What armor is effective for a long ranged mercenary?

Off The Record

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I want advice. I'm struggling to find good armor for my mercenary. I have max strength, so I don't benefit from the power armor tag despite using the Saurmorian Railgun. Currently, I'm using the Leopard Print Jumpsuit for its high evasion and high accuracy, the latter which compliments multi-attack-related merc moves like Rapid Fire, Second Shot, Sturm and Drang, and Concentrate Fire. I think about using armors that have high defense, but those have low evasion. If "total evasion is less than 0%, HP damage taken is increased by 3% per point of overall negative evasion and base dodge chance is reduced," which makes that extra defense obsolete. It just seems like not getting hit in the first place is the no brainer move. But, if so, then what's the point of the merc passive Second Skin, which grants a minor bonus to defense and evasion for mercs that wear armor? Leopard Print Jumpsuit is clothing, not armor, so it doesn't benefit from Second Skin.
 

Couch

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If you have 6 Evasion to spare from other sources, Paragon Hazard Armor offers the highest Bonus Shields of any armor along with high Defense. The best armor that penalizes no stats is the Chameleon Armor.
 
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Theron

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There's nothing inherently wrong with prioritizing Evasion as a Mercenary (though I don't think the Devs intended it). It, like Defense, gets better the higher you stack it.

Accuracy bonuses help Rapid Fire/Sturm & Drang only to a point. 'Flurry' attacks have a fixed 45% chance to miss, even if you'd otherwise hit. Only 'Bonus Hit Rate' on weapons negates it. (Or inflicting Stun/Paralyze on the target. Attacks vs a Stunned/Paralyzed target always hit.)

The extra damage for negative Evasion only applies to HP. Shield damage isn't increased. Because it's total Evasion, you can negate penalties from Armor with other equipment. If you had Riposte, you'd have 15% to work with, so long as you were making basic Melee attacks. Given the way Sturm & Drang is coded, that might count, too, but it's hard to check.

The Power Armor flag is mostly useless if you've maxed Physique, yes, but don't discount other flags. The Paragon Hazard Armor Couch suggested also has Airtight, negating a lot of Tease attacks, as well as Irradiated (but only reduces Heavily Irradiated) on Phaedra (whenever they get around to implementing it outside the Downed Ship).

Also consider the rest of your equipment. The stat totals are as important as the individual values.
Is there a reason you're still using the Saurmorian Railgun? I'm fairly certain there are better weapons right now.
If I did my math right, Ice Cappers work out to about the same expected damage, because they can Crit.
The Grenade Launcher has +5 Evasion and the ability to change damage types in combat.
Hirudo Devourer/NaN Deconstructor have lower base damage than the Railgun, but would heal you for 50% of the damage you deal.

What do you have in your Melee slot?
The Custom Shock Gear would give you some bonus Evasion and give you Stun Chance for S&D. (Disclaimer: X Chance flags only apply once doing HP/Lust damage, so you need to deal with Shields/Armor first.)
Magma Crusher has Stun and Burn (which doesn't suck now).
Or you could create a custom weapon with high Evasion/Defense or add Health/Shields. Note: Stats are highly randomized. Damage & other stats have an inverse correlation.

Ganger Jacket gives 2 Evasion, 75 Health and a bonus to escaping Grapples.
Hardlight Bracelets give 4 Evasion and 8 Defense.
Light Jetpack gives 10 Evasion and lets you Fly. You probably don't need to Fly to hit enemies, but it lets you auto avoid certain Trips and anything coded as a basic Melee attack (not as many as you'd think, but Vermillion's most damaging attack is completely negated).

I have an experimental loadout with Paragon Hazard, Prototype Pirate Shield, Grenade Launcher, a custom weapon with 22 Defense (& Vampiric) and Hardlight Bracelets.
Ends up with 325 Shields, 45 Defense, +10 HP and 2% Evasion (before Riposte).
My Merc is a melee-primary switch-hitter, and the idea is minimizing incoming damage and heal with Vampiric. You could put Stun on yours or push Evasion/Defense higher by forgoing an extra Flag.
 
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Off The Record

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Mar 26, 2021
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If you have 6 Evasion to spare from other sources, Paragon Hazard Armor offers the highest Bonus Shields of any armor along with high Defense. The best armor that penalizes no stats is the Chameleon Armor.
I do not have 6 Evasion to spare lmao. I started running Chameleon Armor. I think it might be better than the Leopard Print Jumpsuit. Having a beefier shield seems to prevent me from taking damage for longer than having 25% evasion. Thanks!

Is there a reason you're still using the Saurmorian Railgun? I'm fairly certain there are better weapons right now.
If I did my math right, Ice Cappers work out to about the same expected damage, because they can Crit.
The Grenade Launcher has +5 Evasion and the ability to change damage types in combat.
Hirudo Devourer/NaN Deconstructor have lower base damage than the Railgun, but would heal you for 50% of the damage you deal.
I haven't landed on Phaedra, and I won't until there's more content. So no pre-Phaedra gear.

I use the Saurmorian Railgun because it deals 41 kinetic damage and has the Bonus Hit Rate tag. Kinetic damage is relevant because Heavy Weapons increases physical, non-energy-based ranged weapons by 20%. Bonus Hit Rate is relevant because it removes the hit rate malus, as you noted.

I did think about using Ice Cappers. If I did, I'd be doing 31 kinetic and frost damage at a critical hit rate of 25%. Considering I multi-attack often—twice from Second Shot, passively, and four times from Rapid Fire or Sturm and Drang, actively—I like those odds. And that's not even considering the +10 accuracy and +3 evasion. Overall, I thought the weapon could be an upgrade. But I didn't test it until you recommended it. So, having just tested: I crit OFTEN. Definite improvement. Good call out. Thank you.

What do you have in your Melee slot?
The Custom Shock Gear would give you some bonus Evasion and give you Stun Chance for S&D. (Disclaimer: X Chance flags only apply once doing HP/Lust damage, so you need to deal with Shields/Armor first.)
Magma Crusher has Stun and Burn (which doesn't suck now).
Or you could create a custom weapon with high Evasion/Defense or add Health/Shields. Note: Stats are highly randomized. Damage & other stats have an inverse correlation.
I used Custom Shock Gear, but presently, I'm testing Electrokinetic Knuckles. It has Stagger chance and grants a move called Pummeling, which spends 20 energy to attack once at normal accuracy and twice at reduced accuracy. Tracer Rounds isn't super useful, I don't think, so I figured I'd use Pummeling and Blood Frenzy to attack thrice and recover health over three rounds in exchange for 20 energy if I'm ever in a tight spot. And compared to Stagger, I think a chance to stun for one round is less useful because it hasn't helped much so far. Once shields go down, I can even tag a foe for stagger and to trigger Riposte if I don't think I can kill them in a turn with

Ganger Jacket gives 2 Evasion, 75 Health and a bonus to escaping Grapples.
Hardlight Bracelets give 4 Evasion and 8 Defense.
Light Jetpack gives 10 Evasion and lets you Fly. You probably don't need to Fly to hit enemies, but it lets you auto avoid certain Trips and anything coded as a basic Melee attack (not as many as you'd think, but Vermillion's most damaging attack is completely negated).
I run Signet of Bravery. But I don't actually know if those stat bonuses matter more than raw secondary bonuses like Evasion and Defense. I don't know the math behind each point of Aim, for example.

Don't need flight. I have no use for Bigger Guns so I run Lunge, which allows me to passively hit flying enemies and grants a minor chance to stagger ground bound enemies.
 

Theron

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I did think about using Ice Cappers. If I did, I'd be doing 31 kinetic and frost damage at a critical hit rate of 25%. Considering I multi-attack often—twice from Second Shot, passively, and four times from Rapid Fire or Sturm and Drang, actively—I like those odds. And that's not even considering the +10 accuracy and +3 evasion. Overall, I thought the weapon could be an upgrade. But I didn't test it until you recommended it. So, having just tested: I crit OFTEN. Definite improvement. Good call out. Thank you.
Sturm & Drang adds +25% Crit for the ranged portion, so it's 50% total. When calculating damage, don't forget the 1/2 Physique/Aim (split evenly between multiple damage types, if any).

I used Custom Shock Gear, but presently, I'm testing Electrokinetic Knuckles. It has Stagger chance and grants a move called Pummeling, which spends 20 energy to attack once at normal accuracy and twice at reduced accuracy. Tracer Rounds isn't super useful, I don't think, so I figured I'd use Pummeling and Blood Frenzy to attack thrice and recover health over three rounds in exchange for 20 energy if I'm ever in a tight spot. And compared to Stagger, I think a chance to stun for one round is less useful because it hasn't helped much so far. Once shields go down, I can even tag a foe for stagger and to trigger Riposte if I don't think I can kill them in a turn with
Stun Chance is two rounds: The round you trigger it and the next, when they recover. The chance of Stagger and Stun is the same, by the way.

I run Signet of Bravery. But I don't actually know if those stat bonuses matter more than raw secondary bonuses like Evasion and Defense. I don't know the math behind each point of Aim, for example.
Signet of Bravery is best used with X Chance weapons, because it increases the odds of success by 12.5%*. Otherwise, +5 Aim/Physique is just 2.5 base damage and a small amount of bonus Accuracy (2?).
*Assuming equal Attack & Defense stats. Could also just put you over to 100%, if the difference is high enough.
 
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Off The Record

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Sturm & Drang adds +25% Crit for the ranged portion, so it's 50% total. When calculating damage, don't forget the 1/2 Physique/Aim (split evenly between multiple damage types, if any).
Insane crit chance.

What's this about 1/2 split across damage types?

Stun Chance is two rounds: The round you trigger it and the next, when they recover. The chance of Stagger and Stun is the same, by the way.
This is wrong. I just tested it. Got 4 rounds of stagger — through shields too? You're right about the 2-round stun though.

Signet of Bravery is best used with X Chance weapons, because it increases the odds of success by 12.5%*. Otherwise, +5 Aim/Physique is just 2.5 base damage and a small amount of bonus Accuracy (2?).
*Assuming equal Attack & Defense stats. Could also just put you over to 100%, if the difference is high enough.
So Signet increases the chances of stagger and stun? Does each point of Aim/Phys increase status proc chance by 2.5%?
 

Theron

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What's this about 1/2 split across damage types?
1 damage type: Weapon + 1/2 Stat
2 types: Type 1 + 1/4 Stat, Type 2 + 1/4 Stat
3: Type 1 + 1/6, Type 2 + 1/6, Type 3 + 1/6

This is wrong. I just tested it. Got 4 rounds of stagger — through shields too? You're right about the 2-round stun though.
Are you sure that's not Lunge? I was talking about the weapon flags.
a.hasPerk("Lunge") && !i.isStaggered() && !i.isStaggerImmune() && !i.isPlanted() && 0 === rand(10) && a.physique() / 2 + rand(20) + 1 >= i.physique() / 2 + 10 && (e.applyStagger(i, 4 + rand(2))
I apologize for the messiness, but the non-minimized code isn't accessible.

So Signet increases the chances of stagger and stun? Does each point of Aim/Phys increase status proc chance by 2.5%?
It's a little messy, because there are ranges where you will always fail and always succeed.
Attack Stat/2 + (random 1-20) vs Defense Stat + 15
 
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Off The Record

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1 damage type: Weapon + 1/2 Stat
2 types: Weapon + 1/4, Weapon + 1/4
3: Weapon + 1/6, Weapon + 1/6, Weapon + 1/6
Oh that makes sense.
Are you sure that's not Lunge? I was talking about the weapon flags.
I'm not. Good point. I can't tell from the flavor text.
Attack Stat/2 + (random 1-20) vs Defense Stat + 15
Oh that's helpful! With Signet, I have an Aim of 80, so there's an average of 50 to proc versus an enemy's Def. (Rending Attacks procs stagger on Rapid Fire)
 

Theron

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I'm not. Good point. I can't tell from the flavor text.
is staggered by the hail of fire!
Rending Attacks + Rapid Fire/Sturm & Drang
staggered by your lunge!
Lunge
is staggered!
Stagger Chance

Oh that's helpful! With Signet, I have an Aim of 80, so there's an average of 50 to proc versus an enemy's Def. (Rending Attacks procs stagger on Rapid Fire)
Weapon flags are weighted toward the defender (+15 = 25% chance if Attack & Defending stat are equal). Class abilities are usually +10 (50% chance).

Looking at the code, I think Rending Attacks Stagger is automatic.
Doing a test, it seems like it can happen even with 1 Aim vs the Loaderbot (Phys 60).

This is one of the reasons I actually like the Physique implant for Ranged Mercs. The Aim implant reduces Phys by 5, making landing a Stun with Headbutt/Stun Chance less likely.
With Signet of Bravery, you'd have 80 Phys/70 Aim vs 65 Phys/80 Aim. Even better, the bonus Physique means you're only down 3 Will (and are still ahead of everyone else). 2 with Signet.
It's also easier to escape Grapples, and enemies have a harder time Stunning you. Aim is never used as a Defense stat, to my knowledge.
 
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Off The Record

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oh thanks! It was Lunge. So I ran another test to check the rounds for Stagger Chance. This is the dialogue I got for it:
...The gabilani cyborg is staggered!
The gabilani cyborg is still reeling from the force of the blows to which she’s been subjected!
This is Stagger Chance, right? This was also four rounds.

Also, does this mean that different stagger sources don't stack in chance of occurrence? So, if I shoot an enemy, the enemy has to succeed on two defense checks: against Lunge and against Weapon Stagger Chance?

Weapon flags are weighted toward the defender (+15 = 25% chance if Attack & Defending stat are equal). Class abilities are usually +10 (50% chance).
Looking at the code, I think Rending Attacks Stagger is automatic. Doing a test, it seems like it can happen even with 1 Aim vs the Loaderbot (Phys 60).

This is one of the reasons I actually like the Physique implant for Ranged Mercs. The Aim implant reduces Phys by 5, making landing a Stun with Headbutt/Stun Chance less likely. With Signet of Bravery, you'd have 80 Phys/70 Aim vs 65 Phys/80 Aim. Even better, the bonus Physique means you're only down 3 Will (and are still ahead of everyone else). 2 with Signet. It's also easier to escape Grapples, and enemies have a harder time Stunning you. Aim is never used as a Defense stat, to my knowledge.
I don't entirely understand your first paragraph, but that's ok, because you've persuaded me nonetheless. I compared stats before and after. The sole change is a 0.2 reduction to Lust Resistance—mercs contribute their Phys to Will through Iron Will—and 2.5 reduction to ranged damage. Accuracy wasn't affected. But melee damage increased by more than 2.5 because Phys increased from 65 to 80. I think a likelier chance to proc a four round 20% reduction to an enemy's stats is worth doing 5 damage less on average in a turn where I choose to shoot rather than strike. But because I seem to crit more often that stats suggest is expected, those 5 points don't matter much.
 

Theron

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This is Stagger Chance, right? This was also four rounds.
I'm pretty sure yes. Did you shoot or punch? (You're still using the Ice Cappers, right?)

Also, does this mean that different stagger sources don't stack in chance of occurrence? So, if I shoot an enemy, the enemy has to succeed on two defense checks: against Lunge and against Weapon Stagger Chance?
Lunge Stagger is only on Melee attacks (and is a 10% chance to even try). But if you have Stagger on your melee weapon, and you get the 10% chance, yes, the enemy has to make two saves (I think).
 

Off The Record

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I'm pretty sure yes. Did you shoot or punch? (You're still using the Ice Cappers, right?)
I struck using Electrokinetic Knuckles. It has its own Stagger Chance independent from Lunge. (And yes, I'm a fan of Ice Cappers now.)
Lunge Stagger is only on Melee attacks (and is a 10% chance to even try). But if you have Stagger on your melee weapon, and you get the 10% chance, yes, the enemy has to make two saves (I think).
That kinda sucks. I'd have liked to stack status proc chances, but I guess that would introduce balance issues. Thanks.