Talk:Mods 2.0/@comment-112.209.200.242-20130423094212/@comment-75.18.227.164-20130425064026

Charge attacks deal normal damage.

Armor piercing mods deal a type of elemental damage called armor piercing.

Every enemy in the game has a resistance modifier to each type of damage. Actually each enemy has at least two sets of resistance modifiers; one for the body area and one for the weak point area.

Corpus crewman for example take 0% Normal damage on their heads, 2000% Armor Piercing damage on their heads. Their body's take 80-0.5% Normal damage (depending on their lvl) and 100% Armor Piercing damage.

Although charge attacks deal Normal damage, the charge attacks for most weapons ignore the Normal damage resistance modifier of the target enemy.

Dual Heat Swords for example have a charge damage of 150. A charge attack from an un-modded Dual Heat Swords agains a Corpus Crewman will always deal 150 Normal Damage. If you placed a 30% Armor Piercing Mod on a Dual Heat Swords they would deal 150 Normal damage to a Corpus Crewman and 150 * 30% * 100% Armor Piercing damage (45 Armor Piercing damage in this case).

Your Armor Piercing damage will scale with any increases in your weapon's charge damage. Using the example of a Dual Heat Sword against a Corpus Crewman above, if you placed both a 30% Armor Piercing Mod and a 50% Charge Damage Mod on a Dual Heat Sword, it would deal 225 Normal damage to a Corpus Crewman, and 225 * 30% * 100% Armor Piercing damage (67.5 Armor Piercing damage in this case).

(Side note, I state above that the charge attacks for most weapons ignore the Normal damage resistance modifer. This is because to my knowledge the Ether Daggers are an exception to this rule, the Normal damage from their charge attacks is multiplied by the enemy's Normal resistance modifier just like the Ether Dagger's regular attacks. I don't know if there are any other weapons that are so afflicted, and would advise you to look at the wiki page for each weapon prior to purchasing or building them.)