JD_Cande Posted September 25, 2014 Share Posted September 25, 2014 I noticed that the base damage of the stug is 156 corrosive damage but when I got it fresh from the foundry, it only did 121 damage on the lancer in Lares, Mercury wave 1. Shouldn't it do significantly more than 156 damage since corrosive does +75% against ferrite armor? Link to comment Share on other sites More sharing options...
Otenko Posted September 25, 2014 Share Posted September 25, 2014 (edited) I'm pretty sure that the arsenal stats for the Stug are for the charged shot. Notice that the fire rate is like 0.5 or something to that effect. Edited September 25, 2014 by Otenko Link to comment Share on other sites More sharing options...
Euthe Posted September 25, 2014 Share Posted September 25, 2014 You'd have to also consider that Grineer units generally have much higher armor than most units you'll encounter. So while yes you do get a 75% damage increase against Ferrite, you'll have to first factor in that the initial damage is probably reduced somewhat by their armor value. Link to comment Share on other sites More sharing options...
Archistopheles Posted September 25, 2014 Share Posted September 25, 2014 Don't forget the DoT a single shot does when it first sticks. That might be taken into account. Link to comment Share on other sites More sharing options...
RealPandemonium Posted September 25, 2014 Share Posted September 25, 2014 You'd have to also consider that Grineer units generally have much higher armor than most units you'll encounter. So while yes you do get a 75% damage increase against Ferrite, you'll have to first factor in that the initial damage is probably reduced somewhat by their armor value. 1. Only Grineer and Hyena Pack (maybe a few other Corpus special units) have armor. 2. Damage types that have a bonus vs armor do two things. First, they amplify the damage dealt by that element by that percent (75% in the Stug's case vs Ferrite,) then they ignore 75% of that unit's armor rating (assuming it is Ferrite) during damage calculation. Don't forget the DoT a single shot does when it first sticks. That might be taken into account. All weapons that have a DoT effect include the sum of all possible ticks in addition to the lump damage dealt on the arsenal screen, so that's an accurate assumption. Link to comment Share on other sites More sharing options...
Tenzek Posted September 26, 2014 Share Posted September 26, 2014 1. Only Grineer and Hyena Pack (maybe a few other Corpus special units) have armor. 2. Damage types that have a bonus vs armor do two things. First, they amplify the damage dealt by that element by that percent (75% in the Stug's case vs Ferrite,) then they ignore 75% of that unit's armor rating (assuming it is Ferrite) during damage calculation. Where are you getting that? First of all, most bosses and infested ancients also have types of armor. Second, damage types that give a bonus vs a certain type of armor don't have this double bonus you describe. Armor ignore was removed with damage 2.0 and this was stated explicitly by DE at the time. Armor can be reduced by corrosive status effects, corrosive projection and some frame powers, but none of the damage types have armor ignore for any type of armor anymore. Link to comment Share on other sites More sharing options...
JD_Cande Posted September 26, 2014 Author Share Posted September 26, 2014 I'm pretty sure that the arsenal stats for the Stug are for the charged shot. Notice that the fire rate is like 0.5 or something to that effect. But I do 700+ damage with the charged shot Link to comment Share on other sites More sharing options...
RealPandemonium Posted September 26, 2014 Share Posted September 26, 2014 Where are you getting that? First of all, most bosses and infested ancients also have types of armor. Second, damage types that give a bonus vs a certain type of armor don't have this double bonus you describe. Armor ignore was removed with damage 2.0 and this was stated explicitly by DE at the time. Armor can be reduced by corrosive status effects, corrosive projection and some frame powers, but none of the damage types have armor ignore for any type of armor anymore. Some bosses (Lephantis is an example) and Eximus units arbitrarily reduce incoming damage but do not have armor of any sort. Ancients do not have any armor. Corrosive and Radiation damage are essential vs high level Grineer because they ignore most of the target's [Ferrite and Alloy, respectively] armor. To test this out you can try using Viral damage against a high level Napalm and then use the same amount of Radiation damage. The Radiation damage will do much more damage because it is effective vs the armor instead of the health of the target, even though they both give a 75% bonus. In a way, continued reliance on an "armor ignore" mechanic even after Damage 2.0 demonstrates how enemy armor scaling with level is gimmicky and kills build diversity (neuters most options, really, especially in the case of warframe abilities) against Grineer at higher levels. Link to comment Share on other sites More sharing options...
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