There is an argument among players about how corrosive exactly works: the way it works as per the game definition is "Experimental rounds that temporarily weaken hull hardness and increase all damage taken". Formally, the effect is: "TARGET ARMOR HARDNESS REDUCED", a 20% reduction, it is assumed. Reversing the maths, this -20% hardness causes an "increases in all damages taken" by 25%. This makes sense, corrosive does indeed increase damages, but it does so INDIRECTLY, because it reduces hardness: this fits the definition given. The logical conclusion is that weapons with very high piercing don't benefit from corrosion as their piercing > hardness anyway. This too makes sense.
However, CMDRs did run real-life tests apparently showing that the way it works is not as per the definition: they states that it works by first ADDING +20 piercing to the weapon (not reducing hardness) and then ADDING another +25% buff to the weapon itself not related to piercing, meaning that any weapon, including PAs and RGs, will still benefit from corrosion. However, this is not what the effect states, nor how it is supposed to work, and it would mean that corrosive effect is useful in any situation, whatever weapon we use.
Knowing that our test are always somehow made from bits and pieces and that results are not always consistent, what are the correct mecanics? Could a dev explain them once and for all?
Thanks
However, CMDRs did run real-life tests apparently showing that the way it works is not as per the definition: they states that it works by first ADDING +20 piercing to the weapon (not reducing hardness) and then ADDING another +25% buff to the weapon itself not related to piercing, meaning that any weapon, including PAs and RGs, will still benefit from corrosion. However, this is not what the effect states, nor how it is supposed to work, and it would mean that corrosive effect is useful in any situation, whatever weapon we use.
Knowing that our test are always somehow made from bits and pieces and that results are not always consistent, what are the correct mecanics? Could a dev explain them once and for all?
Thanks