question about imploding impacts


would the debuff of armour below 0 also get bouns from increase effect of fully broken armour and increase all damage taken hit?
I don't know if the two debuff is the same type that could get same bouns.
Last bumped on May 27, 2026, 11:36:51 AM
Your question is unclear. But there are two things going on simultaneously:

1. Armour break.
Ennemy armor is reduced, up to 0 by default (sort of equivalent to "ignore resistance" for elemental damage).
Reducing below 0 is mathematically applying a "more" damage multiplier *for physical hit damage only* (unless there exists a monster mod of "armor applies to elemental damage")

2. Fully broken armour.
This debuff is independent and by default, adds a "% increase physical damage taken from hits". Imploding impact extends this debuff to all types of hit damage (but a fire hit, for instance, will still be checked against ennemy's fire resistance).

Example:
Ennemy has
- 0 armor (let's assume, this is equivalent to a +10% more multiplier) and - Fully Broken Armor, that grants 20% increase damage taken from hits,
- 75% fire resistance.

Your hit does 100 phys + 100 fire

Before imploding impact, you had:
Ennemy takes:
100*1,2 phys (=120)
100 * 0,25 fire (=25)

With imploding impacts you now have:
Ennemy has -1000 armor (~ +10% more)
Ennemy takes:
100* 1,2 * 1,1 phys (=132)
100 * 1,2 * 0,25 fire (=30)

Hopefully this shows that this node does more for your physical damage output than for your other damage type hits,
that still require you to shred resistances.

Hope i was clear (and relevant).
sorry for my bad Statement, my question is another one,mainly about the second sentence----------it's a debuff with the same icon as armour broken,


so, Would it be treat as other armour break debuff and get bonus from the first sentence(fully broken armour increase all damage taken) and some passive tree(increased effect of fully broken armour)?

And if it's not,this point may be ambiguous meaning
beacuse it give 2 effect:
1. make one phyiscal damage bouns change to all damage bouns
2. give a new physical damage bonus.
Last edited by darkpatton#0675 on May 27, 2026, 10:21:30 AM
I think I get your point.

Once you have broken armor to 0:
"Fully Broken Armor" debuff applies (for all hits with this node, for phys hits by default).
To be clearer, "Fully Broken Armor" debuff comes *on top* of enemy having 0 armor, and rather refers to "% increase damage taken" (i.e. first line).

Then, this node allows you to keep breaking armor below 0:
Each additional broken armor below 0 acts as a "more damage" multiplier
(or, if its speaks more to you this way, as "inverted resistance" to physical damage only).
This new effect is indeed displayed as its own icon, as it has nothing to do with the previous debuff ("% increase damage taken")

Now, *while* breaking additional armor below 0, the first debuff keeps applying. But, you do not apply a second, more potent "Fully Broken Armor".

To sum up:
Fully Broken Armour (1st icon) = 20% increase damage taken debuff
Breaking Armor below 0 = Doing progressively *more* physical hit damage (not a debuff)

These two obviously synergize, but they are two separate layers for increasing your damage.

Lastly, on the passive tree :
- Increase effect of Fully Broken Armour only applies to the first debuff.
- Break % increase armor apply before Fully Broken Armour AND to "break armour below 0" (has nothing to do with Fully Broken Armour debuff)

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