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{{Icon|Proc|Gas|Text}} damage's [[Status Effect|status effect]] is '''Toxin Cloud''', which produces small toxin cloud that deals {{Icon|Proc|Toxin|Text}} damage (notably not {{Icon|Proc|Gas|Text}} damage) to all enemies within its '''3'''-meter radius. The cloud deals immediate damage on proc equal to {{tt|''Base Damage''|The innate Physical and/or Elemental damage of the weapon/ability, including Faction bonus damage mods and Base damage mods}} {{mul}} ({{tt|''Toxin Mod Multiplier''|The Toxin damage multiplier granted from Toxin and Faction mods}} {{div}} 2), then itself procs {{Icon|Proc|Toxin|Text}} status, dealing '''9''' ticks of damage over '''8''' seconds each equal to {{tt|''Base Damage''|The innate Physical and/or Elemental damage of the weapon/ability, including Faction bonus damage mods and Base damage mods}} {{mul}} ({{tt|''Toxin Mod Multiplier''|The Toxin damage multiplier granted from Toxin and Faction mods}} {{div}} 2)<sup>2</sup>. Multiple instances of the effect can stack on the same target with each instance having its own timer.
 
{{Icon|Proc|Gas|Text}} damage's [[Status Effect|status effect]] is '''Toxin Cloud''', which produces small toxin cloud that deals {{Icon|Proc|Toxin|Text}} damage (notably not {{Icon|Proc|Gas|Text}} damage) to all enemies within its '''3'''-meter radius. The cloud deals immediate damage on proc equal to {{tt|''Base Damage''|The innate Physical and/or Elemental damage of the weapon/ability, including Faction bonus damage mods and Base damage mods}} {{mul}} ({{tt|''Toxin Mod Multiplier''|The Toxin damage multiplier granted from Toxin and Faction mods}} {{div}} 2), then itself procs {{Icon|Proc|Toxin|Text}} status, dealing '''9''' ticks of damage over '''8''' seconds each equal to {{tt|''Base Damage''|The innate Physical and/or Elemental damage of the weapon/ability, including Faction bonus damage mods and Base damage mods}} {{mul}} ({{tt|''Toxin Mod Multiplier''|The Toxin damage multiplier granted from Toxin and Faction mods}} {{div}} 2)<sup>2</sup>. Multiple instances of the effect can stack on the same target with each instance having its own timer.
   
Because the {{Icon|Proc|Gas|Text}} proc is strengthened by {{tt|''Toxin Damage''|The toxin damage bonus from mods (not innate toxin damage).}}, {{Icon|Proc|Toxin|Text}} mods also help to increase proc damage; in contrast, {{Icon|Proc|Heat|Text}} mods will merely increase the proc bias toward {{Icon|Proc|Gas|Text}} without increasing the procs' damage. If a proc occurs together with a headshot, stealth bonus, and/or critical hit, the ticks are also affected by their respective multipliers. However, innate {{Icon|Proc|Toxin|Text}} damage from weapons such as the {{Weapon|Paracyst}} does not contribute to the damage-over-time ticks. It should also be noted that due to the nature of Faction damage mods, their bonuses are applied ''thrice'' during the calculation of Toxin Cloud damage per tick. For example, the Toxin Cloud damage per tick of a weapon with an innate 100 damage, {{M|Serration}}, {{M|Infected Clip}}, and {{M|Bane of Grineer}} will be:
+
Because the {{Icon|Proc|Gas|Text}} proc is strengthened by {{tt|''Toxin Damage''|The toxin damage bonus from mods (not innate toxin damage).}}, {{Icon|Proc|Toxin|Text}} mods also help to increase proc damage; in contrast, {{Icon|Proc|Heat|Text}} mods will merely increase the proc bias toward {{Icon|Proc|Gas|Text}} without increasing the procs' damage. If a proc occurs together with a headshot, stealth bonus, and/or critical hit, the ticks are also affected by their respective multipliers. The Toxin Cloud is able to hit heads and other [[Enemy Body Parts|body parts]] by itself, potentially allowing headshots' bonus to apply twice (which also affects the added headshot damage of some [[Sniper Rifle|sniper rifles]]' zoom bonuses and {{M|Target Acquired}}). However, innate {{Icon|Proc|Toxin|Text}} damage from weapons such as the {{Weapon|Paracyst}} does not contribute to the damage-over-time ticks. It should also be noted that due to the nature of Faction damage mods, their bonuses are applied ''thrice'' during the calculation of Toxin Cloud damage per tick. For example, the Toxin Cloud damage per tick of a weapon with an innate 100 damage, {{M|Serration}}, {{M|Infected Clip}}, and {{M|Bane of Grineer}} will be:
 
:Base Damage = {{Math|100 {{mul}} (1 + 1.65) {{mul}} (1 + 0.3)|t=y|bf-a=y}}
 
:Base Damage = {{Math|100 {{mul}} (1 + 1.65) {{mul}} (1 + 0.3)|t=y|bf-a=y}}
 
:Toxin Mod Multiplier = {{Math|(1 + 0.9) {{mul}} (1 + 0.3)|t=y|bf-a=y|m=y}}
 
:Toxin Mod Multiplier = {{Math|(1 + 0.9) {{mul}} (1 + 0.3)|t=y|bf-a=y|m=y}}

Revision as of 21:36, June 20, 2019

Gas b Gas Damage is one of the six secondary elemental damage types, composed of Heat b Heat and Toxin b Toxin elements. It is particularly effective against light Infestation bInfested types, but deals lower damage to IconCorpusBCorpus and IconGrineerBGrineer bodies.

Status Effects

Gas b Gas damage's status effect is Toxin Cloud, which produces small toxin cloud that deals Toxin b Toxin damage (notably not Gas b Gas damage) to all enemies within its 3-meter radius. The cloud deals immediate damage on proc equal to Base Damage × (Toxin Mod Multiplier ÷ 2), then itself procs Toxin b Toxin status, dealing 9 ticks of damage over 8 seconds each equal to Base Damage × (Toxin Mod Multiplier ÷ 2)2. Multiple instances of the effect can stack on the same target with each instance having its own timer.

Because the Gas b Gas proc is strengthened by Toxin DamageToxin b Toxin mods also help to increase proc damage; in contrast, Heat b Heat mods will merely increase the proc bias toward Gas b Gas without increasing the procs' damage. If a proc occurs together with a headshot, stealth bonus, and/or critical hit, the ticks are also affected by their respective multipliers. The Toxin Cloud is able to hit heads and other body parts by itself, potentially allowing headshots' bonus to apply twice (which also affects the added headshot damage of some sniper rifles' zoom bonuses and Mod TT 20pxTarget Acquired). However, innate Toxin b Toxin damage from weapons such as the InfQuantaRifle Paracyst does not contribute to the damage-over-time ticks. It should also be noted that due to the nature of Faction damage mods, their bonuses are applied thrice during the calculation of Toxin Cloud damage per tick. For example, the Toxin Cloud damage per tick of a weapon with an innate 100 damage, Mod TT 20pxSerration, Mod TT 20pxInfected Clip, and Mod TT 20pxBane of Grineer will be:

Base Damage = 100 × (1 + 1.65) × (1 + 0.3) = 344.5
Toxin Mod Multiplier = (1 + 0.9) × (1 + 0.3) = 2.47x
Toxin Cloud Damage per tick = 344.5 × (2.47 ÷ 2)^2 = 525.44


Because the damage from this status effect is Toxin b Toxin and not Gas b Gas, it can bypass Shields/Proto Shields and deal increased damage against Flesh and Ferrite Armor enemies, which can help compensate for Gas b Gas's damage penalty against Corpus Flesh and Grineer Cloned Flesh.

Although effective against light Infested units, the status effect's Toxin b Toxin damage is reduced against Fossilized units. In addition, a Toxic Ancient produces an aura to its allies that provides 100% damage reduction to Toxin b Toxin and 80% damage reduction to Gas b Gas, neutralizing this element against the Infested while the aura is in effect.

Type Effectiveness

IconGrineerBGrineer Health Gas b Gas Modifier IconCorpusBCorpus Health Gas b Gas Modifier Infestation bInfested Health Gas b Gas Modifier
Cloned Flesh –50% Flesh –25% Infested +75%
Ferrite Armor Shield Infested Flesh +50%
Alloy Armor Proto Shield Fossilized
Machinery Robotic Sinew

Gas Sources

Weapons


Mods

Media

WDR 10 Gas Damage (Warframe)

WDR 10 Gas Damage (Warframe)

See also


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