Última edición, 17-09-2019 por JARVIII
Este articulo esta traducido en estado
- This page is in reference to the Daño system.
A Status Effect, or commonly called a Proc, is an additional effect which may be triggered at random by a hit from a weapon or Warframe ability. Status Chance is the probability that a hit will inflict a status effect. The base duration of the Proc will depend on its type, and whether the target is an enemy or another Tenno. Warframe abilities usually have a high chance to proc, or in some cases, 100% chance to inflict their status effect (e.g. Frost's Onda de hielo ability).
Each damage type is associated with a status effect. Weapons that deal multiple damage types will have a separate chance to inflict its associated status effect on a target, and only one damage type can proc per hit. See below for information on which status effects are associated with which damage types.For example, a weapon such as an unmodified Tysis deals solely Grineer Abrasador has a chance to inflict the Ignited status effect with the Ignis. Similarly, enemies are also able to inflict physical procs such as Bleeding (associated with Salud.
If the initial hit is affected by the following, a resulting, damage-dealing effect will also benefit accordingly:
- Damage Buffs & relevant Mods
- Daño críticos y Sigilo
- Combo & Channeling
- Mod de daño a facción
- Body part multipliers
This includes for example total damage multipliers like Jabalina furiosa o Eclipse, additive damage bonuses like Sierra o Armadura de vejación, and enemy debuffs like Impregnación molecular, Sonar o Detectar vulnerabilidad.
Due to the nature of Faction damage bonuses, they are applied once more during the calculation of damaging status effects, even though they already affect the initial hit. For example, the Bleed damage per tick of a weapon with an innate 100 damage, Sierra y Bane of Grineer will be:
- Bleed Damage per tick = 100 × (1 + Sierra|1.65}}) × 0.3) = 156.748 × (1 +
Universal: Causes target to flinch and staggers movement for 1 second.
Universal: Reduces any damage dealt to 70% for 6 seconds.
Universal: Deals 245% base
| No status effect.|
Universal: Reduces Movement Speed, cadencia de fuego y velocidad de ataque to 50% for 6 seconds.
| Chain Lightning|
Enemy: Deals 50% base
Player: Deals 50% base
Enemy: Deals 350% base
Player: Deals 350% base
Universal: Deals 450% base
| Bullet Attractor|
Enemy: Creates a 2.5 meter radius field which attracts projectiles for 3 seconds
|No status effect.|
Universal: Creates a 5 meter radius Derribo.
Enemy: Reduces current Armadura by 25% permanently.
Player: Reduces current Armadura by 25% for 8 seconds.
| Toxin Cloud|
Universal: Creates a 3 meter radius effect which deals 450% base
Enemy: Reduces maximum and current Escudos by 75% for 4 seconds.
Player: Reduces maximum and current Escudos by 75%, drains 100 Energía and scrambles the interface for 4 seconds.
Enemy: Attacks any closest enemy and will be attacked in return for 12 seconds.
Player: Reduces firing Accuracy, able to damage and be damaged by allies for 4 seconds.
Universal: Reduces maximum and current Salud to 50% for 6 seconds.
Status ChanceEditarStatus chance can be a key factor in deciding on a weapon of choice. Some effects are very powerful responses to certain enemies (
The chance that a proc will occur can be directly increased with mods such as Aptitud de rifle. One can also increase the number of projectiles fired through multidisparo mods such as Cámara dividida; this effectively increases the opportunities for an enemy to be procced per a given attack, and is reflected in the weapon's attributes box in the Arsenal screen, but does not change the status chance for each individual hit. Another indirect way of increasing the amount of procs is to increase cadencia de fuego, this also doesn't change the likelihood that a proc will occur per hit, but increases the number of possible procs in a given time frame.
Status DurationEditarMost statuses have a duration over which their effects apply to their target (aside from Impregnación molecular o Descansar & Enfurecer) according to the following formulas:
For slowing effects: Effective status duration = (base status duration) ÷ (1 − slow % in decimals)
For speeding effects: Effective status duration = (base status duration) ÷ (1 + speed up % in decimals)
Damage duration can be negative (over -100% duration through Mod agrietado). This causes all proc effects to be nullified, which have a duration or deal damage over time. All instant procs or those who deal instant damage occur. The collapsed table shows this in more detail:
|Damage Type||Nullified||Occurs Normally|
|Ignite||Panic animation occurs (but no flame)|
|No visible explosion||Derribo|
Note: The information above is based on this forum post from EDFScout and may need further confirmation. Non-consistent observations as mentioned in the post have been changed to the more likely effect, i.e. for impact stagger should not appear, but knockback, and for electricity stun should not be triggered.
Damage DistributionEditarDamage procs will occur in proportion to the amount of base damage dealt by each of the present damage types on the weapon. For example, an unmodded Strun's highest physical damage type is
To determine the proportional chance for each damage type to proc, multiply each physical damage type (if any) by 4 to get the proportional damage and add them together. Next, add to this the damage for each elemental damage type (if any) to get the total proportional damage. Then take each of the previous proportional damage type amounts and divide by the total proportional damage to get the proc chance for each.
Total Proportional Damage = (Impact + Slash + Puncture) × 4 + Elemental + Elemental + ...
When a hit procs, the chance for an individual damage type to proc in relation to the others is:
Proportional Proc Chance = Proportional Damage ÷ Total Proportional Damage
For example, if a weapon's damage is composed of 20 Impact, 5 puncture, 10 slash, 25 heat, and 50 corrosive; then its total proportional damage is (20 + 10 + 5) × 4 + 25 + 50 = 215. Therefore, the chance for the individual damage types to proc will be:
|Chance for selection||37.2%||9.3%||18.6%||11.6%||23.3%|
When firing multiple pellets in a single attack, the status chance on a listed weapon in the Arsenal is actually the calculated probability that at least one of its pellets will proc. For example, the Strun Fantasma displays a 40% status chance, but in fact has a ~4.98% chance for each of its ten pellets.
To calculate the status chance of a single pellet, the following formula is needed:
Chance per Pellet = 1 − (1 − Status Chance)(1 ÷ Pellet Count)
- Status Chance is the status chance of the weapon listed in the Arsenal.
- Pellet Count refers to the amount of pellets fired per shot.
Based on the above equation it is observable that when Status Chance reaches 100% the Chance per Pellet will also be 100%. As well, it can be observed that small decreases in Status Chance from 100% will result in significant decreases in per-pellet-status-chance, i.e. 99% Status Chance on a 10 pellet weapon will result in a 36.9% Chance per Pellet. (This is illustrated in a table further down.)
It is possible that the value displayed in the arsenal gets rounded up to 100% due to multishot bonuses without actually becoming 100%; therefore it is recommended to check this value without multishot mods equipped. (Reminder: Multishot mods do not affect the status chance for each individual pellet.)
Average ProcsEditarWhen you might apply more than one kind of status effect, or the applied effect is one which benefits from multiple applications in the same shot (e.g.
Average Amount per Shot = Pellet Count × Chance per Pellet
A table with example values to display the relation of status chance and multishot.
|Arsenal Status Chance|
|Pellets||Chance per Pellet||Average Amount per Shot|
At least one ProcEditarWhen you apply a status effect which does not benefit from multiple applications (e.g.
At-least-one Chance = 1 − (1 − Chance per Pellet)floor(Pellets) × (1 - Chance per Pellet × frac(Pellets))
- floor(Pellets) refers to the Pellet Count rounded down to the nearest integer.
- frac(Pellets) refers to the fractional part of the Pellet Count. ( frac(x) := x - floor(x) | x >= 0 )
The values given by this formula will be different from the Status Chance value listed in the Arsenal because the game actually uses the flawed formula: 1 − (1 − Chance per Pellet)Pellet Count. This formula works correctly when the Pellet Count is a whole number, but in any case where there is a fractional pellet, as in the case of any 1 pellet weapon with Cámara dividida equipped, it no longer works correctly.
Together, the values given by Average Amount per Shot and At-least-one Chance formulas give a helpful profile of the weapon's ability to apply status effects.
Status chance mods affect the base status chance of the weapon, i.e. the status chance value displayed in the Codex that is the probability, for the unmodded weapon, that at least one projectile will inflict a status effect.
- This mechanic was introduced with daño in Actualización 11.0 and replaced stun chance mods.
- In Revisión 11.0.2, damage type icons were added and will appear beside damage ticks to indicate that a proc has been inflicted. Note that this does not show multiple Impact procs caused by a single shot.
|Monedas||Créditos • Ducados • Platino • Reputación|
|General|| Afinidad • Atajos de teclado • Arsenal • Clan • Tributo diario • Enfoque • Fundición • Fusión|
Mods (Defectuosos) • Orbitador • Polarización • Rango de maestría • Recoger
Comercio • Transmutación
|Modo de Juego||Misión||Cargas de apoyo aéreo • Alerta (Alerta táctica) • Archwing • Escuadrón • Recompensas por desafío • Muerte • Marca de muerte • Comportamiento enemigo • HUD • Maniobras (Archwing) • Pescar • K-Drive • Conservación|
|Sigilo||Pirateo • Nivel de ruido • Sigilo|
|Atributos||Armas||Precisión • Munición • Velocidad de ataque • Daño crítico •|
|Warframe||Atributos (Armadura • Salud • Escudo) • Habilidades • Habilidad Pasiva • Nivel de amenaza|
|Matemática||Escalado de nivel del enemigo • Maximización (Duración • Eficiencia • Rango • Fuerza) •|