Talk:Damage 2.0/@comment-2.83.135.93-20170405153640/@comment-28106299-20170622142641

Question 1)

Assuming the formulas here are correct (I have no datamined source that can confirm this, but I will assume it is correct anyway), then corrosive damage and radiation damage works in two ways like written, yes. It's kinda hard to understand straight out, but if we compare them with something that deals bonus damage to health instead of armor (say, viral damage vs. the grineer), then the math will pretty much go like this:

- Viral damage gives a straight-up 1,75 multiplier against grineer flesh. This means that if a shot lands on a grineer unit with cloned flesh, and the viral damage part is 100 damage, then this damage would be boosted to 175.

- Radiation and corrosive damage also give a straight-up 1,75 damage multiplier against ferrite and alloy armor respectively. However, the armor modifier is present in two places; one gives the straight-up 1,75 multiplier, and the other adds a 0,25 multiplier to the armor part.

So, let's say we look at the relation of damage done for viral damage versus corrosive damage against a ferrite armored grineer such as the butcher. The expression you're left with then is:

Damage relation = (1 + (0,25*Enemy Armor/300)) / (1 + (Enemy Armor/300))

For low level grineer with low armor, this damage relation is pretty close to 1, i.e. the damage types are about equal. However, if we take the limit where Enemy Armor vastly exceeds 300 (for example a level 2000 heavy gunner), then we'll end up with a damage relation of 0,25. This means that corrosive damage is up to 4 times as effective against a very highly ferrite-armored unit, and equally effective against a ferrite-armored unit with pretty much no armor.

Question 2)

As far as I know, finishing damage ignores armor, but toxin damage does not. This means that both damage types will damage your health directly, but slash procs will be considerably more dangerous for warframes with higher amounts of armor.

Hope this helps.