Regular enemies are overtuned? (I play only auric)

I am talking about tanking 5-6 weakspot hits from agripinaa mkI autogun - that is about as much as I need to kill mutant twice as much as rager. This is what I concider strange. infested dog takes 600 damage to weakspot from said autogun and I need two bullets to kill dog.

personally see it as : kevlar vests can stop bullets but are weak against sharp implements

The less enemies are targeting you, the harder they hit. Is why the sole survivor trash mob will decimate your hp bar in tide games.

Just another hidden mechanic.

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Okay, thatā€™s new to me and probably explains the inconsistencies Iā€™ve been having with dog/trash kills. Iā€™m gonna experiment in the meatgrinder right now and see if this holds up.

Edit: From testing, I found no evidence that this is the case. Repeated initial strikes from Mk2 Eviscerator and mk3 Knife showed consistent damage output.

This is absolutely made up. Thousands of hours in the game and many spent in the training range testing damage, thereā€™s no such mechanic. Iā€™m curious how you arrived at that conclusion.

testing in-mission. i have no idea why but infested enemies exclusively seem to soak up attacks in-game they shouldnā€™t, and the best way to explain it i have is that they have a occasional damage reduction programmed into them that doesnā€™t work in the training area (because the training area doesnā€™t have the full programming the get in-mission)

Itā€™s likely due to multiple sources of damage buffs and debuffs affecting your character and enemies, resulting in what seems like randomness.

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I talked about this in my reply, and itā€™s a hidden mechanic and one I hate so much, at least when thereā€™s 1 silent groaner (funny oxymoron) behind you

I donā€™t think Iā€™ve ever experienced this anecdotally ingame either, are you sure youā€™re not just seeing ghost hits caused by latency combined with dog weirdness?

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