## FANDOM

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Preceded by
Damage 1.0 since Update 11.0

Damage (version 2.0) is a system that determines the damage done to a certain target by a given attacker. Damage results are modified by several mechanics – type modifiers (main content of this article), armor, critical hit bonuses, stealth bonuses, Warframe ability debuffsbody part modifiersfaction modifiers – which are discussed below and on their respective pages.

All damage dealt by any weapon or ability belongs to a certain damage type, and every target has specific resistances and vulnerabilities to different damage types. Exploiting enemy vulnerabilities and avoiding resistances by means of weapon selection and mod installation may significantly improve players' damage output.

In general, disregarding any Status Effects, it is best to mod for the elemental damage with the greatest damage bonus against an enemy's armor class to maximize one's damage potential against them (e.g. modding for against the Alloy Armored Bombard).

## Damage DisplayEdit

Damage dealt from players to enemies is displayed on the HUD as numbers near the point of impact on an enemy. Damage dealt from enemies to players is displayed on the HUD both as a bent strip to indicate its direction of origin and as a reduction in shield or health hitpoints to indicate its quantity.

Each individual projectile or melee attack will display a single damage instance. Weapons with multiple projectiles like shotguns or rifles with Multishot will display a damage instance for each individual projectile. Weapons that fire continuously will display a damage instance at a constant rate depending on the fire rate of the weapon.

Damage indicators are color-coded using the following system:

• Damage appears by default in white.
• Critical hits and stealth attacks are in yellow.
• Orange crits, appear in orange color. These are stronger than yellow crits.
• Red crits, as their name suggests, appear in red. These are stronger than orange crits.
• Damage against shields appears in blue, regardless of other factors.
• Damage against overshields appears in purple.
• Attempts to damage an invulnerable enemy appear in grey.

## Overview TableEdit

These tables show damage type resistances and weaknesses of various Health, Shield, and Armor types of different Factions.

Damage Type C. Flesh Ferrite Alloy Machinery Status Effect
Physical
Damage
–25% +25% Stagger[1][2]
+50% +15% –Damage
+25% –15% –50% Bleed[1]
Elemental
Damage
+25% Slowdown
–50% +50% Tesla Chain
Stun[1][2]
+25% Burn DoT
Panic[1][2]
–25% Poison DoT[1]
Combined
Elements
+ –25% +75% –Accuracy[1][2]
+ +75% –Armor
+ –50% Gas Cloud
+ –50% Amplified damage to shields
Stops shield regen
+ +75% Friendly Fire
More damage to allies[2]
+ +75% –25% Amplified damage to health
Unique
Types
N/A[3] N/A[3] -
–50% Bullet Attract
1. 1.0 1.1 1.2 1.3 1.4 1.5 Does not affect Machinery-type enemies.
2. 2.0 2.1 2.2 2.3 2.4 Does not affect Bosses.
3. 3.0 3.1 The damage associated bypasses these secondary protections.

Damage Type Flesh Shield P. Shield Robotic Status Effect
Physical
Damage
-25% +50% +15% 1)3)Stagger
-20% -50% +25% –Damage
+25% -25% 3)Bleed
Elemental
Damage
+50% Slowdown
+50% 3)Tesla Chain
1)3)Stun
-50% 2)3)Burn DoT
1)2)3)Panic
+50% 4)N/A   4)N/A   -25% 3)Poison DoT
Combined
Elements
+ 1)3)–Accuracy
+ -50% –Armor
+ -25% Gas Cloud
+ +75% +75% Amplified damage to shields
Stops shield regen
+ -25% +25% 1)Friendly Fire
More damage to allies
+ +50% Amplified damage to health
Unique
Types
-
Bullet Attract
1) Does not affect Bosses. | 2) Does not affect MOAs. | 3) Does not affect Ospreys. | 4) Bypasses shields

Damage Type Infested I. Flesh Fossilized I. Sinew Status Effect
Physical
Damage
1)2)Stagger
+25% –Damage
+25% +50% +15% Bleed
Elemental
Damage
-50% -25% +25% Slowdown
Tesla Chain
1)2)Stun
+25% +50% Burn DoT
1)2)Panic
-50% Poison DoT
Combined
Elements
+ +50% -50% 1)2)–Accuracy
+ +75% –Armor
+ +75% +50% Gas Cloud
+ Amplified damage to shields
Stops shield regen
+ -50% -75% +50% 1)Friendly Fire
More damage to allies
+ -50% Amplified damage to health
Unique
Types
-
–50% Bullet Attract
1) Does not affect Bosses. | 2) Does not affect Osprey enemies.

Damage Type Cloned Flesh Ferrite Alloy Shield Proto Robotic Fossil Status
Physical
Damage
-25% -25% +50% +25% 1)3)Stagger
+50% +15% -20% -50% +25% –Damage
+25% +25% -15% -50% -25% +15% 1)Bleed
Elemental
Damage
+25% +50% -25% Slowdown
-50% +50% Tesla Chain
1)3)Stun
+25% -50% Burn DoT
1)2)3)Panic
+50% 4)N/A 4)N/A -25% -50% 1)Poison DoT
Combined
Elements
+
-25% +50% 1)3)–Accuracy
+
+75% -50% +75% –Armor
+
-50% -25% Gas Cloud
+
-50% +75% +75% Amplified damage to shields
Stops shield regen
+
+75% -25% +25% -75% Friendly Fire
More damage to allies
+
+75% +50% Amplified damage to health
Unique Types 4)N/A 4)N/A -
–50% –50% Bullet Attract

1) Does not affect Ospreys, Drones. | 2) Does not affect MOAs. 3) Does not affect Corrupted Vor. | 4) The damage associated bypasses these secondary protections.

Damage Type Tenno Flesh Tenno Armor Tenno Shield Status
Physical
Damage
–25% 1)Stagger
–25% –Damage
–25% Bleed
Elemental
Damage
–25% Slowdown
–25% Tesla Chain
–25% Burn DoT
2)N/A   Poison DoT
Combined
Elements
+ –25% –Accuracy
+ –25% –Armor
+ –25% Gas Cloud
+ –25% Amplified damage to shields
Stops shield regen
Energy Drain
+ –25% –Accuracy
Friendly Fire
More damage to allies
+ –25% Amplified damage to health
Unique
Types
2)N/A   -
–25% Bullet Attract
• Tenno Flesh: Applies to all Warframes.
• Tenno Armor: Applies to all Warframes (Tenno).
• Tenno Shield: Applies to all Warframes (Tenno).
1) Does not affect the Tenno. | 2) The damage associated bypasses these secondary protections.

Damage Type Flesh Cloned Fossil Infested I. Flesh Sinew Machine Robotic Object Shield Proto Ferrite Alloy Status
Physical
Damage
-25% -25% +25% +50% +15% 1)2)Stagger
+25% +25% -20% -50% +50% +15% –Damage
+25% +25% +15% +25% +50% -25% -15% -50% Bleed
Elemental
Damage
-25% -50% +25% +50% +25% Slowdown
+50% +50% -50% Tesla Chain
1)2)Stun
+25% +25% +50% -50% Burn DoT
1)2)3)Panic
+50% -50% -25% -25% 4)N/A 4)N/A Poison DoT
Combined
Elements

+50% -50% +75% -25% 1)2)–Accuracy

+75% -50% +75% –Armor

-25% -50% +75% +50% Gas Cloud

+75% +75% -50% Amplified damage to shields
Stops shield regen

-75% -50% +50% +25% -25% +75% 1)Friendly Fire
More damage to allies

+50% +75% -50% -25% Amplified damage to health
Unique Types
4)N/A 4)N/A -
–50% –50% Bullet Attract
1) Does not affect Bosses. | 2) Does not affect Rollers, Regulators, Latchers or Osprey. | 3) Does not affect MOAs. | 4) The damage associated bypasses these secondary protections.

## Damage TypesEdit

Every weapon, ability or method of dealing damage is classified as one or more types of damage. Through mods or abilities, further types of damage can be added to attacks.

When multiple damage types are present on an attack, all of them will deal their respective amounts independent of each other, but only one damage number calculated from the combined value of the damage types will show.

With each shown damage value, there is also a chance of a Status Effect occurring; The likelihood of which type of damage this Status Effect is based on depends on the ratio balance of the damage types on the weapon.

### Physical DamageEdit

Most weapons' base damage is made up of a combination of three physical damage types: , , and . The overall physical damage of any given weapon is the sum of Impact, Puncture, and Slash damage. This is sometimes referred to as IPS.

Damage Type Status Effects
Stagger
Universal: Causes target to flinch and staggers movement for 1 second. For 6 seconds, adds a +10% chance for a Parazon finisher if the enemy is below 5% HP. Stacks up to a maximum of 10 stacks for a +100% parazon finisher chance. Each stack has its own duration.
Weakened
Universal: Reduces any damage dealt by the target by 30% for 6 seconds. Subsequent Puncture Status effects add +5% weakening, leading to up to 75% reduced damage dealt at 10 stacks. Each stack has its own duration.
Bleed
Universal: Deals 210% base damage over 6 seconds after a 1 second delay. Stacks are not limited. Each stack has its own duration.

Although most weapons have varying proportions of , , and , some weapons (such as the  or ) can have no physical damage at all. Other weapons (like the or ) can deal a combination of physical and elemental, or combo elemental damage.

Unlike elemental, or combo elemental damage types which can be added via mods, physical damage cannot be added to weapons already lacking them. Weapons that do not have one or more components of physical damage are not affected by the respective , , or mods.

General damage increasing mods such as affect all the base damage types of a weapon. Additionally, Faction Damage Mods such as also affect damage as a total damage multiplier against the faction in question.

### Primary Elemental DamageEdit

Elemental Damage can be applied on top of a weapon’s base damage depending on what Elemental Mods are applied. There are four primary Elemental Damage types:, , , and .

Damage Type Status Effects
Freeze
Universal: Reduces Movement Speed, Fire Rate, and Attack Speed by 25% for 6 seconds. Subsequent Cold Status Effects deal +5% slow, leading to up to 70% (capped) at 10 stacks. Each stack has its own duration.
Chain Lightning
Enemy: Deals 50% base damage to enemies within 3 meters of the target and stuns them for 3 seconds. Stacks are not limited. Each stack has its own duration.
Player: Deals 50% base damage to allies within 3 meters of the target.
Ignite
Enemy: Deals 350% base damage over 6 seconds, after 1 second, while causing the target to panic for 4 seconds and stripping up to 50% Armor. Stacks are not limited. Additional stacks refresh the status duration.
Player: Deals 350% base damage over 6 seconds and strips up to 50% armor.
Poison
Universal: Deals 450% base damage over 6 seconds after a 1 second delay. Stacks are not limited. Each stack has its own duration.

A single primary Elemental Damage type can be applied alone, but if a second primary Elemental Damage type is introduced they will combine into a secondary Elemental Damage type.

### Secondary Elemental DamageEdit

Creating these secondary elements requires mixing two primary elements together.

Combined Damage Type Elemental Damage Types Status Effects
+ Inaccuracy
Universal: Reduces accuracy by 30% for 6 seconds. Stacks for a maximum of 10 stacks and a 75% accuracy loss. Each stack has its own duration.
+ Corrosion
Universal: Reduces current Armor by 26% for 8 seconds. Stacks for a maximum of 10 stacks and 80% reduced armor. Each stack has its own duration.
+ Gas Cloud
Universal: Creates a 3 meter radius effect which deals 450% base damage over 6 seconds to targets inside. Stacks for a maximum of 10 stacks and a 6 meter radius. Each stack has its own duration. The effect stays for its duration even if the affected enemy dies.
+ Disrupt
Enemy: Any instance of damage dealt to target's Shields will deal +100% additional damage for 6 seconds. Stacks for a maximum of 10 stacks and +325% additional damage. Each stack has its own duration. Enemies under this effect also cannot regenerate shields naturally.
Player: Reduces maximum and current Shields by 75%, and drains 50 Energy per second and scrambles the interface for 4 seconds.
+ Confusion
Enemy: Attacks any closest enemy with +100% bonus damage to allies and will be attacked in return for 12 seconds. Also applies +100% damage dealt to allied units. Stacks for a maximum of 10 stacks and +550% damage against allied units. Each stack has its own duration.
Kuva Lich: Increases damage received from other units. Stacks for a maximum of 4 stacks and +250% damage received. Does not make the Lich attack his allied units.
Player: Reduces firing Accuracy, able to damage and be damaged by allies for 4 seconds.
+ Virus
Universal: Any instance of damage dealt to target's Health will deal +100% additional damage for 6 seconds. Stacks for a maximum of 10 stacks and +325% additional damage. Each stack has its own duration.

Elemental Damage is applied in addition to a weapon’s physical damage types. Weapon Damage = ( + + ) + (Elemental).

Note that a primary elemental damage type that has been combined into a secondary type will no longer be dealt to the weapon's targets, nor its status effect will be applied to the targets either. For example, a weapon dealing damage that is created by combining + will no longer deal damage or cause its Freeze effect, nor damage or its Ignite effect to this weapon's targets.

Elemental Damage Combinations are made by following a mod placement hierarchy. This hierarchy is from closest to top left (first to be considered) to the bottom right (last to be considered) on the mod layout. Innate weapon elemental damages are considered the very last in any hierarchy.

However, a weapon's innate elemental damage can be forced into a different position in the hierarchy (and thus be combined into a combo element earlier) if the player has equipped a mod of the same element as the innate element. As well, when using multiple mods with the same element, the first position that element is placed in establishes its hierarchy and where it's combined.

For example, putting on the top left slot of will change the position of its innate damage from last in hierarchy to first in hierarchy. Similarly, placing earlier in the hierarchy before placing will still count the damage where it was first placed.

A weapon's innate elemental damage will contribute to elemental combinations, as long as the combination has been established earlier in the hierarchy. It can also combine with the last uncombined elemental mod in the hierarchy to form a combo element.

For example: when modding a weapon with standalone such as or , then adding , , and in 1, 2 and 3 respectively get: ( + ) and ( + ).

In the case of Riven Mods where there is more than one elemental stat present, the hierarchy priority will be given to the last elemental stat listed on the Riven mod. For example, a Riven mod with a bonus of +100% damage first and +90% damage last, will enable the damage to combine with an elemental mod higher up in the hierarchy, and the damage will combine with an elemental damage type lower in the hierarchy. If no other elemental damage mods are present, the elements on the Riven mod will combine with itself.

Weapons with innate Combination Elements such as (), (), (), () and () will always have that damage type, regardless of mods used. On weapons like these, basic elemental damage mods will combine and function independently of the innate combination elements, as basic elements cannot combine with a weapon's already combined innate damage type.

#### Combinations of Elemental DamageEdit

Except for weapons with innate secondary elemental damage, it is impossible to add more than 2 elemental damage types on a single weapon, because there are only 4 types of primary elemental damage and every 2 types of primary damage will be automatically combined into a secondary type. Because of this mechanic, the following combinations of added elemental damage are possible on a single weapon:

Type 1
\
Type 2

### Unique DamageEdit

These damage types are unique as they are not available as base damage types for any typical weapons nor can they be added through mods.

• damage is a damage type that can be applied through procsfinishers as well as a few Warframe abilities and is distinct in ignoring enemy armor and bonus or malus damage modifiers, directly dealing the "raw" damage value to their health or shields.
• damage is a damage type that can only be used by the Operator after completing The War Within. It possesses special properties and effects against Sentient enemies.
• Tau damage is the damage type unique to the energy attacks of Sentients.

### Empyrean Damage SystemEdit

Empyrean uses an altered system of the currently existing damage system. These damage types are exclusive to Railjack armaments. Arch-weapons will have their damage converted to the corresponding Railjack damage analogue during Empyrean missions.

The below list shows the list of Empyrean specific damage types, along with their corresponding status effect. Secondary elemental damage types (, , , , , and ) are not converted and can not proc a status effect on enemies in Empyrean Archwing mode. Secondary elemental types do increase total damage, they are not however, included in the calculation for status proc weightings.

Original Damage Type                 Damage Type Status Effects
Concuss
Crew within a gunship have reduced aim and damage for 6 seconds. Additional procs refresh duration.
Decompress
Target ship has reduced shields and armor for 20 seconds. Additional procs stack additively.
Tear
Target ship receives 7.5% increased damage for 20 seconds. Additional procs stack multiplicatively with itself.
Immobilize
Target ship's weapons are disabled and it slows down to a complete stop. Lasts for 6 seconds. Additional procs refresh duration.
Scramble
Target ship spirals erratically for 6 seconds, being unable to attack while moving in a straight line. Additional procs refresh duration.
Sear
Target ship receives damage over time for 6 seconds. Additional procs increase damage dealt over time.
Intoxicate
Target ship attacks any closest enemy and will be attacked in return for 12 seconds. Additional procs refresh duration.

## Status EffectEdit

Main article: Status Effect

A Status Effect, also known as proc, is an additional effect that may be triggered at random by a hit from a weapon, while Status Chance is the probability that a hit will inflict a Status Effect. Each damage type has a unique Status Effect associated with it.

A weapon will always (with every shot) deal any elemental and physical damage installed, regardless of the corresponding status triggering or not.

## Damage Over TimeEdit

Damage over Time (DoT) is a type of damage dealt to targets over a duration. Throughout the duration, a target will take "ticks" of damage periodically. These ticks of damage will sum to be the total damage dealt over the duration, which is the value described when referring to DoT.

For example, when an ability is described to deal 600 damage per tick, and it ticks twice per second, it means the ability will deal 1,200 damage per second. Or more concisely, the ability has a DoT of 1,200.

Tick rates vary across DoT sources. In the example above the tick rate was 2s-1, which is a common rate for DoT from abilities. But in the case of a Bleed DoT, damage ticks 6 times over a 6 second duration. This results in a tick rate of 1s-1, and the same applies to all DoT from Status Effect. If the tick rate does not divide into the total duration evenly, the total number of ticks dealt is rounded down. For example, with a tick rate of 2s-1 and a total duration of 3.4s, the first tick will occur at 0 seconds, with each subsequent tick occurring every 0.5 seconds until 3 seconds have passed. The last tick occurs here because the 3.4 second duration ends before the next tick can occur at the 3.5 second mark. As such, the total number of ticks that occurred is 7. More generally, this can be expressed as:

${ \text{Total Ticks} = \lfloor \text{Tick Rate} \times \text{Duration} \rfloor + 1 }$

Altering the total duration does not affect the tick rate of the DoT, it will only affect the total number of ticks dealt, and in turn, the total damage dealt. For example, at base procs have a tick rate of 1s-1 and a duration of 6 seconds. If the duration is increased to 7.8s, the total number of ticks then becomes floor(1 × 7.8) + 1 = 8.

## Damage CalculationEdit

The following explains how a certain amount of damage of one type turns into actual inflicted damage to a target, considering type modifiers and armor. Faction modifiers, body part modifiers, critical hit and stealth modifiers, as well as Warframe debuffs, are disregarded for now, since all of these are independent of damage types.

Dealing damage is quantized. Meaning, rather than the damage being applied smoothly it is dealt in discrete "chunks", or quanta. These quanta are determined by the total listed damage of the source divided by 16.

For example, if you have a weapon with a listed damage distribution of 30 , 30 , and 40 , the Total Damage is 100. The value of a quantum will then be 100 / 16 = 6.25. The amount of damage dealt by the weapon will then be 30 / 6.25 = 4.8 rounded to the nearest whole number, multiplied by the quantum: 5 * 6.25 = 31.25. This process is applied to and as well, yielding 31.25 and 37.5 respectively. As such, when damaging a Charger, which has a +25% bonus to damage, the total damage dealt to the Charger will then be 31.25 + 31.25 + 37.5 * (1 + 25%) = 109.375 (the game will display the rounded value of 109). Note that while in this case the weapon's damage after the conversion remained the same (at 100), sometimes damage may either be gained or lost after the conversion.

Also note that the value of a quantum is affected by base damage mods, but not affected by elemental or physical damage mods. For example, if a maxed was applied in the above example, the weapon's total damage would become 100 * (1 + 2.2) = 320, and the quantum would become 320 / 16 = 20. The weapon's damage distribution would then become 100 , 100 , and 120  after being converted with the new quantum value of 20.

If a physical or elemental mod was applied instead of Hornet Strike, the quanta would stay at its original value of 6.25. For example if the was used, the damage would be increased to 40 * (1 + 1.2) = 88. The damage distribution would then be converted into 31.25 , 31.25 , and 87.5

Against unarmored enemies or when applying damage, the formula is simply:

Inflicted Damage = Base Damage × (1 + Health-type Modifier)
• Inflicted Damage (ID) is the final damage result.
• Base Damage (BD) is the initial damage value.
• Health-type Modifier (HM) is the damage modifier against that health type (may be shield or health).

To make it independent from the amount of base damage:

Damage Modifier = 1 + Health-type Modifier
Inflicted Damage = Base Damage × Damage Modifier
• Damage Modifier (DM) is the total damage modifier. An amount of damage of that type (BD) against that enemy will then always be multiplied with this factor (DM).

Against armored enemies, the formula is:

${ DM = \frac{300}{300 + AR(1 - AM)}(1 + AM)(1 + HM) }$

Where in addition to the previous definitions, AM is the damage modifier against the armor type and AR is the target's armor after all reductions from debuffs (including , procs, and ).

Note that from the formula above damage type modifiers directly affect the value of the armor as well as damage. Positive armor modifiers will reduce the effective armor by the percentage value, which is commonly thought of as that damage type essentially ignoring some of the armor. Conversely, negative armor modifiers will increase the effective armor by the magnitude of the percent value. Because of this, damage values see larger changes from armor than intuition may lead one to think since both the damage itself is affected, as well as the damage mitigation caused by armor. So in many cases, it is more important to consider armor modifiers before health modifiers.

It's important to note that type modifiers against armor work in two ways here: they mitigate a percentage of the target's armor and increase the damage dealt in the same way as a type modifier against the hit points would do. Practically speaking, this means that damage is only reduced by 25% of a target's whole Ferrite Armor and the base damage is increased by +75%. Thus having the damage type with the highest appropriate bonus is far more important against armored than unarmored targets. The formula causes a massive difference between a medium and a large reduction: 75% reduction (¼ original armor) is essentially twice more than 50% reduction (½ original armor).

Because of the twofold reduction, a simple (1 + HM) × (1 + AM) calculation yields incorrect results. The following damage type pairings deviate from that simplified calculation:

• Against ferrite-armored cloned flesh,
• always surpasses .
• surpasses above 120 armor.
• always surpasses ; but never surpasses .
• Against alloy-armored cloned flesh,
• always surpasses .
• surpasses above 342 armor.
• always surpasses .
• However, neither nor ever surpass .

This just shows that one can't easily compare damage type modifiers against an armor class to those against health classes, and those against armor are, at similar values, considerably more effective especially when fighting high-level enemies (since armor scales with level).

${ ben_{AM} = AM + \frac{AR(1 + AM)}{300 + AR(1 - AM)}AM }$
Exact relative damage bonus (i.e. benefit) of a non-zero armor modifier at a given target net armor value.

The relative damage bonus due to a damage type's armor modifier against armored health compared to no modifier can be quantified using the upper expression on the right. This is only defined for armor values greater than 0 because at 0, the armor type of the target is lost, such that the effect of the damage type's armor modifier is lost as well. Hence, the benefit (relative damage bonus) of the armor modifier at 0 armor is always 0.

${ \lim_{AR\to \infty} (ben_{AM}) = \frac{2AM}{1 - AM} }$
Limit for the benefit as armor approaches infinity.

An interesting property of this benefit function is that, while one would intuitively assume the benefit of the armor modifier gets always greater the greater the target's armor, this benefit actually converges against a limit as armor approaches infinity if the armor modifier is smaller than one (which is true for all damage types against all armor types with the sole exception of damage). Since this limit is only determined by the armor modifier of the damage type itself, it is a practical metric to gauge the relative effectiveness of damage types for long endless missions. The formula for the limit is the lower one given on the right. Below is a table of the actual values for all currently implemented armor modifiers.

 AM lim as fraction lim in % 0.75 0.5 +0.25 +0.15 -0.15 -0.25 -0.5 6 2 +2/3 +6/17 -6/23 -2/5 -2/3 600 200 +66.67 +35.29 -26.09 -40 -66.67

This illustrates the growing returns of greater armor modifiers, which may be compared to the behavior of aura stacking.

### GeneralEdit

A generalized version of the aforementioned formula is:

${ DM = \frac{300}{300 + AR(1 - AM)}\prod_i^k(1 + M_i) }$
Generalized damage modifier formula.

AR is still the target's armor after all debuffs (, procs and ) have been applied, how these debuffs work is subject of the armor article. AM is the damage type modifier against the armor class. Mi for all indices i are all modifiers that take effect, these can be damage type modifiers against armor and health type, the crit modifier (on average: chance × damage multiplier), stealth bonus (only normal auto attacks, the special stealth attacks are classified as True damage type and disregard armor), enemy body part/hit zone modifiers and damage multipliers from Warframe abilities like , , or . The term following the large pi operator (Π) simply means that this is a product, so all these bonuses stack multiplicatively. The notation replaces (1 + M1) × (1 + M2) × ... .

In case of enemies who have both shields and armor, damage to shields is not mitigated by armor. Lastly, when damage is applied to a shielded target, the damage is applied directly to its health, not shield – it bypasses shields.

## Enemy Damage Scaling Edit

Main article: Enemy Level Scaling

The formula enemy damage scales at is as follows:

$\text{Damage Multiplier} = 1 + 0.015\times(\text{Current Level} - \text{Base Level})^{1.55}$

## EximusEdit

Main article: Eximus

Eximus enemies have increased damage resistance to all damage types by 50% and/or boosted stats. Some different Eximus units gain different types of resistance.

For example, while a Blitz Eximus gains no boosted stats, they gain resistance to all damage by 50%. Similarly, while a Leech Eximus gains no additional damage resistance, they gain a significant increase to their base Health and Shield at +200%. Some Eximus units have both defensive scaling and damage resistance such as Parasitic Eximus and even further resistance to primary elemental types such as Arctic Eximus.

## Patch HistoryEdit

Update 27.2
Armor and Damage Changes (Enemy):

This section will go over before and after scenarios with our enemy Armor, Health, and Shield changes. Reading this section should give you a conceptual and on-paper understanding of what we’re changing and why, but practical experiences will tell the full story here. You may need to refresh some aspects of your Builds to truly optimize your power against your enemies.

Before: Armor, Shields and Health on an Exponential Curve After: Armor Shields and Health on an S curve

Damage Changes:

Enemy Damage output should still be close to what is currently on the Live version of the game, but we have made a few changes that will affect how players take Damage in-game.

Damage-Type Changes:
• Slash Status now does not bypass Shields and instead deals damage over time to Shields. Slash Status still bypasses Armor.
• Toxin Damage used to apply to Armor with a 25% bonus. Now it is neutral. For role distinction, Toxin bypasses Shields (but not Armor) where as Slash Status bypasses Armor but not Shields.
Player Changes:

Player Shields, Health, and Armor used to be shared with all AI, so they had all the weaknesses and resistances that their AI counterparts did.

Now Players have their own unique Shield, Health, and Armor type classified as TENNO! These have all weaknesses and resistances neutralized (for now). Player Shields now reduce 25% of incoming damage. Player Shields now recharge with custom player-only logic. Shield recharge delays are based on depleted or partial depleted shields. Partially depleted shields (any amount) is a 1 second recharge delay. Full depletion is a 4 second recharge delay.

These changes to Player shields are in addition to coming Shield Gating changes, which you can read about in our Shield Gating section!

Why: Armor Scaling and enemy Damage Reduction was the nucleus for this change. For years Tenno have had the tools to deal with these things, but the tools were uniform: Use Corrosive Projection, or else. While this is a simplification, it removed the feeling of choice. With these changes, we hope players experience a feeling of variety and choice when taking on enemies. By changing the scaling for Armor, we could consistently change the scaling for all!

Stacking Status Effects:

But wait - THERE’S MORE! In addition to being able to achieve two Status Effects on a single shot with >100% Status, we are also adding new meaning if you get a duplicate Status Effect on an enemy overall.

This section will outline exactly what this means for each Status type, including information on how multiple Status Effects behaved with stacking prior to this Hotfix:

• : Repeat single-target Impact Status Effects will escalate the efficacy of the Impact Status (removed previous change of adding Ragdoll as maximum Stagger consequence).
• : The first Puncture Status Effect has an enemy deal 30% less Damage. Subsequent Puncture Status add +5% weakening, leading to up to 75% (capped). Each Puncture Status has a duration of 6 Seconds.
• : Each Slash Status has its own duration, but now we only show a maximum of 10 damage numbers in the HUD, damage is unaffected, but reducing how many damage events we show helps with performance
• : The first Cold Status Effect deals 25% slow. Subsequent Cold Status Effects deal +5% slow for a total of 70% slow at 10 procs. Each Cold Status has a duration of 6 seconds.
• : No Change.
• : See Slash, plus the base duration of a Toxin Status Effect now matches Slash for 6 seconds.
• : AoE Electric Damage that is part of the Status Effect can now reoccur while the target is still under the stun animation of another Electric Status Effect.
• : Grants the Blast Status Effect a single target. Blast Status reduces enemy accuracy by 30% base. Subsequent Blast Status Effects add +5% inaccuracy for for 75% total at 10 stacks. Each Blast Status has a 6 second Duration.
• : The first Corrosive Status Effect strips 26% Armor. Subsequent Corrosive Status Effects strip 6% more Armor, leading up to 80% Armor removal. Each Corrosive Status Effect lasts 8 seconds.
• Note: Corrosive was the only Status with infinite Duration and 100% Efficacy toward a defensive stat. This was necessary to some based on how Armor Scaled. We feel our rebalancing efforts need a differently behaving Corrosive to balance out all Status overall.
• : The first Radiation Status Effect has an enemy deal 100% Damage to allies. Subsequent Radiation Status adds +50% damage, leading to up to 550% (capped). Each Radiation Status Effect has a duration of 12 seconds.
• : New Status Effect entirely: enhanced Damage! First Magnetic Status Effect deals 100% additional Shield damage, subsequent Magnetic Status add +25% for a total of 325% (capped). Enemies under a Magnetic Status Effect cannot regenerate Shields. Magnetic Status Duration is now 6 seconds.
• : New Status Effect entirely: enhanced Damage! First Viral Status Effect deals 100% additional Health damage, subsequent Viral Status add +25% for a total of 325% (capped).
• Note: Before Viral would halve a target’s health pool and simply refresh the duration. Now it deals 2x Damage to Health, and can scale up to 4.5x Damage on repeat Status Effects.
• : The base duration of a Gas Status Effect now matches Slash for 6 seconds. No longer does AoE with forced Poison Status Effect (resulting in Poison DoT for enemies in radius), instead it does AoE DoT Gas damage around the target.
Weapon & Proc Adjustments

The idea of ‘one damage type to rule them all’ is one we want to avoid in Railjack’s early days. We are rebalancing aspects of certain Damage types to ensure there’s balanced choices. The Armor changes in conjunction with this means this is a combined effort of finding the right place for all damage types, not just one leader. Please bear with us as we navigate this particular space - with your help, hopefully everyone will get to put their favourites from their Arsenal to use!

• Decreased the effectiveness of the Particle proc but increased its Duration
• Reduced to 7.5% damage bonus per hit, still stacks, and lasts 20 seconds. The exponential growth and short duration meant this was far more beneficial to rapid-fire guns than anything else.
• Increased the effectiveness of the Incendiary proc but decreased its Duration
• Double the damage per tick but half the duration; same total damage but in less time to feel more relevant.
• Fixed Ballistic and Particle damage icons being swapped in-game.
• Updated terminology for Damage Types in Portuguese.
• Tweaked Radiation Proc to not last as long on players and is more obvious when active.
Damage 2.0 Introduced

## Start a Discussion Discussions about Damage

• #### Damage

4 messages
• Thanks, I also figured out that void damage is endgame on Liches. Rank 5 lich was down in a few seconds using a mote amp.
• Huh. Never thought that void damage would be useful against liches, much less with a mote amp of all things. Still, Adaptation is a must-have ...
• #### "versioning" of the damage system

2 messages
• Given the recent heavy rework of damage types, is there any particular reason that the system is still being called 2.0? Shouldn't it be ...
• DE didn't advertise it as 'Damage 3.0' (status changes were included, but not the complete removal of mandatory damage mods a...
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