Brimir Posted August 6, 2013 Share Posted August 6, 2013 Lets take Fang as an example. Fang deals 50% less base damage against Light Infested. Now lets say that we put a Fire mod on our Fang: this damage gets trippled (or somesuch) against Infested. Does the inherent weakness of Fang mean that the Fire damage also gets reduced by 50%? Link to comment Share on other sites More sharing options...
Definitegj Posted August 6, 2013 Share Posted August 6, 2013 No Link to comment Share on other sites More sharing options...
Endrance Posted August 6, 2013 Share Posted August 6, 2013 Lets take Fang as an example. Fang deals 50% less base damage against Light Infested. Now lets say that we put a Fire mod on our Fang: this damage gets trippled (or somesuch) against Infested. Does the inherent weakness of Fang mean that the Fire damage also gets reduced by 50%? Elemental Damage is calculated on base weapon damage, never from increased/decreased damage. In other words, you deal extra damage to grineer, but you deal less damage to infested. Having a 90% armor piercing mod and 90% fire damage will deal the exact same number to each kind of enemy (in terms of calculation) PS: If you make your molten impact above 50%, you literally removed Fang weakness Link to comment Share on other sites More sharing options...
W4RM4CHIN3 Posted August 6, 2013 Share Posted August 6, 2013 They removed damage resistance. It was done after Volt revamp, since his electricity dealt 50% less damage against infested. Instead now it becomes + damage but doesn't multiply. Link to comment Share on other sites More sharing options...
http404error Posted August 6, 2013 Share Posted August 6, 2013 As stated above, elemental calculations always use the base damage first, then afterward resistances and weaknesses are applied. Let's run the numbers here, though. Let's say we have a level 4 Pressure Point that grants 100% base damage and a level 3 Molten Impact that grants 60% Fire Damage 15 base (armor piercing) + 100% = 30 base (ap) 30 * 60% = 18 elemental (fire) Therefore the total damage output is 30 Armor Piercing and 18 Fire. When striking a light infested unit, the Armor Piercing component will be reduced by 50% to 15, and the Fire will be doubled to 36, but also reduced by armor, so that if you hit a level 26 Charger (about 100 armor), that fire damage is reduced to 24, whereas the 15 Armor Piercing remains untouched for a total of 39 damage per hit. Note on previous post: They said they removed all elemental resistances, yet light infested remain 50% resistant to Armor Piercing damage. Indeed their electrical resist is gone though. Link to comment Share on other sites More sharing options...
Question
Brimir
Lets take Fang as an example.
Fang deals 50% less base damage against Light Infested.
Now lets say that we put a Fire mod on our Fang: this damage gets trippled (or somesuch) against Infested.
Does the inherent weakness of Fang mean that the Fire damage also gets reduced by 50%?
Link to comment
Share on other sites
4 answers to this question
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now