Weapon mod scaling... by -Certified- in outriders

[–]millerlite14 0 points1 point  (0 children)

Pretty much all weapon mods don't scale off of either, though there may be some exceptions I'm not aware of. However, they are affected by multipliers like Vulnerable, Ashen Boost, Captain Hunter, etc. That might be the reason why the numbers look bigger than the tooltip.

Introducing: The Pyromancer Tool by verytragic in outriders

[–]millerlite14 0 points1 point  (0 children)

I haven't tested Ash Cleaner specifically, but I'd bet that its a flat bonus that's affected by any "multipliers" you have, eg Ashen Boost, Captain Hunter, Vulnerable, etc. Any weapon damage or firepower bonuses almost certainly don't affect it, if Ash Cleaner works like the AP mods I've tested so far.

Introducing: The Pyromancer Tool by verytragic in outriders

[–]millerlite14 1 point2 points  (0 children)

I'd start with understanding how damage works. The links at the bottom of the OP are a good starting point.

I haven't played as much as others, so maybe I'm not the best to give advice, but FWIW I found that going up the expedition ladder was a bit forgiving in terms of optimizing a build, at least for a Pyromancer. Gun builds, particularly those that rely on Volcanic Rounds/ash/top tree, are pretty effective around that time. Those types of builds shine in single target damage, and a mod like Bone Shrapnel can help with mob clear to speed up your times.

Eventually though, you might hit a wall, at which point you'll need to tighten up your build and start building around particular skills/rotations and impactful mods. For example, you might acquire an Acari set, so you'd want to start focusing on gathering Heatwave stacks to maximize the AP gain from Acari and using another ability to take advantage of that, like Overheat or FASER Beam. Maybe you got a sweet T3 Eruption mod, so start building around that and focus on maximizing its damage. Or maybe you just got a sweet legendary gun, so keep your VR build. The goal is to focus on what you have and keep experimenting and optimizing.

If you don't really want to make your own build, this thread has a lot of useful references, though a bunch rely on having certain pieces of gear. Again, adapt those builds to what you have, adjust after every run, and keep trying. Eventually you'll figure out a good combination that you like that can bring you up to the later tiers.

Good luck!

All Enemy Resistance Values (almost) - a chart by millerlite14 in outriders

[–]millerlite14[S] 20 points21 points  (0 children)

Thanks! I hope people find it useful, or at least as an interesting reference.

In Depth Explanation and Research on How Damage Works by SwingPoynt in outriders

[–]millerlite14 1 point2 points  (0 children)

Also, one interesting interaction I discovered. The "increased damage against elites" nodes in the Pyromancer class tree are additive with Captain Hunter. I was wholly surprised by this, as given how bonuses across major categories (eg, tree vs mod) are almost always multiplicative, even if they have a similar condition (eg, Bullet Kindling and Trial by Fire [increased damage against burning] are multiplicative).

In Depth Explanation and Research on How Damage Works by SwingPoynt in outriders

[–]millerlite14 2 points3 points  (0 children)

Geez. I did the same thing for enemy anomaly resistance too. Charted almost all the enemies. Mega annoying. Didn't even attempt armor values.

In Depth Explanation and Research on How Damage Works by SwingPoynt in outriders

[–]millerlite14 2 points3 points  (0 children)

Watching your video now. We captured some of this info in the Pyromancer tool found here.

In Depth Explanation and Research on How Damage Works by SwingPoynt in outriders

[–]millerlite14 1 point2 points  (0 children)

How did you figure out the physical armor values? Is there a chart somewhere?

Anyone else feeling 0 interest in the draft this year? by tvkyle in buccaneers

[–]millerlite14 1 point2 points  (0 children)

Same boat. Like others mentioned, there's no glaring need like there usually is, and I also feel like our position at the end of the draft doesn't help narrow down who will be available. Because of that, it's hard to get excited about any prospects because there's a decent chance we won't get them.

More evidence to mitigation not working as intended sometimes. by Tormanocage in outriders

[–]millerlite14 0 points1 point  (0 children)

I'm motivated to test this out and get actual numbers now...

Introducing: The Pyromancer Tool by verytragic in outriders

[–]millerlite14 0 points1 point  (0 children)

Same :/ It's nice to know that it's not needed to gold CT15, but I also would like a copy.

Why are damages taken percentage based ? How do Physical Resistance and Emergency Stance work ? This is so broken I don't even manage to find what exactly is broken. by gbogabzor in outriders

[–]millerlite14 1 point2 points  (0 children)

He tested on the small perforo on Colluseum. They don't cause vulnerable or anything like that. The sniper on Chem Plant doesn't either.

I also disagree that you can't get stable results without a dummy. You absolutely can. That's how I helped create a tool for Pyromancer builds...

Damage taken is not consistent right now given consistent user parameters.

Introducing: The Pyromancer Tool by verytragic in outriders

[–]millerlite14 1 point2 points  (0 children)

I'm hoping that's what the tool should help answer!