Talk:Damage/Puncture Damage/@comment-92.85.172.141-20131213160459

Useful link here: Early Dmg 2.0 number crunching, vital for understanding how armor bonuses work Seems that puncture, and anything that deals bonus dmg to armor actually -ignores- sed armor instead of adding a multiplier to the damage before armor takes effect. This pretty much means that Corrosive and the like will deal less dmg to lower lvl grineer but will become more and more effective as they rise in lvl.

Effectively this means that in higher lvl Grineer missions (where minmaxing matters) an element with, let's say, +50% modifier to armor will be more efficient then an element with +50% to flesh.

This is important to note because it means (currently) that half of your Puncture damage is effectively armor ignore, 75% of your Corrosive dmg is armor ignore and 25% of Toxic damage is armor ignore. Knowing this, one can finally make informed choices regarding elemental mods vs. Grineer/Corrupted/Bosses.

Personally, I'm thinking that vs. Grineer, the best option is to get Corrosive for the damage, then add Cold/Fire (efficient dmg/mod point, good proc) or Blast (inefficient/mod point, awesome proc).