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Quick Weapon Damage Type Breakdown For Mods


Volunterrorist
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(disclaimer: these numbers are taken from my personal damage calculator, which should be up-to-date for the most part, but I may have missed new mods coming out. There is a possibility that there might be incorrect info, but I'm fairly sure it's right)

 

Assuming you have every elemental damage mod equipped (Serration, crit, multishot, rate of fire mods are not being used as they won't make a difference in the type of damage you do) here is the damage breakdown by type. Basic damage is whatever the weapon itself deals, whether it be bullet (braton), physics impact (boltor, paris), serrated blade (flux/lanka), etc.

 

Shotguns:

Basic 17.24% Fire 25.86% Ice 15.52% Elec 15.52% AP 25.86%        

If basic is Armor Ignoring, you do 43.1% armor ignore damage total (Note, there is not an armor ignore shotgun yet). Otherwise, you do 25.86% armor ignoring damage.

 

Rifles

Basic 20.41% Fire 30.61% Ice 18.37% Elec 18.37% AP 12.24%

If basic is Armor Ignoring, you do 32.65% armor ignore damage total. Otherwise, you do 12.24% armor ignoring damage.

 

Secondary

Basic 21.28% Fire 19.15% Ice 21.28% Elec 19.15% AP 19.15%

If basic is Armor Ignoring, you do 40.43% armor ignore damage total. Otherwise, you do 19.15% armor ignore damage.

 

Basically, even if you are using a weapon with a base armor ignore damage type, a lot of your damage is still being affected by armor. For those of you that think you don't have to aim at weakpoints with an armor ignore weapon, you are missing out on a lot of extra damage. Especially vs. things like Ancients, if you are not aiming at their lower legs (kneecap area) you are wasting a ton of ammo.

Edited by Volunterrorist
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I still see people claiming that armor ignoring weapons are far superb than not armor ignoring ones.. Please read above!

 

Weapons that do not have one of the innate armor ignoring damage types have reduced "base" damage when fighting against armor scaling. Elemental mods are derived off of that "base" damage, have their own faction/weak spot multipliers, and are also affected by armor scaling.

Edited by ChaoticVice777
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Weapons that do not have one of the innate armor ignoring damage types have reduced "base" damage when fighting against armor scaling. Elemental mods are derived off of that "base" damage, have their own faction/weak spot multipliers, and are also affected by armor scaling.

This is not true, yes the base dmg is where elemtal dmg comes but its not dmg dealt at the moment its about dmg stats, EX: 100 base dmg will do 60 AP with AP mod (rifle) if you shot at a corpus head with a bullet weapon, corpus head have 100% armor vs normal bullets but -200% armor vs AP bullets so u will see only a 120 dmg  form AP and 0 dmg from base

Edited by kamimegurine
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This is not true, yes the base dmg is where elemtal dmg comes but its not dmg dealt at the moment its about dmg stats, EX: 100 base dmg will do 60 AP with AP mod (rifle) if you shot at a corpus head with a bullet weapon, corpus head have 100% armor vs normal bullets but -200% armor vs AP bullets so u will see only a 120 dmg  form AP and 0 dmg from base

It seems to me you're both saying the same thing :D

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This is not true, yes the base dmg is where elemtal dmg comes but its not dmg dealt at the moment its about dmg stats, EX: 100 base dmg will do 60 AP piercing, even if you shot at a corpus head with a bullet weapon, corpus head have 100% armor vs normal bullets but -200% armor vs AP bullets so u will see only a 120 dmg  form AP and 0 dmg from base

 

How do I clarify? Okay, AP damage (and all elemental mods) are derived in from the original base damage. However, the problem is that armor scaling will kick in, which reduces the original base damage. Taking your example:

 

100 base damage * [100 / (X + 100)] = 10 "base" damage, 60 AP damage (maxed Piercing Hit)

 

X = 900 base armor = 200 + [(200*0.01*(Y - 21) ^1.40]

 

Y ~ Level 140 (Medium Grineer)

 

As you can see, non-armor ignoring weapons really fall behind on the higher levels because only the elemental mod damage is left intact, but even those numbers can be reduced by armor scaling and resistances.

Edited by ChaoticVice777
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