| rdfs:comment
| - 1) If it is an ignored damage types, which include
* Armor Piercing (i.e.: Snipetron, Despair, Piercing Hit)
* Physics Impact (i.e.: Boltor, Kunai, Paris)
* Poison (i.e.: Torid, Acrid, Mire)
* Serrated Blade (i.e.: Most (but not all) melee charge attacks as well as Hikou, Flux Rifle, Spectra and Lanka) 2) If you are firing at an unprotected body part.
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| abstract
| - 1) If it is an ignored damage types, which include
* Armor Piercing (i.e.: Snipetron, Despair, Piercing Hit)
* Physics Impact (i.e.: Boltor, Kunai, Paris)
* Poison (i.e.: Torid, Acrid, Mire)
* Serrated Blade (i.e.: Most (but not all) melee charge attacks as well as Hikou, Flux Rifle, Spectra and Lanka) 2) If you are firing at an unprotected body part. When firing at protected body parts, all other damage types, including fire, frost and electrical Elemental Damage mods are subject to armor calculations, which is why they will scale to the level of the enemy. Please see the game mechanic pages linked above for information on how these calculations work. The armor calculation is as follows: Once the armor mitigation is applied to damage, the damage type and hit location multipliers are applied. These multipliers stack. The multipliers affect the slope (and rate of change of the slope) of the output graphs - so this will change depending on the damage type and where you hit the enemy. These multipliers in combination with the armor calculation are what people misinterpreted as "resistances" in the game. It should also be noted that vulnerabilites are different than how difficult an enemy feels in the game. For example, Elite Grineer Lancers feel much more difficult than Grineer Lancers because they have higher base HP and Shields. However, both of these enemies share identical vulnerabilities to damage. This logic also applies to Corpus Techs and other Corpus Crew.
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