Outback Uprising

Survivor's Field Guide — FAQs, stats & a damage calculator

Stats rebuilt from the game build · 2026-06-22

How the Numbers Work

Weapon damage scaling

A weapon's base damage doubles every 5 levels (integer step):

scaled_base = base_damage × 2 ^ floor(level / 5) Lv 1–4 → ×1 Lv 5–9 → ×2 Lv 10–14 → ×4 Lv 15–19 → ×8 Lv 20–24 → ×16 Lv 25–29 → ×32

Flat +damage upgrades are added on top of the scaled base:

weapon_damage = scaled_base + (sum of flat +DAMAGE upgrades)

The first 5 levels of any weapon always award a Damage upgrade, so early damage scales reliably.

Final hit damage

When a hit lands, the weapon damage is multiplied by your global damage multiplier, then crits are rolled:

hit = weapon_damage × damage_multiplier × 2 ^ crits damage_multiplier = character × item/temp bonuses (combo, adrenaline…) crits = guaranteed crits + a chance at one more (each ×2) capped at 30 stacks

Crit chance can exceed 100%: the whole-number part is guaranteed crits and the fraction is the chance of an extra one. Each crit multiplies the hit ×2.

Attack speed / cooldown

attack_time = base_cooldown × (1 − weapon CDR) × (1 − player CDR) player CDR is capped at 75% (min attack_time = 25% of base). Excess CDR past the cap → "Trigger Happy": small chance to fire twice.

Rarity tiers & multipliers

Most stat upgrades multiply their base value by the rolled tier:

Dodgy ×1Fair Dinkum ×1.5Ripper ×4.5Bloody Legend ×9You Beaut ×15

At base luck (0 Fair Go) the roll odds are 88.9% Dodgy, 5.0% Fair Dinkum, 4.0% Ripper, 2.0% Bloody Legend, 0.01% You Beaut. Stacking Fair Go (luck) shifts the odds upward — at very high Fair Go, gold You Beaut becomes the most common roll.

Quantity, Pierce and Duration upgrades use flat per-tier tables instead of the multiplier (Quantity/Pierce give +1 / +2 / +3 at Ripper / Bloody Legend / You Beaut, and only appear at Ripper or higher). Poison coating is You Beaut only.

Armor (damage taken)

Armor reduces incoming damage with diminishing returns — 100 armor = 50% reduction, ramping much more slowly after that. It never fully negates a hit (min 1 damage), and bosses pierce heavy armor via a damage floor.

armor ≤ 100: reduction = armor / (armor + 100) armor > 100: reduction = 50% + 50% × (excess / (excess + 300)) where excess = armor − 100
Armor25501002004001000
Dmg reduced20%33%50%63%75%88%

HP scaling & overheal

Max HP grows with your player level and is capped per character:

max_hp = base_hp × (1 + (level − 1) × hp_per_level) capped at hp_cap most characters: hp_per_level = 2.5%, hp_cap = 1000

Because of the cap, HP plateaus at 1000 well before max level (and runs can reach very high levels). Durries give flat Max HP; once you're at the cap, extra Durries become temporary overheal — a soft cap up to +300 above max that any heal can fill, decaying back to max at 2/sec (not armor — the item's flavor text is out of date).