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Demolition Boost order increases your vsArmor by 100.
Penetration order ignores the enemy defense.
Various potentials that boosts vsArmor: between +40% and +90% vsArmor.
You should have had some increased damage from Demolition Boost. It's not normal if you get no increase in damage.
Anyway, with your lancer having a 1100 vsArmor lance against a 500 body defense tank, you should do:
- no order, nor potential: 600 damage
- Damage Boost: 650 damage
- Demolition Boost: 700 damage
- Penetration: 1100 damage
- +40% potential: 1040 damage
- +90% potential: 1590 damage
As you can see, Damage/Demolition Boost orders are very weak on a lancer.
On the other hand, it's very powerful on scouts/troopers who shoot at the tank's radiator.
Damage on the radiator is 10x vsArmor minus tank's defense. So if your scout has 40 vsArmor, and you add Damage Boost, he would do 10x 90 vsArmor - 500 defense = 400 damage per shot on the tank's radiator (2000 damage for all 5 shots).
I no longer have my save but it must have have been 700dam there as you said and it looked so similar I didn't notice...
A further question if you don't mind, how does the critical defense on the radiator work on this case?
If you have 0 critical defense, a shot at your radiator will do 10x vsArmor.
If you have 100 critical defense, a shot at your radiator will do 9x vsArmor.
...
If you have 500 critical defense, a shot at your radiator will do 5x vsArmor.
...
If you have 900 critical defense, a shot at your radiator will do 1x vsArmor (that's the max).
As you can see, with enemy lancers having high vsArmor and your tank having so few HP, critical defense only makes a real difference if you have over 750~800 critical defense. Below that, if an enemy lancer hits your radiator, it's game over.
Most enemy tanks don't have critical defense, only boss tanks (and chap 1-2 tank) have critical defense.