Talk:Melee 2.0/@comment-70.121.239.78-20170125022703/@comment-30990945-20170511144839

@ Lone Tenno, @Mantuta, and @Noloic

Yes Stealth and Parry Finishers (Prompt that says press melee to execute/perform Finisher) deal Armor Ignore damage.

•Simulacrum Testing is easy confirm as the damage number on a weapon with Zero Mods will deal consistent Finisher damage numbers (Non-crit) against low level Bombards/Heavy Gunners and High Level Bombards/Heavy Gunners

(If the damage did not ignore Armor the damage value would drop significantly)

As for the Stealth/Parry Finisher Damage multiplier the wiki has been wrong for a while:

Game Update 15.12 was when the values listed on wiki would be correct, since GU 15.13 changed Melee Finisher Values with Spy 2.0

From game update patch notes on 15.12 (https://forums.warframe.com/topic/393115-update-15120/) 
 * Fixed some weapons not using the correct damage multipliers as per: https://forums.warframe.com/index.php?/topic/320596-some-weapons-do-not-use-the-correct-damage-multiplier-for-finishers

Game Update 15.13 Spy 2.0 (https://forums.warframe.com/topic/396379-update-1513/) 
 * Finisher damage will now increase based on weapon rank and enemy level. Finisher Damage for stealth kills capped at 8x damage with max rank melee weapon!

This change was across all Melee weapon classes (disregarding Covert Lethality which was added later)

The 8x Finisher Multiplier at Rank 30 was boosted by 400% Stealth Melee Multiplier for a torlat of 32x or 3200% Finisher Multiplier. This meant all Melee weapons got Finisher Multiplier buff, but Hammers now had the same Finisher Multiplier as a Dagger, Machete, Whip, etc..



Everytime someone edits this page to use the Newer Stealth Values someone else reverts the edit.

The only other change to finishers since then has been Multi-hit Finisher animations going from Clumped singular damage to damage instance per hit. (Example: Sparring Finishers like front multi-hit finishing with uppercut or Ancient back multi-hit finishing with lifting uppercut; these now have a damage number for each hit rather than 1 large number after the Animation completes)