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When modding anything in WARFRAME, the order in which bonuses are applied follows a pattern. With the exception of mods that provide elemental damage bonuses, the order in which mods are installed does not matter; the resultant stats will always be the same regardless of the mod configuration. The same goes for temporary or conditional buffs and debuffs from abilities, mods, Arcane Enhancements, and enemies.

Last updated: Mon, 20 Sep 2021 01:39:24 +0000 (UTC) by User:Cephalon Scientia

Percent Bonuses vs. Multipliers[]

In most cases in WARFRAME, percent bonuses to stats (not to be confused with flat percentage points) can also be represented as stat multipliers using the following conversion:

Converting percent bonuses to multipliers.

For simplicity, calculations in this article (and throughout the wiki) will represent percent bonuses as decimals and will use 1 + Net Percent Bonus as a decimal expression instead.

Additive Stacking[]

Percent Bonuses[]

Generic formula for additive stacking percent bonuses.

All sources that add a percent bonus of the same type will typically have their bonuses added together. This commonly referred to as additive stacking (internally represented as ADD or STACKING_MULTIPLY operation types). For example, if a primary weapon has SerrationMod TT 20px.png Serration (+165% damage) and Heavy CaliberMod TT 20px.png Heavy Caliber (+165% damage) installed, it will receive a total of +330% bonus base damage or 4.3x the base damage.

This is true of all percent bonuses, not just damage. For example, combining Speed TriggerMod TT 20px.png Speed Trigger (+60% fire rate) and ShredMod TT 20px.png Shred (+30% fire rate, +1.2 punch-through) will give a total of +90% bonus fire rate.

Flat Value and Percentage Point Bonuses[]

Generic formula for additive stacking flat value and percentage point bonuses.

Sources that grant flat value or percentage point increases are typically applied after all other bonuses are applied (internally represented as ADD or SET operation types). For example, say a melee weapon with 20% critical chance and True SteelMod TT 20px.png True Steel equipped has 0.2 × (1 + 1.2) = 44% critical chance. Since a max ranked Arcane AvengerArcaneAvenger64x.png Arcane Avenger grants a flat 45% critical chance when triggered, the melee weapon will have 0.44 + 0.45 = 89% critical chance as a result.

Note that flat bonuses are additive with each other. Using the previous example, if the player's Adarza Kavat's Cat's EyeMod TT 20px.png Cat's Eye buff triggers (adding a flat 60% critical chance), then the resultant critical chance will be 0.44 + 0.45 + 0.6 = 149%.

Exceptions

Multiplicative Stacking[]

Generic formula for multiplicative stacking bonuses.

Sources that affect the same fundamental stat but have different conditions for granting its bonuses will typically have their bonuses multiplied together (but not always such as ChromaChromaIcon272.png Chroma's Vex ArmorVexArmor130xDark.png Vex Armor additively stacking with base damage mods). This is commonly referred to as multiplicative stacking (internally represented as the MULTIPLY operation type). For example, a primary weapon with SerrationMod TT 20px.png Serration (+165% damage) and Bane of GrineerMod TT 20px.png Bane of Grineer (+30% damage to Grineer) would result in a [(1 + 1.65) × (1 + 0.3) - 1] = 244.5% bonus in base damage against Grineer enemies. Note that multiplicative stacking effects grant greater bonuses than additive stacking. For example, if SerrationMod TT 20px.png Serration and Bane of GrineerMod TT 20px.png Bane of Grineer were to additively stack, it would only grant 1.65 + 0.3 = 195% bonus base damage.

Examples of sources of damage bonuses/multipliers that will multiplicatively stack with each other:

Exponential Stacking[]

In rare instances, some bonuses are applied to itself multiplicatively and is multiplicative with all other bonuses. This is often referred to as exponential stacking. For example, Arca TitronCrpHammer.png Arca Titron has a unique mechanic where each successive kill adds a charge that multiplies the next slam radial damage bonus by 2 using the following equation:

Total Radial Damage = Base Radial Damage × 2n (where n is the number of charges)

"Diminishing Returns" (aka Opportunity Cost)[]

Additive Stacking[]

Players may refer to additive stacking having "diminishing returns" (despite being linear increases; a more accurate term would be "opportunity cost"), meaning that at higher percent bonuses, the additional value gained per additional percent bonuses is less, relatively speaking. For instance, if one were to equip a secondary that dealt 100 base damage:

  1. Adding a maxed rank Hornet StrikeMod TT 20px.png Hornet Strike (+220%), it would deal 320 base damage, a Hornet StrikeMod TT 20px.png 2.2 / 1 = 220% relative increase in base damage.
  2. Adding a maxed rank Magnum ForceMod TT 20px.png Magnum Force (+165%), it will deal 485 base damage, a Magnum ForceMod TT 20px.png 1.65 / (1 + Hornet StrikeMod TT 20px.png 2.2) = 51.5625% relative increase in base damage over just equipping Hornet StrikeMod TT 20px.png Hornet Strike.
  3. Adding a maxed rank Augur PactMod TT 20px.png Augur Pact (+90%), it will deal 575 base damage, a Augur PactMod TT 20px.png 0.9 / (1 + Hornet StrikeMod TT 20px.png 2.2 + Magnum ForceMod TT 20px.png 1.65) = 18.5567% relative increase in base damage over just equipping Hornet StrikeMod TT 20px.png Hornet Strike and Magnum ForceMod TT 20px.png Magnum Force.
  4. Adding an unmodded Rank 3 Vex ArmorVexArmor130xDark.png Vex Armor at max buff (+275%), it will deal 850 base damage, a Vex ArmorVexArmor130xDark.png 2.75 / (1 + Hornet StrikeMod TT 20px.png 2.2 + Magnum ForceMod TT 20px.png 1.65 + Augur PactMod TT 20px.png 0.9) = 47.8261% relative increase in base damage over just equipping Hornet StrikeMod TT 20px.png Hornet Strike, Magnum ForceMod TT 20px.png Magnum Force, and Augur PactMod TT 20px.png Augur Pact.
    • Notice that despite the larger base damage bonus of +275%, Vex ArmorVexArmor130xDark.png Vex Armor only provided a smaller relative increase in base damage.
  5. Adding a maxed rank Anemic AgilityMod TT 20px.png Anemic Agility (-15%), it will deal 835 base damage, a Anemic AgilityMod TT 20px.png -0.15 / (1 + Hornet StrikeMod TT 20px.png 2.2 + Magnum ForceMod TT 20px.png 1.65 + Augur PactMod TT 20px.png 0.9 + Vex ArmorVexArmor130xDark.png 2.75) = -1.7647% relative increase (or 1.7647% relative decrease) in base damage over just equipping Hornet StrikeMod TT 20px.png Hornet Strike, Magnum ForceMod TT 20px.png Magnum Force, Augur PactMod TT 20px.png Augur Pact, and with Vex ArmorVexArmor130xDark.png Vex Armor active.
    • Notice that base damage bonus penalties are also relatively low at higher base damage bonuses.

Because of this, sometimes it is better to not equip mods that provide relatively lower additive bonuses due to opportunity cost. That mod slot is better reserved for bonuses that multiplicatively stack with other bonuses.

Armor[]

REH.jpg

Although most Armor bonuses are percentage based (thus having "diminishing returns" strictly speaking on relative armor point increases) and that the relative increase of Damage Reduction percentage is smaller at higher armor values (e.g. the difference between 100 and 200 armor is 15% while the difference between 400 and 500 is 5.3571%), the actual number of effective health points (EHP) gained per additional point of armor does not have diminishing returns and remains constant (linear change). Every 300 armor points added will provide an additional 100% base health. This means that at higher armor values, the difference between EHP and nominal health is greater as seen in the above graph.

However, for most practical purposes in modding, effective health itself will have "diminishing returns" relatively speaking.

Multiplicative Stacking[]

Note that multiplicative stacking does not have diminishing returns. For example, for a secondary that deals 100 base damage:

  1. Adding a maxed rank Hornet StrikeMod TT 20px.png Hornet Strike (+220%), it would deal 320 base damage, a 220% relative increase in base damage or 3.2x base damage.
  2. Adding a maxed rank Bane of InfestedMod TT 20px.png Bane of Infested (+30%), it will deal 416 base damage (against Infested enemies), a 30% relative increase in base damage over just equipping Hornet StrikeMod TT 20px.png Hornet Strike or 1.3x the previous damage.
  3. On a headshot (2x), it will deal 832 base damage, a 100% relative increase in base damage over just equipping Hornet StrikeMod TT 20px.png Hornet Strike and Bane of InfestedMod TT 20px.png Bane of Infested or 2x the previous damage.
  4. Adding a Rank 3 EclipseEclipse130xDark.png Eclipse at max buff (3x), it will deal 2,496 base damage, a 200% relative increase in base damage over just equipping Hornet StrikeMod TT 20px.png Hornet Strike, Bane of InfestedMod TT 20px.png Bane of Infested, and on a headshot or 3x the previous damage.

Like multiplicative stacking, exponential stacking also has no diminishing returns since the next stat bonus always give the same relative additional value gained per additional percent bonuses as the previous bonus. For instance, with an unmodded Arca TitronCrpHammer.png Arca Titron with a base radial damage of Electricity DamageDmgElectricitySmall64.png Electricity 360:

  • At one charge, the total radial damage will be Electricity DamageDmgElectricitySmall64.png Electricity 720, a 2 / 1 = 2x increase in base radial damage.
  • At two charges, the total radial damage will be Electricity DamageDmgElectricitySmall64.png Electricity 1440, a (2 * 2) / (1 * 2) = 2x increase in base radial damage over one charge.
  • At three charges, the total radial damage will be Electricity DamageDmgElectricitySmall64.png Electricity 2880, a (2 * 2 * 2) / (1 * 2 * 2) = 2x increase in base radial damage over two charges.
  • And so on.

Order of Operations[]

To summarize, the order in which bonuses for the same fundamental stat applies as follows:

  1. Bonuses that additively stack with each other
  2. Bonuses that multiplicatively stack with each other and the previous additive bonuses
  3. Bonuses that grant a flat number or percentage points, additively stacking with each other

Example equation demonstrating the above order.

Weapons[]

Types of Damage Bonuses[]

Mods primarily increase damage in one of four different ways:

  1. Some mods increase the base damage of the weapon. This is usually written as simply "+X% damage". For example, Hornet StrikeMod TT 20px.png Hornet Strike and SerrationMod TT 20px.png Serration.
  2. Some mods increase physical damage types: Slash DamageDmgSlashSmall64.png Slash, Impact DamageDmgImpactSmall64.png Impact, and Puncture DamageDmgPunctureSmall64.png Puncture. For example, Fanged FusilladeMod TT 20px.png Fanged Fusillade or Piercing CaliberMod TT 20px.png Piercing Caliber.
  3. Some mods increase primary elemental damage types: Heat DamageDmgHeatSmall64.png Heat, Electricity DamageDmgElectricitySmall64.png Electricity, Cold DamageDmgColdSmall64.png Cold, and Toxin DamageDmgToxinSmall64.png Toxin. For example, Pathogen RoundsMod TT 20px.png Pathogen Rounds or HellfireMod TT 20px.png Hellfire.
  4. Some mods increase damage against enemies of a certain faction (i.e. faction damage bonuses). For example, Bane of CorpusMod TT 20px.png Bane of Corpus or Bane of InfestedMod TT 20px.png Bane of Infested

The Damage Application Order[]

  1. When calculating damage, first base damage bonuses are added together and applied. For example, the KarakGrineerM16Rifle.png Karak has a base damage of 29. Equipping a max rank SerrationMod TT 20px.png Serration (+165% base damage) adds 1.65 × 29 = 47.85 additional damage for a total of 76.85 damage (the arsenal will round this number to 76.9). The added damage will be of the same damage type distribution the weapon innately deals.
  2. Then, all elemental and physical damage bonuses are calculated based on the modified base damage. For example, adding a HellfireMod TT 20px.png Hellfire (+90% Heat DamageDmgHeatSmall64.png Heat damage) to a Karak that already has SerrationMod TT 20px.png Serration equipped will add 90% of 76.85 for a total of 69.165 Heat DamageDmgHeatSmall64.png Heat damage. This damage is added to the base, and the Karak now deals a total of 146.015 damage if you add together all damage types.
  3. After that, faction damage bonuses are applied to all damage types. Note that faction damage bonuses will not be accounted for in the arsenal stats. A Karak equipped with SerrationMod TT 20px.png Serration, HellfireMod TT 20px.png Hellfire, and Bane of CorpusMod TT 20px.png Bane of Corpus (+30% damage against Corpus) will deal an extra 0.3 × 76.85 = 23.055 physical damage and an extra 0.3 × 69.165 = 20.7495 Heat DamageDmgHeatSmall64.png Heat damage for a total of 189.8195 damage of all types.

Once damage is calculated, it may be affected by Critical Hit mechanics or modified based on the opponent's armor or sources of damage reduction. For detailed calculations of how various damage types affect different types of enemies, see the Damage page.

Multishot[]

For weapons that fire multiple projectiles like shotguns or Cernos PrimeCernosPrime.png Cernos Prime, the damage calculated is the damage dealt by each projectile. In other words, if the weapon only fires one projectile at a time, all of the damage is the base damage per projectile.

If the weapon has multishot from a mod like Split ChamberMod TT 20px.png Split Chamber, it will have a percent chance to fire additional projectiles per shot, each of which will deal the full modded damage as if one projectile was shot. The arsenal will display multishot bonuses as percent increases in total damage when in fact this is not true in reality. The total damage stat shown in the arsenal actually reflects the average damage dealt per shot in this case. For example, a KarakGrineerM16Rifle.png Karak with only Split ChamberMod TT 20px.png Split Chamber equipped will see a 29 × 0.9 = 26.1 increase in damage for an average of 55.1 damage per shot.

For weapons that only fire a single projectile, Split ChamberMod TT 20px.png Split Chamber's 90% multishot will cause each shot to randomly have a 90% chance to fire two projectiles instead of one. Since Cernos PrimeCernosPrime.png Cernos Prime already fires 3 arrows per shot, adding Split ChamberMod TT 20px.png Split Chamber will make it fire 3 × 0.9 = 2.7 additional arrows, so each shot will fire at least 5 arrows, and 70% of shots will fire 6.

On continuous beam weapons like the GlaxionCrpFreezeRayRifle.png Glaxion, multishot adds a chance to increase damage on a tick. For example, adding Split ChamberMod TT 20px.png Split Chamber to a GlaxionCrpFreezeRayRifle.png Glaxion will give a 90% chance for a damage tick to double as if two projectiles were shot.

Calculating Physical Damage[]

Physical damage mods apply only to base damage of the same type. For example, at max rank Fanged FusilladeMod TT 20px.png Fanged Fusillade increases Slash DamageDmgSlashSmall64.png Slash damage by +120%. The KarakGrineerM16Rifle.png Karak does 29 damage split into 13 Impact DamageDmgImpactSmall64.png Impact, 8.7 Puncture DamageDmgPunctureSmall64.png Puncture, and 7.3 Slash DamageDmgSlashSmall64.png Slash. A Karak equipped a max rank Fanged Fusillade will gain 7.3 × 1.2 = 8.76 additional Slash DamageDmgSlashSmall64.png Slash damage for a total of 16.06 Slash DamageDmgSlashSmall64.png Slash and 37.76 total damage.

If a physical damage mod is added to a weapon that does no physical damage of the corresponding type, the mod will have no effect. For example, the AmprexChainLightningGunEdit.png Amprex does entirely Electricity DamageDmgElectricitySmall64.png Electricity damage when unmodded, so Fanged FusilladeMod TT 20px.png Fanged Fusillade will provide no Slash DamageDmgSlashSmall64.png Slash damage bonuses.

Calculating Elemental Damage[]

Elemental damage mods apply to all damage done by a weapon. For example, a max rank HellfireMod TT 20px.png Hellfire adds 90% Heat DamageDmgHeatSmall64.png Heat damage to a rifle. If a Karak was equipped with a max rank Hellfire, it would gain 29 × 0.9 = 26.1 Heat DamageDmgHeatSmall64.png Heat damage.

Each two different elemental mods will be added up into a secondary element, with has different damage type modifiers against certain enemy health, shields, and armor classes. For combined elements, the slots are ordered from left to right, top row then bottom row, with any inherent elemental damage (from the weapon) added last.

For example, if both HellfireMod TT 20px.png Hellfire (+Heat DamageDmgHeatSmall64.png Heat damage) and Cryo RoundsMod TT 20px.png Cryo Rounds (+Cold DamageDmgColdSmall64.png Cold damage) are equipped on an AmprexChainLightningGunEdit.png Amprex, they will combine to add Blast DamageDmgBlastSmall64.png Blast damage to the weapon's base Electricity DamageDmgElectricitySmall64.png Electricity damage. If only Hellfire is used, it will combine with the Amprex's base Electricity DamageDmgElectricitySmall64.png Electricity damage to make Radiation DamageDmgRadiationSmall64.png Radiation damage instead.

If multiple mods of the same element are added, only the first is used when making combinations. For example, if Hellfire, Cryo Rounds, and Thermite RoundsMod TT 20px.png Thermite Rounds are added to an AmprexChainLightningGunEdit.png Amprex, no matter what the order is the weapon will deal Blast DamageDmgBlastSmall64.png Blast and Electricity DamageDmgElectricitySmall64.png Electricity damage since the Heat DamageDmgHeatSmall64.png Heat element has already combined with Cold DamageDmgColdSmall64.png Cold, so the second Heat DamageDmgHeatSmall64.png Heat mod simply increases the amount of Blast DamageDmgBlastSmall64.png Blast damage dealt.

Combining Physical and Elemental Damage[]

Both physical and elemental damage are combined in the same step and are based only on the weapon's base damage and any mods that effect base damage.

In terms of raw damage, this makes a +90% elemental damage bonus superior to +90% physical damage bonus unless the weapon deals all of its damage as a single physical damage type. In reality, the total effect varies based on the health, shields, abd armor classes of enemy being damaged due to damage type vulnerabilities and resistances.

Damage Calculations[]

Main article: Damage#Final Calculations

Modded Stats[]

Basic formula for calculating modded stats (e.g. critical chance) with the exception of accuracy, reload time, and charge time.

Formula for calculating modded reload time and charge time.

Total Damage[]

The damage numbers displayed in the in-game arsenal calculates total weapon damage as such:

For melee weapons, remove multishot from the equation

Theoretical total inflicted damage against an enemy can be calculated as such (ignoring quantization for simplification):

Where SD represents the modded value of a particular damage type and DM represents the damage modifier for a particular damage type using the generalized damage modifier formula

Gun Damage Per Second[]

Photo-4.png
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Burst-fire and mag-burst attacks (not simultaneous burst like QuartakkGrnFourBarrelRifleWeapon.png Quartakk which can be treated like semi-auto weapons) have a more complicated DPS calculation

When comparing the performance of non-melee weapons, it may be useful to calculate their theoretical damage per second (DPS) (without accounting for status effects) using the following formulas:

In the case where modded critical chance is over 100%, the lowest crit tier possible will be considered a normal shot. (e.g. if a weapon has 250% crit chance, the 100% for an orange crit will be considered a normal shot)
Note that denotes a flooring function (rounding down)

In the case where modded critical chance is over 100%, the next crit tier possible will be considered a critical shot (e.g. if a weapon has 250% crit chance, the 50% for a red crit will be considered a critical shot)
Note that denotes a ceiling function (rounding up)

The average damage dealt on a single button input if all projectiles hit an enemy.

The lower the Fire Rate, the more delay between charge shots. If attack is not a charge trigger type (charge time is 0), then effective fire rate equals modded fire rate.

Not all weapons consume one ammo per shot; this is to account for cases such as Continuous Weapons


For the VectisDEVectis.png Vectis and Vectis PrimeVectisPrime.png Vectis Prime specifically, one (1) should be subtracted from the denominator to account for their lack of a reload delay.

Melee Damage Per Second[]

When comparing the performance of melee weapons, it may be useful to calculate their theoretical damage per second (DPS) (without accounting for status effects) using the following formulas:

In the case where modded critical chance is over 100%, the lowest crit tier possible will be considered a normal hit. (e.g. if a weapon has 250% crit chance, the 100% for an orange crit will be considered a normal shot)
Note that denotes a flooring function (rounding down)

In the case where modded critical chance is over 100%, the next crit tier possible will be considered a critical hit (e.g. if a weapon has 250% crit chance, the 50% for a red crit will be considered a critical shot)
Note that denotes a ceiling function (rounding up)

The average damage dealt on the first enemy hit by melee attack, not accounting Follow Through
See individual stance pages for average combo damage multipliers or go to Stance#Comparison


See individual stance pages for average base combo lengths or go to Stance#Comparison

Damage Over Time[]

Total modded damage calculations used for DoT ignores elemental and physical damage bonuses.


Without accounting multipliers of specific DoT.

Individual calculations for each DoT proc. Keep in mind Slash DoT deals True DamageDmgTrueSmall64.png True damage, ignoring armor.


Multiply each DoT with the respective damage distribution (i.e. damage type / total damage) and add them together

In the case where modded critical chance is over 100%, the lowest crit tier possible will be considered a normal shot. (e.g. if a weapon has 250% crit chance, the 100% for an orange crit will be considered a normal shot)
Note that denotes a flooring function (rounding down)

In the case where modded critical chance is over 100%, the next crit tier possible will be considered a critical shot (e.g. if a weapon has 250% crit chance, the 50% for a red crit will be considered a critical shot)
Note that denotes a ceiling function (rounding up)

Accounting for critical hits, non-crits, and status chance for an average of total DoT averages.

Lifetime Damage[]

Lifetime damage is a derived damage stat that is based on the total amount of damage that a weapon can deal before it depletes its ammo reserve. Melee weapons, Battery Weapons or rechargable weapons, and Exalted Weapons (assuming Energy is always restored) will deal infinite damage over their in-game use since they are always available and are not reliant on ammo pickups or Squad Ammo Restores.

The average total damage dealt by a weapon without switching weapons or replenishing ammo.


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