WARFRAME Wiki
WARFRAME Wiki
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{{UpdateMe|27.2}}
 
{{tocright}}
 
{{tocright}}
 
{{For|the [[Warframe Cosmetics|Warframe Cosmetic]]|Armor (Cosmetic)}}
 
{{For|the [[Warframe Cosmetics|Warframe Cosmetic]]|Armor (Cosmetic)}}
  +
<section begin=intro />
 
'''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.
 
'''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 [[proc]]s, turning those enemies' health bars back to red.
 
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 [[proc]]s, turning those enemies' health bars back to red.
   
In the current [[Damage]] system, health bars always have a ''health class'' ([[Damage/Flesh|flesh]], [[Damage/Cloned Flesh|cloned flesh]], etc.) which decrease or increase incoming damage depending on the damage type being inflicted ({{Icon|Proc|Toxin|text}}, {{Icon|Proc|Slash|text}}, etc.); armored entities have an additional class on their health called their ''armor class'' (either [[Damage/Ferrite Armor|ferrite]] or [[Damage/Alloy Armor|alloy]]) that further decreases or increases incoming damage. This additional class is removed if the armor is stripped.
+
In the current [[Damage]] system, health bars always have a ''health class'' ([[Damage/Flesh|flesh]], [[Damage/Cloned Flesh|cloned flesh]], etc.) which decrease or increase incoming damage depending on the damage type being inflicted ({{Icon|Proc|Slash|text}}, etc.); armored entities have an additional class on their health called their ''armor class'' (either [[Damage/Ferrite Armor|ferrite]] or [[Damage/Alloy Armor|alloy]]) that further decreases or increases incoming damage. This additional class is removed if the armor is stripped.
  +
<section end=intro />
 
 
{{clr}}
 
{{clr}}
   
 
==Effects==
 
==Effects==
<div style="width: 35%; float: right; " class="tabbertab-borderless">{{#tag:tabber|Ferrite Armor =
 
{{HealthClass|health type = Ferrite Armor|toxin = 25|puncture = 50|corrosive = 75|slash = -15|blast = -25|color = 30, 5%|width = 100%}}
 
{{!}}-{{!}}Alloy Armor =
 
{{HealthClass|health type = Alloy Armor|cold = 25|puncture = 15|radiation = 75|slash = -50|electricity = -50|magnetic = -50|color = 90, 5%|width = 100%}}}}</div>
 
 
When damage is inflicted to an armored target, there are two related calculations made.
 
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 on the ''damage type'', ''armor class'', and ''health class'' of the weapons and entities involved.
 
# The working armor value of the target is increased or decreased based on 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.
 
# Incoming damage is reduced by the type-modified armor value according to a damage reduction formula.
 
===Armor Class Modifiers===
 
 
:''See also: [[Damage#Damage Calculation|Damage Calculation]]''
 
:''See also: [[Damage#Damage Calculation|Damage Calculation]]''
There are two classes of armor, [[Ferrite Armor|Ferrite]] and [[Alloy Armor|Alloy]]. Both are strong against {{Icon|Proc|Slash|text}} damage and weak against {{Icon|Proc|Puncture|text}}. Ferrite armor is relatively common with low- and mid-level enemies such as [[Lancer]]s and [[Trooper]]s, 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 [[Bombard]]s, [[Napalm]], and bosses.
 
   
 
===Armor Types===
Damage type modifiers will affect the effectiveness of the target's armor value. They are given by the following equation:
 
  +
There are four armor types, three shield types, and nine health types&mdash;these 12 act differently from armor and are covered on [[Shields]] and [[Health]] pages. The four armor types are partitioned into four standard [[Factions]], the [[Corrupted]] faction borrows from these.
   
  +
{| border="1" style="text-align: center; border-collapse: collapse; background: #F4F4EE; "
<math>\text{Net Armor}=\text{Armor}(1-\text{Armor Class Modifiers})</math>
 
  +
|- style="background: #EDEDDD; "
  +
! width="15%" | Faction
  +
! colspan="3" width="100%" | Armor Types
  +
|-
  +
|{{Icon|Faction|Grineer|Text}}
  +
| [[Damage/Ferrite Armor|Ferrite Armor]]
  +
| [[Damage/Alloy Armor|Alloy Armor]]
  +
|-
  +
|{{Icon|Faction|Corpus|Text}}
  +
| colspan="2" |[[Damage/Alloy Armor|Alloy Armor]]
  +
|-
  +
|{{Icon|Faction|Infested|Text}}
  +
| colspan="2" |[[Damage/Infested Sinew|Infested Sinew]]
  +
|-
  +
|{{Icon|Faction|Corrupted|Text}}
  +
| colspan="2" | Corrupted units are copies from other factions; they have identical health to their originals.
  +
|-
  +
|{{Icon|Faction|Tenno|Text}}
  +
| colspan="2" | [[Damage/Tenno Armor|Tenno Armor]]
  +
|}
   
* '''Armor''' is your armor value before considering damage types.
 
* '''Armor Class Modifier''' can be found on the nearby charts.
 
   
 
<div class="tabbertab-borderless">{{#tag:tabber|
To illustrate, {{Icon|Proc|Slash|text}} damage against a target with [[Ferrite Armor|Ferrite Armor]] would effectively be mitigated by an additional 15% of the target's total armor (<math>\text{Net Armor}=\text{Armor}(1+.15)</math>). On the other hand, {{Icon|Proc|Puncture|text}} damage against a target with [[Ferrite Armor|Ferrite Armor]] would effectively ignore 50% of the target's total armor (<math>\text{Net Armor}=\text{Armor}(1-.5)</math>).
 
  +
{{!}}-{{!}}Ferrite Armor =
 
{{HealthClass|health type = Ferrite Armor|puncture = 50|corrosive = 75|slash = -15|blast = -25|color = 30, 5%|width = 100%}}
 
{{!}}-{{!}}Alloy Armor =
 
{{HealthClass|health type = Alloy Armor|cold = 25|puncture = 15|radiation = 75|slash = -50|electricity = -50|magnetic = -50|color = 180, 5%|width = 100%}}
  +
{{!}}-{{!}}Infested Sinew =
  +
{{HealthClass|health type = Infested Sinew|puncture = 25|cold = 25|blast = -50|radiation = 50|color = 90, 5%|width = 100%}}
  +
{{!}}-{{!}}Tenno Armor =
  +
{{HealthClass|health type = Tenno Armor|color = 0, 5%|width = 100%}}
  +
}}</div>
  +
''*Tenno Armor has no resistances or vulnerabilities''
   
 
Damage type modifiers will affect the effectiveness of the target's armor value. They are given by the following equation:
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. <!--Therefore, all put together, the formula for damage modification considering armor and damage types is:
 
   
 
<math>\text{Net Armor}=\text{Armor}(1-\text{Armor Class Modifiers})</math>
{{MathText|Net Damage {{eql}} Gross Damage {{mul}} (1 + Armor Type Modifier) {{mul}} (1 + Health Type Modifier) {{div}} (1 + Armor {{div}} 300 {{mul}} (1 {{min}} Armor Type Modifier))}}
 
   
 
*'''Armor''' is your armor value before considering damage types.
This part needs to be peer-reviewed avoid publishing until a sufficient derivation is provided and the LaTeX typeset is used for formatting--><!--At this point 8-13-2018, the formula has long been viewable in the Damage Calculation section of Damage 2.0. Calculations using the formula are accurate to a single digit, so it's time to make it more visible.-->
 
 
*'''Armor Class Modifier''' can be found on the nearby charts.
   
 
To illustrate, {{Icon|Proc|Slash|text}} damage against a target with [[Ferrite Armor|Ferrite Armor]] would effectively be mitigated by an additional 15% of the target's total armor (<math>\text{Net Armor}=\text{Armor}(1+.15)</math>). On the other hand, {{Icon|Proc|Puncture|text}} damage against a target with [[Ferrite Armor|Ferrite Armor]] would effectively ignore 50% of the target's total armor (<math>\text{Net Armor}=\text{Armor}(1-.5)</math>).
{{clr}}
 
  +
 
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 Formula===
 
===Damage Reduction Formula===
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==Increasing Armor==
 
==Increasing Armor==
 
===Mods===
 
===Mods===
<gallery hideaddbutton="true" bordersize="none" bordercolor="#FFFFFF">
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<gallery hideaddbutton="true" bordersize="none" bordercolor="#FFFFFF" position="center">
 
ArmoredAgilityNew.png
 
ArmoredAgilityNew.png
FocusedDefenseMod.png
 
 
HallowedReckoning.png
 
HallowedReckoning.png
 
HealthConversion.png
 
HealthConversion.png
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UmbralFiber.png
 
UmbralFiber.png
 
</gallery>
 
</gallery>
{{M|Steel Fiber}} and {{M|Armored Agility}} increase armor value when equipped along with {{M|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:
+
{{M|Steel Fiber}} and {{M|Armored Agility}} increase armor value when equipped. 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:
   
 
<math>\text{Total Armor}=\text{Base Armor}(1+\text{Mod Multiplier})</math>
 
<math>\text{Total Armor}=\text{Base Armor}(1+\text{Mod Multiplier})</math>
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<math>E=\frac{H}{1-\text{Damage Reduction}}=HR</math>
 
<math>E=\frac{H}{1-\text{Damage Reduction}}=HR</math>
 
   
 
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:
 
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:
   
 
<math>\Delta E = R \Delta H + H \Delta R</math>
 
<math>\Delta E = R \Delta H + H \Delta R</math>
  +
<br />
 
   
 
<math>\Delta E = (\frac{300+A}{300}) \Delta H + H \frac{\Delta A}{300}</math>
 
<math>\Delta E = (\frac{300+A}{300}) \Delta H + H \frac{\Delta A}{300}</math>
  +
<br />
   
 
<math>\Delta E = (\frac{300+A}{300}) \Delta H + \frac{H}{300}\Delta A</math>
 
  +
<br />
<math>\Delta E = (\frac{300+A}{300}) \Delta H + \frac{H}{300}\Delta A</math><br />
 
   
 
Now ignoring any increases in the nominal health (i.e. Δ''H''=0):
 
Now ignoring any increases in the nominal health (i.e. Δ''H''=0):
   
<math>\Delta E = \frac{H}{300}\Delta A</math><br />
+
<math>\Delta E = \frac{H}{300}\Delta A</math>
  +
<br />
   
 
Since ''H'' is a constant we end up with:
 
Since ''H'' is a constant we end up with:
   
<math>\Delta E \propto \Delta A</math><br />
+
<math>\Delta E \propto \Delta A</math>
  +
<br />
   
 
Where most algebraic simplification was omitted and to make the notation cleaner, we have set:
 
Where most algebraic simplification was omitted and to make the notation cleaner, we have set:
   
<math> R = \frac{1}{1-\text{Damage Reduction}}=\frac{300+A}{300}</math><br />
+
<math> R = \frac{1}{1-\text{Damage Reduction}}=\frac{300+A}{300}</math>
  +
<br />
   
 
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.
 
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.
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!In-Depth Analysis
 
!In-Depth Analysis
 
|-
 
|-
|Let us begin by redefining our variation in the arbitrary variable <math>X</math> as <math>\delta X</math>. This is purely due to convention and is just a "relabeling".
+
|Let us begin by redefining our variation in the arbitrary variable <math>X</math> as <math>\delta X</math>. This is purely due to convention and is just a "relabeling".
   
Given <math>E</math> as a function of <math>H</math> and <math>A</math> (written more compactly as <math>E(H,A)</math>) we need to find <math>\delta E (\delta H, \delta A)</math>.
+
Given <math>E</math> as a function of <math>H</math> and <math>A</math> (written more compactly as <math>E(H,A)</math>) we need to find <math>\delta E (\delta H, \delta A)</math>. Therefore, we carry on by considering the sum of <math>E</math> and its variation in terms of <math>H</math> and <math>A</math> with their respective variations and then isolating the variations
   
  +
<math>E = H\frac{300+A}{300}</math><br/>(Initial equation)
Therefore, we carry on by considering the sum of <math>E</math> and its variation in terms of <math>H</math> and <math>A</math> with their respective variations and then isolating the variations
 
   
<math>E = H\frac{300+A}{300}</math> (Initial equation)
+
<math>E + \delta E = (H + \delta H)\frac{300+(A+ \delta A)}{300}</math><br/>(Substituting in the variations)
   
<math>E + \delta E = (H + \delta H)\frac{300+(A+ \delta A)}{300}</math> (Substituting in the variations)
+
<math>E + \delta E = (H + \delta H)(\frac{300+A}{300}+\frac{\delta A}{300})</math><br/>(Expanding out the fraction)
   
<math>E + \delta E = (H + \delta H)(\frac{300+A}{300}+\frac{\delta A}{300})</math>
+
<math>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}</math><br/>
  +
(Simplifying)
   
<math>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}</math> (Simplifications)
+
<math>E + \delta E = E + \delta H \frac{300+A}{300} + H\frac{\delta A}{300} + \frac{\delta H\delta A}{300}</math><br/>(By definition of
  +
<math>E</math>)
   
<math>E + \delta E = E + \delta H \frac{300+A}{300} + H\frac{\delta A}{300} + \frac{\delta H\delta A}{300}</math> (By definition of <math>E</math>)
+
<math>\delta E = \delta H \frac{300+A}{300} + H\frac{\delta A}{300} + \frac{\delta H\delta A}{300}</math><br/>(Subtracting <math>E</math> from both sides)
   
  +
This equation is the variation equation we wanted; it is the same as the one obtained in the first analysis but with the extra correction term <math>(\delta H\delta A)/300</math>.
<math>\delta E = \delta H \frac{300+A}{300} + H\frac{\delta A}{300} + \frac{\delta H\delta A}{300}</math> (Subtracting <math>E</math> 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 <math>(\delta H\delta A)/300</math>. 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.
 
 
----
 
   
 
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.
 
|}
 
|}
   
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As shields are depleted while {{A|Vex Armor}} is active, {{WF|Chroma}}'s armor is increased by 350%. This is a total of 1250 before considering the effect of mods.
 
As shields are depleted while {{A|Vex Armor}} is active, {{WF|Chroma}}'s armor is increased by 350%. This is a total of 1250 before considering the effect of mods.
 
}}
 
}}
  +
{{!}}-{{!}}
  +
  +
Grendel=
  +
{{PassivesHeader|Grendel|true|NoAnchor=true}}
  +
Grendel gains additional armor for every enemy swallowed via {{A|Feast}}, but each enemy in his stomach drains '''1.5''' points of energy per second, which ramps up the longer they remain trapped. Once all his energy is drained, or {{A|Feast}}'s ability key is held, Grendel vomits out all stored enemies and loses his armor bonus.
  +
  +
While there is technically no limit to how many enemies Grendel can devour, and by extension how much bonus armor he can get, the amount of energy drained eventually becomes too much to manage even if Grendel is modded specifically for [[Ability Efficiency]] in mind.
  +
  +
 
{{!}}-{{!}}
 
{{!}}-{{!}}
   
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<gallery captionposition="below" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF" captionalign="center">
 
<gallery captionposition="below" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF" captionalign="center">
 
ArcaneGuardian.png|link=Arcane Guardian|{{Arcane|Arcane Guardian}}
 
ArcaneGuardian.png|link=Arcane Guardian|{{Arcane|Arcane Guardian}}
ArcaneTanker.png|link=Arcane Tanker|{{Arcane|Arcane Tanker}}
+
ArcaneDefault.png|link=Arcane Tanker|{{Arcane|Arcane Tanker}}
 
ArcaneUltimatum.png|link=Arcane Ultimatum|{{Arcane|Arcane Ultimatum}}
 
ArcaneUltimatum.png|link=Arcane Ultimatum|{{Arcane|Arcane Ultimatum}}
 
</gallery>
 
</gallery>
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==Warframe Armor and Effective Health==
 
==Warframe Armor and Effective Health==
Unlike health and shield, a Warframe's armor doesn't change as it advances from Rank 0 to Rank 30, with the exception of {{WF|Nidus}}. All Warframes have [[Damage/Ferrite Armor|Ferrite Armor]] and [[Damage/Flesh|Flesh]] health.
+
Unlike health and shield, a Warframe's armor doesn't change as it advances from Rank 0 to Rank 30, with the exception of {{WF|Nidus}}.
   
  +
{{#invoke:Warframes|getArmorChart}}
{{:Armor/Chart}}
 
 
<!-- If you need to change the chart (add/update warframes), go to the page named "Armor/Stats". -->
 
<!-- If you need to change the chart (add/update warframes), go to the page named "Armor/Stats". -->
   
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}}</div>
 
}}</div>
   
==Enemy Armor==
+
==Enemy Armor Scaling==
  +
{{Main|Enemy Level Scaling}}
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.
+
Enemy base 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. The formula enemy armor scales at is as follows:
  +
:<math>f_1(x) = 1 + 0.005(x - \text{Base Level})^{1.75}</math> (Original scaling pre-{{ver|27.2}})
  +
:&nbsp;
 
:<math>f_2(x) = 1 + 0.4(x - \text{Base Level})^{0.75}</math>
  +
:&nbsp;
  +
:<math>f_3(x) = min\left(1, \frac{max(x, 60 + \text{Base Level}) - (60 + \text{Base Level})}{20} \right)</math>
  +
:&nbsp;
   
  +
:<math>\begin{align}\text{Armor Multiplier} = 1 + (f_1(\text{Current Level}) - 1)\times(1 - f_3(\text{Current Level}))\\+ (f_2(\text{Current Level}) - 1)\times f_3(\text{Current Level})\end{align}</math>
Scaling of enemy armor values uses the following formula:
 
  +
::Where the Armor Multiplier is the value that multiplies an enemy's base armor to its current armor.
  +
[[File:ArmorScaling.png|center|thumb|660px|Current armor scaling compared to previous scaling at Base Level = 1.]]
   
  +
So the amount of damage an enemy will receive will be:
 
:<math>\text{Damage Received} = \frac{300}{\text{Base Armor}\times\text{Armor Multiplier} + 300}</math>
   
  +
[[File:DRScaling.png|thumb|center|660px|Current damage reduction scaling compared to previous scaling at Base Level = 1.]]
<math>\text{Armor}=\text{Base Armor}(1+\frac{(\text{Current Level}-\text{Base Level})^{1.75}}{200})</math>
 
   
 
===Removing Enemy Armor===
*'''Base Armor:''' Base armor value for the enemy.
 
 
There are several effects that reduce enemy armor. If a target's armor is reduced to 0, it loses its armor type. As such, {{Icon|Proc|Corrosive|text}} 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.
*'''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 Gunner]]s), so while they may be level 30, their armor has only scaled up 22 times.
 
   
  +
====Heat Status Procs====
[[File:HeavyGunnerArmor.png|thumb|center|800px|This graph shows the amount of armor and received damage for a [[Heavy Gunner|Grineer Heavy Gunner]] up to Level 128.]]
 
  +
{{Main|Heat Damage}}
{{clr}}
 
  +
{{Icon|Proc|Heat|Text}} status effects remove 50% of a target's current armor amount temporarily, for the duration of the status effect.
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:
 
 
<math>500(1+\frac{(108-8)^{1.75}}{200})=8405</math>
 
 
<math>\text{Damage Received}=\text{Attack Damage}\times (1-\text{Damage Reduction})</math>
 
<math>\text{Damage Received}=\text{Attack Damage}\times (1-0.9655)</math>
 
<math>\text{Damage Received}=\text{Attack Damage}\times 0.0345</math>
 
 
The resulting damage received by the Heavy Gunner is dramatically reduced to ''~3.45%'' of the original damage.
 
 
===Removing Enemy Armor===
 
There are several effects which reduce enemy armor. If a target's armor is reduced to 0, it loses its armor type. As such, {{Icon|Proc|Corrosive|text}} 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 Procs====
 
====Corrosive Status Procs====
 
{{Main|Corrosive Damage}}
 
{{Main|Corrosive Damage}}
{{Icon|Proc|Corrosive|text}} status effects remove 25% of a target's current armor amount, permanently (except in [[Duel]]s 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.
+
{{Icon|Proc|Corrosive|text}} status effects remove 26% of a target's armor amount for 8 seconds. This stacks up to 10 times, with each subsequent proc removing 6% armor for a total of 80%.
   
 
====Mods====
 
====Mods====
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Corrosive Projection = [[File:CorrosiveProjectionModU145.png|150px|right]]
 
Corrosive Projection = [[File:CorrosiveProjectionModU145.png|150px|right]]
 
{{Main|Corrosive Projection}}
 
{{Main|Corrosive Projection}}
  +
{{M|Corrosive Projection}} can be stacked with other teammates to reduce armor by up to 72%. Each mod decreases enemy armor by 18%.
'''Corrosive Projection''' is an [[aura]] mod of {{Icon|Pol|Naramon}} 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 {{M|Coaction Drift}}<!--, in the case of [[Trial]] missions with more than 4 cell members-->. However, only 3 Corrosive Projections are required for complete armor removal if there are 3 {{M|Coaction Drift}}s in the group.
 
 
{{!}}-{{!}}
 
{{!}}-{{!}}
   
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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.{{clr}}
 
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.{{clr}}
  +
  +
{{!}}-{{!}}
  +
  +
Grendel = {{:Feast|cardonly}}
  +
Enemies swallowed by this ability are stored in Grendel's stomach and lose '''5%''' of their armor every second they remain swallowed, but each enemy in his stomach drains '''1.5''' points of Grendel's energy per second, ramping up the longer they remain ingested. [[Ability Strength]] increases armor reduction percentage.
  +
  +
{{!}}-{{!}}
  +
  +
  +
  +
  +
   
 
{{!}}-{{!}}
 
{{!}}-{{!}}
Line 434: Line 481:
 
Hildryn = {{:Pillage|cardonly}}
 
Hildryn = {{:Pillage|cardonly}}
   
This ability releases a pulse that removes shield and armor by '''25%''' to all enemies hit by the pulse. [[Ability Strength]] increases debuff percentage.
+
This ability releases a pulse that removes shields and armor by '''25%''' to all enemies hit by the pulse. [[Ability Strength]] increases debuff percentage. If the affected enemy has both shield and armor, shield is removed first.
   
 
{{!}}-{{!}}
 
{{!}}-{{!}}
Line 447: Line 494:
 
At maximum rank this ability augment causes the explosions of {{A|Tempest Barrage}} projectiles to apply a guaranteed Corrosive status effect.
 
At maximum rank this ability augment causes the explosions of {{A|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.
+
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.
   
 
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.
 
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.
Line 519: Line 566:
   
   
Vauban = {{:Minelayer|cardonly}}
+
Vauban = {{:Bastille|cardonly}}
  +
Enemies suspended by {{A|Bastille}} will be stripped of their armor at a rate of 10% per second.
Upon contact with a surface or entity, the {{A|Minelayer}} Shred grenade falls to the ground then deploys into an armed explosive landmine that last for five minutes. When an enemy is in close proximity, the landmine explodes dealing '''200 / 400''' {{Icon|Proc|Blast|text}} damage to all enemies in a '''4 / 6''' meter radius. Affected enemies are blown away in a ragdoll state and have their armor reduced by '''30% / 40%''' for '''4''' seconds.
 
 
Even at 99% armor reduction (higher values can be achieved) and with {{M|Corrosive Projection}}, enemies will still have armor.
 
 
{{clr}}
 
{{clr}}
   
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*[[Health]]
 
*[[Health]]
   
{{Ver/Lu|25.7.8}}
+
{{Ver/Lu|26}}
   
 
{{DamageNav}}
 
{{DamageNav}}

Revision as of 14:39, 22 June 2020

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27.2
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 current Damage 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 (Script error: The function "Proc" does not exist., 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.

Effects

When damage is inflicted to an armored target, there are two related calculations made.

  1. The working armor value of the target is increased or decreased based on the damage type, armor class, and health class of the weapons and entities involved.
  2. Incoming damage is reduced by the type-modified armor value according to a damage reduction formula.
See also: Damage Calculation

Armor Types

There are four armor types, three shield types, and nine health types—these 12 act differently from armor and are covered on Shields and Health pages. The four armor types are partitioned into four standard Factions, the Corrupted faction borrows from these.

Faction Armor Types
Script error: The function "Faction" does not exist. Ferrite Armor Alloy Armor
Script error: The function "Faction" does not exist. Alloy Armor
Script error: The function "Faction" does not exist. Infested Sinew
Script error: The function "Faction" does not exist. Corrupted units are copies from other factions; they have identical health to their originals.
Script error: The function "Faction" does not exist. Tenno Armor


*Tenno Armor has no resistances or vulnerabilities

Damage type modifiers will affect the effectiveness of the target's armor value. They are given by the following equation:

  • Armor is your armor value before considering damage types.
  • Armor Class Modifier can be found on the nearby charts.

To illustrate, Script error: The function "Proc" does not exist. damage against a target with Ferrite Armor would effectively be mitigated by an additional 15% of the target's total armor (). On the other hand, Script error: The function "Proc" does not exist. damage against a target with Ferrite Armor would effectively ignore 50% of the target's total armor ().

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 Formula

RDI

The damage reduction from armor is as follows:

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 = 6.6644%) of a weapon's outgoing damage. At 900 armor, inflicted damage is only 25% (reduction 900 ÷ 1200 = 75%), and so on.

Effective Health

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.

REH

An alternative way to think of armor transforms the above equation to the following:

  • 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:


Example 1: If you have 1000 Nominal Health, 100 armor, and are being attacked with only impact damage, your Effective Health would be:

Or


Example 2: If you have 1000 Nominal Health, 600 armor, and are being attacked with only impact damage, your Effective Health would be:

Or

Increasing Armor

Mods

Mod TT 20px Steel Fiber and Mod TT 20px Armored Agility increase armor value when equipped. 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:

  • 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:

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:




Now ignoring any increases in the nominal health (i.e. ΔH=0):


Since H is a constant we end up with:


Where most algebraic simplification was omitted and to make the notation cleaner, we have set:


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 as . This is purely due to convention and is just a "relabeling".

Given as a function of and (written more compactly as ) we need to find . Therefore, we carry on by considering the sum of and its variation in terms of and with their respective variations and then isolating the variations


(Initial equation)


(Substituting in the variations)


(Expanding out the fraction)


(Simplifying)


(By definition of )


(Subtracting from both sides)

This equation is the variation equation we wanted; it is the same as the one obtained in the first analysis but with the extra correction term .

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 Mod TT 20px 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.

Mod TT 20px Metal Fiber is the equivalent mod for Sentinels and MOAs, while Kavats and Kubrows can increase armor via "Link Armor" wasn't found in Module:Mods/data, 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.

Abilities

PetrifyModx256 Petrify130xWhite
3
EnergyOrb75
Petrify

Atlas' hardened gaze will fossilize foes, heal Rumblers, and create Petrified Bulwarks. When shattered, petrified enemies drop healing Rubble for Atlas.


Introduced in Update 17.5 (2015-10-01)

AbilityStrengthBuff Strength:100% (Rumbler heal)
AbilityDurationBuff Duration:5 / 10 / 15 / 20 s
AbilityRangeBuff Range:10 / 11 / 12 / 14 m (cone length)

Misc: 60° (FOV)
+50% (damage type modifier)
1 (Rubble dropped per enemy)

Subsumable to Helminth
Expand/Collapse


RumblersModx256 Rumblers130xWhite
4
EnergyOrb100
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.


Introduced in Update 17.5 (2015-10-01)

AbilityStrengthBuff Strength:50 / 150 / 250 / 500 (armor)
500 / 750 / 1000 / 1250 (DmgBlastSmall64 Blast damage)
500 / 750 / 1000 / 1200 (health)
800 / 1000 / 1400 / 2000 (melee DmgImpactSmall64 Impact damage)
200 / 250 / 350 / 500 (rock DmgImpactSmall64 Impact damage)
AbilityDurationBuff Duration:15 / 20 / 30 / 45 s (Rumbler duration)
AbilityRangeBuff Range:3 / 4 / 5 / 6 m (stone radius)
3 / 4 / 5 / 6 m (DmgBlastSmall64 Blast radius)
1 (speed multiplier)

Misc: 2 (number of Rumblers)
10 s (stone duration)
0.5 to 1.5 m/s (min-max speeds)
1 (Rubble dropped on death per Rumbler)
≤ 50 (Rubble health/armor given)

Expand/Collapse
When killed, petrified enemies and AtlasIcon272 Atlas' Rumblers drop a resource called Rubble that grants AtlasIcon272 Atlas bonus armor if he is at full health. Bonus armor caps at 1,500 points. This bonus armor decays over time at a rate of 5 armor points per second.

ElementalWardModx256 ElementalWard130xWhite
2
EnergyOrb50
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.


Introduced in Update 16.0 (2015-03-19)

AbilityStrengthBuff Strength:1.5x / 2x / 2.5x / 3x (damage multiplier)

25% / 75% / 100% / 150% (armor boost)
10% / 15% / 20% / 25% (status chance)

AbilityDurationBuff Duration:10 / 15 / 20 / 25 s
AbilityRangeBuff Range:6 / 8 / 10 / 12 m
Subsumable to Helminth
Expand/Collapse

VexArmorModx256 VexArmor130xWhite
3
EnergyOrb75
Vex Armor

Chroma fortifies squad Armor when his Shields are damaged or he kills an enemy with a melee weapon. He increases squad Weapon Damage when he loses Health or kills an enemy with a ranged weapon, double the effect on weak point kills.


Introduced in Update 16.0 (2015-03-19)

AbilityStrengthBuff Strength:0.5 / 0.625 / 0.75 / 0.875 %/SP (Scorn armor bonus per shield point lost)
? / ? / ? / 15% (Scorn armor bonus per melee weapon kill)
200 / 250 / 300 / 350 % (Scorn max armor bonus)
2 / 2.25 / 2.5 / 2.75 %/HP (Fury damage bonus per health point lost)
? / ? / ? / 15% (Fury damage bonus per ranged weapon kill)
200 / 225 / 250 / 275 % (Fury max damage bonus)
AbilityDurationBuff Duration:10 / 15 / 20 / 25 s
AbilityRangeBuff Range:8 / 10 / 15 / 18 m
Expand/Collapse


As shields are depleted while VexArmor130xWhite Vex Armor is active, ChromaIcon272 Chroma's armor is increased by 350%. This is a total of 1250 before considering the effect of mods.

Edit

Grendel's Passive

Grendel gains additional armor for every enemy swallowed via Feast130xWhite Feast, but each enemy in his stomach drains 1.5 points of energy per second, which ramps up the longer they remain trapped. Once all his energy is drained, or Feast130xWhite Feast's ability key is held, Grendel vomits out all stored enemies and loses his armor bonus.

While there is technically no limit to how many enemies Grendel can devour, and by extension how much bonus armor he can get, the amount of energy drained eventually becomes too much to manage even if Grendel is modded specifically for Ability Efficiency in mind.

ScarabSwarmModx256 ScarabSwarm130xWhite
4
EnergyOrb100
Scarab Swarm

Summon a Scarab Swarm to attack enemies with guaranteed Corrosion Status. Damage scales with Inaros' Health. Enemies killed while immersed in the swarm summon a Swarm Kavat that fights alongside Inaros and guides the scarabs to other enemies.


Introduced in Update 18.5 (2016-03-04)

AbilityStrengthBuff Strength:N/A
AbilityDurationBuff Duration:6 / 10 / 12 / 15 s (swarm duration)
AbilityRangeBuff Range:20 / 22 / 25 / 30 m (cast range)
? / ? / ? / 12 m (spread range)

Misc: ? number of swarms
? / ? / ? / 241 (DmgCorrosiveSmall64 Corrosive damage/sec)
10% (bonus damage from max health)
DmgCorrosiveSmall64 Corrosive status per tick
0.5 s damage tick interval
? s swarm spread interval
100% (spread remaining duration)
3 (Swarm Kavat limit)
? s Swarm Kavat lifespan

Expand/Collapse
Indefinitely increases InarosIcon272 Inaros' armor by up to 100%. This bonus is additive to armor mods and not affected by Ability Strength.


RenewalModx256 Renewal130xWhite
3
EnergyOrb25
+2/s
+3/s/target
Renewal

Healing waves of energy flow outward from Oberon to his allies, regenerating health over time.


Introduced in Update 11.5 (2013-12-19)

AbilityStrengthBuff 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)
AbilityDurationBuff Duration:20% / 25% / 35% / 45% (bleedout slow)
20 s (buff)
AbilityRangeBuff Range:10 / 15 / 20 / 25 m
Expand/Collapse

If Oberon or any allies affected by Renewal stands on or moves onto his HallowedGround130xWhite 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 Mod TT 20px Steel Fiber and Mod TT 20px Intensify under the effect of the Iron Renewal buff has armor equaling:



MetronomeModx256 MetronomeIcon
3
EnergyOrb75
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.


Introduced in Update 20.0 (2017-03-24)

AbilityStrengthBuff Strength:10 / 15 / 20 / 35 % (armor bonus)

10 / 15 / 20 / 30 % (speed bonus)
12 / 20 / 25 / 30 % (multishot bonus)
20 / 25 / 25 / 30 % (melee damage bonus)

AbilityDurationBuff Duration:8 / 12 / 16 / 20 s (ability duration)

5 / 8 / 12 / 15 s (buff duration)

AbilityRangeBuff Range:6 / 8 / 10 / 12 m
Expand/Collapse

WarcryModx256 Warcry130xWhite
2
EnergyOrb75
Warcry

Valkyr lets out a rallying cry that bolsters her allies melee speed while slowing down nearby enemies.


Introduced in Update 11.0 (2013-11-20)

AbilityStrengthBuff Strength:15 / 20 / 25 / 50 % (speed buff)
25 / 35 / 45 / 50 % (armor buff)
15 / 20 / 25 / 30 % (slow)
AbilityDurationBuff Duration:7 / 10 / 12 / 15 s
AbilityRangeBuff Range:15 / 20 / 22 / 25 m

Misc: 75 % (slow cap)

Subsumable to Helminth
Expand/Collapse

Valkyr's Warcry130xWhite Warcry (2 ) increases the armor of all friendly units within range by 50%, or up to 142% with maximized Ability Strength. This bonus is calculated additively with other base armor multipliers, such as Steel Fiber. A Valkyr with a max rank Steel Fiber and unmodified Ability Strength increases her armor according to the following equation:



DefyModx256 Defy130xWhite
3
EnergyOrb50
Defy

Wukong and his twin become invulnerable and defy enemies to attack. All damage is captured, stored, and dealt back in a single furious strike of Wukong's staff. Bonus Armor is then granted relative to the damage captured.


Introduced in Update 17.12 (2015-11-25)

AbilityStrengthBuff Strength:? / ? / ? / 250 (minimum damage)
4 / 5 / 6 / 7.5 x (damage multiplier)
0.8 / 1 / 1.2 / 1.5 x (armor multiplier)
AbilityDurationBuff Duration:2 s (invulnerability duration)
15 / 18 / 20 / 25 s (armor duration)
AbilityRangeBuff Range:7 / 8 / 10 / 12 m (staff swing radius)

Misc: -50 % (move speed penalty)
100 % (status cleanse on spin)
50 AP (min. armor bonus)
1,500 AP (armor bonus cap)

Subsumable to Helminth
Expand/Collapse
WukongIcon272 Wukong gains an armor bonus based on how much damage he absorbs. Minimum armor bonus is 50 while the maximum is 1,500.

HallowedReckoning
Main article: Hallowed Reckoning
Oberon's Reckoning130xWhite Reckoning (4 ) can be modified with the Mod TT 20px Hallowed Reckoning ability augment, which increases armor by a fixed value of 250 at max rank. Because this is a fixed value and not a percentage, it provides a greater protection to frames with minimal armor.

IroncladCharge
Main article: Ironclad Charge

Rhino's RhinoCharge130xWhite Rhino Charge (1 ) can be modified with the Mod TT 20px 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:



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.


Arcanes

Armor bonus from Arcanes stack additively after mods:


Warframe Armor and Effective Health

Unlike health and shield, a Warframe's armor doesn't change as it advances from Rank 0 to Rank 30, with the exception of NidusIcon272 Nidus.

Armor Damage Reduction EHP Warframe(s)
90 23% 1.3x Stalker Stalker
105 26% 1.4x AshIcon272 Ash, BansheeIcon272 Banshee, GyreIcon272 Gyre, IvaraIcon272 Ivara, LimboIcon272 Limbo, LokiIcon272 Loki, MagIcon272 Mag, MesaIcon272 Mesa, MirageIcon272 Mirage, NekrosIcon272 Nekros, NovaIcon272 Nova, NyxIcon272 Nyx, TitaniaIcon272 Titania, TrinityIcon272 Trinity, VoltIcon272 Volt, YareliIcon272 Yareli, ZephyrIcon272 Zephyr
125 29% 1.4x DagathIcon272 Dagath
135 31% 1.5x Banshee PrimeIcon272 Banshee Prime, EmberIcon272 Ember, EquinoxIcon272 Equinox, Ivara PrimeIcon272 Ivara Prime, Limbo PrimeIcon272 Limbo Prime, Loki PrimeIcon272 Loki Prime, Mag PrimeIcon272 Mag Prime, MesaPrimeIcon272 Mesa Prime, Nekros PrimeIcon272 Nekros Prime, Nova PrimeIcon272 Nova Prime, Nyx PrimeIcon272 Nyx Prime, ProteaIcon272 Protea, RevenantIcon272 Revenant, RevenantPrimeIcon272 Revenant Prime, TitaniaPrimeIcon272 Titania Prime, Trinity PrimeIcon272 Trinity Prime, Volt PrimeIcon272 Volt Prime, Zephyr PrimeIcon272 Zephyr Prime
145 33% 1.5x DanteIcon272 Dante
146 33% 1.5x XakuIcon272 Xaku
160 35% 1.5x Ember PrimeIcon272 Ember Prime, EquinoxPrimeIcon Equinox Prime, GaraIcon272 Gara, OctaviaIcon272 Octavia, OctaviaPrimeIcon64 Octavia Prime, SevagothIcon272 Sevagoth, VaubanIcon272 Vauban
185 38% 1.6x Ash PrimeIcon272 Ash Prime, BaruukIcon272 Baruuk, GaussIcon272 Gauss, GaussPrimeIcon272 Gauss Prime, HarrowIcon272 Harrow, HarrowPrimeIcon Harrow Prime, Mirage PrimeIcon272 Mirage Prime, OberonIcon272 Oberon, WispIcon272 Wisp
200 40% 1.7x GaraPrimeIcon Gara Prime, NezhaIcon272 Nezha, VorunaIcon272 Voruna
210 41% 1.7x Vauban PrimeIcon272 Vauban Prime, WispPrimeIcon272 Wisp Prime
240 44% 1.8x BaruukPrimeIcon272 Baruuk Prime, ExcaliburIcon272 Excalibur, HydroidIcon272 Hydroid, InarosIcon272 Inaros, InarosPrimeIcon272 Inaros Prime, Oberon PrimeIcon272 Oberon Prime, RhinoIcon272 Rhino, SarynIcon272 Saryn
250 45% 1.8x Excalibur UmbraIcon272 Excalibur Umbra Prime
265 47% 1.9x CitrineIcon272 Citrine, NezhaPrimeIcon272 Nezha Prime, StyanaxIcon272 Styanax, WukongIcon272 Wukong
290 49% 2x CalibanIcon Caliban, Hydroid PrimeIcon272 Hydroid Prime, KhoraIcon272 Khora, Rhino PrimeIcon272 Rhino Prime, Wukong PrimeIcon272 Wukong Prime
315 51% 2.1x Excalibur PrimeIcon272 Excalibur Prime, Excalibur UmbraIcon272 Excalibur Umbra, FrostIcon272 Frost, Frost PrimeIcon272 Frost Prime, GarudaIcon272 Garuda, HildrynIcon272 Hildryn, HildrynPrimeIcon272 Hildryn Prime, Saryn PrimeIcon272 Saryn Prime
345 53% 2.2x KhoraPrimeIcon272 Khora Prime
350 54% 2.2x NidusIcon272 Nidus (Unranked)
370 55% 2.2x ChromaIcon272 Chroma, GrendelIcon272 Grendel
400 57% 2.3x GrendelPrimeIcon272 Grendel Prime
420 58% 2.4x GarudaPrimeIcon Garuda Prime
425 59% 2.4x NidusPrimeIcon272 Nidus Prime (Unranked)
450 60% 2.5x Chroma PrimeIcon272 Chroma Prime, NidusIcon272 Nidus (Max Rank)
475 61% 2.6x AtlasIcon272 Atlas, SevagothShadow-Arsenal Sevagoth's Shadow
500 63% 2.7x Atlas PrimeIcon272 Atlas Prime
525 64% 2.7x NidusPrimeIcon272 Nidus Prime (Max Rank)
550 65% 2.8x KullervoIcon272 Kullervo (Unranked)
575 66% 2.9x LavosIcon272 Lavos (Unranked)
630 68% 3.1x ValkyrIcon272 Valkyr
650 68% 3.2x KullervoIcon272 Kullervo (Max Rank)
675 69% 3.2x LavosIcon272 Lavos (Max Rank)
735 71% 3.5x Valkyr PrimeIcon272 Valkyr Prime
875 74% 3.9x QorvexIcon272 Qorvex

Armor Calculator

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Abilities Benefiting from Armor

Some abilities have values which are increased by the armor of the Warframe casting them. These are outlined below:

IronSkinModx256 IronSkin130xWhite
2
EnergyOrb50
Iron Skin

Rhino hardens his skin, insulating himself from all damage.


Introduced in Vanilla (2012-10-25)

AbilityStrengthBuff Strength:400 / 600 / 800 / 1200 (base health)
? / 1.25 / 1.75 / 2.50x (armor multiplier)
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:N/A

Misc: 1.5 / 2 / 3 / 3 s (invulnerability duration)

Expand/Collapse
  • 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 Mod TT 20px Steel Fiber and Mod TT 20px 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.

SnowGlobeModx256 SnowGlobe130xWhite
3
EnergyOrb50
Snow Globe

Frost deep freezes any vapor and moisture in the area, creating a protective sphere with brief invulnerability to boost its strength.


Introduced in Update 6.0 (2013-01-29)

AbilityStrengthBuff Strength:5x (armor multiplier)
1500 / 2500 / 3000 / 3500 (base health)
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:5m (radius)

Misc: 1 / 2 / 3 / 4 s (invulnerability duration)
3s (frozen duration)
40% / 50% / 60% / 67% (slow)
4 (globe limit)
1,000,000 (health cap)

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  • 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 Mod TT 20px Steel Fiber and Mod TT 20px 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.

WardingHaloModx256 WardingHalo130xWhite
3
EnergyOrb75
Warding Halo

Create a protective ring of fire that also stuns and damage enemies who get too close.


Introduced in Update 18.1 (2015-12-16)

AbilityStrengthBuff Strength:500 / 650 / 800 / 1000 (base health)
50 / 75 / 100 / 125 (DmgSlashSmall64 Slash damage per second)
1.15x / 1.25x / 1.75x / 2.50x (armor multiplier)
2.5x (absorption multiplier)
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:1.25 / 1.5 / 1.75 / 2 m

Misc: 3 s (invulnerability duration on cast)
90% (damage redirection)
1 s (invulnerability duration on break)

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  • 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 Mod TT 20px Steel Fiber and Mod TT 20px 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.

TectonicsModx256 Tectonics130xWhite
2
EnergyOrb50
Tectonics

Summon a rock-wall, activate again to send the rocks crashing towards the enemy.


Introduced in Update 17.5 (2015-10-01)

AbilityStrengthBuff Strength:2850 / 3150 / 3450 / 3750 (base health)
1 x (health multiplier to DmgSlashSmall64 Slash damage)
250 / 300 / 350 / 500 (explosion DmgPunctureSmall64 Puncture damage)
150 / 300 / 450 / 600 (roll DmgImpactSmall64 Impact damage)
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:3 / 3 / 4 / 5 m (explosion radius)

Misc: 5 x (armor multiplier)
1 / 2 / 3 / 4 s (invulnerability duration)
? m (shrapnel damage radius)
1 (max bulwarks active)
15 m (roll distance)
200 % (petrified rolling speed)
30 m (petrified roll distance)
200 % (petrified damage bonus)

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  • The bulwark's health uses the following expression when accounting for Ability Strength:
    Modified Health = (Base Health + 5 × (Atlas' Base Armor × (1 + Armor Mods)) × (1 + Strength Mods) + Additive Armor) + Absorbed Damage.
    • For example, with a maxed Mod TT 20px Steel Fiber and Mod TT 20px Intensify, rank-3 Tectonics will produce a bulwark with an initial health of
      (3750 + 5 × 450 × 2.1) × (1 + 0.3) = 11,017.5 before converting absorbed damage.

RumblersModx256 Rumblers130xWhite
4
EnergyOrb100
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.


Introduced in Update 17.5 (2015-10-01)

AbilityStrengthBuff Strength:50 / 150 / 250 / 500 (armor)
500 / 750 / 1000 / 1250 (DmgBlastSmall64 Blast damage)
500 / 750 / 1000 / 1200 (health)
800 / 1000 / 1400 / 2000 (melee DmgImpactSmall64 Impact damage)
200 / 250 / 350 / 500 (rock DmgImpactSmall64 Impact damage)
AbilityDurationBuff Duration:15 / 20 / 30 / 45 s (Rumbler duration)
AbilityRangeBuff Range:3 / 4 / 5 / 6 m (stone radius)
3 / 4 / 5 / 6 m (DmgBlastSmall64 Blast radius)
1 (speed multiplier)

Misc: 2 (number of Rumblers)
10 s (stone duration)
0.5 to 1.5 m/s (min-max speeds)
1 (Rubble dropped on death per Rumbler)
≤ 50 (Rubble health/armor given)

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  • Rumbler armor uses the following expression when accounting for Ability Strength:
    Modified Armor = Armor × (1 + Armor Mods + Ability Strength).
    • For example, with a maxed Mod TT 20px Steel Fiber and Mod TT 20px Intensify, rank-3 Rumblers will have a modified armor value of
      500 × (1 + 1.1 + 0.3) = 1,200.

MassVitrifyModx256 MassVitrify130xWhite
4
EnergyOrb75
+3-5/s
Mass Vitrify

Create an expanding ring of molten glass that slowly crystallizes enemies who enter. When the expansion is complete, the ring hardens to block weapons fire. The ring draws extra strength from the health and shields of crystallized enemies. Use Shattered Lash to smash the ring and send razor-sharp glass flying outward.


Introduced in Update 22.0 (2017-10-12)

AbilityStrengthBuff Strength:20% / 30% / 40% / 50% (Damage Vulnerability)
500 / 750 / 1000 / 1600 (ring segment base health)
500 / 600 / 700 / 800 (segment explosion damage)
5x (armor multiplier)
AbilityDurationBuff Duration:2 / 2.25 / 2.75 / 3 s (expansion time)
10 / 12 / 14 / 16 s (effect duration)
AbilityRangeBuff Range:2 m (ring initial radius)
3 m/s (ring expansion rate)
8 / 8.75 / 10.25 / 11 m (ring max radius)
8 / 10 / 12 / 15 m (explosion range)

Misc: 3 m (ring initial height)
12 m (ring max height)
3 s (crystallization time)
12 (ring segments)

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  • Barrier segment base health and segment explosion damage are affected by Ability Strength, while crystallize converted health is affected by both Ability Strength and Armor mods such as Mod TT 20px Steel Fiber equipped on Gara.
    • Barrier segment health uses the following expression:
      Modified Health = (Base Health + (5 × Base Armor × (1 + Armor Mods))) × (1 + Strength Mods)
    • With a maxed Mod TT 20px Steel Fiber and Mod TT 20px Intensify a wall segment would have
      [2225 + (5 × 125 × (1 + 1.1))] × (1 + 0.3) = 4,598.75 Health before accounting for converted health from crystallized enemies (values resulting from intermediate calculations are rounded down to the nearest whole number).

Enemy Armor Scaling

Main article: Enemy Level Scaling

Enemy base 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. The formula enemy armor scales at is as follows:

(Original scaling pre-Update 27.2 (2020-03-05))
 
 
 
Where the Armor Multiplier is the value that multiplies an enemy's base armor to its current armor.
ArmorScaling

Current armor scaling compared to previous scaling at Base Level = 1.

So the amount of damage an enemy will receive will be:

DRScaling

Current damage reduction scaling compared to previous scaling at Base Level = 1.

Removing Enemy Armor

There are several effects that reduce enemy armor. If a target's armor is reduced to 0, it loses its armor type. As such, Script error: The function "Proc" does not exist. 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.

Heat Status Procs

Main article: Heat Damage

Script error: The function "Proc" does not exist. status effects remove 50% of a target's current armor amount temporarily, for the duration of the status effect.

Corrosive Status Procs

Main article: Corrosive Damage

Script error: The function "Proc" does not exist. status effects remove 26% of a target's armor amount for 8 seconds. This stacks up to 10 times, with each subsequent proc removing 6% armor for a total of 80%.

Mods

Main article: Corrosive Projection
Mod TT 20px Corrosive Projection can be stacked with other teammates to reduce armor by up to 72%. Each mod decreases enemy armor by 18%.

ShatteringImpactMod
Main article: Shattering Impact
Shattering Impact can be installed onto melee weapons to make melee strikes remove enemy base armor. At maximum rank, it removes 6 base armor per strike. Shattering Impact only activates, however, if the melee weapon is actually capable of dealing Script error: The function "Proc" does not exist. damage.

AmalgamArgonakMetalAugerMod
Main article: Amalgam Argonak Metal Auger
Amalgam Argonak Metal Auger works similarly to the aforementioned Shattering Impact, this mod is a Weapon Augment for the Argonak Argonak that at maximum rank removes 6 base armor per strike when it is used in conjunction with single daggers.

Abilities

Main article: Seeking Shuriken

This ability augment makes Shuriken130xWhite 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.

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.

SonicFracture
Main article: Sonic Fracture

This ability augment makes SonicBoom130xWhite 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%.

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.

AvalancheModx256 Avalanche130xWhite
4
EnergyOrb100
Avalanche

Summons a treacherous landslide of ice that instantly freezes and shatters all enemies in its radius.


Introduced in Update 6.0 (2013-01-29)

AbilityStrengthBuff Strength:800 / 1000 / 1200 / 1500 (DmgColdSmall64 Cold initial damage)
100 / 200 / 300 / 400 (DmgColdSmall64 Cold shatter damage)
? / ? / ? / 60% (armor reduction)
AbilityDurationBuff Duration:5 / 6 / 7 / 8 s (freeze duration)
AbilityRangeBuff Range:8 / 10 / 12 / 15 m (ability radius)
3 / 3.5 / 4 / 4.5 m (shatter radius)

Misc: 600% (DmgColdSmall64 Cold status chance)

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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.

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.

FeastModx256 Feast130xWhite
1
EnergyOrb25
Feast

Swallow an enemy whole and store it in Grendel’s gut. Hold to vomit out stored enemies covering them in toxic bile.


Introduced in Update 26.0 (2019-10-31)

AbilityStrengthBuff Strength:250 / 300 / 450 / 500 (DmgToxinSmall64 Toxin damage on vomit)
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:25 m (swallow range)

Misc: 2% (damage per second)
1.5 s (maw open duration)
1 s (maw open extra duration per enemy)
DmgToxinSmall64 Toxin status on vomit
8 m (vomit cone range)
5 (Max enemy body count)

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Enemies swallowed by this ability are stored in Grendel's stomach and lose 5% of their armor every second they remain swallowed, but each enemy in his stomach drains 1.5 points of Grendel's energy per second, ramping up the longer they remain ingested. Ability Strength increases armor reduction percentage.

PillageModx256 Pillage130xWhite
2
IconShield150
Pillage

Pillage a percentage of Shields and Armor of nearby enemies to replenish Hildryn's own Shields and Overshields.


Introduced in Update 24.4 (2019-03-08)

AbilityStrengthBuff Strength:10% / 15% / 20% / 25% (shield/armor drain per enemy)
AbilityDurationBuff Duration:2 s (expansion duration)
AbilityRangeBuff Range:5 m / 6 m / 7 m / 8 m (pulse initial radius)

Misc: ? / ? / 6 / 20 m/s (expansion distance per sec)
100% (status cleanse on cast)

Subsumable to Helminth
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This ability releases a pulse that removes shields and armor by 25% to all enemies hit by the pulse. Ability Strength increases debuff percentage. If the affected enemy has both shield and armor, shield is removed first.

CorrodingBarrageMod
Main article: Corroding Barrage

At maximum rank this ability augment causes the explosions of TempestBarrage130xWhite 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.

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.

FracturingCrush
Main article: Fracturing Crush

This ability augment makes Crush130xWhite 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.

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.

PolarizeModx256 Polarize130xWhite
3
EnergyOrb75
Polarize

Emit an energy pulse that depletes enemy shields and armor as it restores ally shields. Debris left over from the pulse becomes Polarize Shards. Nearby Polarize Shards orbit Mag and cut enemies, inflicting bleed status.


Introduced in Vanilla (2012-10-25)

AbilityStrengthBuff Strength:250 / 300 / 350 / 400 (DmgTrueSmall64 True damage and shield restoration)
1x / 1.5x / 2x / 2.5x (explosion damage multiplier as DmgMagneticSmall64 Magnetic damage)
50 (Shard DmgPunctureSmall64 Puncture and DmgSlashSmall64 Slash damage)
AbilityDurationBuff Duration:5 s (pulse travel time)
AbilityRangeBuff Range:8 m (initial pulse radius)

Misc: 5.9 m/s (pulse travel speed)
3 m (Shard pickup radius)
1 m (Shard damage radius)

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TerrifyModx256 Terrify130xWhite
2
EnergyOrb75
Terrify

Casts fear into the hearts of nearby enemies, causing them to run away in terror.


Introduced in Update 10.0 (2013-09-13)

AbilityStrengthBuff Strength:7 / 12 / 15 / 20 (affected enemies)
? / ? / ? / 60 % (armor reduction)
AbilityDurationBuff Duration:10 / 15 / 20 / 25 s
AbilityRangeBuff Range:5 / 10 / 12 / 15 m
Subsumable to Helminth
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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.

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.

PsychicBoltsModx256 PsychicBolts130xWhite
2
EnergyOrb50
Psychic Bolts

Nyx launches a cluster of force bolts at enemies, using telekinesis to adjust flight paths and seek nearby targets. Hits strip some enemy defenses.


Introduced in Update 6.0 (2013-01-29)

AbilityStrengthBuff Strength:20 / 40 / 60 / 80 % (defense reduction)
5 / 10 / 15 / 20 % (Infested speed penalty)
AbilityDurationBuff Duration:5 / 7 / 9 / 11 s
AbilityRangeBuff Range:N/A

Misc: 3 / 4 / 5 / 6 (number of bolts)
60 m (targeting range)
100 % (aura nullification)
100 % (defense reduction cap)

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This ability releases 6 telekinetic bolts that removes shield and armor by 80% from up to 6 enemies in a single cast. Ability Strength increases debuff percentage; at 125%, Psychic Bolts can remove all shield and armor.

Psychic Bolts will be active for its duration until all affected enemies die. It can be recasted at any time but doing so will cancel debuff on currently affected enemies.

ReckoningModx256 Reckoning130xWhite
4
EnergyOrb100
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.


Introduced in Update 11.5 (2013-12-19)

AbilityStrengthBuff Strength:10% / 20% / 30% / 50% (armor reduction)
500 / 750 / 1000 / 1250 (DmgImpactSmall64 Impact and DmgRadiationSmall64 Radiation damage)
100 / 225 / 400 / 625 (extra damage)
AbilityDurationBuff Duration:1 / 2 / 3 / 4 s (blind)
AbilityRangeBuff 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)

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This ability knockdowns affected enemies and if used along with HallowedGround130xWhite 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 Link130xWhite 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.

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.

BastilleModx256 Bastille130xWhite
4
EnergyOrb100
Bastille

Erect a containment field to capture enemies and suspended them in stasis, stripping their armor. Hold to collapse all Bastilles into a single damaging vortex.


Introduced in Update 7.11 (2013-05-17)

AbilityStrengthBuff Strength:15 (DmgBlastSmall64 Blast damage on device hit)
6 / 8 / 10 / 12 (max targets lifted)
2.5 / 5 / 7.5 / 10 % (armor removal per second)
50 (DmgMagneticSmall64 Magnetic damage per second in vortex)
AbilityDurationBuff Duration:8 / 10 / 12 / 15 s (bastille duration)
10 / 12 / 13 / 15 s (vortex duration)
10 s (armor buff duration)
3 s (auto collapse vortex duration)
AbilityRangeBuff Range:5 / 7 / 8 / 10 m (capture radius)

Misc: ?% (DmgBlastSmall64 Blast status chance)
∞ (armor buff duration in field)
1,000 (armor bonus cap)
?% (DmgMagneticSmall64 Magnetic status chance)

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Enemies suspended by Bastille130xWhite Bastille will be stripped of their armor at a rate of 10% per second.

Focus

FocusSunderingDash
FocusNodeRing b
Using Void Sling through an enemy will reduce their Armor by 75%. FocusLensFocus bUnknown to unlock

FocusLensFocus b
Script error: The function "getImage" does not exist.

For the Tenno who chose the School of Unairu, they will have access to Sundering Dash which allows reducing their enemies' armor.

See Also


Last updated: Update 26.0 (2019-10-31)



  1. "Shards within 3m of Mag now orbit her, inflicting the Slash or Puncture Status Effect to nearby enemies." - Update 32.0