Corrosive Damage is one of the six secondary elemental damage types, composed of Electricity and Toxin damage. It is immensely useful against Grineer Ferrite Armor and Fossilized Infested creatures, but fares poorly against the Proto Shields of some elite Corpus enemies.
Corrosive damage's status effect is Corrosion, which permanently degrades the target's current armor (either Ferrite or Alloy) by 25%. The damage of the corroding shot is applied before the Corrosive proc reduces the armor. Corrosion can be applied multiple times to the same target, with each following proc reducing the remaining armor by another 25% of its current (not the initial) value, thereby causing the target's armor to decay at an exponentially decreasing rate, especially with weapons that fire multiple pellets (both by default and through Multishot mods). Against Tenno, the armor degrade is temporary and lasts for 8 seconds.
The enemy corroded by the proc will be covered in a green, electricity-like substance. The status effect FX is permanent, allowing the enemies which have been affected by at least one proc to be identified.
|Grineer Health||Corrosive Modifier||Corpus Health||Corrosive Modifier||Infested Health||Corrosive Modifier|
|Ferrite Armor||+75%||Shield||Infested Flesh|
|Alloy Armor||Proto Shield||–50%||Fossilized||+75%|
As with all damage types effective against armor, Corrosive damage's type modifier works in two ways: it ignores a percentage of the target's armor, and increases the damage dealt in the same way as a type modifier against hitpoints. Practically speaking, this means that Corrosive damage is only reduced by 25% of a target's whole Ferrite Armor and the base damage is increased by +75%.
†Denotes a source of corrosive damage that does not inflict the status effect on enemies.
Charge to transform health into hardened scarab armor. Discharge to blast enemies with a scarab swarm; survivors have their health drained and bestowed on allies.
|Strength:100 / 150 / 175 / 200|
|Duration:6 / 10 / 12 / 15 s|
|Range:20 / 22 / 25 / 30 m (cast range)|
6 / 10 / 12 / 15 m (heal radius)
|Misc:5 m (spread radius)|
Erupt with a multitude of Eidolon energy beams and sweep a circle of death around Revenant. The beams will modify their Damage Type to target select defenses, while incoming damage is redirected back into the beams. Hold fire to boost Status Effects and Damage, at the cost of increased energy consumption. Thralls killed by this leave overshield pickups.
|Strength:500 / 750 / 1,000 / 1,250 (damage / s)|
1,000 / 1,500 / 2,000 / 2,500 (boosted damage / s)
|Range:0.03 / 0.05 / 0.08 / 0.1 m (beam radius)|
0.05 / 0.1 / 0.15 / 0.2 m (boosted beam radius)
|Misc:9 (number of beams)|
100 m (sweep area)
1 rev/sec (rotation speed)
20% (status chance)
40% (boosted status chance)
50 (overshield points per pickup)
Only on armored enemies.
Inflict a target with a pox of Corrosive spores. Spread spores to nearby enemies by destroying them or killing their host. The longer the Spore spreads, its damage will increase.
|Strength:6 / 8 / 8 / 10 (initial damage)|
1 / 1.25 / 1.5 / 2 (damage growth per enemy)
50% ( Corrosive status chance)
20% (reset decay)
|Duration:10% (damage decay rate)|
|Range:30 / 40 / 50 / 60 m (cast range)|
10 / 12 / 14 / 16 m (spread radius)
7 (damage growth enemy cap)
0.5 s (damage decay interval)
2 / 2 / 3 / 3 (initial spores)
1 (transmitted spore)
3 (max spores per enemy via spread)
12 (max spores per enemy via recast)
4.0x (miasma damage multiplier)
Multiple Corrosion ProcsEdit
Because Corrosive procs reduce the armor of an enemy by 25% of their current armor, each proc against an enemy removes less armor points than its previous proc, and (if not for rounding) would theoretically never reduce armor to 0. The number of procs it takes to get down to below 1 depends on the initial armor value of the enemy. For the following examples, keep in mind these colored benchmarks:
Damage Reduction = 1 − (300 ÷ (300 + Net Armor))
|1260.00||80.77%||Valkyr with Steel Fiber|
|945.00||75.90%||Atlas with Steel Fiber|
|735.00||71.01%||Chroma with Steel Fiber|
|630.00||67.74%||Frost (Prime) or Nidus with Steel Fiber|
|577.50||65.81%||Rhino Prime with Steel Fiber|
|525.00||63.64%||Excalibur Prime (Umbra) with Steel Fiber|
|472.50||61.17%||Excalibur or Wukong with Steel Fiber|
|420.00||58.33%||Inaros with Steel Fiber|
|399.00||57.08%||Rhino with Steel Fiber|
|367.50||55.05%||Nezha with Steel Fiber|
|325.50||52.04%||Saryn with Steel Fiber|
|315.00||51.22%||Oberon or Ash (Prime) with Steel Fiber|
|300.00||50.00%||Frost (Prime) or Nidus|
|275.00||47.82%||Khora, Rhino Prime|
|262.50||46.67%||Ember Prime or Gara with Steel Fiber|
|250.00||45.45%||Excalibur Prime (Umbra)|
|225.00||42.86%||Excalibur, Oberon Prime, or Wukong|
|210.00||41.18%||Ember, Equinox, or Volt Prime with Steel Fiber|
|150.00||33.00%||Oberon or Ash Prime|
|136.50||31.27%|| Ash, Hydroid, Limbo, Loki (Prime), Mag (Prime),|
Mesa, Mirage, Nekros, Nova (Prime), or Ivara with Steel Fiber
|131.25||30.43%||Nyx Prime or Vauban with Steel Fiber|
|125.00||29.41%||Ember Prime or Gara|
|100.00||25.00%||Ember, Equinox, or Volt Prime|
|65.000||17.81%|| Ash, Hydroid, Limbo, Loki (Prime),|
Mag (Prime), Mesa, Mirage, Nekros, Nova (Prime), Ivara
|50.000||16.67%||Nyx Prime or Vauban|
|31.500||09.50%||Banshee, Volt, Nyx, Trinity, or Zephyr with Steel Fiber|
|15.000||04.76%||Banshee, Volt, Nyx, Trinity or Zephyr|
The background colors of the above table mark 10% damage reduction increments.
As Corrosive procs are inflicted against the following hypothetical enemies, they will be brought lower and lower down the rainbow spectrum in damage reduction. The way the remaining armor is calculated is an exponential function as follows:
Remaining Armor = Initial Armor × 0.75Procs
- Initial Armor is the original armor of your enemy.
- Procs is the number of times that Corrosive procs occur on the enemy.
|Corrosive Procs on Enemies|
|Enemy Armor = 100||Enemy Armor = 1000||Enemy Armor = 10000|
|Procs||Remaining Armor||Damage Reduction||Procs||Remaining Armor||Damage Reduction||Procs||Remaining Armor||Damage Reduction|
Were this chart to fill in the gaps and continue, the trend would reveal that every 8 procs reduces the armor value of the current target by almost exactly 90%. This means for players fighting high level Grineer enemies (for reference, a level 120 Heavy Gunner has roughly 10000 armor), Corrosive procs are nearly essential to kill them, and to get a sufficient number of procs on the enemy, a weapon with both high Status Chance and high Fire Rate would be best.
Complete Armor DepletionEdit
The complete removal of a target's armor occurs when its armor value falls below 1. This may be desirable to remove the damage type modifiers of the target's armor type, or it may be unwanted in the case of Corrosive damage against Ferrite armor, as this means losing the +75% damage bonus. Either way, it is important to consider when this event is expected to occur.
Based on the previous equation describing the relationship between number of procs, initial armor and remaining armor, one can calculate for any given armor value the number of procs required to deplete it completely:
- Procs > 8 log10 (Initial Armor)
Conversely, one can calculate for any given number of procs the greatest armor value which it can deplete completely:
- Initial Armor < (4/3)Procs
The bottom line of this for fighting armored targets with Corrosion effects is that, since the number of shots required to deplete the target's armor grows slower with enemy level than the number of shots required to deplete the target's health, armor depletion will occur more often and already at higher relative amounts of health left as enemy level increases, for any fixed weapon setup which can proc Corrosion.
|Offense||Critical Hit • Damage • Enemy Body Parts • Multishot • Punch Through|
|Defense||Armor • Health • Shield|
|Physical||Impact • Puncture • Slash|
|Elemental||Cold • Electricity • Heat • Toxin|
|Combined||Blast • Corrosive • Gas • Magnetic • Radiation • Viral|
|Unique||Tau • True • Void|