# An Idea On How To Fix Armor Scaling!

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Is it not annoying to fight some high level Grineer or Corrupted and empty a full clip of your Soma, only to laughable damage to it?

Well, then my idea for armor rework is just for you!

The current armor scaling works as follows, according to the wiki:

Armor = Base Armor * (1 + (((current Level - base Level) ^ 1.75) / 200)) *¹

Base Armor: Base armor value for the enemy.
Current Level: The level of your target enemy.
Base Level: This is the initial level an enemy can spawn. This is important because certain enemy types, such as Heavy Grineer, will not spawn until certain levels (like level 8 for Heavy Gunners), so while they may be level 30, their armor has scaled up less than 30 times

As mentioned before, this formula causes high level Grineer (lets say up from level 50) to be very hard to kill, as you can see in the example of a level 108 Heavy Gunner:

500 * (1 + (((108 - 8) ^ 1.75) / 200)) = 500 * (1 + (3162 / 200)) = 500 * 16.81 = 8405 mitigation multiplier = 1 / (1 + (8405 / 300)) = 0.0345

My new idea:

Armor now increase the same amount as all its levels added up.

Example...

Let's say the lowest possible level of a Napalm is 6. The Napalm I am fighting is level 100. Let's assume a Napalm at its lowest level has 500 armor. Hence, his armor is

6 + 7 + 8 + 9..... + 100 + 500, which is (48 x 106) + 500, which is 5088 + 500, which is 5588.

By the old system...

Formula:

Armor = Base Armor * (1 + (((current Level - base Level) ^ 1.75) / 200)) *¹

500 * (1 + (((100 - 6) ^ 1.75) / 200)) * 1

= 500 * (1 + ((96 ^ 1.75) / 200)) * 1

= 500 * (1 + (2944.24982437 / 200)) * 1

= 500 * (1 + 14.7212491219) * 1

= 500 * 15.7212491219 * 1

= 7860.62456095

That's a difference of 7860.62456095 - 5588 = 2272.62456095.

It adds up to a whole lot more damage.

I look forward to your opinions.

Edited by Xhos
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a think a better way to fix it, is to remove it, the health on enemies already scales so stacking armor scaling on top of it is pointless

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I don't understand why we have armor scaling at all. It's so arbitrary.

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i think armor should just be unscaled... we already hit a certain percentage of damage less based on their armor... i don't see how armor gets better just because a tougher person is in it.

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this scaling is the reason level 40s in apollodorus are at the same level as enemies in tower 2 at level 100

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Really it's the same issue Damage 1.0 had, except back in Damage 1.0 we had damage types that completely ignored armor.

Damage 2.0 was an interesting experiment to see if they could hide all of the problems of Damage 1.0 by making them only show up on enemies of levels higher than you should ever really face (20 minutes or 20 waves is the "cap" on what Damage 2.0 expects). It mostly succeeded, as it made most non-bypassing weapons actually viable, and actually made rainbow builds viable (DE's pants lit up when they said it was to remove rainbow builds- nobody used rainbow builds because of the non-bypassing elements, only Cold was worth anything and that was because slow + bonus vs Shield which doesn't apply armor). However, it then runs into the problem of armor still being there, still rearing its ugly head every time something high level shows up.

The OP's idea is interesting, but it would scale up the armor of, like, Hyenas (which have base 25) by a lot due to them getting a point per level rather than something based on their starting armor. It also does not fix the actual problem, it merely hides it, just like Damage 2.0 did.

What I'd propose is fully embracing the rock-paper-scissors style of Damage 2.0, changing Alloy and Ferrite into actual hit points (similar to shields) which must be destroyed before you can touch the squishy flesh underneath, and adjusting values and multipliers to rebalance. Brand it Damage 2.5.

This will fix super late wave immunities and this will fix the Grineer being the most powerful faction by a mile- because they'll actually take damage.

Edited by TheBlueJelly

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