Special Weapon Effects

 Type Combat Stat

Special Weapon Effects in The Outer Worlds is a Combat Stat. Combat Stats are passives, stats, objects or abilities that affect how the player interacts with the world.


Special Weapon Effects Information:

  • Some Weapons can apply special effects to enemies which are listed within the weapon's tooltip.
  • Most weapon special effects are applied by using Tactical Time Dilation Location Hits while rare weapons have a chance to apply the effect in regular use.
  • You can check "Special Effects" on Weapons to check what kind of effect will be applied.
  • Weapon Special Effects:
    • Bleed – Deals damage over time and reduces Body attributes. Does not apply to Automechanicals.
    • Burn – Deals damage over time.
    • Execute – Has a small chance of eliminating the target. Thanks to the user “PuffyThePenguin” for the tip.
    • Knockback – Knocks the target to the ground, making them unable to take any action for a short time.
    • Knockout – Knocks the target to the ground, rendering them unconscious for a few seconds.
    • Stagger  – Pushes the target back a short distance, reducing Melee, Ranged, and Defence Skills, and increases the amount of Physical Damage received.
    • Stun – Unable to attack for a short time.
    • Weaken - Lowers all Skills a moderate amount and target takes increased Plasma, Shock, Corrosion, and N-ray damage.




Notes and Tips:

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Combat Stats
Armor Management  ♦  Awareness  ♦  Basic Movement  ♦  Character Respecification  ♦  Charge-up Weapons  ♦  Combat Dialog Abilities  ♦  Companion Abilities  ♦  Companion Down  ♦  Companion Movement Commands  ♦  Companion Skills  ♦  Companion Wants to Talk  ♦  Cover  ♦  Criminal Activites  ♦  Critical Hits  ♦  Damage Types  ♦  Destructible Hazards  ♦  Dialog Skill Checks  ♦  Dodging  ♦  Emergency Medical Inhaler  ♦  Encumbered  ♦  Falling Damage  ♦  Fast Travel  ♦  Focus Fire  ♦  Grazes  ♦  Hacking and Lockpicking  ♦  Hunger  ♦  ID Cartridge  ♦  Item Broken  ♦  Item Degradation  ♦  Item Repair  ♦  Jumping  ♦  Leap Dodge  ♦  Leveling Up  ♦  Looting  ♦  Melee Attacks and Blocking  ♦  Melee Power Attacks  ♦  Merchant Skill  ♦  N-Ray Damage  ♦  N-ray Weapons  ♦  Objective Markers  ♦  Perfect Blocks  ♦  Pristine Items  ♦  Quest Dependencies  ♦  Quest Screen  ♦  Quest Tracking  ♦  Quick Melee  ♦  Resting  ♦  Restricted Stock  ♦  Sleep Deprivation  ♦  Sneak Attack  ♦  Sprinting  ♦  Tactical Time Dilation  ♦  The Companion Ledger  ♦  Thirst  ♦  Time Dilation Scanner  ♦  Tinkering  ♦  TTD Location Hits  ♦  Weakspots and Headshots  ♦  Weapon Holstering  ♦  Weapon Management  ♦  Weapon Switching

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    • Anonymous

      what about the Shock mod "Mag-2-Zap" ? Obviously it shocks, but being that this is a mod for the gun, does that mean it applies the effect even outside TTD?

      • Found something odd : just tested in TTD Execution vs Blind on Marauders. I would assume Execute would cause more damage than Blind, but it was not the case. Blind killed them with 2700 dmg, while Execute did "only" 2000. Maybe it's because headshots are always the best option against humans. Execute is around the waist for them.

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