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Destiny 2

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Edited by GradeMyGuardianTTV: 10/1/2026 4:55:10 PM
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A Beginners Guide To Armor Stats

I see frequent confusion regarding how to build into Armor Stats in Destiny 2, how to optimize them, and what are realistic stat spreads for a build. . Here's a brief and simple analysis of how to prioritize stats and min/max output- First off is Health. The stat simply doesn't matter in PVE, as it's only function is returning HP via Armor Mods. The main reason why it doesn't matter is given the access to healing players have through Subclass verbiage, Artifacts and Weaponry, all of which are unaffected by the stat. For players seeking min/maxed builds in Endgame PVE, 0 Health is the idealized stat. Next up is Weapons. Weapons is by far the most universally important stat for builds. It directly buffs your damage output from 0-200, and from 100-200 affects your ammo generation. No build is ever going to suffer for having high weapons. While it isn't always optimal to chase 200, a baseline of 100 is optimal for every build. The final breakdown here is the collection of Melee, Grenade, Class and Super. Understand that if Weapons is always striving for a baseline of 100, then these will all have limitations regarding their maximum total. . There are several different approaches to how one chases min/maxing abilities. First and foremost is directly choosing between [b]universal uptime [/b]vs [b]higher numerical output[/b]. Players chasing a high single stat, say 200 Grenade, when using a Getaway Artist build, do so in order to maximize one specific ability. This is the strongest approach to buildcrafting for Endgame PVE. The second option is a wide even spread that maximizes cooldown efficiency across as many abilities as possible. 70 is the baseline stat where your Armor Mods & Ability Cooldowns are at 100% efficacy. So a build could look something like 200 Weapons, 100 Class, 90 Grenade, 50 Melee, 70 Super. This leans into high gunplay, with high ability uptime, albeit with weaker output from these abilities. . So when buildcrafting, ask yourself this simple question: [b][i]"Do I want a specific ability to be as potent as possible? Or do I want maximum uptime with as many abilities as possible, with my strength in my gunplay?" [/i][/b] . The answer here shapes how one should pursue their stat spread. Yes, there are ways to achieve superficial 200's across multiple abilities (via Armor Set Bonuses and Weapon Perks), but these are more advanced regarding how one buildcrafts. A slightly less advanced, albeit benefical min/maxing strategy, is to chase 180-190 as the maximum stat for a build. The law of diminishing returns becomes very prevalent in this range for buildcrafting, both from a numerical standpoint of damage increasing, and from an algorithmic standpoint concerning armor stat distributions. I have repeatedly found that chasing 180-190 with my preferred stat often lends to an additional 25-35 stat points to be reallocated into other stats so that they have stronger uptime. . So in summary- [b]Primary Ability/Gunplay: 180-190 Secondary Ability/Gunplay: 100 Tertiary Ability: 70-100 Quaternary Ability: 70-100 Quinary Abilty: 50-70 Health: 0[/b] While there are plenty of ways to supercede this basic spread, this serves as exactly that- a basic guide. Hope this helps some folk get started with the eternal process and joy of min/maxing!

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  • Thank you for the advice, I find this very informative. Builds are something I still struggle with. For me personally I try to build survivability first but struggle with what procs with what for enhanced survivability and damage output. I'm slowly learning even after all this time playing this game. Seeing people solo flawless stuff is something I'd like to emulate.

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  • Nice

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  • Tldr; for generic builds farm for powerhouse armor. 200 weapon stat. 160 super, make up remaining 40 with fonts. If the build is an ability focused build, go for 200 on that ability. The rest in weapons. Health as a dump stat for pve

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    • Whenever possible with Destiny, I like to show info with science. Since you posted this I feel that it is important to clarify some of the information. Health: This stat gives HP on orb pick up. For stats 1-100 the HP given is .7 x (Stat value) This has a max of 70. At above 100 Shields charge at a faster rate. At 200 stat they will charge at a 45% faster rate and you will be given an extra 20 total HP Grenade, Melee Class and Super, as mentioned, only need to be 70 if your goal is have the ability back as fast as possible. Whenever you are determining which aspects to use, consider these stats for ability uptime and damage increases. Scroll your mouse over the ability to see if it uses one of these stats for damage formula. Stats over 100 give Melee Super and Grenade extra damage. Stats over 100 for Class give a minimal Overshield. Melee .3 extra damage per point, max 30%. (Stacked Melee damages are added together then Multiplied by the Melee Stat. It is imperative for Melee builds to get this as high as possible.) Super .45 extra damage per point, max 45% (Well of Radiance Warlock Super lasts longer with stats above 100. Each 10 points increase the duration by 1 second) Grenade .65 extra damage per point, max 65% The Weapons stat is easily the most misunderstood stat in the game. Weapons stat 0-100 increases weapon reload and handling. 1% for every 100 points max 10%. It also increases all weapon damage against Majors (Orange Bar and Non-named Yellow Bar enemies) and Minors (Red Bar enemies). The increase is .15 extra damage per point max 15%. This the direct text written in the game. For Weapon stats above 100. Ammo Bricks from defeated targets have a chance to contain additional rounds. 1% per point max 100% Increases weapon damage against Bosses (Named Yellow Bar enemies) and opposing Guardians. *Honestly I am having a hard time nailing this exact number down Primary and Special weapons roughly 6-8% at 200 Heavy weapons roughly 5% So really consider what your needs are with the Weapons stat. Font mods can a stat boost when you have at least 1 armor charge. The can be stacked. 1/2/3 mods increase stats 20/40/50 points. Weapons surge mods increase one type of Weapon damage, with at least 1 armor charge. They can be stacked. 1/2/3 mods increase damage 11/17/21%

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