Section 9 of 12

Enemy Defenses

Armor, Shields, Overguard, and attenuation.

The damage engine models enemies with four defensive layers:

HealthBase hit points; all enemies have this.
ArmorReduces incoming damage multiplicatively; scales heavily with level. Grineer specialty.
ShieldsMust be depleted before health takes damage (usually). Corpus specialty.
OverguardAdditional damage layer on Eximus units; must be broken first, is immune to status effects.

Armor Damage Reduction

Armor follows a non-linear formula:

Damage Reduction = Armor / (Armor + 300)

At 300 armor → 50% reduction. At 1000 armor → 77% reduction. High-level Grineer can have thousands of armor, making armor stripping (Corrosive, Heat, ability-based strip) essential.

Faction Weaknesses

Grineer (Armored)
CorrosiveStrips heavy armor permanently
HeatStrips armor over time
Viral + SlashBypasses armor entirely and multiplies health damage
Corpus (Shielded)
MagneticDrains shields
ToxinBypasses shields, hits health directly
Infested (Health)
HeatBurns organic health
GasAoE damage
CorrosiveEffective against Ancients

Steel Path & Eximus

  • Steel Path: Enemies gain +100% health, +100% armor, +100% shields, and increased level.
  • Eximus: Overguard layer is added; requires high burst damage to break through.

Damage Attenuation (Boss Mechanic)

The damage engine models damage attenuation — a diminishing returns mechanic used on bosses and certain enemies. Dealing too much damage per hit to bosses gets soft-capped. Consistent moderate damage > one big hit.