How do I optimize my PVP Armor Stats?
Haven't really deep dived this the way I have for PVE since returning. What should I prioritize and what are baselines I should target to avoid diminished returns?
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Edited by NotCreative123: 4/2/2026 2:54:01 PM[b]0 to 100: [/b] Health / Weapon: Scale linearly... Flinch and handling / reload Grenade / Melee: Diminishing returns after 70 Super: The more you invest, the more you get. Max out at 100 Class: Don't know how Class scales... Seems to be more linear than Grenade and Meleee. 100 is a good target, but anything will work. [b]100 to 200: [/b] Health: 160, 170 and 200 are cut offs for health regen. 170 is fine for most players. Weapon / Class: Bonus damage and overshield scale linearly up to 200 Grenade/ Melee/ super: Never used, so don't know. Would not recommend running that high unless you have a specific build in mind A basic build might be 170 Health, 70 Melee, 70 Grenade, 100 super, 100 Class, and near 0 weapons.
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Most players will build into health. Health scales the recovery time from 100-200. Ideal is 150-180. Ability cooldown, 0-70 scales pretty linearly, and drops off between 70-100. But ability kickback energy still scales from 70-100. So, mods like bomber, bolstering detonation, impact induction still see more benefit going higher than 70 even if the difference from 70-100 is only a second or two in cooldown alone. Melee/grenade will increase damage from 100-200, but there are certain thresholds for specific builds that need to be met to make a melee into a 1hk for example. Something like 190. I play Warlock, and even at a very high melee stat, I still cannot 1hk. But, it does lower the amount of damage that needs to be combo'd to get the kill. In general, if looking for an all around build, 150+ health, with 80+ super and then stats built into the other abilities that you use more for your build is generally the way to go. Most will sacrifice the weapon stat for PvP builds. From 0-100, you gain like 10% handling. If trying to exploit certain weapons which are close to a TTK shift threshold, you can sacrifice much of the other stats to build into weapons to get those TTK shifts at base. You just need to build around the fact that you will have a low health stat, so need to heal in other ways (devour, overshield, etc). You also need to be able to hit all of your shots in order to make it worth using.
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2 RepliesTldr. Hit 160 mimimum on health, 80 to 100 on super. And try to hit around 70 on ability stats. Dump weapons, its not worth it. This stat distribution gives maximum cooldowns with solid health regen. And gurentees you'll be 1 of the 1st people to get a super (if anyone gets one) Generally health stat is the meta. Just like old recovery. Most players hit 160 on health and than doll out the rest of based on what their build needs. Few things to keep in mind. -both health and weapons only see noticeable benefits over 100 stat. 0-100 only gives you flinch resistance. It's when you go over 100 that you get increased recovery. Same with weapons 0-100 gives you reload and handling buffs, but very minor less than the arm kods give. Its over 100 that you get damage bonus. But for weapons you have to invest very heavily to make certain break points. Like 130 for kill clip 120's, 140 for ace and radiant. And than 180 for b7. But this is a very heavy investment and most people find it gives up too much to achieve a faster native ttk -super stat isn't worth taking over 100, damage buff isn't needed in pvp. But also super is an all or nothing stat. Even at 100 with a fast charging super, you will only get a super 1 out 10 games in trials. It's worth investment for comp cus supers usually close out those games. 6s is up to you. You will see a super regardless of investment. But the 1st super does tend to decide how the game goes if it's a close one. -all ability stats see extreme diminishing returns from 70 to 100. Their damage bonuses after 100 are quite minimal as well. There are a few break points like hunter throwing knives 1 tapping after a handcannon shotgun shot at 130ish. And titan shoulder charge 1 tapping at 190. Again pretty high investment for a ttk shift.
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3 RepliesIve ran 170 weapons and its not worth it in the SLIGHTEST to shave off like 0.03s ttk. I personally like focusing health, grenade/class (class overshield is surprisingly worth it for engagements), and super. Like everyone else said it mainly depends on playstyle
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If you're going more Competitive most players say Health and Super stat. However if you want to try nutty, weird builds then just start throwing on armor that compliments that idea.
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Main stat combos I use are Health:150-160 Weapons:170-180 For weapon builds which is what I usually run, only run this if you know what weapon you want to use and how it benefits from the weapons stat. Do not run this if you cant get a decent amount of health stat. Health: 170-190 Super: 70ish Class:100 The other stats are preference by build
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Edited by eliteg: 3/30/2026 7:02:37 PM
eliteg👎👎👎 - 4/25/2026 10:17:01 PM
I run: [b]Health: [/b]#1 160-200 [b]Melee:[/b] #3 100 can inch higher if won't help others/super [b]Grenade:[/b] minimum (cannibalized) [b]Super:[/b] sacrificed for others but will raise as high as can [b]Class:[/b] #2 as high as possible with health.. at least 130 [b]Weapon:[/b] minimum (cannibalized) I have run this successfully with: Voidwalker, child, chaos, vortex >> chosen to run pocket (melee) [b]Ophidian Aspect[/b] (sword + ferro) & [b]Lunafaction boots[/b] (shrewd + sword) Mostly double primary but try everything mods dedicated to targeting, reload, dex, antiflinch [b]Reason/Philosophy[/b] >> neutral gunplay survivability no cheese help team -
10 RepliesDepends on your play style. I’ve seen some players get 3 supers in one match because they’ve maxed out their super stat. Me personally I focus on health, class, and weapons for my play style.