Damage 1.0/Main Tab

__notoc__
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 	
Mods 	Yes 	Stun/Electrocution
Explosion 	
 Mod 	Yes 	Flying Corpse
Fire 	Mods 	Yes 	Panic
Forcefield 	Charge Attack
 Charge Attack
Corpus Laser Doors	Yes 	Rag-doll
Freeze 	Mods 	Yes 	Shatter
Impact 	 	Yes 	None
Knockdown 	Melee Slam Damage	Yes 	Knockdown
Laser 	 	Yes 	None
Physics Impact	Blunt Weapons
"Bolt" Weapons	No, Except Grineer
Seeker, Commander, Roller	Corpse Pin
Poison 	
 AoE
 AoE Charge Attack	No 	Disintegrate
Serrated Blade	
Melee Charge Attacks
Ranged Weapons	No 	Dismemberment
Stun 	Mods
Melee Jump Attacks	Yes 	Stun
Category:Tabview