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Grineer Health And Armor: How Does It Work?


AceofSpades117
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Alright guys, this is my first post on this forum. Can someone explain how Grineer health and armor works?

 

I understand Corpus very well. They have 2 types of hitpoints: shield and health, where health is Flesh for crewmen and Robotic for robots. Shields must be overcome first, then health. However, Toxin damage bypasses shields and directly damages health.

 

This is very easy to see on in-game health bars, since the blue shield portion is on top of the red health portion.

 

Grineer confuse me. What is their "health?" Is it Cloned Flesh? And how does Ferrite/Alloy armor provide protection?

 

Grineer have just one orange health bar. So only 1 type of hitpoint, unlike Corpus. What exactly does this 1 type of hitpoint represent? The fact that it's just one bar/hitpoint type seems to indicate that Ferrite/Alloy armor does not go "on top of" Cloned Flesh like how Corpus Shields go "on top of" Flesh/Robotic. Somehow the Ferrite/Alloy and Cloned Flesh both become part of the one orange health bar. How exactly does this work?

 

Perhaps the orange bar is equivalent to the red part of Corpus health bars and the Ferrite/Alloy just reduces damage to it? This doesn't seem to be supported by the damage system explained on the wiki, which indicates that Ferrite and Alloy armor can be damaged directly. Does damaging armor reduce its effectiveness at reducing damage to Cloned Flesh (health)? Can armor be damaged or "broken" in specific locations (ex. chest, shoulder, head, etc.) similar to Mechwarrior and Fractured Space?

 

I guess another way for me to gain understanding of Grineer is this: Which of the following scenarios would you choose?

 

1. ONLY damaging Ferrite and Alloy

2. ONLY damaging Cloned Flesh

 

Thanks for your time.

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Health represents how many hit points you (or in this case, a Grineer soldier) can lose before you die.

 

Armor represents how much any given source of damage will have its damage output reduced

 

Click spoiler for a sloppy explanation:

A target with armor that suffers, for example, 500 damage from a damage type that is neutral to both its health and its armor (for sake of example, Magnetic damage against a Grineer Butcher) will typically only take about 300 damage at the lower levels, and FAR less in the higher levels

 

Let's up the ante a little. Viral damage against a Grineer will add +75% damage. The resulting number (for sake of example, 500 *1.75 = 875) will then be reduced by the armor as normal (in my example, approximately 525 damage)

 

Let's go one step further. Corrosive damage will deal +75% damage AND the Butcher's armor will be treated as if the Butcher had lost 75% of its armor points. This can result in much higher numberss than Viral alone

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Short answer: the health bar color indicates active damage reduction due to armor when it is yellow.  This is damage reduction separate from the modifiers accounted for where you hit them ("cloned flesh" and such).  Grineer aren't the only ones with this damage reduction, it's just most common with them, as they prefer it to shields.  Rarely you see mobs with both armor and shields- such as capture targets.  Shields are always blue because armor damage reduction doesn't apply to it.

 

Enough players with Corrosive Projection or enough corrosive procs can strip the armor away completely, which changes them to red health bars.

Edited by nobu_the_bard
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Enemy Armor

Enemy armor values are displayed under the codex and infobox, but scale to the enemy's level. Generally, only Grineerand boss enemies have armor, while the Corpus and Infested factions do not have any. When the enemy health bars is yellow, armor is in effect and damage will be reduced and cause it to flicker red.

Scaling of enemy armor values uses the following formula:

Armor = Base Armor × (1 + ((Current Level − Base Level)1.75 ÷ 200))

  • 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 only scaled up 22 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

Damage Received = Attack Damage ÷ (1 + (8405 / 300)) =

Damage Received = Attack Damage × 0.0345

The resulting damage received by the Heavy Gunner is dramatically reduced to ~3.45% of original damage

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If you want to eliminate enemy Armor value, such as from a high level Bombard for example, use high status chance weapons loaded with Corrosive damage, Tysis excels at this.. The each proc will reduce their total armor by a set amount, stacking repeat procs can completely expose their Health by degrading their armor value under 1%, allowing full damage!

 

However, It will also mean that their armor is gone, and will cause the enemy to take less damage from Corrosive(for Ferrite armor) or Radiation(for Alloy armor). So make sure your other weapons can compliment if you go for this type of strategy.

It will then be better to hammer them with what Cloned Flesh is vulnerable to, such as Slash and Viral, to annihilate them. 

 

4 Tenno all with Corrosive Projection Aura can destroy Grineer armor completely without needing to run Corrosive weaponry, allowing them to smash straight into their Health

 

There are some exceptions such as Bosses like Councilor Vay Hek whose does not seem to lose his armor, no matter how many Corrosive procs you apply with your weapon.

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