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Here are the two primary formulas for calculating how damage is dealt in the game (base damage, and modded (elemental) damage)

Calculating Base DamageEdit

Note: There is now a Damage Calculator for your convenience.
Research blogs for these calculations can be found here.


Prior to beginning a base damage calculation, you must first determine whether Armor migation will be applied and whether the base damage type has any Enemy Damage Type Multipliers to be applied. Armor is not applied to a damage calculation if:

  1. It is on the target's ignored damage types list (see table and explanation in damage types section)
  2. You are shooting any unprotected Enemy Body Part.

Please see the respective page links above and the Enemy Vulnerabilities page for more information about how these mechanics work.

Remember, if the target does not apply armor to your damage type, then do not include the armor mitigation steps in your calculations.

FormulaEdit

Base damage calculations for a single hit use the following steps. Due to the fact that all variables used in calculating damage by the game are Integers, Results from each step are rounded down to the nearest whole number unless otherwise noted.

  1. Weapon Base Damage * (1 + Damage Mods) = Modded Base Damage
  2. Modded Base Damage * Body Part MP = Part Damage
  3. Part Damage * (1 + Faction Mod) = Faction Damage
  4. Faction Damage * Damage Type MP = Faction Type Damage
  5. Faction Type Damage * Armor Mitigation = Final Base Damage

DefinitionsEdit

  • Weapon Base Damage: Determined by the equipped weapon. There is no range of damage in Warframe; all weapons will always deal a set amount equal to what is listed on their tooltip.
  • Damage Mods: Determined by the rank of the equipped "damage" mod (ex: Mod TT 20pxSerration, Mod TT 20pxHornet Strike, Mod TT 20pxPoint Blank, or Mod TT 20pxPressure Point/Mod TT 20pxKilling Blow).
Note: Multiple mods effecting base damage will be additively applied. For example, using Mod TT 20pxPoint Blank and Mod TT 20pxBlaze together would be calculated as: (1+Point Blank+Blaze) in the calculation above.
  • Body Part MP (Multiplier): This is the value that the target has to multiply any incoming damage to this body part (i.e.: head, moa fannypack). See the Enemy Body Parts page for more details.
  • Faction Mod: Determined by the rank of any mod that alters damage to a particular faction (IE: Bane, Smite, Cleanse, or Expel mods).
  • Damage Type MP(Multiplier): This is the value that the target has to multiply any incoming damage of this type (i.e.: corpus heads - 0x bullet to the head, 2x electric to anywhere). See the Enemy Damage Type Multipliers page for more details.
  • Armor Mitigation: This a multiplier that indicates how much of your damage will pass through armor (ex: a value of 1 would mean 100% damage, while a value of .33 would mean only 33% of your damage passes armor).  Remember: only apply this number if the target applies armor to your damage type and body part.
    • Armor Mitigaion = 100 / (target armor + 100)
    • Target Armor = base armor + base armor * .01 * (current level - base level) ^ 1.40
    • See the Armor page for more details.

Base Damage ModsEdit

Calculating Elemental Mod DamageEdit

Note: There is now a Damage Calculator for your convenience.

Each Mod damage bonus on a weapon will add a separately calculated bonus hit to an attack and will have separate damage indicators on the HUD. Different mod damages will not interfere with each other or with a weapon's normal damage. There are four types of Elemental Damage you can apply to your weapon via mods (see Damage Types tab for more information):

As with base damage calculations, you must first determine whether Armor migation will be applied and whether the base damage type has any Enemy Damage Type Multipliers to be applied. Armor is not applied to a damage calculation if:

  1. It is on the target's ignored damage types list (currently only applies Armor Piercing damage for mods).
  2. You are shooting any unprotected Enemy Body Parts.

Please see the respective page links above and the Enemy Vulnerabilities page for more information about how these mechanics work.

Remember, if the target does not apply armor to your damage type, then do not include the armor mitigation steps in your calculations.

FormulaEdit

Base damage calculations for a single hit use the following steps. Due to the fact that all variables used in calculating damage by the game are Integers, Results from each step are rounded down to the nearest whole number unless otherwise noted.

  1. Weapon Base Damage * (1 + Damage Mods) = Modded Base Damage
  2. Modded Base Damage * Elemental Mods = Elemental Damage round to nearest integer
  3. Elemental Damage * Body Part MP = Elemental Part Damage round to the nearest integer
  4. Elemental Part Damage * (1 + Faction Mod) = Faction Elemental Damage
  5. Faction Elemental Damage * Damage Type MP = Faction Elemental-Type Damage
  6. Faction Elemental-Type Damage * Armor Mitigation = Final Elemental Damage

DefinitionsEdit

  • Weapon Base Damage: determined by the equipped weapon.
  • Damage Mod value: the percent of damage added by the equipped normal type damage mod (e.g. Mod TT 20pxSerration).
Note: Multiple mods effecting base damage will be additively applied. For example, using Mod TT 20pxPoint Blank and Mod TT 20pxBlaze together would be calculated as: (1+Point Blank+Blaze) in the calculation above.
Note: Multiple mods effecting elemental damage will be additively applied. For example, using Mod TT 20pxHellfire and Mod TT 20pxWildfire together would be calculated as: (Hellfire+Wildfire) for Elemental Mod value in the calculation above.
  • Elemental Mod value: this value is determined by the mod rank of the elemental type mod being calculated.
  • Body Part MP (Multiplier): This is the value that the target has to multiply any incoming damage to this body part (i.e.: head, moa fannypack).
  • Faction Mod Value: Mods that add damage to a particular faction (IE: Bane, Cleanse, Expel, or Smite mods).
  • Damage Type MP (Multiplier): This is the value that the target has to multiply any incoming damage of this type (i.e.: corpus heads - 0x bullet to the head, 2x electric to anywhere). See the Enemy Damage Type Multipliers page for more details.
  • Armor Mitigation: This a multiplier that indicates how much of your damage will pass through armor (ex: a value of 1 would mean 100% damage, while a value of .33 would mean only 33% of your damage passes armor).  Remember: only apply this number if the target applies armor to your damage type and body part.
    • Armor Mitigaion = 100 / (target armor + 100)
    • Target Armor = base armor + base armor * .01 * (current level - base level) ^ 1.40
    • See the Armor page for more details.

Elemental Damage ModsEdit

Type Rifle Shotgun Pistol Melee
Armor Piercing Mod TT 20pxPiercing Hit Mod TT 20pxFlechette
Mod TT 20pxAccelerated Blast
Mod TT 20pxNo Return Mod TT 20pxSundering Strike
Mod TT 20pxRending Strike
Fire Mod TT 20pxHellfire
Mod TT 20pxWildfire
Mod TT 20pxIncendiary Coat
Mod TT 20pxBlaze
Mod TT 20pxHeated Charge Mod TT 20pxMolten Impact
Electricity Mod TT 20pxStormbringer Mod TT 20pxCharged Shell Mod TT 20pxConvulsion Mod TT 20pxShocking Touch
Mod TT 20pxFocus Energy
Freeze Mod TT 20pxCryo Rounds Mod TT 20pxChilling Grasp Mod TT 20pxDeep Freeze
Mod TT 20pxIce Storm
Mod TT 20pxNorth Wind
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