I'm pretty sure that these answers are correct, but if James or anyone else can confirm/deny that would be nice:
1. Well, unarmored enemies start with 0 AR (unless they have some sort of passive AR effect, like the one werewolves get). But I'm pretty sure MFD still takes away 75 AR per second from wherever they started. It continues to effect damage taken into the negatives, which is something James mentioned in the writeup. So it should affect unarmored enemies exactly the same as armored ones.
2. MFD lowers enemy AR which in turn increases physical damage dealt (but NOT spell damage, I'm pretty sure). So your Fortify Two-handed enchants/potions WOULD be affected by MFD. (e.g., if you had 100% Fortify Two-handed, and MFD would have increased damage dealt by 8 points per second with 0% Fortify, it will now increase by 16 points per second.) As for poisons, I think those fall under "spell effects" so they would not be affected by MFD.
I'm pretty sure that these answers are correct, but if James or anyone else can confirm/deny that would be nice:
1. Well, unarmored enemies start with 0 AR (unless they have some sort of passive AR effect, like the one werewolves get). But I'm pretty sure MFD still takes away 75 AR per second from wherever they started. It continues to effect damage taken into the negatives, which is something James mentioned in the writeup. So it should affect unarmored enemies exactly the same as armored ones.
2. MFD lowers enemy AR which in turn increases physical damage dealt (but NOT spell damage, I'm pretty sure). So your Fortify Two-handed enchants/potions WOULD be affected by MFD. (e.g., if you had 100% Fortify Two-handed, and MFD would have increased damage dealt by 8 points per second with 0% Fortify, it will now increase by 16 points per second.) As for poisons, I think those fall under "spell effects" so they would not be affected by MFD.