Outriders – Statue Set Bonus Testing (Including False Negative Demo)



I’ve been hearing a lot of people claim that the Statue set bonus does not stay active beyond 8s and that it is still “broken.” Here is a showcase of the set bonus working as intended. As an added bonus, I have included an easy way to force a false negative in the experiment to skew the results. It is worth noting that even in the “false negative” trial, the Golem set bonus can still be shown as working as intended.

Experiment parameters:
– Extend Golem to 19.2s
– Show that no armor mods or class tree nodes affect the test results
– Show the base FP of 130k
– Use Golem to activate the set bonus, increasing FP to 228k
– Show the set bonus remaining active beyond 8s by checking well after the halfway point of the Golem duration bar, which is at 9.6s
– Show the FP boost decaying immediately after Golem ends, reverting back to 130k FP

False negative parameters:
– Invest into the Champion node which increases Weapon Damage by 45% for 10s upon using Golem
– Show the base FP of 146k
– Use Golem to activate the set bonus and Champion node simultaneously, increasing FP to 348k
– Show the FP boost from Champion decaying after 10s, dropping FP to 260k (this is where many people will stop the experiment and start claiming that the Statue set bonus is still broken, but this is a premature conclusion due to the Champion variable not being controlled)
– Show the FP boost decaying back to 146k immediately after Golem ends, which ultimately still proves that the Statue set bonus is working as intended

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2 thoughts on “Outriders – Statue Set Bonus Testing (Including False Negative Demo)”

  1. I think peoples biggest issue with this set is the fact that it fucks up during combat like in expos or just in general that's what I've been picking up from reddit. Haven't made it to my dev yet having to much fun on my techno 😂😂😂

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