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(Warframes use Ferrite armor.)
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===Armor Type Modifiers===
 
===Armor Type Modifiers===
 
:''See also: [[Damage 2.0#Damage Calculation]]''
 
:''See also: [[Damage 2.0#Damage Calculation]]''
There are two types 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}}. The main difference is in the elemental weaknesses, which are completely different. Ferrite armor is relatively common with low- and mid-level enemies such as [[Lancer]]s and [[Trooper]]s, and has generally weaker resistances than the more advanced Alloy Armor, which is used by [[Bombard]]s, [[Napalm]], and other bosses. Alloy Armor is also the armor type of [[Tenno]].
+
There are two types 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}}. The main difference is in the elemental weaknesses, which are completely different. Ferrite armor is relatively common with low- and mid-level enemies such as [[Lancer]]s and [[Trooper]]s, and has generally weaker resistances than the more advanced Alloy Armor, which is used by [[Bombard]]s, [[Napalm]], and other bosses. Ferrite Armor is the armor type of [[Tenno]].
   
 
Damage type modifiers inherently affect armor's effectiveness. They are given by the following equation:
 
Damage type modifiers inherently affect armor's effectiveness. They are given by the following equation:
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If you need to add a new Warframe to the chart, do the above, then go to "Armor/Chart". -->
 
If you need to add a new Warframe to the chart, do the above, then go to "Armor/Chart". -->
 
{{:Armor/Stats}}
 
{{:Armor/Stats}}
Unlike health and shield, a Warframe's armor doesn't change as it advances from Rank 0 to Rank 30. Warframe armor is [[Damage 2.0/Alloy Armor|Alloy]] and their health class is [[Damage 2.0/Flesh|Flesh]]. Their armor also never permanently depletes as there are no such effects that remove Warframe armor.<!-- Is this still true? -->
+
Unlike health and shield, a Warframe's armor doesn't change as it advances from Rank 0 to Rank 30. Warframe armor is [[Damage 2.0/Ferrite Armor|Ferrite]] and their health class is [[Damage 2.0/Flesh|Flesh]]. Their armor also never permanently depletes as there are no such effects that remove Warframe armor.<!-- Is this still true? -->
 
{{:Armor/Chart}}
 
{{:Armor/Chart}}
   

Revision as of 13:20, February 18, 2016

For the Warframe Cosmetic, see Armor (Cosmetic).

Armor is an attribute that reduces damage taken to health, but not shields. Not all enemies possess armor: Warframes, most bosses, and all Grineer do, but normal Corpus and Infested enemies do not have any. For your Warframe, its armor value is listed in the Arsenal. Armored enemies have their base armor values listed in the Codex but this value increases when they spawn with higher levels. Enemies with more than zero 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 type (flesh, cloned flesh, etc.) which decrease or increase incoming damage depending on damage type (Toxin b Toxin, Slash b Slash, etc.); armored entities have an additional type on their health called their armor type (either ferrite or alloy) that further decreases or increases incoming damage. This additional type is removed if the armor is stripped.

Effects

Ferrite Armor
Impact b Impact
Puncture b Puncture +50%
Slash b Slash -15%
Cold b Cold
Electricity b Electricity
Heat b Heat
Toxin b Toxin
Blast b Blast -25%
Corrosive b Corrosive +75%
Gas b Gas
Magnetic b Magnetic
Radiation b Radiation
Viral b Viral
TrueDmg b True
VoidTearIcon b Void

Ferrite Armor is one of two armor classes which reduce damage taken to health. Indicated by a yellow hit point bar, it is relatively common with low and mid-tier IconGrineerBGrineer troops such as Lancers and has generally weaker resistances than the more advanced Alloy Armor. As a result of the combination, the best damage to use against these enemies is generally Puncture b Puncture with Corrosive b Corrosive damage, but resists Slash b Slash and Blast b Blast damage.

Armor has an effectiveness value based on their level, which always reduces damage regardless of type. The full damage calculation then combines this armor value, as well as both the Cloned Flesh and Ferrite Armor's damage modifiers.

Note that damage types effective against Ferrite Armor ignore a corresponding percentage of armor in addition to increasing the base damage against enemies with Ferrite Armor.

List of Enemies with Ferrite Armor

Trivia

  • Ferrite Armor is composed of Ferrite, which is a scientific term for iron. This could include steel, which is a ferrous and magnetic metal alloy.
Alloy Armor
Impact b Impact
Puncture b Puncture +15%
Slash b Slash -50%
Cold b Cold +25%
Electricity b Electricity -50%
Heat b Heat
Toxin b Toxin
Blast b Blast
Corrosive b Corrosive
Gas b Gas
Magnetic b Magnetic -50%
Radiation b Radiation +75%
Viral b Viral
TrueDmg b True
VoidTearIcon b Void

Alloy Armor is a health class commonly used by heavy units and bosses. This is one of the two types of armored health classes that provide a damage reduction from the Armor attribute; the other armored health class is Ferrite Armor. Alloy Armor is typically found on the heavy-armament Grineer troops, such as the Napalm and the Bombard, and Corpus Bursas. It is vulnerable to Puncture b Puncture, Cold b Cold, and Radiation b Radiation damage, and can be reduced through Corrosive b Corrosive status procs, but is resistant to Slash b Slash, Electricity b Electricity, and Magnetic b Magnetic damage.

Armor has an effectiveness value based on their level, which always reduces damage regardless of type. The full damage calculation then combines this armor value, as well as both the Cloned Flesh/Flesh/Robotic and Alloy Armor's damage modifiers.

Note that damage types effective against Alloy Armor ignore a corresponding percentage of armor in addition to increasing the base damage against enemies with Alloy Armor.

List of Alloy Armor Enemies

Trivia

  • Presumably, this armor is made from Alloy Plates, as evidenced by the visible Grineer letters (Grineer AGrineer RGrineer MGrineer OGrineer R) imprinted on the Alloy Plate image that, when translated into English, read "Armor".
  • Prior to Update 27.2, the Wolf of Saturn Six and Tusk Thumpers use Alloy Armor both as their health type and as their armor type. In the official patch notes this practice is referred to as "Hulking Armor".

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 off the damage type, armor type, and health type of the weapons and entities involved.
  2. Incoming damage is reduced by the type-modified armor value according to a damage reduction formula.

Armor Type Modifiers

See also: Damage 2.0#Damage Calculation

There are two types of armor, Ferrite and Alloy. Both are strong against Slash b Slash damage and weak against Puncture b Puncture. The main difference is in the elemental weaknesses, which are completely different. Ferrite armor is relatively common with low- and mid-level enemies such as Lancers and Troopers, and has generally weaker resistances than the more advanced Alloy Armor, which is used by Bombards, Napalm, and other bosses. Ferrite Armor is the armor type of Tenno.

Damage type modifiers inherently affect armor's effectiveness. They are given by the following equation:

Net Armor = Armor × (1 − Armor Type Modifier)

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

Apart from this armor value modification, type damage modifiers against the armor and health type 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:

Damage Reduction =   Net Armor
300 + Net Armor

A net armor value of 300 will reduce incoming damage by 300 ÷ 600 = 0.5 = 50%, so only half of the weapon's damage is inflicted in total. At 600, you receive only 33% (600 ÷ 900 = 0.67) of a weapon's outgoing damage. At 900 armor, damage is divided by 4 (900 ÷ 1200 = 0.75), and so on. 

Effective Health

Main article: Health#Effective Health
REH

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:

( Armor  )
Effective Health = Nominal Health × 1 + 
300
  • Nominal Health means "health in name", referring to the Health points in your screen's upper right corner.
  • Effective Health becomes your "health in effect", reflecting a "truer" measurement of survivability.

An armor value of 300 will multiply the nominal health with 2, so the effective health will be double the nominal health. At 600 armor, it’s three times the nominal health, and so on. The effective health of a target against a certain damage type is:

Nominal Health × (1 + Armor × (1 − Armor Modifier)  )  )
Effective Health = 300
(1 + Health Modifier) × (1 + Armor Modifier)
 

The reason it is so important to understand effective health is because it allows you to compare the benefit armor provides to your survivability compared to the benefit that health provides, and it shows you that each additional point of armor increases your time to live by the same amount. While it is common for people to remark that "each point of armor gives you less damage reduction than the previous point", it is not an accurate sentiment—each point of armor confers linear, not diminishing, returns.

Increasing Armor

SteelFiberModU145
ArmoredAgilityNew

Mods

Steel Fiber and 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:

Total Armor = Base Armor × (1 + 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:

Effective Health Increase = Mod Multiplier × (1 −  1 )
1 +   Armor
300

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.

Steel Fiber exists as a mod for sentinels too, while Kubrows can increase armor via Link Armor, as well as via the Kavasa Prime Collar. 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 Kubrow companion; the Kavasa Prime Collar gives a +100 armor bonus.

Abilities

WarcryModU15 WarcryPanel
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
Expand
Valkyr's Warcry (2 ) increases the armor of all friendly units within range by 50%, or up to 142% with maximized Power 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 Power Strength increases her armor according to the following equation:
Armor = Base Armor × (1 + Mod Multiplier + Warcry Modifier)
Armor = 600 × (1 + 1.1 + 0.5)
Armor = 1560

PaladinHallowedGroundAbility OberonHallowedGround
ENERGY
50
KEY
2
Hallowed Ground
Sanctifies the ground before Oberon with righteous fire, inflicting damage to any enemy that stands in the flames.
Strength:25 / 50 / 75 / 100 (damage)
5% / 10% / 15% / 20% (armor buff)
Duration:10 / 15 / 17 / 20 s
Range:5 / 6 / 7 / 7.5 m (length)
2 / 2 / 2.5 / 2.5 m (width)
Expand
Oberon's 2  is Hallowed Ground, which places down a zone in which, among various other effects, the armor of Warframes is increased. This ability at maximum rank awards a 20% bonus to armor, which can be increased by Power Strength to a 58.6% bonus. This bonus is calculated additively with other base armor multipliers, such as Steel Fiber. An Oberon with a max rank Steel Fiber and unmodified Power Strength standing on Hallowed Ground has armor equaling:
Armor = Base Armor × (1 + Mod Multiplier + Hallowed Ground Modifier)
Armor = 150 × (1 + 1.1 + 0.2)
Armor = 345

ElementalWard ElementalWardIcon
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)
10% / 15% / 20% / 25% (status chance)

Duration:10 / 15 / 20 / 25 s
Range:6 / 8 / 10 / 12 m
Expand

VexArmor VexArmorIcon
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
Expand

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.

HallowedReckoning
Main article: Hallowed Reckoning
Oberon's Reckoning (4 ) can be modified with the 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 Rhino Charge (1 ) can be modified with the Ironclad Charge ability augment, which increases his armor by 50%, or 142% with maximized Power 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 Power Strength that has charged through 5 enemies increases the armor according to the following equation:

Armor = Base Armor × (1 + Ironclad Modifier × Enemies Struck) × (1 + Mod Multiplier)
Armor = 190 × (1 + 0.5 × 5 ) × (1 + 1.1)
Armor = 190 × 3.5 × 2.2
Armor = 190 × 7.7
Armor = 1463

In the above example, using Ironclad Charge against 5 enemies increases Rhino's damage reduction from 57.08% at 399 armor to 82.98% at 1463 armor.

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. Warframe armor is Ferrite and their health class is Flesh. Their armor also never permanently depletes as there are no such effects that remove Warframe armor.

Armor Damage Reduction Warframe
700 70% Valkyr Prime
600 66.67% Valkyr
475 61.29% Atlas Prime
450 60% Atlas, Nidus (Max Rank)
425 58.62% Chroma Prime
350 53.85% Chroma, Grendel
300 50% Excalibur Prime, Excalibur Umbra, Frost, Frost Prime, Garuda, Hildryn, Nidus (Unranked), Saryn Prime
275 47.83% Hydroid Prime, Khora, Rhino Prime, Wukong Prime
225 42.86% Excalibur, Hydroid, Inaros, Oberon Prime, Rhino, Saryn, Wukong
200 40% Vauban Prime
190 38.78% Nezha
175 36.84% Ash Prime, Baruuk, Gauss, Harrow, Mirage Prime, Oberon, Wisp
150 33.33% Ember Prime, Equinox Prime, Gara, Octavia, Vauban
125 29.41% Banshee Prime, Ember, Equinox, Ivara Prime, Limbo Prime, Loki Prime, Mag Prime, Mesa Prime, Nekros Prime, Nova Prime, Nyx Prime, Revenant, Trinity Prime, Volt Prime, Zephyr Prime
100 25% Ash, Banshee, Ivara, Limbo, Loki, Mag, Mesa, Mirage, Nekros, Nova, Nyx, Titania, Trinity, Volt, Zephyr


While there is no such thing as a general effective health value, since effective health depends on the damage type the health is subjected to, a reasonable benchmark to compare the durability of Warframes is their effective health against equally distributed physical damage, i.e. equal portions of Impact, Puncture and Slash, since the vast majority of enemy damage against players is comprised of these types. Inserting these assumptions into the previous formula, we get:

Effective HealthIPS = Nominal Health × 60 ÷ 53 × (1 + 67 ÷ 60 × Armor ÷ 300)

As a meaningful PvE benchmark. For actual values, see the figure below.

EH compare

Enemy Armor

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 Corpus and Infested factions do not have any. When the enemy health bars is 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:

Armor = Base Armor × (1 + ((Current Level − 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.
Grineer Armor New

This graph shows the amount of armor for Grineer Heavy Gunner up to Level 120.

As mentioned before, this formula causes high level Grineer (lets 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 + (((108 − 8)1.75) / 200))
= 500 × (1 + (3162 / 200))
= 500 × 16.81
= 8405

Damage Received = Attack Damage ÷ (1 + (8405 / 300)) =
Damage Received = Attack Damage × 0.0345

The resulting damage received by the Heavy Gunner is dramatically reduced to ~3.45% of 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, Corrosive b 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 Procs

Main article: Corrosive Damage

Corrosive b 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.

Mods

CorrosiveProjectionModU145
Main article: Corrosive Projection

Corrosive Projection is an aura mod of Naramon Pol polarity that persistently reduces the armor of all enemies in the mission by 30%. If multiple cell 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 more than 4 auras, in the case of Trial missions with more than 4 cell members.

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 Impact b Impact damage.

Abilities

TerrifyModU15 Nekros2
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
Expand

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. Power Strength increases this armor reduction percentage; at maximized strength, Terrify can remove 56.8% of armor from foes.

Net Armor = Total Armor × (1 − 0.20)
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 56% of the target's armor still functioning.

SeekingShuriken2
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. Power Strength increases this armor reduction percentage; at 43%, a Seeking Shuriken removes all armor from a foe.

Net Armor = Total Armor × (1 − 0.7)
As a multiplicative modifier, it does not stack additively with other armor reduction effects. 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.

AbatingLink2
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. Power Strength increases this armor reduction percentage; at 223%, Abating Link can remove all armor from a foe.

Net Armor = 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.

FracturingCrush
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. Power Strength does not increase this armor reduction percentage.

Net Armor = Total Armor × (1 − 0.50)
As a multiplicative modifier, it does not stack additively with other armor reduction effects, and multiple casts of Fracturing Crush do not compound the armor effect (it only refreshes the duration). Corrosive Projection will remove 30% of an enemy's total armor before Crush's effect, leaving 35% of the target's armor still functioning.

SonicFracture
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. Power Strength can increase this armor reduction percentage and this augment can strip all the armor off of an affected enemy if the power strength is increased above 43%.

Net Armor = 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), and multiple casts of Sonic Fracture do not compound the armor effect (it only refreshes the duration). 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.

See also



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