Talk:Damage/Alloy Armor/@comment-194.228.32.22-20150225180852/@comment-172.13.118.53-20150312060346

Any damage without a negative or positive modifier works anywhere with a multiplier of 1. If you look at the damage 2.0 table, you see in the corrosive row nothing under alloy. Therefore, the damage dealth by corrosive on alloy is multiplied by simply 1. In other words, if your weapon stats says it does for example, 300 of damage for corrosive, that is what it will do to alloy (300*1) before putting it in to account for armor. For ferrite, corrosive will deal 75% extra of your corrosive damage before putting it in to account for armor value. That is why sometimes it is actually better to have a combined element with a multiplier of 1, rather than a single element with lets say a multiplier of 1.25 (25%). For example, corrosive will perform better than a single cold damage mod. However, if you have two compatible cold mods, for example, one adds 90% and the other one 60%, then this will turn slightly better than corrosive for alloy. Since now you have the first cold mod adding 90% of your weapon's base damage, and the second adding 60%, essentially putting up 150% and cold gives you a 25% bonus over itself when hitting alloy, so now you have 187.5% of cold damage vs 180% of corrosive.