Talk:Damage 2.0/@comment-210.186.58.140-20140122081918/@comment-193.52.245.81-20140123110255

As explained, ferrite or alloy armor doesn't represent a healthpool, but a damage reduction.

In this case, 500 armor grants 62.5% damage reduction (formula: [armor/(armor+300)]*100)

All physical / elemental damage which are efficient against these armor (puncture, toxin, corrosive for ferrite and puncture, cold, radiation for alloy) both increase your damage AND decrease the armor.

Example:

A Grineer Lancer with 100 health and 100 ferrite armor (=25% damage reduction)

You hit him with a Tysis (35 corrosive damage): Damage = 35*1,75 = 61,25 Armor reduction = 100*(1-0,75) = 25 ferrite armor instead of 100 (completely independent of status chance, and is not permanent, only occurs as long as you hit him with corrosive, if you switch to another weapon without corrosive, ferrite armor is back to 100) Total damage = 61,25*(1-[25/325]) = 56,5