This list of damage types only regards their importance in defining incoming damage for the enemy target to determine how to calculate said damage. Damage types are used in conjuntion with specific enemy characteristics to determine the following:
- Whether Armor mitigation is applied
- What multipliers will be applied (Enemy Damage Type Multipliers or Special Body Parts)
- Secondary effects and/or death animations
Weapon and mod damage types merely determine how enemies will deal with incoming damage. Multipliers, whether armor is ignored, and sometimes even whether a secondary effect will be applied (ex: infested do not panic from fire) are all determined by the specific enemy target. Also, keep in mind secondary effects are not always a certainty but have a chance to occur upon attack/death.
Note: there is no such thing as "Armor Ignoring" damage. In reality, each target has a list of damage types that it will not apply armor to. These damage types are noted in the table below.
Type | Location | Armor Applied? | Secondary Effect |
---|---|---|---|
Armor Piercing | Weapon Base Damage Mods |
No | None |
Blade | Most Bladed Melee |
Yes | Dismemberment |
Bullet | Ranged Weapons | Yes | None |
Electricity | Prova Mods |
Yes | Stun/Electrocution |
Explosion | Torid Ogris |
Yes | Flying Corpse |
Fire | Ignis Mods |
Yes | Panic |
Forcefield | Kogake Charge Attack Kestrel Charge Attack |
Yes | Rag-doll |
Freeze | Mods | Yes | Shatter |
Impact | Hek |
Yes | None |
Knockdown | Melee Slam Damage | Yes | Knockdown |
Laser | Dera | Yes | None |
Physics Impact | Blunt Weapons "Bolt" Weapons |
No, Except Grineer |
Corpse Pin |
Poison | Acrid |
No | Disintegrate |
Serrated Blade | Dual Ether Melee Charge Attacks |
No | Dismemberment |
Stun | Mods Melee Jump Attacks |
Yes | Stun |