Outriders – How Does Damage ACTUALLY Work in Outriders? (In Depth Damage + Piercing & Mods Guide)



Outriders Damage Guide. This guide will teach you a BUNCH about how damage works in Outriders. Including Armor Piercing, Resistance Piercing, and how Firepower from mods affects your overall damage. It’s all based off of categories and these categories multiplay with each other to make your damage numbers.

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23 thoughts on “Outriders – How Does Damage ACTUALLY Work in Outriders? (In Depth Damage + Piercing & Mods Guide)”

  1. This is the type of thing that loses me in these sorts of games. I had this problem with The Division, my builds would get owned by guys like this doing all the math, fuck math, I want to play a game not do homework.

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  2. So, my only question now, regarding Anomaly Rounds, is Resistance Piercing nodes in your skill tree worth investing into then? Or are you better off going elsewhere. Obviously, I'm sure it depends on what you can get instead.

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  3. So how do "special rounds" calculate, you said differently than other powers so do they multiply with anomaly power as well.
    In general do Twisted rounds(and the other rounds) stack multiplicatively with firepower and anything else (like the weapon bonus or only with bleed/burn… bonuses)?

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  4. I think you overcomplicated the Weapon Damage Bonus breakdown a bit. If you hover over Firepower (either top left or on the Player Stats panel), you'll see in the top right of the tool tip the breakdown. For my character's total Firepower at the moment, the tool tip shows "84.1k (51.7k + 32.4k)" The first number is the base weapon's Firepower that you see in the lower right of its icon. The 32.4K is the sum of all the "Bonus Firepower" on armor, the class tree's 8% increases of the base weapon's firepower, and Anomaly Enhancement on the weapon (30% of AP). The "Weapon Damage Bonus" percentage is just the ratio of Sum/Base. That ratio (+1) is what scales the DMG stat on the weapon.

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  5. i really hope they address some of the stuff in the coming patches, balancing etc.
    Also it would be pretty nice if the damagebonus sub-categories would show up if they are active.
    So the +Dmg to bleeding enemies will only show up in the stats screen if there is some bonus, mod / talent etc. active

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