User:Twilight053/Mechanics Research: Modding Against Armor vs. Health

It has been long debated and questioned how armor reacts to the type of damage it's weak to, or if it is more effective to mod your weapons against armor rather than health. I may not be able answer your question, but perhaps some of these research can be a help with.

So how are we going to tackle this mechanic from?
I will start this research from this question: How does armored health (i.e Lancer) react to the damage it's weak to?

Now if you're wondering why I've based this research from a Lancer, it's because of how he one of the few enemies that can start as level 1, almost ruling out any scaling done to his stats.

But scaling is scaling, surely you're doing a bias if you're ruling out the scaling!
Alright then, we will pick a level 2 Grineer Target as our (in)voluntary test subject! (Psa. I cannot find a level 1 Target)

Why Grineer Target? Here's one thing you should know: '''Did you know that targets are programmed to dismiss any excessive damage? '''This means if our Target has 600 health, exploding a fully modded Penta will only deal 600 to that same Target.



By that same picture, we can also deduce that there was very little scaling involved to a Target's health -- 616 damage to Target, noted. Let's take a look at their stats.