When a player or enemy receives damage to their health or shields, that damage may be mitigated by sources of damage reduction (also called damage resistance). In other words, players may deal less damage than the listed Arsenal value due to armor; damage type modifiers from different health, armor, and shield classes; and/or other sources of damage reduction.

Note that in-game and on the wiki, sometimes Abilities and Mod descriptions mention damage reduction when they really mean damage type modifier and vice versa. This distinction is needed to differentiate between multiplicative and additive stacking of damage reduction.

How Damage Reduction Affects Damage[edit | edit source]

Main article: Damage#Damage_Calculation

When a player is dealt damage, it is reduced by a scalar calculated from the amount of damage reduction (DR) active (from Mods, Warframe abilities, etc.). The general calculation takes a form of:

For example, if a Grineer Lancer normally deals 100 IPS damage (50 Impact b.svg Impact, 25 Puncture b.svg Puncture, and 25 Slash b.svg Slash) against a player, and that damage is dealt to the player's shields (classified as Tenno Shield), which have an innate 25% DR, the amount of damage the player receives will be:

(50 + 25 + 25) × (1 - 25%) = 75

If that damage is dealt to the player's health (classified as Tenno Flesh with no modifiers), with 100 armor (classified as Tenno Armor with no modifiers) and GaraIcon272.png Gara's SplinterStorm130xDark.png Splinter Storm active (70% pure damage reduction), the amount of damage the player receives will then be:

(50 + 25 + 25) × (1 - 70%) × 300/(100 + 300) = 22.5


Damage type modifiers (DM, not to be confused with damage reduction, DR) also play a role in damage calculations. Although the Tenno are neutral to all damage types as of Update 27.2, mods such as Mod TT 20px.pngToxin Resistance or ability effects like Mod TT 20px.pngAviator add damage modifiers to a player's health and shields against either one type of damage specifically (Toxin b.png Toxin), or all types at once. The generalized formula from above can be modified to account for these as such:

For example, if the previous damage from above is dealt to a player's health, with 100 armor, Splinter Storm, Mod TT 20px.pngAerodynamic, and Aviator, the amount of damage the player receives will then be:

(50 + 25 + 25) × (1 - 24% - 40%) × (1 - 70%) × 300/(100 + 300) = 8.1


In the case of armored enemies (whose health and armor have innate damage modifiers), the modified damage dealt is calculated as:

Where HM is the damage type modifier of the Health, AM is is the damage type modifier of the Armor, PR is a pure damage reduction (e.g. Ancient Healer aura), and AR is the amount of armor.

For example, if 100 pure Slash b.svg Slash damage is dealt to a Heavy Gunner with 500 Ferrite Armor (-15% DM to Slash) and 300 Cloned Flesh (+25% DM to Slash), the amount of damage it receives will be:

100 × (1 + 25%) × (1 + -15%) × 300/(300 + 500[1 - -15%]) = 36.4286

*Notice that in this case, the two damage modifiers, HM and AM, do not add together as in the formula before. This is because the damage modifier for armor is applied separately from the one for health.

Types of Damage Reduction[edit | edit source]

Type Applies to Stacking behavior
Armor Health only
  • DR from armor is multiplicative with other types
Pure Damage Reduction Shields and Health
  • DR is multiplicative with all forms of damage reduction
Damage Type Modifier Where Applicable*
  • DR from damage type modifier is additive within the same type (90% cap)
  • DR is multiplicative with other types
Mod TT 20px.pngQuick Thinking + Mod TT 20px.pngGladiator Finesse Energy at 2 Health
  • DR is multiplicative with other types

*Modifiers granted by mods or effects (E.g. Mod TT 20px.pngToxin Resistance) are applied to both health and shields, while modifiers that are innate to a shield or health type only apply to the damage that shield or health. E.g. Slash b.svg Slash damage dealt to the neutral shields of an enemy that has a +25% modifier to slash on its health will not take increased damage to its shields. The exception to this are damage modifiers on armor, which do apply to health as well, but not to shields.

Armor[edit | edit source]

Main article: Armor

Armor is an attribute that reduces damage taken to health but not to shields. Not all enemies possess armor; Warframes, most bosses, and all Grineer do, but normal Corpus and Infested enemies do not have any. For a given Warframe, its armor value can be found in the Arsenal. Armored enemies have their base armor values listed in the Codex but this value increases when they spawn with higher levels.

In combat, enemies with more than one point of armor have their health bars displayed yellow instead of red; it is possible to strip away armor value through certain abilities or damage procs, turning those enemies' health bars back to red.

In the current Damage system, health bars always have a health class (flesh, cloned flesh, etc.) which decrease or increase incoming damage depending on the damage type being inflicted (Slash b.svg Slash, etc.); armored entities have an additional class on their health called their armor class (either ferrite or alloy) that further decreases or increases incoming damage. This additional class is removed if the armor is stripped.


Pure Damage Reduction[edit | edit source]

Any source of damage reduction, aside from armor, will decrease damage done to health and shields. Sources of damage reduction (including armor) stack multiplicatively with each other.

This form of damage reduction is usually temporary or conditional, unlike armor, so it must be reapplied to receive less damage to health and shields.

Sources of damage redirection (i.e. NidusIcon272.png Nidus' ParasiticLink130xDark.png Parasitic Link) can essentially be treated as damage reduction.

Sources of Pure Damage Reduction[edit | edit source]

Players

BaruukIcon272.png Baruuk's tolerance for violence wanes as his hand is forced by his foes. Restraint is a resource unique to Baruuk that provides up to 50% damage resistance when the meter is completely depleted.

  • Restraint meter is displayed in the lower-right on the HUD, above the ability icons.
  • Restraint meter is initially filled, then gradually depletes when the following events occur throughout a mission:
    • Each attack evaded through Elude130xDark.png Elude erodes 0.6% from the meter.
    • Each enemy affected by Lull130xDark.png Lull erodes 0.81% from the meter.
    • Each enemy disarmed by DesolateHands130xDark.png Desolate Hands erodes 1.6% from the meter.
  • Damage resistance and erode amount are not affected by Mods.
  • Baruuk's fourth ability SereneStorm130xDark.png Serene Storm utilizes Restraint instead of Energy to cast and maintain. Using this ability causes Restraint meter to gradually refill until full or the ability is deactivated.
    • Restraint can still erode from using Baruuk's other abilities during this ability.

DesolateHandsModx256.png DesolateHands130xWhite.png
ENERGY
75
KEY
3
Desolate Hands
Summon a bevy of orbiting daggers to seek out enemy guns, destroying them with a small explosion. Combine with Elude to double the range.
Strength:N/A
Duration:N/A
Range:6 m (seek range)
3 m (explosion radius)
Misc:1.6% (Restraint erosion per enemy disarmed)
10% (damage reduction per dagger)
90% (damage reduction cap)

50% (dagger cap per ally)

Expand/Collapse

SereneStormModx256.png SereneStorm130xWhite.png
ENERGY
0
KEY
4
Serene Storm
With his Restraint eroded, Baruuk commands the Desert Wind to deliver powerful radial strikes with his fists and feet. Each moment commanding the storm restores his Restraint.


Restraint Restore: 0.83% s-1

Strength:N/A
Duration:N/A
Range:N/A
Misc:40% (damage reduction cap)
? % (disarm chance on hit)
100 % (wind wave projectile deflection)
Expand/Collapse

ImmolationModx256.png Immolation130xWhite.png
ENERGY
50
KEY
2
Immolation
Protect Ember with flame armor that burns stronger over time, consuming energy once its meter is at full strength. Cast again to extinguish the flame.


Energy Drain at Max Heat: 10 s-1

Strength:N/A
Duration:N/A
Range:N/A
Misc:90% (damage reduction cap)
0.5%/s (heat generation per second)
+1%/s (heat generation rate bonus from Fireball)
-2%/s (heat generation rate reduction from Fire Blast)
-50% (total heat removal from Fire Blast)
+3%/s (heat generation rate bonus from Inferno)
Expand/Collapse

PacifyProvoke.png PacifyProvokeIcon.png
ENERGY
10
KEY
3
Pacify & Provoke
In Night Form reduces damage inflicted by nearby enemies. In Day Form increases Ability Strength of nearby allies.
Energy Drain Per Enemy: 1.5 / 1.25 / 1 / 0.5 s-1
Energy Drain Per Ability: 5 / 4.33 / 3.66 / 3

Pacify
Strength:20% / 33% / 43% / 50% (damage reduction)
Duration:N/A
Range:10 / 12 / 14 / 16 m

Provoke
Strength:5% / 10% / 15% / 20% (Ability Strength bonus)
Duration:N/A
Range:10 / 12 / 14 / 16 m

Expand/Collapse

SplinterStorm.png GaraSplinterStorm.png
ENERGY
50
KEY
2
Splinter Storm
Gara's armor splinters into a maelstrom of shattered glass that slices enemies and impairs their weapons. Allies who contact the cloud are fortified against damage.
Strength:N/A
Duration:10 / 14 / 18 / 22 s
Range:15 / 20 / 25 / 30 m (cast)
1 / 1.5 / 2 / 2.5 m (radius)
Misc:50% (absorbed damage)
Expand/Collapse

ShatterShield.png ShatterShield2.png
ENERGY
75
KEY
3
Shatter Shield
Envelops Mesa in a barrier of energy, reflecting back incoming bullet damage.
Strength:N/A
Duration:10 / 15 / 20 / 25 s
Range:11 m
Misc:95% (damage reduction cap)
45° (deflect angle)
90° (divert angle)
∞ (hitscan reflect range)
Expand/Collapse

PowerEclipse.png HarlequinLightDark.png
ENERGY
25
KEY
3
Eclipse
Standing in light, Mirage deals heavy damage, while the shadows make Mirage difficult to track and even harder to hurt.
Strength:N/A
Duration:10 / 15 / 20 / 25 s
Range:N/A
Misc:95 % (damage reduction cap)
Expand/Collapse

WardingHalo.png WardingHaloIcon.png
ENERGY
75
KEY
3
Warding Halo
Create a protective ring of fire, that also stuns and damage enemies who get too close.
Strength:N/A
Duration:N/A
Range:1.25 / 1.5 / 1.75 / 2 m
Misc:3 s (invulnerability duration)
Expand/Collapse

ParasiticLink.png ParasiticLinkIcon.png
ENERGY
0
KEY
3
Parasitic Link
Bind to a target with parasitic link. When cast on an ally, both the host and Nidus have their Ability Strength increased. Linked enemies take some of the damage inflicted on Nidus.


Mutation Stacks Cost: 1

Strength:10% / 15% / 20% / 25% (strength bonus)
20% / 30% / 40% / 50% (damage redirection)
Duration:30 / 35 / 45 / 60 s
Range:24 / 28 / 34 / 40 m (ally link)
10 / 13 / 16 / 20 m (enemy link)

NullStarModU15.jpeg NovaAbility1.png
ENERGY
25
KEY
1
Null Star
Creates anti-matter particles that orbit Nova and seek nearby targets.
Strength:N/A
Duration:3 / 4 / 5 / 6 (particles)
Range:7 / 8 / 10 / 12 m (attack radius)
Misc:1 s (attack interval)
∞ (particle duration)
5 % (damage reduction per particle)
Expand/Collapse

Tribute.png TributeIcon.png
ENERGY
25
KEY
2
Tribute
Cycle through and extract one of the four Buffs when cast on an enemy. Thorns reduces incoming damage. Dust degrades enemy accuracy. Full Moon increases companion damage. Entangle slows enemies within range.
Strength:200 / 300 / 400 / 500 (Impact w.svg Impact damage)
Duration:6 / 8 / 10 / 12 s (debuff duration)
Range:10 / 15 / 20 / 25 m (cast range)
Misc:-25% (damage debuff)
15 s (offering duration)
120 s (aura buff duration)
35 m (aura range)
50% (Thorns damage reflection and reduction)
50% (Dust accuracy debuff)
75% (Full Moon damage bonus)
50% (Full Moon health and armor bonus)
25% (Entangle move speed debuff)
Expand/Collapse

LinkModU14.jpeg TrinityLink.png
ENERGY
75
KEY
3
Link
Any damage taken while Link is active will be channeled to a nearby enemy.
Strength:N/A
Duration:6 / 8 / 10 / 12 s
Range:12 / 14 / 17 / 20 m
Misc:1 / 2 / 2 / 3 (affected enemies)
50% / 60% / 70% / 75% (damage reduction)
100% (damage and status transfer)

BlessingModU15.jpeg TrinityBlessing.png
ENERGY
100
KEY
4
Blessing
Restore the health and shields of allies within Trinity's Affinity aura while giving them some damage resistance.
Strength:N/A
Duration:3 / 5 / 7 / 10 s (buff duration)
Range:N/A
Misc:50 m (affinity range)
75% (damage reduction cap)
Expand/Collapse

Enemies

Damage Type Modifiers[edit | edit source]

Damage type modifiers are a unique classification of damage reduction that is usually specific to only one type of damage. Damage modifiers stack additively with each other and multiplicatively with other sources of damage reduction. As such, damage type modifiers gained from mods are capped at -90%, meaning that damage taken from a particular damage type will be reduced to 10% of its original value before armor is accounted for.

Sources of Damage Type Modifiers[edit | edit source]

Quick Thinking and Gladiator Finesse[edit | edit source]

Mod TT 20px.pngQuick Thinking and Mod TT 20px.pngGladiator Finesse are mods that convert a percentage of lethal damage taken into energy drain when the player reaches 2 health. At above 100% efficiency, additional lethal damage taken will be reduced. With both mods at maxed rank equipped, your Warframe's energy pool will be 300% efficient in absorbing damage, reducing incoming damage by 66.67%.

To calculate the multiplier on incoming damage:

To calculate damage reduction provided by these mods:

Quick Thinking
Rank Efficiency Additional damage reduction Multiplier on incoming damage
0 40% -150% 2.5x
1 80% -25% 1.25x
2 120% 16.667% 0.833x
3 160% 37.5% 0.625x
4 200% 50% 0.5x
5 240% 58.333% 0.41667x


Gladiator Finesse
Rank Efficiency Additional damage reduction Multiplier on incoming damage
0 10% -900% 10x
1 20% -400% 5x
2 30% -233.33% 3.33x
3 40% -150% 2.5x
4 50% -100% 2x
5 60% -66.67% 1.667x

Special Enemies[edit | edit source]

Certain enemies possess unique damage reduction calculations separate from armor or sources of pure damage reduction. Usually, this unique damage reduction scales based on the weapon's average damage per second (DPS), sometimes excluding Critical Hits. The game calculates DPS typically as:

Where damage, critical multiplier, fire rate, and multishot is calculated after mods and buffs are applied (e.g. OctaviaIcon272.png Octavia's Metronome130xDark.png Amp or VoltIcon272.png Volt's Mod TT 20px.pngShock Trooper for damage, Mod TT 20px.pngSharpened Bullets for critical multiplier, ValkyrIcon272.png Valkyr's Warcry130xDark.png Warcry or GaussIcon272.png Gauss' Redline130xDark.png Redline for fire rate, and Mod TT 20px.pngSplit Flights for multishot).

Note that weapons with the auto-spool trigger type, like the Gorgon.png Gorgon or GrineerSparkGun.png Kohm, will deal less damage per shot as their fire rate ramps up to their maximum value.

In most cases, this scaling DR stacks multiplicatively with DR provided by the enemy's armor.

To calculate damage reduction based on DPS:

Amalgams[edit | edit source]

Main article: Amalgam

All Corpus Amalgam enemies (with the exception of Amalgam Machinist) possess the following damage resistance calculations, using Amalgam Alkonost as an example:

Amalgam Alkonosts possess DR that scales depending on your weapon's DPS excluding critical hits. DPS is calculated by

Critical Hits are applied after DR is calculated. Additionally, the average DPS is calculated using all health/shield modifiers and is quantized.

Proc Damage uses the same formulas where average DPS is defined as :


Amalgam Machinist[edit | edit source]

Main article: Amalgam Machinist

Amalgam Machinists possess DR that scales depending on your weapon's DPS excluding critical hits. DPS is calculated by

Critical Hits are applied after DR is calculated. Additionally, the average DPS is calculated using all health/shield modifiers and is quantized.

For damage to shields, the following is used:

For damage to health, the following is used:

Proc Damage uses the same formulas where average DPS is defined as :


Condrix[edit | edit source]

Main article: Condrix


Eidolons[edit | edit source]

Main article: Eidolon Teralyst

Eidolons' shields and health possess DR that scales depending on your weapon's DPS.[1] DPS is calculated by:

Critical Hits are applied after DR is calculated. Additionally, the average DPS is calculated using Health Modifiers and is quantized.

For critical hits


Deimos Jugulus[edit | edit source]

Main article: Deimos Jugulus#Damage Resistance

Deimos Jugulus possess DR that scales depending on your weapon's DPS excluding Critical Hits. DPS is calculated by:

Critical Hits are applied after DR is calculated. Additionally, the average DPS is calculated using Health Modifiers and is quantized.

A graph is available here: https://www.desmos.com/calculator/htrjngyeyb

For Proc Damage, Critical Hits are taken into account.

Where the Proc Damage is the per tick Damage of the corresponding Proc, with Health/Shield/Armor Modifiers taken into account. Note that unlike the DPS controller for normal Damage, the one for Proc Damage takes Critical Hits into account. For Heat Procs, the Proc Damage in the above formula is the accumulated value of all the previous Heat Procs.


Deimos Saxum[edit | edit source]

Main article: Deimos Saxum#Damage Resistance

Deimos Saxum possess DR that scales depending on your weapon's DPS excluding Critical Hits. DPS is calculated by:

Critical Hits are applied after DR is calculated. Additionally, the average DPS is calculated using Health Modifiers and is quantized.

Until both Femurs are destroyed, the main body possesses an additional 80% damage resistance. After destroying a Femur, the other one will take 2x damage. After destroying the other, both locations will take 2x damage.

For proc damage, critical hits are taken are taken into account.

Where the proc damage is the per tick damage of the corresponding proc, with health/shield/armor modifiers taken into account. Note that unlike the DPS controller for normal damage, the one for proc damage takes critical hits into account. For heat procs, the proc damage in the above formula is the accumulated value of all the previous heat procs.


Demolishers / Demolysts[edit | edit source]

Main article: Demolisher#Damage Resistance

Demolishers possess DR that scales depending on your weapon's DPS excluding critical hits. DPS is calculated by

Critical Hits are applied after DR is calculated. Additionally, the average DPS is calculated using all health/shield/armor modifiers, including damage reduction from armor and is quantized.[2]

Demolisher Boilers and Demolisher Thrashers use the following:

Demolisher Juggernauts and Demolisher Charger possess a damage modifier of 0.8 regardless of DPS level.

For proc damage, critical hits are taken are taken into account.

Where the proc damage is the per tick damage of the corresponding proc, with health/shield/armor modifiers taken into account. Note that unlike the DPS controller for normal damage, the one for proc damage takes critical hits into account. For heat procs, the proc damage in the above formula is the accumulated value of all the previous heat procs.

Demolisher Boilers and Demolisher Thrashers use the following system for proc damage:

Juggernaut (Behemoth)[edit | edit source]

Main article: Juggernaut#Damage Resistance

A Juggernaut's armored plating possess DR that scales depending on your weapon's DPS, excluding critical hits, where DPS is calculated by

Note that armor values do not affect damage calculations done to armored plating (i.e. stripping all armor will yield the same damage values to plating even with unstripped armor).


Lephantis / Hemocyte[edit | edit source]

Main article: Lephantis#Damage Resistance


Leaping Thrasher / Deimos Therid[edit | edit source]

Main article: Leaping Thrasher#Damage Resistance

Leaping Thrashers possess DR that scales depending on your weapon's DPS excluding critical hits. DPS is calculated by

Critical Hits are applied after DR is calculated. Additionally, the average DPS is calculated using health modifiers and is quantized.

For proc damage, critical hits are taken are taken into account.

Where the proc damage is the per tick damage of the corresponding proc, with health/shield/armor modifiers taken into account. Note that unlike the DPS controller for normal damage, the one for proc damage takes critical hits into account. For heat procs, the proc damage in the above formula is the accumulated value of all the previous heat procs.


Nox[edit | edit source]

Main article: Nox#Damage Resistance

A Nox's armored suit posses DR that scales depending on your weapon's DPS, where DPS is calculated by

This DR also applies to its head so long as the glass is intact.

Once the glass is broken, the head uses the following system:


Sentients / Shadow Stalker[edit | edit source]

Most Sentient enemies (and Shadow Stalker) have a damage adaptation mechanic that allows them to have damage type modifiers as well as damage reductions toward particular damage types. A Conculyst is an example of an enemy with this mechanic.


Main article: Conculyst#Damage Adaptation

As a Sentient, Conculysts have the ability to adapt up to 4 damage type from attacks: a Sentient's health is gated such that upon its hit points falling below a fixed percentage, it will grant resistance to the damage type it has received the most. The Sentient will adapt to damage once per health gate, at the percentages listed below:

  • First gate: 25% Health lost.
  • Second gate: 45% Health lost.
  • Third gate: 65% Health lost.
  • Fourth gate: 80% Health lost.

Subsequent adaptation will be done in descending order of damage proportion for each health gate. A single Sentient can adapt against a maximum of 4 damage types even if another Sentient transfers their adaptation, and Sentients will still receive full damage from any damage that exceeds their health gate before adapting.

On adapting to a damage type, the color of the glowing core on their chest changes to the corresponding damage type they recently adapted to, along with displaying the icon of said damage type below their health gauge.

The adaptation decreases in effectiveness the more damage types it resists.

  • For the first adaptation, the Conculyst will resist the damage type by 90%.
  • For the second adaptation, the Conculyst will resist the damage type by 80%.
  • For the third adaptation, the Conculyst will resist the damage type by 75%.
  • For the fourth adaptation, the Conculyst will resist the damage type by 70%.

Using the Operator's Void Beam, Excalibur UmbraIcon272.png Excalibur Umbra's RadialHowl130xDark.png Radial Howl, a rank 40 BallasSword.png Paracesis, or Shedu.png Shedu's pulse on expending all ammo will remove all their damage resistances. They can still regain their resistances, however the aforementioned abilities and weapons will always be able to remove them.

The Conculyst also receives another 40% resistance to the damage type at each adaptation, which stacks multiplicatively with the previously listed ones. These resistances cannot be removed by any of the methods listed above.

The damage gating also prevents Conculysts from being killed in one shot, as the maximum percentage of health removable in one instance is:

  • 25% at full health
  • 20% between 75% & 55% max HP
  • 20% between 55% & 35% of max HP
  • 15% between 35% & 20%, after which there is no limit and the Conculyst will take damage normally at every instance

For this reason it is highly recommended to use weapons with multishot to multiply the instances of damage dealt per shot like shotguns, weapons equipped with Split Chamber or Barrel Diffusion, or weapons with high fire rate.

Tusk Thumpers[edit | edit source]

Main article: Tusk Thumper


Treasurer[edit | edit source]

Main article: Treasurer

Treasurers have a unique shield that possesses 99% innate Damage Reduction, as well as being impenetrable by methods that would normally bypass shields (such as Toxin b.png Toxin damage), making them very resilient to most weapons and abilities. Unlike most shields, their shields will not recharge after being damaged. Toxin b.png Toxin procs have no effect (dealing 0 damage) while their shields are up.

Their health has an innate 98% damage reduction, despite having no armor.


References[edit | edit source]

Patch History[edit | edit source]

Hotfix 25.7.8

  • Airborne resistance from Mods is now capped at 90% to prevent stacking past 100% in some cases.


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