Talk:Damage 2.0/Corrosive Damage/@comment-188.152.11.168-20151220101433/@comment-4830769-20160404213958

all Damage always gets all Multipliers that affect it. Armor Scaling causes Flesh Multipliers to be squandered pretty well. positive Multipliers will feel weak and negative Multipliers will be basically negative infinite. i.e. if you have whatever Damage Type, and shoot a Heavy Gunner, you hit the Armor, get Bonuses, get Damage Reduction, then hit the Health, get Bonuses, and deal the actual Damage.

Damage Types which have a positive Multiplier to Armor also ignore the same part of Armor. so Corrosive Damage not only gets a 75% Bonus to Ferrite Armor, but also ignores 75% of the Armor the Enemy has.

which means that as has been known since we got this Damage system - at higher Enemy Levels, Damage Types with high positive Bonuses to Armor are the only viable Damage Types. using Viral on an Enemy with Armor results in very poor Damage once Enemy Levels get up higher. not as bad as using something that's neutral or negative to flesh, but still pretty bad.

@user theorycrafting in Simulation - Ice instead of Fire on your Lacera would serve you better, partially for better Multipliers vs Armor, and also because frankly, Ice Status CC's Enemies better than Fire Status.

you can break up the time it takes to get to very high Level Enemies by starting a Survival Solo, so you can pause whenever you need to. then you can take as long as you need to play to get to 200,300, or whatever Level Enemies you're looking for.