Outpost: Infinity Siege

Outpost: Infinity Siege

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CheckYourSix May 6, 2024 @ 12:36pm
1
Base Morph Xen stats (the shots your gun fires)
I did the testing so you don't have to.
How testing was done. Level 30 Fae with no gear on except the starting Basic Core Gun (white in color rarity) that every operative starts with. Base offensive stats are as follows:
Attack = 833
Crit Bonus = 50%
Crit Chance = 50
Weakpoint Bonus = 50%

Testing done on the shooting range to the default medium mechs with either the single one or the cluster of 6 if testing for AoE. Weakpoints were intentionally not shot to get base damage only.

Spreadsheet breaks down damage, ammo costs, cooldowns, DPS (single target / CD), and several notes. Also gave a Tier rating as well to each and that is solely based on my opinion. I tried to factor in DPS, utility, and what I know of booster morph interactions. The Tiers are Meme, F, D, C, B, A, and S.

https://docs.google.com/spreadsheets/d/1t7yh4sLkgkQ28fO2AGCdO8Fs9F4RwmcnFhClttKv3Kg/edit#gid=0
Last edited by CheckYourSix; May 7, 2024 @ 5:42am
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Showing 1-10 of 10 comments
HalyconShade May 6, 2024 @ 12:39pm 
Not all superheroes wear capes - ty Sir.
Last edited by HalyconShade; May 6, 2024 @ 12:39pm
CheckYourSix May 6, 2024 @ 1:31pm 
I didn't go into boosters yet. It's a bit more to compile, but I'll try to knock it out.
HalyconShade May 6, 2024 @ 1:34pm 
Originally posted by CheckYourSix:
I didn't go into boosters yet. It's a bit more to compile, but I'll try to knock it out.

That would be really helpful, but no pressure! :)
CheckYourSix May 6, 2024 @ 8:54pm 
Here is the damage numbers from the testing I was doing with my heavy shot to figure out which damage boosters would be best. Testing was done with same setup above initially. I just wanted to test the damage increases. It is easy to test this with Heavy Shot since damage is consistent and does not fluctuate at all. Difference here is I am aiming for the weakpoint everytime since pursuit requires a weakpoint hit to deal additional damage. This way it is easy to see the damage increases and be consistent about it. Only actual difference is I am using a RED magazine increasing gun. The reason being I need it to test cascade with heavy shot. Casecade requires 120 ammo cost or greater. Pursuit adds the most ammo cost at 20 per. Which takes 5 to reach 100 extra ammo cost to reach the 120 when adding to the base 20 ammo cost of Heavy shot. Only way to do that is with a red gun that has 6 boost slots to assign per morph ability. If I choose a gun with magazine increase only then I should have the same damage values I previously got with my earlier testing on my spreadsheet link above. I verify this testing heavy shot in the red gun by itself as well as the white gun by itself. Unfortunately I ne

Attack = 833
Crit Bonus = 50%
Crit Chance = 50
Weakpoint Bonus = 50%

Base = 403
Base Weakpoint: 604 = 50% dps increase over base

The above is the base stats to work out from. Everything checks out from my spreadsheet done earlier.

Now for the funs. The percentage is the actual dps increase considering CD changes I list at the end of every line here.

Pursuit 2: 1208 = 100%
Multiplier 2 @ 10 yards: 604 = 0%
Multiplier 2 @ 50 yards or more: 906 = 50%
Apex 2: 604 base shot = 0% but total damage = 59203 (This is not what you think. Apex adds 6 shots that always do ~9.7K damage when shooting a full health target regardless of the base damage. This is flat damage added. Not figuring this into the DPS calc because it changes on the base shot damage as 58599 is added to any hit where the target still has 80% or more health. This is a ton of damage added to high hitpoint targets in the long run.)
Chain: 1208 + .8 cd = 100% damage = 16% dps
Mighty Swing 2: 1015 = 68%
Condensed 2: 1087 = 80%
Surprise 2: 855 = 41.5%
Strong 4: 906 = 50%
Energy Affinity: 855 = 41.5%
Damage Rotor: 797 and -0.1 CD = 45%
Light Strike: 837 = 38.6%


I went to switch over to the RED gun with the magainze increase only. The white one I noticed actually had 33 attack value. So my total attack with the red gun was 800 vs 833 with the white gun. I thought this would lower my damage output. Was wrong. Still went higher. Base damage was 463 now and weakpoint high was 695. Not sure why the 15% increase in damage just from changing a gun that had no real combat stats on it except the combat rating.

One thing I noticed about this testing with the lower gun, is for some reason the values are much higher than expected and much higher dps percent gains than when testing the same with all my gear on. I'll post those results next.

Lets compare that with my full loadout tests. Here are my base stats.

Attack = 833
Crit Bonus = 193%
Crit Chance = 50
Weakpoint Bonus = 226%

Base = 8769
Base Weakpoint: 28585 = 226% dps increase over base (checks out)

Now for the same tests above but with my better base stats.

Multiplier 2 @ 10 yards: 28585 = 0%
Multiplier 2 @ 50 yards: 35731 = 25%
Apex 2: 28585 base = 0% but total 85435 or 56850 damage from the piercing hits.
Chain: 57170 + .8 cd = 100% damage = 16% dps
Mighty Swing 2: 48892 = 71%
Condensed 2: 42877 = 50%
Surpise 2: 33730 = 18%
Strong 4: 35731 = 25%
Energy Affinity: 33730 = 18%
Pursuit 2: 57170 = 100%
Damage Rotor: 31443 and -0.1 CD = 21%
Light Strike: 30189 = 5.6%

5x Pursuit 2: 171510

5x Pursuit 2 + Cascade 2: 222349 = 30%

Some things remained unchanged and other are vastly lower. Mighty Swing 2 is slightly higher, but thought it would be much higher considering my much higher crit bonus. Honestly it's a little strange for an outcome. There seems to be some soft capping going on here.
Last edited by CheckYourSix; May 6, 2024 @ 9:16pm
Schalimah May 7, 2024 @ 3:58am 
I like the spredsheet.
Thanks.
One more column that would be interesting, at least to me.
Damage per point of attack (e.g. Regular Shot looks like 0.245 damage per attack)
This can be useful information for certain gear pieces.
Weathnarh May 7, 2024 @ 7:59am 
Load morph is incorrect. it doesn't reload 200 ammo per shot but twice the cost of the shot.

the base cost is 100 so x2 it's 200.
But if you modify it with "thrifty" (-13% cost) it'll reload only 174 (87x2) per shot.

on the other hand if you make it cost 200 it'll reload 400 ammo to the turret.

(and it'll be x3 if you have the scatter barrel)
CheckYourSix May 7, 2024 @ 8:19am 
Originally posted by Schalimah:
I like the spredsheet.
Thanks.
One more column that would be interesting, at least to me.
Damage per point of attack (e.g. Regular Shot looks like 0.245 damage per attack)
This can be useful information for certain gear pieces.

Update to have a DPA (damage per ammo) for single targets.
CheckYourSix May 7, 2024 @ 8:19am 
Originally posted by Weathnarh:
Load morph is incorrect. it doesn't reload 200 ammo per shot but twice the cost of the shot.

the base cost is 100 so x2 it's 200.
But if you modify it with "thrifty" (-13% cost) it'll reload only 174 (87x2) per shot.

on the other hand if you make it cost 200 it'll reload 400 ammo to the turret.

(and it'll be x3 if you have the scatter barrel)

It's not wrong. It's the base. I could have put that in the notes. The base is 100 ammo and the load is 200. Added the formula to the notes.
Last edited by CheckYourSix; May 7, 2024 @ 8:22am
CheckYourSix May 7, 2024 @ 8:51am 
Added a "Can crit?" column as well to designate which morphs can take the crit boost xen mods. Explosion damage and Pure damage type are not able to crit in this game. Pinpoint Explosion is an oddball that sometimes shows the crit icon but doesn't actually do any crit bonus damage when it happens. This is despite it not labeled as Pure nor is it Explosion based damage (despite the name). Anything listed as yes for "Can Crit?" can be affected by the following mods: Mighty Swing 2, Backstab 2, Critical Strike 1, and Critical Strike 2.

Another discussion made me test this out. There are 4 AoE abilities in this game that can crit. Scatter Shot, Chain, Gravity, and Orbit. There are few single target abilities that cannot crit. Spray Canon, Explosive Arrow (on the explosion part it can't crit), and Focus are single target abilities that have some or all of their damage unable to crit.

A couple AoE abilities should be able to crit as they are not listed as [Pure] damage nor are they listed as explosion based. Pinpoint Explosion, Gale, Elemental Ball, and Electrofield. Some of those AoE abilities just listed are also not affected by Amp Armor which lists "+15% to AoE abilities" which I think it a mislabel as it seems to only apply the bonus to explosion based damage types. Pinpoint Explosion for example does 249 damage whether I wear Amp Armor or not. Same goes for Electrofield as the damage remains unchanged. However Gale is affected by Amp Armor so I can assume it is explosion based damage.

Then again, Spray Cannon is a single target missile attack that is affected by Amp Armor. Base damage goes from 575 to 650 with normal ammo. While this is 13% increase it is inline with explosion damage that fluctuates by like 10% or so plus or minus. Explosion damage morphs were a pain to test for my spreadsheet since the damage does have a spread. I had to do way more shots and take an average for what is shown. The exception again being Explosive Arrow. It seems to be explosive damage and even does AoE when the delayed bomb explodes. However the damage does not fluctuate. It isn't affected by Amp Armor. It doesn't crit. It doesn't hit weakpoints.

Speaking of Explosion based damage, shot placement seems to matter to a degree. What the shot placement does for affecting damage I have yet to figure out. I've shot the right armor at the same place vs the left armor of a mech at the same joint place. One side consistently does more damage than the other. Same goes for the legs or other body parts. Again this makes testing explosion based damage morph xens hard to test. This was very noticeable with Spray Cannon.
Last edited by CheckYourSix; May 7, 2024 @ 9:43am
CheckYourSix May 7, 2024 @ 9:57am 
Here is an example of what I talking about with Spray Cannon in screen shots.

https://i.imgur.com/JtAac3u.png

That shows Spray Cannon with the crit icon. As shown in the screen shot that is with Mighty Swing and all Critical Strike mods filled out. That was the second shot at the target. As you can see in the score board The first shot does not have that icon and did more damage. Here is a screen shot of the first shot dealing 513 damage which is more than the 485 "crit" that was the second shot.

https://i.imgur.com/FzyfEhs.png

As you can see the game is very wonky for rule consistency.
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Date Posted: May 6, 2024 @ 12:36pm
Posts: 10