Talk:Damage Calculator/@comment-11140497-20130804062204/@comment-11753608-20130804131157

For Paris Prime, numbers I am coming back with with full Serration and Elemental mods (including wildfire) are in the 1.5-4.5K range depending on the mob with crits up in the 7-8K range. If I add maxed vital sense to that, crits jump all the way up to 15K headshots for some mobs at level 20 enemies.

Also, in terms of notions of which mobs should be stronger, there are a few things to keep in mind:

1.  Armor ratings are sometimes counter intuitive. Heavy Grineer, for example, have much lower armor ratings than Medium Grineer. The Heavies make up for this by having shields and significantly more HP. The gist is that you will do more damage to these mobs but they still take twice as long to kill because of the shields and HP disparity.

2.  "Harder" mobs oftern have higher base levels than "easier" mobs and therefore have less armor at any given level. Example - Elite Grinneer Lancers have a base level of 20 and Grineer Lancers a base level of 1. So, if you fight a level 20 Elite Lancer it will have the same armor rating as a level 1 Lancer (because they also have the same base armor rate). But the Elite Lancer has shields and twice as much base HP which means it will be harder to kill - probably even harder than a level 20 Lancer - and it will scale significantly faster.

In short - armor and how much damage you do to a particular mob is not the only thing that will determine how difficult they feel to you in the game. This is partially why adding a "hits to kill" field matters. If I can figure out how damage crosses the shield to armor threshold for armored mobs, I will change the metascores to work off this measure because this would be a much more accurate representation of how strong the guns feel to people in game.

Hope that answers some of your questions. If you have anything I didn't cover, you are going to need to provide more specific information.