4 guys makes it give -20% armor on enemies, meaning you can deal that fancy 12k hit with mag's crush, but beware, when enemies have too much armor for example defence missions, they take so much damage that the engine cannot handle, making everything that is not armor ignore/serrated blade, deal 1 damage. broken. 30+30+30+30, ancients take 1 damage at all times, possiply not in lowest levels when they have low armor
We tried a build with 4x corrosive projection with Frames and Guns that haven't got that much action lately due to their skills being useless against high armor targets. We had frames like Mag and Ember doing pretty weird results.
Mobs like Infested Chargers took more than the usual maximum damage from crush and World on Fire. At level 60 the Chargers took 2000+ daage from both skills. Also Grineer Lancers and Elite Lancers take insane ammount of damage(20000+ from crush at level 40 Lancer) until their level gets to around 60
On the other hand with 4 Corrosive Projection Auras every skill and every gun that doesn't ignore armor does a really bad job at high armor enemies. Infested Ancients, Grineer Scorches and Troopers at least on mid level took only 1 damage per shot or skill. Also over 60 Elite Lancer started taking 1 damage per skill or shot.
its passive. if a grineer has 100 armor the first mod reduces it by 30%. that new base number is reduced by 30% and so on. they do not stack then apply, they apply passivly one by one, as far as i can tell. you end up with roughly 24% of their original armor when 4 mods are used.
The damage Grineer Trooper takes is -1320%, but since this game doesn't deal with damage numbers smaller than 1 it only gives 1 damage to the Trooper. A Mag's Crush that should do 157 damage is down to 1
Poor Grineer Elite Lancer gets shafted at this point and he is taking 298.6% damage from all sources that should be reduced by armor. Yes... that is 522 damage to the target from each tick from Banshee's Sound Quake.
When we play a few waves further and both Troopers and Elite Lancers are now level 60. Same base armor and base level just the enemy level gets up by 20.
^Feel free to invite 3 friends and all use corrosive projection. The results should speak for itself. That's what I did when I got my 1 damage results.
And yes if one player can spare some mod points and put in a smaller aura you can go with 3x30 and one 10% corrosive projection and see Ancients take full damage from stuff that shouldn't even dent em at 100+ levels. That way also they don't bug when their armor goes negative
^ It does make sense when you know that the game rounds all <1 damage to the smallest positive value. When you divide a positive damage number with a negative number from armor calculations the result is a negative number. And since anything negative is a smaller value than 1...
Please, try it out yourself! Get some friends to join you and put 4x maxed corrosive Projections. Guys like you that insists on something that they've only read on wiki and haven't tried it out themself are the thing that stands in the way of this negative armor value bug from ever getting fixed.
Darthmufin wrote: ^people have tested this in game, serious players too. they havent come up with raw numbers but its around what i said, they still have 24% of the armor they originally had.
Seems the confusion here is linked to the fact that Corrosive Projection does not stack multiplicatively anymore. Those tests were run before it was changed. It now stacks additively which is how it gives you 120% and why it reduces damage the way that other contributor said.
Darthmufin wrote: well, i have tested it and when i shoot an enemy they don't gain health. so they don't have -20 armor.
I don't recall anyone saying they do gain health. See that user's summary again:
"When using 4 Corrosive Projections, armor mitigation calculation on high level and armor targets gives out negative damage values which results in 1 damage hits."
"^ It does make sense when you know that the game rounds all <1 damage to the smallest positive value. When you divide a positive damage number with a negative number from armor calculations the result is a negative number. And since anything negative is a smaller value than 1..."
Darthmufin wrote: its the same deal with the infested impedence artifact, it reduces their speed up to a max of around 24% of their original speed when 4 are used.
I'm not entirely sure of this. We did a test a couple days ago running 2x30% 1x15% 1x25% for a total of 100. One of the group members brought the Soma and had said his headshot damage was the same from round 1 to round 65, at 65 our 4th dropped out. The numbers after that were progressively smaller, and weren't consistant. Although not difinitive, it deserves a real testing run as we were just trying to test it with shield polarize and energy vampire, which scaled with the enemy so it's something I'm going to have to go back to the numbers and compare results to the math and see what I find.
last time i read the mechanics the devs released they showed a hard cap of 75% reduction on armor, same as power efficiency, so running 4 corrosive projections is a waste just like running 90% power efficiency and no bline rage, ur wasting points