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Wiki Warframe Español
Última edición, 21-01-2023 por Sekram

Todos los enemigos que encuentres en WARFRAME tienen un cierto nivel, que determina su fuerza al aumentar algunas de sus estadísticas básicas. Las estadísticas amplificadas por la ganancia de nivel del enemigo son salud, armadura, escudos, daño y afinidad. El propósito de este artículo es mostrar cómo exactamente estas estadísticas escalan con el nivel, cómo esto se traduce en indicadores útiles, como la salud efectiva, y qué implicaciones tiene para la toma de decisiones del jugador, como los mods de Aura o la selección del tipo de daño.

Tenga en cuenta que los niveles de los enemigos solo pueden alcanzar un nivel máximo de 9999.

Características comunes de la escala de estado[]

How scaling of fundamental enemy stats works in general is identical for all the stats: Each enemy type has a base value for this fundamental stat and a base level, the current value of the stat at the current level of the enemy is then calculated after a formula of the following structure:

Current Value = Base Value × (1 + (Current Level − Base Level)Exponent
× Coefficient)

Exponent and coefficient are determined by the specific stat in question, but are equal across all enemy types. Base level and base value of the stat are determined by the enemy type (i.e. its name). Current level is then the independent variable and current value of the stat is the dependent variable of the formula.

The coefficient is usually much smaller than one. Therefore, the level scaling of stats is barely noticeable at lower levels. For high levels, the exponent is the most impactful when comparing different scaling stats against each other. If the exponent is 1, the scaling of the stat would be linear with level, which means the increase in value as level grows would be constant. For exponents higher than 1, each successive levelup grants a larger increase than the previous one, and for exponents lower than one, each successive levelup grants a smaller increase than the previous one.

The only exception from this common structure is Affinity scaling, where the current level is used instead of the difference between current and base level.

This so far only applies to fundamental stats, i.e. Salud, armadura, shields, damage and affinity. Derived stats, such as effective health, are calculated by incorporating multiple of these fundamental stats, which is covered further below. Fundamental stats are stats in the narrower sense, so if "stats" is not specified, fundamental stats are meant.

Escala de estadísticas base[]

Como se mencionó, todas las estadísticas fundamentales escalan de acuerdo con la estructura de la fórmula anterior y se aplican a las características comunes. Para cada estadística se muestra un gráfico estandarizado. Cuando se comparan los gráficos, hay que tener en cuenta los diferentes escalados del eje Y. A partir de la Actualización 27.2 (2020-03-05) la salud, el escudo y la armadura siguen una curva en forma de "S", donde por debajo de un rango de nivel universal éstas estadísticas crecen "exponencialmente", y por encima de éste rango, las estadísticas crecen más lentamente y comienzan a estabilizarse.

StatScaling

Muestra la escala de salud, escudos y armadura entre los niveles 1-200. Observe que la escala de escudos superará a la de la salud por encima del nivel 2025.


EximusStatScaling

Muestra la escala de salud, escudos y armadura Eximus entre el nivel 1-200.


Las fórmulas de escalado de salud, escudos y armadura utilizan dos funciones principales para determinar el escalado de estadísticas en un nivel determinado. Una función se utiliza cuando la diferencia de nivel del enemigo es inferior a 70 y la otra cuando la diferencia de nivel del enemigo es superior a 80. Una característica común entre las funciones utilizadas es que éstas se intersecan en x=80. En otras palabras, producen el mismo valor cuando la diferencia de nivel del enemigo es 80.

La estadística de escalado entre 70-80 inclusive es interpolada a partir de las dos funciones utilizando el método smoothstep.

Averiguando el porcentaje de transición del 70 al 80


Transición gradual usando el método Smoothstep entre funciones


Obsérvese que el nivel de crecimiento inicial normalmente es denominado como exponencial por la comunidad, pero en realidad se trata de un crecimiento de potencia de la forma xn, que es un orden inferior al crecimiento exponencial (es decir, xn ∈ O(nx) contra nx ∉ O(xn)). No obstante, para simplificar, nos referiremos a él como crecimiento exponencial en este artículo.

Tenga en cuenta que las siguientes fórmulas de salud, escudo y armadura son derivadas de pruebas realizadas en el juego y no han sido confirmadas o denegadas por Digital Extremes hasta el momento. La fiabilidad de la información que se ofrece a continuación aún está siendo revisada.

Salud[]

Para el caso de la salud, los rangos de diferencias de nivel desde la base hasta el nivel actual en que la escala pasa de un crecimiento exponencial a uno estable está entre 70 y 80. La fórmula mediante la cual se escala la salud de los enemigos es la siguiente:

(Escalado original anterior a la Actualización 27.2)
Donde Nivel Actual - Nivel Base < 70

Donde Nivel Actual - Nivel Base > 80


Para enemigos normales:

For Eximus enemies the same curves are used for scaling with smoothstep interpolation between level difference 70 and 80, but the base health is also increased between certain breakpoints:

  • Between level differences 0 inclusive and 25 inclusive, base health stays the same as listed in the Códice.
  • Between level differences 25 exclusive and 35 inclusive, base health is linearly increased from +0% to +50% (e.g. for each level, enemy gains 5% base health).
  • Between level differences 35 exclusive and 50 inclusive, base health is linearly increased from +50% to +200% (e.g. for each level, enemy gains 10% base health).
  • Between level differences 50 exclusive and 100 inclusive, base health is linearly increased from +200% to +300% (e.g. for each level, enemy gains 2% base health).
  • Above level difference of 100, base health will stay +300% (4x) of its Codex value.

Donde el Multiplicador de Salud es el valor que multiplica la salud base de un enemigo por su salud actual.

HealthScaling

Escalado de salud actual en Nivel Base = 1.

Escudos[]

En el caso de los escudos, los rangos de diferencia de nivel en los que la escala pasa de un crecimiento exponencial a uno estable están entre 70 y 80. La fórmula por la cual el escudo del enemigo escala es la siguiente:

(Escalado original anterior a la Actualización 27.2)
Donde Nivel Actual - Nivel Base < 70
Donde Nivel Actual - Nivel Base > 80


Para enemigos normales:

For Eximus enemies the same curves are used for scaling with smoothstep interpolation between level difference 70 and 80, but the base shields are also increased between certain breakpoints:

Donde el Multiplicador de Escudo es el valor que multiplica el escudo base de un enemigo por su escudo actual.

ShieldScaling

Escalado de escudo actual en Nivel Base = 1.

Armadura[]

En el caso de la armadura, los rangos de diferencia de nivel en los que la escala pasa de un crecimiento exponencial a uno estable está entre 70 y 80. La fórmula por la cual la armadura del enemigo escala es la siguiente:

(Escalado original anterior a la Actualización 27.2)
Donde Nivel Actual - Nivel Base < 70
Donde Nivel Actual - Nivel Base > 80


Para enemigos normales:

For Eximus enemies the same curves are used for scaling with smoothstep interpolation between level difference 70 and 80, but the base armor is also increased between certain breakpoints. Note that because base armor changes with level, this also means that the number of Mod TT 20pxImpacto devastador hits needed to strip armor will change with level too.

Donde el Multiplicador de armadura es el valor que multiplica la armadura base de un enemigo por su armadura actual.

ArmorScaling

Current armor scaling at Base Level = 1.

Sobreguardia[]

La sobreguardia es un potenciador de salud único para los Eximus, aunque las unidades normales pueden obtener sobreguardia en situaciones únicas (como después de que un Exoregulador con sobreguardia es destruido durante Armagedón del Vacío).

Donde Nivel Actual - Nivel Base < 45

Donde Nivel Actual - Nivel Base > 50


La estadística de escalado entre 45-50 inclusive se interpola a partir de las dos funciones utilizando el método smoothstep.

Averiguando el porcentaje de transición del 45 a 50


Transición gradual usando el método Smoothstep entre funciones


Donde el Multiplicador de sobreguardia es el valor que multiplica la Sobreguardia Base de un enemigo por su Sobreguardia Actual.

EximusOverguardScaling

Escalado de sobreguardia actual en Nivel Base = 1.

Daño[]

La fórmula con la que el daño del enemigo escala es la siguiente:

DamageScaling

Escalado de daño actual en Nivel Base = 1.

Afinidad[]

La fórmula con la que la afinidad del enemigo escala es la siguiente:


Note that this is a special case: for the affinity scaling, base level is not subtracted from the current level. The base affinity multiplied by the Affinity Multiplier value is also rounded down to a whole number, e.g. 62.7 affinity will be rounded down to 62.

AffinityScaling

Escalado de afinidad actual.


Scaling of Derived Stats[]

From these fundamental stats, more meaningful stats can be derived.

Effective Hitpoints[]

Effective Hitpoints is a stat that indicates how much gross damage must be dealt to a target until the net damage thereby inflicted depletes its entire health pool. Effective Hitpoints is not a fixed stat for any given enemy, it is heavily dependent on the damage type used against the target, as well as the various buffs and debuffs in effect for both the attacker and the enemy in question. For the following considerations however, these influences are disregarded, as they do not alter the course of the graphs except for clinching or stretching them as a whole, which manifests as a scaling of the Y-axis.

For Enemies with Health only[]

For targets without shields and armor, the standardized effective hitpoint scaling is synonymous with standardized health scaling, the health graph and formula apply.

For Enemies with Health and Shield[]

The standardized effective hitpoints of shielded enemies is simply the sum of their shields and health, except for the case when the Toxina n Toxina portion of the gross damage depletes the target's health faster than the rest of the gross damage depletes its shield. Exact effective hitpoint calculations considering damage types also become significantly more complex if Toxin damage is involved, but this is disregarded here. The level scaling of standardized effective hitpoints of shielded enemies is influenced by the ratio of base shields to base health, with higher shield portions meaning weaker standardized scaling. However, this may be considered an artifact of standardization, as in actuality, shield and health simply scale independently from each other and are summed up to the total amount of effective hitpoints. It only means that for the same sum of base health and shield, a higher portion of health will mean better level scaling than a lower portion of health. Regarding the formula, while both are just added to each other, it can be simplified since health and shield share the same exponent:

Current Effective Hitpoints = ( Base Health + Base Shield ÷ 2 ) × ( 1 + ( Current Level − Base Level )2
× 0.015 ) + Base Shield ÷ 2
Archivo:EHPs.jpg

Standardized effective hitpoints scaling for shielded, unarmored enemies. Y-axis indicates the ratio of current effective HP to base effective HP, X-axis indicates the difference between current level and base level. Each line applies to a certain ratio of base shield to base health, specified in the key.

For Enemies with Health and Armor[]

Health and armor synergize in increasing effective hitpoints, as opposed to health and shield which stack only. This makes the effective hitpoint development of armored enemies extremely steep, outclassing that of shielded unarmored enemies significantly, which is why Grineer are considered harder to play against than Corpus at high levels.

Archivo:EHPa lin.jpg

Standardized effective hitpoints of armored enemies, linear Y-axis scaling to make values at higher levels more recognizable.

Archivo:EHP log.jpg

Standardized effective hitpoints of armored enemies, binary logarithmic Y-axis scaling to make values at lower levels more recognizable.

The two figures show exactly the same set of functions, just with different kinds of Y-axis scaling. The different graphs are for different values of net base armor, i.e. the base armor of the enemy type after the reduction from Corrosive Projections and after mitigation for a certain damage type, if applicable. The a0 is an unarmored line for comparison. The used formula is:

Current Effective Hitpoints = Current Health × ( 1 + Current Armor ÷ 300 )

with Current Health and Armor taken from their respective formulae.

The large impact of the net base armor vividly visualizes how important damage type modifiers against armor types and Proyección corrosiva are at high levels.

For Enemies with Health, Shield and Armor[]

The effective hitpoints of enemies with health, shield and armor is the sum of the effective health (i.e. current health and armor incorporated as in the previous formula for armored enemies) and the shield. There is no new aspect to this, but standardization in this case is not opportune, as it requires a specification for both the base shield to health ratio and base armor amount, there are more of these combinations than actual enemy types these apply to, and effective hitpoints for shielded and armored enemies may therefore rather be calculated for any specific enemy that fits this category, which goes beyond the scope of this article. Obvious just from comparing the large values of effective hitpoints (armored) to the values of shield alone, the armored health portion of the total effective hitpoints heavily outscales the shield portion, which implies it is generally advantageous to select damage types after the armor's vulnerabilities rather than the shield's vulnerabilities for high level shielded armored enemies. For more accuracy, effective hitpoint portions have to be calculated for specific enemies.

Shielding Ratio[]

The shielding ratio of shielded, unarmored enemies is the ratio of their shield to their health. Since health and shield scale by different coefficients, this ratio changes with level. In fact, the ratio converges against half of its base value, albeit slowly so over common level ranges. The shielding ratio is relevant for two things: Evaluating and selecting damage types against shielded enemies, i.e. weighing benefits against shield types against benefits against health types, and the scaling behavior of Mag's Polarizar.

Archivo:Shielding Ratio.jpg

The development of the initial (base) shielding ratio through increasing levels. Current shielding ratio can be obtained by multiplying this quotient at the respective level with the base shielding ratio (i.e. base shield per base health) of the respective enemy type.

Affinity Density[]

The affinity density of an enemy is its affinity per effective hitpoints and a measure of its profitability for affinity (i.e. experience or reputation) farming.

Archivo:AD.jpg

Standardized affinity density scaling for an unprotected enemy, a shielded enemy with a shielding ratio of 1, and an armored enemy with 200 base armor.

Please note that this graph is off due to the underlying assumption that affinity considered the difference between base and current level, just like the other stats, which has since been falsified. The resulting error is small if the enemy has the common base level 1 and the values are looked up for high levels, but if either of these conditions is not satisfied, the error on the y-values is significant. The tendency of the graph is unaffected by this, however: affinity density converges against zero for great levels, regardless.

It is important to note the actual affinity farming profitability is significantly offset off the optimal area as implied by the affinity density function due to the two important practical influences of overkill and retargeting time, which both contribute to shifting the actual optimum from these implications towards higher levels, by a significant but hardly quantifiable amount.

Reflective Kill Rate[]

Reflective kill rate of an enemy is the ratio of its damage output and effective hitpoints. This is inversely proportional to the amount of time or attacks an enemy would need to kill another of its kind. It's a measurement for the effectivity of damage reflecting effects and abilities, such as the Radiación n Radiación proc, the Reflejo mod, and abilities such as Enlace, Sombras de los muertos, Absorber, Caos o Control mental.

Archivo:Rkr.jpg

Standardized reflective kill rate, i.e. current per base RKR, for an unprotected enemy, a shielded enemy with a shielding ratio of 1, and an armored enemy with 200 base armor.

As you can see, while the absolute damage output of damage reflection abilities does scale with enemy level (see damage scaling figure), it is nevertheless being outscaled by enemies' health and therefore relatively decreasing. As a result, while these abilities do become increasingly impactful with higher levels, they are still insufficient to kill enemies within limited time indefinitely.

Currentness of the Formula[]

The scaling formula of Warframe have previously been subjected to stealth changes, i.e. without mention in the patch notes, as has been the damage formula. They may have to be re-verified from time to time.

The latest validation for health and shields can be found here. For damage, here. For armor, here.


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