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报告翻译问题
Nothing does because the Mechanics are hidden from everyone, it's how game devs are able to make stealth nerfs.
Eventually some code/stat monkey will break it all down and point out the questions everyone has.
My understanding of firepower and weapon damage is:
1. Weapon damage is a base stat that comes from weapon and weapon only. The higher the better as all further scaling goes off this stat.
2. Firepower is and additive multiplier that increases your weapon damage.
3. Basic formula for weapon damage should be: weapon damage * firepower bonus = raw weapon damage without any mods or skills
However, I suspect there are some mods that provide multiplicative multipliers. Some mods mention in their description that they provide "more" x% damage while other mods state "increased" x%, which does not make sense as I would expect mods to have same type of multiplier. I still assume mods provide multiplicative, and therefore much more powerful, multipliers because that is only way how my damage output can get to such levels I currently see in the game.
All in all, Outriders' scaling system is a hot mess from early leveling until end-game.
This is misconception. The game scales your character and all of its gear to match the content. If you join a friend who is running against monster level 38, your gear and stats will scale down to same level.
Very helpful. I just play to have fun but when I see stats and numbers not corresponding to what I am seeing on weapon/stat cards it gets frustrating.
I don't see how that is different from what I just said. I know the game scales you down, on pretty much all content besides your current gear level maximum tier. (48) which I can't even do so whatever.
I miss-quoted. It should have included poster who said in reaction to your post that the damage number on weapon stat sheet is per magazine.
I've only played Solo Campaign as of now, so The game is massively scaling me down even though I am just running the campaign on auto World Tier? My 5k (now 14.xK) weapons aren't doing anywhere near that per shot.
I absolutely Struggle Bus some of these fights, It's a totally gear depending game, you have to constantly upgrade every piece of your equipment
2)Firepower on other items/skills = bonus dmg calculated based on weapon firepower
In example:
50k firepower weapon and 5 x 5k firepower armors.
5 x 5k firepower armors = 25k firepower at totall
25k/50k = 50% bonus damage
Every other bonus that give +x% damage (example from skills/enchants) is calculated into raw firepower aswell which might be confusing.
More firepower is better, that's for sure. Damage is your damage per shot (though an enemy's armor will reduce that). Take a shotgun and compare it to an auto shotgun. The regular pump shotgun might do 5000 dmg while the auto one might do 400 dmg. They do this out of the mistaken belief that bullets somehow do less damage the faster you fire them, and the desire to balance all firearms to the same level of dps for some idiotic reason. Almost every game ever made has tried to do this, and it causes so many problems.
I'd also love to know how firepower effects damage. If my shirt adds 1200 firepower, what does that mean? Is that a flat increase in damage? A percentage increase? How does this compare to "weapon damage" or "assault weapon damage" or "close range damage"?
What is "close range"? What is "long range"? Why is there no "mid range"? Aren't pyros supposed to be a mid range class?
All this goes for status and anomaly stats too. Like, what do they even do? What does leech actually do? If I'm using my bullet ability, do my shots benefit from weapon leech, ability leech, or both? I'd assume weapon leech, since one of my mods for that ability adds weapon leech.. but it's an ability. What determines my ability damage? Is it based purely on my anomaly power? What if I have no anomaly power? Since my bullet ability likely benefits from weapon leech does it not require anomaly power? Does my anomaly power increase the range of my movement abilities? Does it make my time stop bubbles larger?
Why are some mods all like, I'm gonna give you 8000 armor. Not for doing anything, just giving it away. Then another mod (same tier) is like, I'll give you 1200 armor.. but only when you're headshotting two enemies with the same bullet while doing a handstand, and this can stack 3 times but expires in 10 seconds. Like, those don't seem remotely balanced. Is the armor from one mod inherently better than the armor from the other mod, despite being a lower value?
Good tool tips that actually show how values are calculated are vital to answering questions like this, and to setting up a character that doesn't have the damage and structural integrity of a limp noodle.
There are mods that require lots of research to even understand what they do, or they don't stack with anything so they are worthless. Most tier 3 mods suffer from the "useless" effect.
You can't stack crit chance or crit damage on armor.
You can't replace armor attributes for something useful.
Weapons that come with +% Crit Damage have lower base damage and firepower.
Legendaries are only useful for their T3 ability, and most of them are just bad. The set bonuses for most of them are trash.
T15, the hardest challenge tier in the game, does not guarantee a legendary.
edit: here is the setup I have at this time https://imgur.com/a/O0krWZD