This guide will explain the math behind how your damage modifiers work in game, which in turn should help you as an individual build your character to be able to deal high amounts of damage effectively.
Raising Your Damage (Math not Builds)
I’m creating this guide for anyone who is having issues with their damage not being up to par or want to take their damage up to the next level, so give it a quick read.
This is not a build guide, this is simply a tutorial on how games like Outriders determine your damage dealt to a target and a quick go to on giving you the ability to create a powerful build across all classes and not just run around seeing what “youtuber” has the “best ideas”.
Okay to start us out we are going to balance all weapons in the game down to a meager 1000 base damage at 10k Firepower with a Crit modifer of 50% and I will be basing this of a Technomancer build that I have created (Numbers are not the same obviously).
So, this weapon with no bonuses to anything on shots to a Unarmored target will do as follows.
- Body: 1000
- Headshot: 1500*
*Please note that 150% crit multiplier is on 50% bonus damage on headshot since the first 100% damage “bonus” from crits is weapon’s the base weapon.
1000 x 1.5 = 1500
Base Damage Crit Modifier Total Damage
Explanation: This game uses multiplicative and additive modifiers in order to determine the damage output of your shot when it hits your target this should be easily noticeable throughout the guide.
Explanation cont’: Here is the math compared between additive and multiplicative modifiers, follow along this is important.
25% = 1.25 (You must have a standard +1 in order for the math to work)
- 1000 x (25% + 25%)
- 1000 x ((.25 + .25)+1)
- 1000 x (.5 + 1)
- 1000 x 1.5 <— 50%
At this point math works differently for the modifiers pay close attention to the placement of numbers I will doing my best to show you the process
- 1000 x (25% + 1) x (25% +1)
- 1000 x (1.25) x (1.25)
- 1250 x 1.25
62.5 damage points higher than an additive modifier.
Now we’re going to give our character 10k Bonus Firepower on top of our 10k base Firepower weapon which yields this new modifier:
Weapon Damage Bonus: 100%
This is a new multiplicative modifier which yields this new equation:
- 1000 x (100% + 1) Body Shot
- 1000 x (1 + 1)
- 1000 x 2
- 1000 x (100% + 1)( 50% + 1) Head Shot
- 1000 x (1 + 1) ( .5 + 1)
- 1000 x 2 x 1.5
- 2000 x 1.5
- All math from this point will be headshots.
- All math from this point will be partially simplified to save time and space.
- All modifiers will be maintained through the guide as new modifiers are added.
Now for the sake of the guide we are going to use Long Range damage % increases against our targets.
Long Range damage bonus: 75% (low)
- 1000 x 2 x 1.5 x (.75 + 1)
- 1000 x 2 x 1.5 x 1.75
- 2000 x 1.5 x 1.75
- 3000 x 1.75
You are now doing over 5 times your base weapon damage so lets start adding status effects.
To keep this simple we will make each new modifier set to +20% and add modifiers one by one.
You’ve just inflicted Toxin to your target and you have a mod that increases damage dealt to enemies afflicted with Toxin by 20% and here is your new yield with all other parameters having been met.
- 1000 x 2 x 1.5 x 1.75 x 1.2
- 2000 x 1.5 x 1.75 x 1.2
- 3000 x 1.75 x 1.2
- 5250 x 1.2
Now you have added Freeze to your target as well as Toxin increasing your damage by another +20%
- 6300 x 1.2
This is just a run down of how the math works everybody knowing and learning your class is important to find out what modifiers your class is able to easily add to its damage output to increase your damage do not go out of your way to make difficult to add modifiers on your class stay within your class and just focus on increasing your modifiers after you have obtained them all.
- Increasing individual modifiers and adding new modifiers to your build will make your damage explode.
- Adding +20% to an existing modifier is weaker than adding a new modifier with +20% damage.
- Math is explained above about differences between additive and multiplicative damage modifiers.
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