- For the Warframe Cosmetic, see Armor (Cosmetic).
Armor is an attribute that reduces damage taken to health but not to shields. Not all enemies possess armor: Warframes, most bosses, and all Grineer do, but normal Corpus and Infested enemies do not have any. For a given Warframe, its armor value can be found in the Arsenal. Armored enemies have their base armor values listed in the Codex but this value increases when they spawn with higher levels.
In combat, enemies with more than one point of armor have their health bars displayed yellow instead of red; it is possible to strip away armor value through certain abilities or damage procs, turning those enemies' health bars back to red.
In the Damage 2.0 system, health bars always have a health class (flesh, cloned flesh, etc.) which decrease or increase incoming damage depending on the damage type being inflicted ( Toxin, Slash, etc.); armored entities have an additional class on their health called their armor class (either ferrite or alloy) that further decreases or increases incoming damage. This additional class is removed if the armor is stripped.
EffectsEdit
When damage is inflicted to an armored target, there are two related calculations made.
- The working armor value of the target is increased or decreased based off the damage type, armor class, and health class of the weapons and entities involved.
- Incoming damage is reduced by the type-modified armor value according to a damage reduction formula.
Armor Class ModifiersEdit
- See also: Damage#Damage Calculation
There are two classes of armor, Ferrite and Alloy. Both are strong against Slash damage and weak against Puncture. Ferrite armor is relatively common with low- and mid-level enemies such as Lancers and Troopers, as well as all Warframes, and has generally weaker resistances than the more advanced Alloy Armor. Alloy Armor is more frequently found on high-level units, like Bombards, Napalm, and bosses.
Damage type modifiers will affect the effectiveness of the target's armor value. They are given by the following equation:
$ \text{Net Armor}=\text{Armor}(1+\text{Armor Class Modifiers}) $
- Armor is your armor value before considering damage types.
- Armor Class Modifier can be found on the nearby charts.
To illustrate, Slash damage against a target with Ferrite Armor would effectively be mitigated by an additional 15% of the target's total armor ($ \text{Net Armor}=\text{Armor}(1+.15) $). On the other hand, Puncture damage against a target with Ferrite Armor would effectively ignore 50% of the target's total armor ($ \text{Net Armor}=\text{Armor}(1-.5) $).
Apart from this armor value modification, type damage modifiers against the armor and health classes of the target also plainly multiply the damage. There is a more accurate total damage calculation further down the page, but this section covers the armor value modification.
Damage Reduction FormulaEdit
The damage reduction from armor is as follows:
$ \text{Damage Reduction}=\frac{\text{Net Armor}}{\text{Net Armor}+300} $
A net armor value of 300 will reduce incoming damage by 300 ÷ 600 = 50%, so only half of the weapon's damage is inflicted in total. At 600, you receive only 33% (reduction is 600 ÷ 900 round 3 = 66.7%) of a weapon's outgoing damage. At 900 armor, inflicted damage is only 25% (reduction 900 ÷ 1200 = 75%), and so on.
Effective HealthEdit
- Main article: Health#Effective Health
Effective health is the concept that each single point of health you have actually absorbs more than one point of damage, so you effectively have more hit points than indicated. Therefore, there are two ways that armor functionality can be imagined: either as a reduction to damage, or as an increase of effective health and incoming heals.
An alternative way to think of armor transforms the above equation to the following:
$ \text{Effective Health}=\frac{\text{Nominal Health}}{1-\text{Damage Reduction}} $
- Nominal Health means "health in name", referring to the Health points in your screen's upper right corner.
- Effective Health is your "health in effect", reflecting a "truer" measurement of survivability.
Or in terms of armor:
$ \text{Effective Health}=\text{Nominal Health}\times\frac{\text{Net Armor}+300}{300} $
Example 1: If you have 1000 Nominal Health, 100 armor, and are being attacked with only impact damage, your Effective Health would be:
$ \text{Damage Reduction}=\frac{\text{Net Armor}}{\text{Net Armor}+300}=\frac{100}{100+300}=0.25=25% $
$ \text{Effective Health}=\frac{\text{Nominal Health}}{1-\text{Damage Reduction}}=\frac{1000}{1-0.25} \approx 1,333 $
Or
$ \text{Effective Health}=\text{Nominal Health}\times\frac{\text{Net Armor}+300}{300}=1000\times\frac{100+300}{300} \approx 1,333 $
Example 2: If you have 1000 Nominal Health, 600 armor, and are being attacked with only impact damage, your Effective Health would be:
$ \text{Damage Reduction}=\frac{\text{Net Armor}}{\text{Net Armor}+300}=\frac{600}{600+300} \approx 0.67=67% $
$ \text{Effective Health}=\frac{\text{Nominal Health}}{1-\text{Damage Reduction}}=\frac{1000}{1-0.67} \approx 3,000 $
Or
$ \text{Effective Health}=\text{Nominal Health}\times\frac{\text{Net Armor}+300}{300}=1000\times\frac{600+300}{300} \approx 3,000 $
Increasing ArmorEdit
ModsEdit
Steel Fiber and Armored Agility increase armor value when equipped along with Focused Defense when channeling with melee. As a percentage modifier, Warframes with higher base armor values have a higher benefit from it. Like with most other stats, armor gains from mods stack additively together before being multiplied with the Warframe's base armor:
$ \text{Total Armor}=\text{Base Armor}(1+\text{Mod Multiplier}) $
- Mod Multiplier refers to the value on the mods equipped. It is 1.1 at max rank Steel Fiber, 0.45 at max rank Armored Agility, and 1.55 with both equipped.
Neglecting damage type modifiers, the relative increase in effective health from this mod is exactly proportional to the armor increase. Let us call the effective health, nominal health, and armor E, H, and A respectively and use ΔX to denote the discrete increase in the variable X, then:
$ E=\frac{H}{1-\text{Damage Reduction}}=HR $
Now we first find the change in E as a result of a change in H, and then the change in E as a result of the change in A. The total change in E is the sum of these two changes:
$ \Delta E = R \Delta H + H \Delta R $
$ \Delta E = (\frac{300+A}{300}) \Delta H + H \frac{\Delta A}{300} $
$ \Delta E = (\frac{300+A}{300}) \Delta H + \frac{H}{300}\Delta A $
Now ignoring any increases in the nominal health (i.e. ΔH=0):
$ \Delta E = \frac{H}{300}\Delta A $
Since H is a constant we end up with:
$ \Delta E \propto \Delta A $
Where most algebraic simplification was omitted and to make the notation cleaner, we have set:
$ R = \frac{1}{1-\text{Damage Reduction}}=\frac{300+A}{300} $
It is also worth noting that this is only including individual, independent variations in H and A. If we were to vary them at the same time, a different and much more involved analysis has to be carried out.
In-Depth Analysis |
---|
Let us begin by redefining our variation in the arbitrary variable $ X $ as $ \delta X $. This is purely due to convention and is just a "relabeling".
Given $ E $ as a function of $ H $ and $ A $ (written more compactly as $ E(H,A) $) we need to find $ \delta E (\delta H, \delta A) $. Therefore, we carry on by considering the sum of $ E $ and its variation in terms of $ H $ and $ A $ with their respective variations and then isolating the variations $ E = H\frac{300+A}{300} $ (Initial equation) $ E + \delta E = (H + \delta H)\frac{300+(A+ \delta A)}{300} $ (Substituting in the variations) $ E + \delta E = (H + \delta H)(\frac{300+A}{300}+\frac{\delta A}{300}) $ $ E + \delta E = H \frac{300+A}{300}+ \delta H \frac{300+A}{300} + H\frac{\delta A}{300} + \frac{\delta H\delta A}{300} $ (Simplifications) $ E + \delta E = E + \delta H \frac{300+A}{300} + H\frac{\delta A}{300} + \frac{\delta H\delta A}{300} $ (By definition of $ E $) $ \delta E = \delta H \frac{300+A}{300} + H\frac{\delta A}{300} + \frac{\delta H\delta A}{300} $ (Subtracting $ E $ from both sides we get the variation equation we wanted) This equation is the same as the one obtained in the first analysis but with the extra correction term $ (\delta H\delta A)/300 $. When varying the terms independently, this term will evaluate to zero (since one of the variations would be zero) and we recover the equation from the previous analysis, and all the results that follow from it. It is good to note that at the moment, this equation is currently unnecessary for most of the applications it has in-game since the preceding equation is pretty much always sufficient. At the moment, the game has no circumstances where the nominal health is a function of its armor and vice versa, this is more for mathematical rigor. |
For example, for Warframes with the common base armor value of 65, a maxed Steel Fiber increases effective health by only about +19.6%, whereas the benefit of a maxed Vitality at level 30 is +246.7%. Valkyr, at 600 base armor, still only gets +73.3% out of a maxed Steel Fiber. However, the effective health increases from Steel Fiber apply as gains from sources of healing—that is to say, increasing armor increases the effective healing received, whereas simply increasing max nominal health does not.
Metal Fiber is the equivalent mod for sentinels, while Kavats and Kubrows can increase armor via Link Armor, as well as via the Kavasa Prime Collar for the latter. Link Armor increases their armor by a percentage of the Warframe's total armor, which means that equipping Steel Fiber or Armored Agility on a Warframe directly increases the armor of its Kavat or Kubrow companion; the Kavasa Prime Collar gives a flat +100 armor bonus.
AbilitiesEdit
ENERGY 75 KEY 2 | Warcry Valkyr lets out a rallying cry that bolsters her allies melee speed while slowing down nearby enemies. | Strength:15% / 20% / 25% / 50% (speed buff) 25% / 35% / 45% / 50% (armor buff) 15% / 20% / 25% / 30% (slow) | |
Duration:7 / 10 / 12 / 15 s | |||
Range:15 / 20 / 22 / 25 m |
$ \text{Total Armor}=\text{Base Armor}(1+\text{Mod Multiplier}+\text{Warcry Multiplier}) $
$ \text{Total Armor}=600(1+1.1+0.5)=1,560 $
ENERGY 75 KEY 3 | Metronome Grants buffs to those who consistently perform actions in time to Octavia’s music. Timed jumps offer the Vivace speed buff. Crouching on the beat grants cloaking with the Nocturne buff. Firing rhythmically bestows Opera multishot buff. Timed melee swings give the Forte damage buff. | Strength:10 / 15 / 20 / 35 % (armor bonus) 10 / 15 / 20 / 30 % (speed bonus) | |
Duration:8 / 12 / 16 / 20 s (ability duration) 5 / 8 / 12 / 15 s (buff duration) | |||
Range:6 / 8 / 10 / 12 m |
ENERGY 25 KEY 3 | Renewal Healing waves of energy flow outward from Oberon to his allies, regenerating health over time. Energy Drain: 2 s^{−1} Energy Drain per Target: 3 s^{−1} | Strength:125 / 150 / 175 / 200 (armor buff) 50 / 75 / 100 / 125 (initial heal) | |
Duration:20% / 25% / 35% / 45% (bleedout slow) 20 s (buff) | |||
Range:10 / 15 / 20 / 25 m |
If Oberon or any allies affected by Renewal stands on or moves onto his Hallowed Ground, they will receive the Iron Renewal buff, which grants 125 / 150 / 175 / 200 bonus armor for as long as Renewal is active, which can be increased by Ability Strength to 598 bonus armor. Once Renewal is deactivated, the armor buff will remain on all affected units for 20 more seconds. Bonus armor is added after other armor increases. An Oberon with a maxed Steel Fiber and Intensify under the effect of the Iron Renewal buff has armor equaling:
$ \text{Total Armor}=\text{Base Armor}(1+\text{Mod Multiplier})+(\text{Iron Renewal}\times \text{Power Strength}) $
$ \text{Total Armor}=150(2.1)+(300\times1.3)=575 $
ENERGY 50 KEY 2 | Elemental Ward Depending on Chroma's elemental alignment, an offensive area-of-effect is created. Chroma and his nearby allies are imbued with defensive energy. | Strength:1.5x / 2x / 2.5x / 3x (damage multiplier) 25% / 75% / 100% / 150% (armor boost) | |
Duration:10 / 15 / 20 / 25 s | |||
Range:6 / 8 / 10 / 12 m |
ENERGY 75 KEY 3 | Vex Armor When shields are hit, Chroma's armor grows stronger, when health takes a hit, weapon damage increases. Active for a limited time, maximum increases correspond to rank. | Strength:2x / 2.5x / 3x / 3.5x (max armor multiplier) 100% / 125% / 150% / 175% (max damage bonus) | |
Duration:10 / 15 / 20 / 25 s | |||
Range:N/A |
As shields are depleted while Vex Armor is active, Chroma's armor is increased by 350%. This is a total of 1250 before considering the effect of mods.
- Main article: Hallowed Reckoning
- Main article: Ironclad Charge
Rhino's Rhino Charge (1 ) can be modified with the Ironclad Charge ability augment, which increases his armor by 50%, or 142% with maximized Ability Strength, for each enemy hit. This bonus is calculated multiplicatively with other armor modifiers, such as Steel Fiber. A Rhino with a max rank Steel Fiber and unmodified Ability Strength that has charged through 5 enemies increases the armor according to the following equation:
$ \text{Total Armor}=\text{Base Armor}(1+\text{Mod Multiplier})(1 + \text{Ironclad Modifier} \times \text{Enemies Struck}) $
$ \text{Total Armor}=190(1 + 1.1)(1 + 0.5 \times 5 )=1,397 $
In the above example, using Ironclad Charge against 5 enemies increases Rhino's damage reduction from 57.08% at 399 armor to 82.32% at 1396.5 armor.
ArcanesEdit
Arcane Guardian provides a chance whenever the Warframe receives damage to increase its armor for a short time. Arcane Ultimatum provides the same effect whenever the Warframe executes a standing Finisher attack. Both stack additively after mods:
$ \text{Total Armor}=\text{Base Armor}(1+\text{Mod Multiplier})+\text{Arcane Bonus} $
Warframe Armor and Effective HealthEdit
Unlike health and shield, a Warframe's armor doesn't change as it advances from Rank 0 to Rank 30, with the exception of Nidus. All Warframes have Ferrite Armor and Flesh health. There are currently no effects that remove Warframe armor.^{[citation needed]}
Armor | Damage Reduction | Warframe |
---|---|---|
700 | 70% | Valkyr Prime |
600 | 66.67% | Valkyr |
450 | 60% | Atlas |
425 | 58.62% | Chroma Prime |
350 | 53.85% | Chroma |
300 | 50% | Excalibur Prime, Excalibur Umbra, Frost, Frost Prime, Garuda, Nidus, Saryn Prime |
275 | 47.83% | Khora, Rhino Prime |
250 | 45.45% | Hydroid Prime |
225 | 42.86% | Excalibur, Oberon Prime, Saryn, Wukong |
200 | 40% | Hydroid, Inaros |
190 | 38.78% | Rhino |
175 | 36.84% | Nezha |
150 | 33.33% | Ash Prime, Harrow, Mirage Prime, Oberon |
125 | 29.41% | Ember Prime, Gara, Octavia |
105 | 25.93% | Revenant |
100 | 25% | Ember, Equinox, Vauban Prime, Volt Prime |
85 | 22.08% | Limbo Prime |
75 | 20% | Zephyr Prime |
65 | 17.81% | Ash, Banshee Prime, Ivara, Limbo, Loki, Loki Prime, Mag, Mag Prime, Mesa, Mirage, Nekros, Nekros Prime, Nova, Nova Prime, Titania |
50 | 14.29% | Nyx Prime, Vauban |
15 | 4.76% | Banshee, Nyx, Trinity, Trinity Prime, Volt, Zephyr |
Armor CalculatorEdit
Abilities Benefiting from ArmorEdit
Some abilities have values which are increased by the armor of the Warframe casting them. These are outlined below:
ENERGY 50 KEY 2 | Iron Skin Rhino hardens his skin, insulating himself from all damage. | Strength:400 / 600 / 800 / 1200 (base health) ? / 1.25 / 1.75 / 2.50x (armor multiplier) | |
Duration:N/A | |||
Range:N/A | |||
Misc:1.5 / 2 / 3 / 3 s (invulnerability duration) |
- Base health and armor multiplier are affected by Ability Strength.
- Iron Skin's health uses the following expression when accounting for Ability Strength:
Modified Health = (Base Health + (Armor Multiplier × Base Armor × (1 + Armor Bonus))) × (1 + Ability Strength) + Absorbed Damage. - Note that the base armor value is different between Rhino and Rhino Prime; while Rhino has 190 Base Armor, Rhino Prime has 275 Base Armor.
- As an example for Rhino:
- With a maxed Steel Fiber and Intensify, a Rank 3 Iron Skin cast by Rhino will have an initial health of (1200 + (2.5 × 190 × 2.1)) × 1.3 = 2,856.75 before absorbing damage.
ENERGY 25 KEY 3 | Renewal Healing waves of energy flow outward from Oberon to his allies, regenerating health over time. Energy Drain: 2 s^{−1} Energy Drain per Target: 3 s^{−1} | Strength:2 / 3 / 3 / 4 s (wave duration) 125 / 150 / 175 / 200 (armor buff) 50 / 75 / 100 / 125 (initial heal) 15 / 20 / 25 / 40 (health per second) | |
Duration:20% / 25% / 35% / 45% (bleedout slow) 20 s (buff) | |||
Range:10 / 15 / 20 / 25 m |
- Base healing and armor multiplier are affected by Ability Strength.
- If Oberon or any allies affected by Renewal stands on or moves onto Hallowed Ground, they will receive the Iron Renewal buff, which grants 125 / 150 / 175 / 200 bonus armor for as long as Renewal is active. Once Renewal is deactivated, the armor buff will remain on all affected units for 20 more seconds.
- Bonus armor is added after other armor increases (e.g. an Oberon with a maxed Steel Fiber and Intensify will have 150 × 2.1 + 200 × 1.3 = 575 armor).
ENERGY 50 KEY 3 | Snow Globe Frost deep freezes any vapor and moisture in the area, creating a protective sphere with brief invulnerability to boost its strength. | Strength:5x (armor multiplier) 3000 / 4000 / 4500 / 5000 (base health) ? / ? / ? / 150 (explosion damage) | |
Duration:N/A | |||
Range:5m radius | |||
Misc:1 / 2 / 3 / 4 s (invulnerability duration) 40% / 50% / 60% / 67% (slow) |
- Base health and armor multiplier are affected by Ability Strength.
- Snow Globe's health uses the following expression when accounting for Ability Strength:
Modified Health = (Base Health + 5 × Frost's Base Armor × Base Armor Bonus) × (1 + Ability Strength) + Absorbed Damage.- For example, with a maxed Steel Fiber and Intensify, rank-3 Snow Globe will have an initial health of
(5000 + 5 × 300 × 2.1) × (1 + 0.3) = 10,595 before converting absorbed damage.
- For example, with a maxed Steel Fiber and Intensify, rank-3 Snow Globe will have an initial health of
ENERGY 75 KEY 3 | Warding Halo Create a protective ring of fire, that also stuns and damage enemies who get too close. | Strength:701 / 868 / 1106 / 1437 (base health) 50 / 75 / 100 / 125 Slash (damage per second) 1.15x / 1.25x / 1.75x / 2.50x (armor multiplier) 2.5x (absorption multiplier) | |
Duration:N/A | |||
Range:1.25 / 1.5 / 1.75 / 2 m | |||
Misc:3 s (invulnerability duration) |
- Base health, armor multiplier, absorption multiplier and damage per second, are affected by Ability Strength.
- Warding Halo's health uses the following expression when accounting for Ability Strength:
Modified Health = (Base Health + Armor Multiplier × Nezha's Base Armor × (1 + Base Armor Bonus)) × (1 + Ability Strength) + Absorbed Damage.^{(More testing and confirmation needed)}- As an example, with a maxed Steel Fiber and Intensify, a rank-3 Warding Halo will have an initial health of (900 + 2.5 × 175 × 2.1) × 1.3 = 2,364.375 before absorbing damage.
ENERGY 100 KEY 4 | Rumblers Summon two elemental stone brawlers to the melee. Summoning petrifies enemies in close proximity to Atlas. When finished, Rumblers collapse into a pile of healing Rubble. | Strength:50 / 150 / 250 / 500 (armor) 500 / 750 / 1000 / 1250 (explosion damage) 500 / 750 / 1000 / 1200 (health) 800 / 1000 / 1400 / 2000 (melee damage) 200 / 250 / 350 / 500 (rock damage) | |
Duration:15 / 20 / 30 / 45 s (Rumbler duration) | |||
Range:3 / 4 / 5 / 6 m (stone radius) 3 / 4 / 5 / 6 m (explosion radius) 1 (speed multiplier) | |||
Misc:2 (number of Rumblers) 10 s (stone duration) 1 (Rubble dropped on death per Rumbler) ≤ 50 (Rubble health/armor given) |
- Rumbler armor uses the following expression when accounting for Ability Strength:
Modified Armor = Armor × (1 + Armor Mods + Ability Strength).- For example, with a maxed Steel Fiber and Intensify, rank-3 Rumblers will have a modified armor value of
500 × (1 + 1.1 + 0.3) = 1,200.
- For example, with a maxed Steel Fiber and Intensify, rank-3 Rumblers will have a modified armor value of
Enemy ArmorEdit
Enemy armor values are displayed under the codex and infobox, but scale to the enemy's level. Generally, only Grineer and boss enemies have armor, while the only Corpus and Infested units to possess armor are Bursa units, Oxium Osprey and the Juggernaut. When the enemy health bars are yellow, armor is in effect and damage will be reduced and cause it to flicker red.
Scaling of enemy armor values uses the following formula:
$ \text{Armor}=\text{Base Armor}(1+\frac{(\text{Current Level}-\text{Base Level})^{1.75}}{200}) $
- Base Armor: Base armor value for the enemy.
- Current Level: The level of your target enemy.
- Base Level: This is the initial level an enemy can spawn. This is important because certain enemy types, such as Heavy Grineer, will not spawn until certain levels (like level 8 for Heavy Gunners), so while they may be level 30, their armor has only scaled up 22 times.
As mentioned before, this formula causes high level Grineer (let's say up from level 50) to be very hard to kill, as you can see in the example of a level 108 Heavy Gunner:
$ 500(1+\frac{(108-8)^{1.75}}{200})=8405 $
$ \text{Damage Received}=\text{Attack Damage}\times (1-\text{Damage Reduction}) $ $ \text{Damage Received}=\text{Attack Damage}\times (1-0.9655) $ $ \text{Damage Received}=\text{Attack Damage}\times 0.0345 $
The resulting damage received by the Heavy Gunner is dramatically reduced to ~3.45% of the original damage.
Removing Enemy ArmorEdit
There are several effects which reduce enemy armor. If a target's armor is reduced to 0, it loses its armor type. As such, Corrosive damage inflicts significantly more damage to a weakly Ferrite-armored enemy than against one whose armor has ultimately been nullified, since apart from the armor mitigation, the +75% damage bonus is lost.
Corrosive Status ProcsEdit
- Main article: Corrosive Damage
Corrosive status effects remove 25% of a target's current armor amount, permanently (except in Duels and Conclave, where it only lasts 8 seconds against other Tenno). As a result, each successive proc on the target removes less armor than the previous hit. Even though the armor value should theoretically never hit 0 like this, it does get removed when armor is reduced to below 1, due to rounding.
ModsEdit
- Main article: Corrosive Projection
Corrosive Projection is an aura mod of polarity that persistently reduces the armor of all enemies in the mission by 30%. If multiple squad members equip Corrosive Projection, their effects stack additively: 2 auras reduce enemy armor by 60%, 3 auras reduce enemy armor by 90%, and 4 auras completely eliminate armor from every enemy spawned in the mission entirely. There is no benefit beyond redundancy to having 4 auras with Coaction Drift. However, only 3 Corrosive Projections are required for complete armor removal if there are 3 Coaction Drifts in the group.
- Main article: Shattering Impact
AbilitiesEdit
- Main article: Seeking Shuriken
This ability augment makes Shuriken find weaknesses in the target's armor, temporarily reducing its armor values by 70% for 8 seconds at max rank. The armor reduction is multiplicative on the target's total armor. Ability Strength increases this armor reduction percentage; at 143%, a Seeking Shuriken removes all armor from a foe.
$ \text{Net Armor}=\text{Total Armor}(1-0.70) $
As a multiplicative modifier, it does not stack additively with other armor reduction effects. Overlapping successive casts will stack its armor reduction effect multiplicatively. Casting 2 Shurikens will reduce an enemy's total armor to 9% of its original value, and Corrosive Projection will remove 30% of an enemy's total armor before Shuriken's effect, leaving 21% of the target's armor still functioning.
- Main article: Sonic Fracture
This ability augment makes Sonic Boom strain the targets' armor, temporarily reducing their armor values by 70% for 8 seconds.The armor reduction is multiplicative on the target's total armor. Ability Strength can increase this armor reduction percentage and this augment can strip all the armor off of an affected enemy if the Ability Strength is increased above 143%.
$ \text{Net Armor}=\text{Total Armor}(1-0.70) $
As a multiplicative modifier, it does not stack additively with other armor reduction effects (although with the ability to remove all the armor there is no need.) Overlapping successive casts will stack its armor reduction effect multiplicatively. Corrosive Projection will remove 30% of an enemy's total armor before Sonic Boom's effect, leaving 21% of the target's armor still functioning.
ENERGY 100 KEY 4 | Avalanche Summons a treacherous landslide of ice that instantly freezes and shatters all enemies in its radius. | Strength:25 / 30 / 35 / 40% (armor reduction) 800 / 1000 / 1200 / 1500 (initial damage) 100 / 200 / 300 / 400 (explosion damage) | |
Duration:5 / 6 / 7 / 8 s | |||
Range:8 / 10 / 12 / 15 m (freeze radius) 3 / 3.5 / 4 / 4.5 m (explosion radius) |
This ability freezes enemies and reduces their armor by 40% for the duration of the effect. The armor reduction is multiplicative on the target's total armor. Ability Strength increases this armor reduction percentage; at 250% Ability Strength, Avalanche can remove all armor from affected enemies.
$ \text{Net Armor}=\text{Total Armor}(1-0.40) $
As a multiplicative modifier, it does not stack additively with other armor reduction effects. Overlapping successive casts do not stack its armor reduction effect, but do refresh its duration. Corrosive Projection will remove 30% of an enemy's total armor before Avalanche's effect, leaving 42% of the target's armor still functioning.
- Main article: Corroding Barrage
At maximum rank this ability augment causes the explosions of Tempest Barrage projectiles to apply a guaranteed Corrosive status effect.
While it may only remove 25% of an enemy's current armor with each hit, it can stack quickly, especially with multiple casts on one location, and this form of armor removal is permanent, unlike most of the other abilities/augments listed here.
The ability can also be used to apply the effect to large groups, at any location within line-of-sight, up to a considerable range.
- Main article: Fracturing Crush
This ability augment makes Crush strain the targets' armor, temporarily reducing their armor values by 50% for 7 seconds. The armor reduction is multiplicative on the target's total armor. Ability Strength does not increase this armor reduction percentage.
$ \text{Net Armor}=\text{Total Armor}(1-0.50) $
As a multiplicative modifier, it does not stack additively with other armor reduction effects. Overlapping successive casts will stack its armor reduction effect multiplicatively. Corrosive Projection will remove 30% of an enemy's total armor before Crush's effect, leaving 35% of the target's armor still functioning.
ENERGY 75 KEY 2 | Terrify Casts fear into the hearts of nearby enemies, causing them to run away in terror. | Strength:7 / 12 / 15 / 20 (affected enemies) 5% / 10% / 15% / 20% (armor reduction) | |
Duration:10 / 15 / 20 / 25 s | |||
Range:5 / 10 / 12 / 15 m |
This ability causes affected enemies to flee and reduces their armor by 20% for the duration of the effect. The armor reduction is multiplicative on the target's total armor. Ability Strength increases this armor reduction percentage; at maximized strength, Terrify can remove 56.8% of armor from foes.
$ \text{Net Armor}=\text{Total Armor}(1-0.20) $
As a multiplicative modifier, it does not stack additively with other armor reduction effects. Overlapping successive casts will stack its armor reduction effect multiplicatively. Corrosive Projection will remove 30% of an enemy's total armor before Terrify's effect, leaving 56% of the target's armor still functioning.
ENERGY 100 KEY 4 | Reckoning Quickly lifts enemies into the air and then hurls them down with conviction. Enemies who succumb to this power have a chance to spawn a Health Sphere. | Strength:10% / 15% / 20% / 30% (armor reduction) 500 / 750 / 1000 / 1250 (damage) | |
Duration:1 / 2 / 3 / 4 s (blind) | |||
Range:2.5 / 3 / 3.5 / 4 m (blind radius) 8 / 10 / 12 / 15 m (cast radius) | |||
Misc:25% / 35% / 45% / 50% (health orb chance) |
This ability knockdowns affected enemies and if used along with Hallowed Ground, will permanently reduce their armor by 30%. The armor reduction is multiplicative on the target's total armor. Ability Strength increases this armor reduction percentage; at Maximized Ability Strength, Reckoning can remove 111.9% armor from affected enemies.
As a multiplicative modifier, it does not stack additively with other armor reduction effects. Overlapping successive casts will stack its armor reduction effect multiplicatively. Corrosive Projection will remove 30% of an enemy's total armor before Reckoning's effect, leaving 49% of the target's armor still functioning.
- Main article: Abating Link
This ability augment makes Link drain the targets' armor, temporarily reducing their armor values by 45% for the ability's duration. The armor reduction is multiplicative on the target's total armor. Ability Strength increases this armor reduction percentage; at 223%, Abating Link can remove all armor from a foe.
$ \text{Net Armor}=\text{Total Armor}(1-0.45) $
As a multiplicative modifier, it does not stack additively with other armor reduction effects. Corrosive Projection will remove 30% of an enemy's total armor before Link's effect, leaving 38.5% of the target's armor still functioning.FocusEdit
Using Void Dash through an enemy will reduce their armor by 10% / 20% / 30% / 40% / 50% / 75%. | 80,000 to unlock
120,000 / 162,426 / 240,000 / 340,454 / 459,411 |
For the Tenno who chose the School of Unairu, they will have access to Sundering Dash which allows reducing their enemies' armor.
See alsoEdit
Damage Mechanics | |
---|---|
Offense | Critical Hit • Damage • Enemy Body Parts • Multishot • Punch Through |
Defense | Armor • Health • Shield |
Damage Types | |
Physical | Impact • Puncture • Slash |
Elemental | Cold • Electricity • Heat • Toxin |
Combined | Blast • Corrosive • Gas • Magnetic • Radiation • Viral |
Unique | Tau • True • Void |