I'm not entirely sure about the values in SP, but in MP armour reduces the amount of damage incoming fire does by a fixed amount (for instance, on silver, the damage dealt by every single bullet to an enemy's yellow armour bar is reduced by 25pts, and in gold this is increased to 50pts). Thus if an avenger deals (say) 50pts of damage per bullet, when shooting an atlas from which the shields are stripped, each bullet would instead deal 25pts on silver or 5pts on gold (the damage reduction would take this values to 0, but DR has been coded so that a bullet will always do some damage vs armour).
Armour weakening functions by decreasing the amount of damage reduction applied by armour. If you have specced cryo-blast to reduce the effectiveness of armour by 50%, armour will only reduce incoming bullet damage by 12.5pts on silver (ie 50% of the normal 25pts) or by 25pts on gold.
Note this is the yellow 'health' bar of certain opponents I am referring to, not armour plating that some enemies have. Armour plating completely negates the damage of incoming bullets until it is shot off (unless you have an ammo/weapon mod active that allows bullets to penetrate armour/cover by a specified distance).
So, shooting a brute's armoured chest on gold, you would deal zero damage until you blow off the armour plates and expose its innards. At this point all bullets will deal 50pts less damage than normal due to the brute's natural armour DR. Hit it with cryo-blast specced for armour weakening, and the bullets will now deal only 25pts less damage than they normally would.
Note my figures might be out somewhat, but this is how the mechanics for armour work in both SP and MP as far as I understand it.
Modifié par Pressedcat, 30 juillet 2012 - 10:12 .