing PVE always do tier 10 no matter what class you are for recovery and PVP always do tier 10 but for PVE if you're a warlock do seven if you're using a rift and eight if you're using Phoenix dive and for other classes don't bother for discipline and strength do tier two if you don't care do tier five if you kind of care tier eight if you really care and tier 10 if your build is based around it and for intellect do tier three or tier seven and that about wraps it up follow this guide and it will really help you minmax your builds and stop wasting points you can get more ability uptime and more out of your builds if you invest your stats properly so if this video has helped you out and if you learn something I would appreciate if you share this video with a friend who you think might benefit from it as well and if you enjoyed be sure to drop a like and a comment because it boosts the algorithm and helps the video out and if you are new here please consider subscribing as we are extremely close to hitting 50k subs and you can help me get there and thank you so much if you do and with that I will catch you in the next video see you later [Music]
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Channel: Maven
Views: 31,134
Rating: undefined out of 5
Keywords: destiny, destiny 2, d2, twid, best titan build destiny 2, best warlock build destiny 2, best hunter build destiny 2, destiny 2 pvp, destiny 2 gameplay, grandmaster, 2024, trials of osiris, catalyst, destiny 2 guide, raid guide, quest, maven, how to get, catalyst guide, final shape, new exotics, new weapons, khvostov, microcosm, still hunt, prismatic, best prismatic hunter build, best prismatic titan build, best prismatic warlock build, stats, how to buildcraft, how to make builds
Id: Ujm33y26CXI
Channel Id: undefined
Length: 14min 11sec (851 seconds)
Published: Sat Jul 13 2024
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