         let start: CGFloat = ring.fullCircle ? 0 : ring.startAngle.rads
         let end: CGFloat = ring.fullCircle ? .pi * 2 : ring.endAngle.rads
         let outerPath = UIBezierPath(arcCenter: center,
-                                     radius: outerRadius,
+                                     radius: outerRadius + borderWidth,
                                      startAngle: start,
                                      endAngle: end,
                                      clockwise: true)

            radiusIn = (min(bounds.width - difference, bounds.height - difference) / 2) - offSet
        case .bordered(let borderWidth, _):
            let offSet = (max(ring.outerRingWidth, ring.innerRingWidth) / 2) + (knobSize / 4) + (borderWidth * 2)
            radiusIn = (min(bounds.width, bounds.height) / 2) - offSet
        default:
            let offSet = (max(ring.outerRingWidth, ring.innerRingWidth) / 2) + (knobSize / 4)
            radiusIn = (min(bounds.width, bounds.height) / 2) - offSet

            let start: CGFloat = ring.fullCircle ? 0 : borderStartAngle.rads
            let end: CGFloat = ring.fullCircle ? .pi * 2 : borderEndAngle.rads
            let borderPath = UIBezierPath(arcCenter: center,
                                          radius: outerRadius + borderWidth,
                                          startAngle: start,
                                          endAngle: end,
                                          clockwise: true)
