double damage grenade bug needs sorting, as its extremely potent with any DoT or explosive against and for the player.
on top of that for the acid status effect I think the best solution would be to apply the same damage calculation as incendiary to the overall HP pool. this will prevent it from dealing insane HP damage numbers by stacking the damage done from different limbs, while still being powerful enough as to not be ignored.
its current armor shredding effect should stay, as that is the useful bit for the player. (how to use it effectively for the player, well that is a puzzle I’ve yet to solve…I suspect it involves overwatches)
@VOLAND about explosives, the order of operation is that the explosive will first apply its damage then shred, (in the example of 50 damage, with 10 shred on 30 armor 60 HP limb) first 50-30=20 on the affected limb, then reduce armor to 30-10=20 endresult= limb 40HP 20 armor.
explosives apply the highest damage done to any limb as damage to the total HP counter, unless the loss of limbs “caused” more total damage by cutting max HP down. this can cause explosives to hit harder then their max damage but not “double” it can generally be identified by opening the enemy info panel after the hit and checking if max HP = current HP. especially late game explosives and the fury group launchers tend to do this on tritons/arthra as they hit hard enough to delimb pandorans very fast
I haven’t really looked closely enough at doublehits, but there are 2 ways they could apply:
stack: (same example 100-30= 70 dmg on limb, 30-20=10 armor remaining) result = limb blown off, 10 armor on affected zone 70 dmg total if only 1 limb was affected, max HP loss depending on limb.
sequential: (same example first hit 50-30=20 limb HP damage, 30-10=20 armor remaining, second hit 50-20=30 limb HP damage, 20-10=10 armor remaining) result= limb mangled at 10HP remaining, 10 armor remaining. 50 damage total if 1 limb was affected, no max HP loss.
I suspect it just becomes a massive damage stack, as this shows the radical difference in its effect (armor really does good work when fighting sequential hits, also shows that big bombs solve many enemy limb problems)