Talk:Shattering Impact/@comment-26477386-20150813223452

This mod would be far more effective (and also far more popular) if instead it scaled using the same type of equation which affinity scales with -- one which increases without limit but has diminishing returns.

It would prevent players from being able to instantly strip armor from obscenely-high-level targets by min-maxxing their way to weapon/mod/ability combinations which could deal absurd levels of impact damage, but it would also allow this mod to have a legitimate place in the end-game of high-tier void runs and derelict missions.

And the only reason I bother mentioning this is because it drops from -- and so far only from -- the Drekar Butcher, a unit unique to the Grineer Sealab tileset on Uranus. Which is pretty far up the progression ladder, and thus implies that 'exclusive'-type mods obtained at those levels should be useful soon after they have been obtained (and thus fused), and should continue to be useful for at least a few planets after that.

Stripping armor on every hit if there's even a single point of impact damage dealt -- not even an impact proc -- means that a huge number of melee weapons can equip this. But the fact that it maxes out at 6 armor per hit, and many units appearing at low levels start with 200 or 300 armor -- or more -- means it's really not as effective as one would hope.