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Include how damage is calculated when damage reduction and damage resistances are active. Update 27.2 (2020-03-05) changes
Preceded by
Damage 1.0 since Update 11.0 (2013-11-20)

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.

Damage Display

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 Table

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

Damage Type Cloned Flesh Ferrite Armor Alloy Armor Machinery Status Effect
Physical
Damage
DmgImpactSmall64 Impact –25% +25% Stagger[1][2]
DmgPunctureSmall64 Puncture +50% +15% –Damage
DmgSlashSmall64 Slash +25% –15% –50% Bleed[1]
Elemental
Damage
DmgColdSmall64 Cold +25% Slowdown
DmgElectricitySmall64 Electricity –50% +50% Tesla Chain
Stun[1][2]
DmgFireSmall64 Heat +25% Burn DoT
Panic[1][2]
DmgToxinSmall64 Toxin –25% Poison DoT[1]
Combined
Elements
DmgBlastSmall64 Blast DmgFireSmall64 Heat + DmgColdSmall64 Cold –25% +75% –Accuracy[1][2]
DmgCorrosiveSmall64 Corrosive DmgElectricitySmall64 Electricity + DmgToxinSmall64 Toxin +75% –Armor
DmgGasSmall64 Gas DmgFireSmall64 Heat + DmgToxinSmall64 Toxin –50% Gas Cloud
DmgMagneticSmall64 Magnetic DmgColdSmall64 Cold + DmgElectricitySmall64 Electricity –50% Amplified damage to shields
Stops shield regen
DmgRadiationSmall64 Radiation DmgFireSmall64 Heat + DmgElectricitySmall64 Electricity +75% Friendly Fire
More damage to allies[2]
DmgViralSmall64 Viral DmgColdSmall64 Cold + DmgToxinSmall64 Toxin +75% –25% Amplified damage to health
Unique
Types
DmgTrueSmall64 True N/A[3] N/A[3] -
DmgVoidSmall64 Void 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 Proto Shield Ferrite Armor Alloy Armor Robotic Status Effect
Physical
Damage
DmgImpactSmall64 Impact

-25%

+50% +15% 1)3)Stagger
DmgPunctureSmall64 Puncture -20% -50% +50% +15% +25% –Damage
DmgSlashSmall64 Slash +25% –15% –50% -25% 3)Bleed
Elemental
Damage
DmgColdSmall64 Cold +50% +25% Slowdown
DmgElectricitySmall64 Electricity –50% +50% 3)Tesla Chain
1)3)Stun
DmgFireSmall64 Heat -50% 2)3)Burn DoT
1)2)3)Panic
DmgToxinSmall64 Toxin +50% 4)N/A   4)N/A   -25% 3)Poison DoT
Combined
Elements

DmgBlastSmall64 Blast

DmgFireSmall64 Heat + DmgColdSmall64 Cold –25% 1)3)–Accuracy
DmgCorrosiveSmall64 Corrosive DmgElectricitySmall64 Electricity + DmgToxinSmall64 Toxin -50% +75% –Armor

DmgGasSmall64 Gas

DmgFireSmall64 Heat + DmgToxinSmall64 Toxin -25% Gas Cloud
DmgMagneticSmall64 Magnetic DmgColdSmall64 Cold + DmgElectricitySmall64 Electricity +75% +75% –50% Amplified damage to shields
Stops shield regen
DmgRadiationSmall64 Radiation DmgFireSmall64 Heat + DmgElectricitySmall64 Electricity -25% +75% +25% 1)Friendly Fire
More damage to allies
DmgViralSmall64 Viral DmgColdSmall64 Cold + DmgToxinSmall64 Toxin +50% Amplified damage to health
Unique
Types
DmgTrueSmall64 True N/A[1] N/A[1] -
DmgVoidSmall64 Void Bullet Attract

1) Does not affect Bosses. | 2) Does not affect MOAs. | 3) Does not affect Ospreys. | 4) Bypasses shields

  1. 1.0 1.1 The damage associated bypasses these secondary protections.

Damage Type Infested Infested Flesh Fossilized Infested Sinew Ferrite Armor Status Effect
Physical
Damage

DmgImpactSmall64 Impact

1)2)Stagger
DmgPunctureSmall64 Puncture +25% +50% –Damage
DmgSlashSmall64 Slash +25% +50% +15% –15% Bleed
Elemental
Damage
DmgColdSmall64 Cold -50% -25% +25% Slowdown
DmgElectricitySmall64 Electricity Tesla Chain
1)2)Stun
DmgFireSmall64 Heat +25% +50% Burn DoT
1)2)Panic
DmgToxinSmall64 Toxin -50% Poison DoT
Combined
Elements
DmgBlastSmall64 Blast DmgFireSmall64 Heat + DmgColdSmall64 Cold +50% -50% –25% 1)2)–Accuracy
DmgCorrosiveSmall64 Corrosive DmgElectricitySmall64 Electricity + DmgToxinSmall64 Toxin +75% +75% –Armor
DmgGasSmall64 Gas DmgFireSmall64 Heat + DmgToxinSmall64 Toxin +75% +50% Gas Cloud
DmgMagneticSmall64 Magnetic DmgColdSmall64 Cold + DmgElectricitySmall64 Electricity Amplified damage to shields
Stops shield regen
DmgRadiationSmall64 Radiation DmgFireSmall64 Heat + DmgElectricitySmall64 Electricity -50% -75% +50% 1)Friendly Fire
More damage to allies
DmgViralSmall64 Viral DmgColdSmall64 Cold + DmgToxinSmall64 Toxin

-50%

Amplified damage to health
Unique
Types
DmgTrueSmall64 True N/A[1] N/A[1] -
DmgVoidSmall64 Void Bullet Attract

1) Does not affect Bosses. | 2) Does not affect Osprey enemies.

  1. 1.0 1.1 The damage associated bypasses these secondary protections.

Damage Type Flesh Robotic Ferrite Armor Alloy Armor Shield Status
Physical
Damage
DmgImpactSmall64 Impact -25% +50% 1)3)Stagger
DmgPunctureSmall64 Puncture +25% +50% +15% -20% –Damage
DmgSlashSmall64 Slash +25% -25% -15% -50% 1)Bleed
Elemental
Damage
DmgColdSmall64 Cold +25% +50% Slowdown
DmgElectricitySmall64 Electricity +50% -50% Tesla Chain
1)3)Stun
DmgFireSmall64 Heat Burn DoT
1)2)3)Panic
DmgToxinSmall64 Toxin +50% -25% 4)N/A 1)Poison DoT
Combined
Elements
DmgBlastSmall64 Blast DmgFireSmall64 Heat+
DmgColdSmall64 Cold
-25% 1)3)–Accuracy
DmgCorrosiveSmall64 Corrosive DmgElectricitySmall64 Electricity+
DmgToxinSmall64 Toxin
+75% –Armor
DmgGasSmall64 Gas DmgFireSmall64 Heat+
DmgToxinSmall64 Toxin
-25% Gas Cloud
DmgMagneticSmall64 Magnetic DmgColdSmall64 Cold+
DmgElectricitySmall64 Electricity
-50% +75% Amplified damage to shields
Stops shield regen
DmgRadiationSmall64 Radiation DmgFireSmall64 Heat+
DmgElectricitySmall64 Electricity
+25% +75% -25% Friendly Fire
More damage to allies
DmgViralSmall64 Viral DmgColdSmall64 Cold+
DmgToxinSmall64 Toxin
+50% Amplified damage to health
Unique Types DmgTrueSmall64 True 4)N/A 4)N/A -
DmgVoidSmall64 Void 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 Cloned Flesh Flesh Ferrite Armor Alloy Armor Shield Proto Shield Robotic Fossilized Status
Physical
Damage
DmgImpactSmall64 Impact -25% -25% +50% +25% 1)3)Stagger
DmgPunctureSmall64 Puncture +50% +15% -20% -50% +25% –Damage
DmgSlashSmall64 Slash +25% +25% -15% -50% -25% +15% 1)Bleed
Elemental
Damage
DmgColdSmall64 Cold +25% +50% -25% Slowdown
DmgElectricitySmall64 Electricity -50% +50% Tesla Chain
1)3)Stun
DmgFireSmall64 Heat +25% -50% Burn DoT
1)2)3)Panic
DmgToxinSmall64 Toxin +50% 4)N/A 4)N/A -25% -50% 1)Poison DoT
Combined
Elements
DmgBlastSmall64 Blast DmgFireSmall64 Heat+
DmgColdSmall64 Cold
-25% +50% 1)3)–Accuracy
DmgCorrosiveSmall64 Corrosive DmgElectricitySmall64 Electricity+
DmgToxinSmall64 Toxin
+75% -50% +75% –Armor
DmgGasSmall64 Gas DmgFireSmall64 Heat+
DmgToxinSmall64 Toxin
-50% -25% Gas Cloud
DmgMagneticSmall64 Magnetic DmgColdSmall64 Cold+
DmgElectricitySmall64 Electricity
-50% +75% +75% Amplified damage to shields
Stops shield regen
DmgRadiationSmall64 Radiation DmgFireSmall64 Heat+
DmgElectricitySmall64 Electricity
+75% -25% +25% -75% Friendly Fire
More damage to allies
DmgViralSmall64 Viral DmgColdSmall64 Cold+
DmgToxinSmall64 Toxin
+75% +50% Amplified damage to health
Unique Types DmgTrueSmall64 True 4)N/A 4)N/A -
DmgVoidSmall64 Void 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
DmgImpactSmall64 Impact –50% 1)Stagger
DmgPunctureSmall64 Puncture –50% –Damage
DmgSlashSmall64 Slash –50% Bleed
Elemental
Damage
DmgColdSmall64 Cold –50% Slowdown
DmgElectricitySmall64 Electricity –50% Tesla Chain
DmgFireSmall64 Heat –50% Burn DoT
DmgToxinSmall64 Toxin 2)N/A   Poison DoT
Combined
Elements
DmgBlastSmall64 Blast DmgFireSmall64 Heat + DmgColdSmall64 Cold –50% –Accuracy
DmgCorrosiveSmall64 Corrosive DmgElectricitySmall64 Electricity + DmgToxinSmall64 Toxin –50% –Armor
DmgGasSmall64 Gas DmgFireSmall64 Heat + DmgToxinSmall64 Toxin –50% Gas Cloud
DmgMagneticSmall64 Magnetic DmgColdSmall64 Cold + DmgElectricitySmall64 Electricity –50% Amplified damage to shields
Stops shield regen
Energy Drain
DmgRadiationSmall64 Radiation DmgFireSmall64 Heat + DmgElectricitySmall64 Electricity –50% –Accuracy
Friendly Fire
More damage to allies
DmgViralSmall64 Viral DmgColdSmall64 Cold + DmgToxinSmall64 Toxin –50% Amplified damage to health
Unique
Types
DmgTrueSmall64 True 2)N/A   -
DmgVoidSmall64 Void –50% Bullet Attract
  • Tenno Flesh: Applies to all Warframes, Operators and Railjacks (Tenno).
  • Tenno Armor: Applies to all Warframes, Operators and Railjacks (Tenno).
  • Tenno Shield: Applies to all Warframes, Operators and Railjacks (Tenno).
1) Does not affect the Tenno. | 2) The damage associated bypasses these secondary protections, but in the case of DmgToxinSmall64 Toxin damage, it has -50% damage modifier against HildrynIcon272 Hildryn when she has overshields.

Damage Type Indifferent Facade Ferrite Armor Infested Machinery Status Effect
Physical
Damage
DmgImpactSmall64 Impact +25% Stagger[1][2]
DmgPunctureSmall64 Puncture +25% +50% –Damage
DmgSlashSmall64 Slash -50% -15% +25% Bleed[1]
Elemental
Damage
DmgColdSmall64 Cold Slowdown
DmgElectricitySmall64 Electricity +25% +50% Tesla Chain
Stun[1][2]
DmgFireSmall64 Heat +25% Burn DoT
Panic[1][2]
DmgToxinSmall64 Toxin -25% Poison DoT[1]
Combined
Elements
DmgBlastSmall64 Blast DmgFireSmall64 Heat + DmgColdSmall64 Cold -25% +75% –Accuracy[1][2]
DmgCorrosiveSmall64 Corrosive DmgElectricitySmall64 Electricity + DmgToxinSmall64 Toxin +75% –Armor
DmgGasSmall64 Gas DmgFireSmall64 Heat + DmgToxinSmall64 Toxin +75% Gas Cloud
DmgMagneticSmall64 Magnetic DmgColdSmall64 Cold + DmgElectricitySmall64 Electricity Amplified damage to shields
Stops shield regen
DmgRadiationSmall64 Radiation DmgFireSmall64 Heat + DmgElectricitySmall64 Electricity +75% -50% Friendly Fire
More damage to allies[2]
DmgViralSmall64 Viral DmgColdSmall64 Cold + DmgToxinSmall64 Toxin -50% -50% -25% Amplified damage to health
Unique
Types
DmgTrueSmall64 True N/A[3] -
DmgVoidSmall64 Void +25% Bullet Attract
  • Indifferent Facade: Possessed by non-mechanical Murmur enemies.
  • Ferrite Armor: Possessed by Rogue Culverins and Rogue Arcocanids.
  • Infested: Possessed by Rogue Arcocanids.
  • Machinery: Possessed by Rogue Culverin.
  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. The damage associated bypasses these secondary protections.

Damage Type Flesh Cloned Flesh Fossilized Infested Infested Flesh Infested Sinew Machinery Robotic Object Shield Proto Shield Ferrite Armor Alloy Armor Indifferent Facade Status
Physical
DmgImpactSmall64 Impact -25% -25% +25% +50% +15% Stagger1)2)
DmgPunctureSmall64 Puncture +25% +25% -20% -50% +50% +15% +25% –Damage
DmgSlashSmall64 Slash +25% +25% +15% +25% +50% -25% -15% -50% -50% Bleed
Primary Elemental
DmgColdSmall64 Cold -25% -50% +25% +50% +25% Slowdown
DmgElectricitySmall64 Electricity +50% +50% -50% +25% Tesla Chain
Stun1)2)
DmgFireSmall64 Heat +25% +25% +50% -50% Burn DoT
Panic1)2)3)
DmgToxinSmall64 Toxin +50% -50% -25% -25% 4)N/A 4)N/A Poison: Toxin DoT
Secondary Elemental
DmgBlastSmall64 Blast DmgFireSmall64 Heat+DmgColdSmall64 Cold +50% -50% +75% -25% –Accuracy1)2)
DmgCorrosiveSmall64 Corrosive DmgElectricitySmall64 Electricity+DmgToxinSmall64 Toxin +75% -50% +75% –Armor
DmgGasSmall64 Gas DmgFireSmall64 Heat+DmgToxinSmall64 Toxin -25% -50% +75% +50% Gas Cloud: Gas AOE DoT
DmgMagneticSmall64 Magnetic DmgColdSmall64 Cold+DmgElectricitySmall64 Electricity +75% +75% -50% Amplified damage to shields
Stops shield regen
DmgRadiationSmall64 Radiation DmgFireSmall64 Heat+DmgElectricitySmall64 Electricity -75% -50% +50% +25% -25% +75% +75% Friendly Fire1)
More damage to allies
DmgViralSmall64 Viral DmgColdSmall64 Cold+DmgToxinSmall64 Toxin +50% +75% -50% -25% -50% Amplified damage to health
Unique
DmgTrueSmall64 True 4)N/A 4)N/A -
DmgVoidSmall64 Void +25% 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 Types

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 Damage

Most weapons' base damage is made up of a combination of three physical damage types: Script error: The function "Proc" does not exist., Script error: The function "Proc" does not exist., and Script error: The function "Proc" does not exist.. 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
Script error: The function "Proc" does not exist. Stagger
Universal: Causes target to flinch and staggers movement for 1 second.
Script error: The function "Proc" does not exist. Weakened
Universal: Reduces any damage dealt to 70% for 6 seconds.
Script error: The function "Proc" does not exist. Bleed
Universal: Deals 245% base Script error: The function "Proc" does not exist. damage over 6 seconds.

Although most weapons have varying proportions of Script error: The function "Proc" does not exist., Script error: The function "Proc" does not exist., and Script error: The function "Proc" does not exist., some weapons (such as the Glaxion Glaxion or Phage Phage) can have no physical damage at all. Other weapons (like the Plinx Plinx or Tysis Tysis) 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 Script error: The function "Proc" does not exist., Script error: The function "Proc" does not exist., or Script error: The function "Proc" does not exist. mods.

General damage increasing mods such as Mod TT 20px Serration affect all the base damage types of a weapon. Additionally, Faction Damage Mods such as Mod TT 20px Expel Grineer also affect damage as a total damage multiplier against the faction in question.

Primary Elemental Damage

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:Script error: The function "Proc" does not exist., Script error: The function "Proc" does not exist., Script error: The function "Proc" does not exist., and Script error: The function "Proc" does not exist..

Damage Type Status Effects
Script error: The function "Proc" does not exist. Freeze
Universal: Reduces Movement Speed, Fire Rate, and Attack Speed to 50% for 6 seconds.
Script error: The function "Proc" does not exist. Chain Lightning
Enemy: Deals 50% base Script error: The function "Proc" does not exist. damage to enemies within 3 meters of the target and stuns them for 3 seconds.
Player: Deals 50% base Script error: The function "Proc" does not exist. damage to allies within 3 meters of the target.
Script error: The function "Proc" does not exist. Ignite
Enemy: Deals 350% base Script error: The function "Proc" does not exist. damage over 6 seconds while causing the target to panic for 4 seconds and stripping up to 50% Armor.
Player: Deals 350% base Script error: The function "Proc" does not exist. damage over 6 seconds and strips up to 50% armor.
Script error: The function "Proc" does not exist. Poison
Universal: Deals 450% base Script error: The function "Proc" does not exist. damage over 8 seconds.

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 Damage

Creating these secondary elements requires mixing two primary elements together.

Elementsnew
Combined Damage Type Elemental Damage Types Status Effects
Script error: The function "Proc" does not exist. Script error: The function "Proc" does not exist. + Script error: The function "Proc" does not exist. Knockdown
Universal: Creates a 5 meter radius Knockdown.
Script error: The function "Proc" does not exist. Script error: The function "Proc" does not exist. + Script error: The function "Proc" does not exist. Corrosion
Enemy: Reduces current Armor by 25% permanently.
Player: Reduces current Armor by 25% for 8 seconds.
Script error: The function "Proc" does not exist. Script error: The function "Proc" does not exist. + Script error: The function "Proc" does not exist. Toxin Cloud
Universal: Creates a 3 meter radius effect which deals 450% base Script error: The function "Proc" does not exist. damage over 8 seconds to targets.
Script error: The function "Proc" does not exist. Script error: The function "Proc" does not exist. + Script error: The function "Proc" does not exist. Disrupt
Enemy: Reduces maximum and current Shields by 75% for 4 seconds.
Player: Reduces maximum and current Shields by 75%, and drains 50 Energy per second and scrambles the interface for 4 seconds.
Script error: The function "Proc" does not exist. Script error: The function "Proc" does not exist. + Script error: The function "Proc" does not exist. Confusion
Enemy: Attacks any closest enemy and will be attacked in return for 12 seconds.
Player: Reduces firing Accuracy, able to damage and be damaged by allies for 4 seconds.
Script error: The function "Proc" does not exist. Script error: The function "Proc" does not exist. + Script error: The function "Proc" does not exist. Virus
Universal: Reduces maximum and current Health to 50% for 6 seconds.

Elemental Damage is applied in addition to a weapon’s physical damage types. Weapon Damage = (Script error: The function "Proc" does not exist. + Script error: The function "Proc" does not exist. + Script error: The function "Proc" does not exist.) + (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 Script error: The function "Proc" does not exist. damage that is created by combining Script error: The function "Proc" does not exist. + Script error: The function "Proc" does not exist. will no longer deal Script error: The function "Proc" does not exist. damage or cause its Freeze effect, nor Script error: The function "Proc" does not exist. 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 it's hierarchy and where it's combined.

For example, putting Mod TT 20px Stormbringer on the top left slot of Amprex Amprex will change the position of its innate Script error: The function "Proc" does not exist. damage from last in hierarchy to first in hierarchy. Similarly, placing Mod TT 20px Thermite Rounds earlier in the hierarchy before placing Mod TT 20px Hellfire will still count the Script error: The function "Proc" does not exist. 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.

LoadOrder

Load Order

For example: when modding a weapon with standalone Script error: The function "Proc" does not exist. such as Prova Prova or Lecta Lecta, then adding Script error: The function "Proc" does not exist., Script error: The function "Proc" does not exist., and Script error: The function "Proc" does not exist. in 1, 2 and 3 respectively get: Script error: The function "Proc" does not exist. (Script error: The function "Proc" does not exist. + Script error: The function "Proc" does not exist.) and Script error: The function "Proc" does not exist. (Script error: The function "Proc" does not exist. + Script error: The function "Proc" does not exist.).

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% Script error: The function "Proc" does not exist. damage first and +90% Script error: The function "Proc" does not exist. damage last, will enable the Script error: The function "Proc" does not exist. damage to combine with an elemental mod higher up in the hierarchy, and the Script error: The function "Proc" does not exist. 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 Ogris Ogris (Script error: The function "Proc" does not exist.), Penta Penta (Script error: The function "Proc" does not exist.), Stug Stug (Script error: The function "Proc" does not exist.), Nukor Nukor (Script error: The function "Proc" does not exist.) and Detron Detron (Script error: The function "Proc" does not exist.) 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.

Elemental additionals

This is an example of a secondary elemental with the combination elemental.

Combinations of Elemental Damage

Except for weapons with innate secondary elemental damage, it is impossible to have 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 elemental damage are possible on a single weapon:

   Type 1
\
Type 2   
Script error: The function "Proc" does not exist. Script error: The function "Proc" does not exist. Script error: The function "Proc" does not exist. Script error: The function "Proc" does not exist. Script error: The function "Proc" does not exist. Script error: The function "Proc" does not exist. Script error: The function "Proc" does not exist. Script error: The function "Proc" does not exist. Script error: The function "Proc" does not exist. Script error: The function "Proc" does not exist.
Script error: The function "Proc" does not exist.
Script error: The function "Proc" does not exist.
Script error: The function "Proc" does not exist.
Script error: The function "Proc" does not exist.
Script error: The function "Proc" does not exist.
Script error: The function "Proc" does not exist.
Script error: The function "Proc" does not exist.
Script error: The function "Proc" does not exist.
Script error: The function "Proc" does not exist.
Script error: The function "Proc" does not exist.

Unique Damage

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.

  • Script error: The function "Proc" does not exist. damage is a damage type that can be applied through Script error: The function "Proc" does not exist. procsfinishers as well as a few Warframe abilities and is distinct in ignoring enemy armor and bonus or malus damage modifiers, directly dealing its "raw" damage value to their health.
  • Script error: The function "Proc" does not exist. 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.
  • Script error: The function "Proc" does not exist. damage is the damage type unique to the energy attacks of Sentients.

Empyrean Damage System

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 (Script error: The function "Proc" does not exist., Script error: The function "Proc" does not exist., Script error: The function "Proc" does not exist., Script error: The function "Proc" does not exist., Script error: The function "Proc" does not exist., and Script error: The function "Proc" does not exist.) 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 Notes
Script error: The function "Proc" does not exist. Script error: The function "Proc" does not exist. Concuss
Crew within a gunship have reduced aim and damage for 6 seconds.
Script error: The function "Proc" does not exist. Script error: The function "Proc" does not exist. Decompress
Ship has reduced shields and armor for 20 seconds.
Stacks similarly to Script error: The function "Proc" does not exist. procs.
Script error: The function "Proc" does not exist. Script error: The function "Proc" does not exist. Tear
Ship receives 7.5% increased damage for 20 seconds.
Increased damage effect stacks multiplicatively with itself.
Script error: The function "Proc" does not exist. Script error: The function "Proc" does not exist. Immobilize
Ship weapons are disabled and it slows down to a complete stop.
Lasts for ??? seconds.
Script error: The function "Proc" does not exist. Script error: The function "Proc" does not exist. Scramble
Ship spirals erratically for 6 seconds.
Script error: The function "Proc" does not exist. Script error: The function "Proc" does not exist. Sear
Ship receives damage over time for 6 seconds.
Script error: The function "Proc" does not exist. Script error: The function "Proc" does not exist. Intoxicate
Attacks any closest enemy and will be attacked in return for 12 seconds.
  • Arch-guns receive a 95% damage reduction when dealing damage in Railjack. Source

Status Effect

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 Time

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 7 times over a 6 second duration. This results in a tick rate of 1s-1 (notably not 1.167s-1 because counting starts at 0 seconds), 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:

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 Script error: The function "Proc" does not exist. 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 Calculation

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 Script error: The function "Proc" does not exist., 30 Script error: The function "Proc" does not exist., and 40 Script error: The function "Proc" does not exist., the Total Damage is 100. The value of a quantum will then be 100 / 16 = 6.25. When damaging a Charger, which has a +25% bonus to Script error: The function "Proc" does not exist. damage, the amount of Script error: The function "Proc" does not exist. damage dealt 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 Script error: The function "Proc" does not exist. and Script error: The function "Proc" does not exist. as well, yielding 31.25 and 37.5 respectively. As such, 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 amount of damage after the conversion remained the same, sometimes damage may either be gained or lost after the conversion.


Against unarmored enemies or when applying True 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:


Where additionally 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 Mod TT 20px Corrosive Projection, Corrosive procs, and Terrify130xWhite Terrify).

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 Script error: The function "Proc" does not exist. 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,
    • Script error: The function "Proc" does not exist. always surpasses Script error: The function "Proc" does not exist..
    • Script error: The function "Proc" does not exist. surpasses Script error: The function "Proc" does not exist. above 120 armor.
    • Script error: The function "Proc" does not exist. always surpasses Script error: The function "Proc" does not exist.; but never surpasses Script error: The function "Proc" does not exist..
  • Against alloy-armored cloned flesh,
    • Script error: The function "Proc" does not exist. always surpasses Script error: The function "Proc" does not exist..
    • Script error: The function "Proc" does not exist. surpasses Script error: The function "Proc" does not exist. above 342 armor.
    • Script error: The function "Proc" does not exist. always surpasses Script error: The function "Proc" does not exist..
    • However, neither Script error: The function "Proc" does not exist. nor Script error: The function "Proc" does not exist. ever surpass Script error: The function "Proc" does not exist..

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).


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.


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 Script error: The function "Proc" does not exist. 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 +0.75 +0.5 +0.25 +0.15 -0.15 -0.25 -0.5
lim as fraction +6 +2 +2/3 +6/17 -6/23 -2/5 -2/3
lim in % +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 Mod TT 20px Corrosive Projection aura stacking.

General

A generalized version of the aforementioned formula is:


Generalized damage modifier formula.

AR is still the target's armor after all debuffs (Mod TT 20px Corrosive Projection, Script error: The function "Proc" does not exist. procs and Terrify130xWhite Terrify) 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 MolecularPrime130xWhite Molecular Prime, Roar130xWhite Roar, Sonar130xWhite Sonar or Eclipse130xWhite Eclipse. 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 shield is not mitigated by armor. Lastly, when Script error: The function "Proc" does not exist. damage is applied to a shielded target, the damage is applied directly to its health, not shield – it bypasses shields.

Eximus

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.

Warframeximuscompre


See Also

Media

Overview Tutorials

Individual Damage Tutorials

Visual Effects

Patch History

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