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.
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, 25 Puncture, and 25 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 Gara's Splinter Storm active (70% pure damage reduction), the amount of damage the player receives will then be:
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 Toxin Resistance or ability effects like Aviator add damage modifiers to a player's health and shields against either one type of damage specifically (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, Aerodynamic, and Aviator, the amount of damage the player receives will then be:
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 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:
*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.
*Modifiers granted by mods or effects (e.g. Toxin 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 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 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, 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.
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. Nidus' Parasitic Link) can essentially be treated as damage reduction.
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 Elude erodes 0.6% from the meter.
Each enemy affected by Lull erodes 0.81% from the meter.
Each enemy disarmed by Desolate Hands erodes 1.6% from the meter.
Damage resistance and erode amount are not affected by Mods.
Baruuk's fourth ability 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.
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.
Misc:1.6% (Restraint erosion per enemy disarmed) 10% (damage reduction per dagger) 90% (damage reduction cap)
50% (dagger cap per ally)
Info
Baruuk summons a protective ring of 3 / 4 / 6 / 8 levitating energy daggers around him that passively provide him with 10% damage reduction per dagger orbiting in the ring. The daggers will seek enemies in sight and within 6 meters, launching one by one to Disarm their targets on impact, then explode dealing 100 / 150 / 200 / 250Blast damage to all enemies within a 3 meter radius.
Enemies that have already been disarmed will not be targeted by the daggers.
While at least 1 dagger is orbiting Baruuk, Desolate Hands shares its effects with allies by launching 1 dagger at a time to the nearest ally within Baruuk's dagger seek range and in direct line of sight. Shared daggers also provide damage reduction, disarm charges, and erodes Baruuk's Restraint on enemy disarm for the affected allies; each ally can carry up to 50% of the modded number of daggers.
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.
Baruuk foregoes his restraints to empower his fists with volatile energies, commanding the Desert Wind and wielding it as his melee Exalted Weapon. While Serene Storm is active, Baruuk also receives 10% / 15% / 20% / 25% damage reduction against enemy attacks.
Damage reduction is affected by Ability Strength up to a cap of 40%.
Rather than using energy, Baruuk regenerates his Restraint, recovering ? Restraint on activation and then restores 0.83% Restraint per second.
Restraint restore is not affected by mods.
Baruuk can still erode his Restraint while Serene Storm is active by using his other abilities.
Baruuk does not need to have completely eroded his Restraint meter to use Serene Storm. He is free to activate it as long as his Restraint is not full, and can deactivate it at any time to stop restoring his Restraint if he wishes.
Normal attacks deal 100 / 125 / 200 / 250 damage within 2 meters.
As an example, with a maxed Pressure Point, Shocking Touch and Intensify, the normal attacks of a rank-3 Serene Storm will deal Base Damage × (1 + Damage Mods) × (1 + Elemental Mods) × (1 + Strength Mods) = 250 × (1 + 1.2) × (1 + 0.9) × (1 + 0.3) = 1,358.5 damage.
The mods that can be equipped on and affect Desert Wind include:
The combo counter will reset when equipped with Xoris.
Serene Storm's combo counter decay is affected by Power Spike.
Radial damage from slam attacks diminishes with distance, does not have a critical chance, is not affected by the Melee Combo Counter, and will cause enemies within range to suffer a knockdown.
Ground finishers inflict 1600% of the total modified damage from normal attacks. Prompted finishers inflict 6400% of the total modified damage from normal attacks as True Damage.
The damage composition of a ground finisher is the same as a modified normal attack; however, Impact damage from ground finishers is multiplied by 125%.
The finisher multipliers for both attacks are affected by Finishing Touch.
Each attack adds to the Melee Combo Counter; however, radial damage from slam attacks does not.
Normal, slide, and aerial attacks will emit a wind wave in the direction of aim. Wind waves have the same base damage as the melee attacks that release them.
The wind waves and Serene Storm itself are considered separate entities and will both deal damage separately.
Wind waves will punch through and hit enemies and terrain regardless of thickness up to their maximum range.
Wave damage falls off with distance.
Wave range, damage fall off, and flight speed are not affected by mods.
Enemies hit by the waves will suffer a stagger.
Enemy projectiles hit by the waves have a 100% chance to be redirected toward their originating direction.
Serene Storm comes installed with its own unique stance. Additional combos will be unlocked as Serene Storm increases in rank.
Forward melee combo thrusts Baruuk's fists toward his enemies to generate a powerful push that inflicts damage, stagger, and ragdoll effects.
Hold melee combo creates an upward draft that drifts forward and gradually lifts enemies high into the air.
Block melee combo creates a suctioning pull to drag enemies toward Baruuk.
Slide melee combo bends gravity around Baruuk to radially lift all nearby enemies into the air.
Slam melee combo creates a radial blast that knocks back all enemies in range.
Slam melee combo while blocking creates a radial vortex that pulls in all enemies in range.
Any hits made directly by the impact of Baruuk's fist or the waves of energy caused by Desert Wind, have a chance to permanently Disarm the enemy.
Serene Storm is a unique Stance exclusive to Desert Wind that can only be acquired and used by activating Baruuk's fourth ability, Serene Storm. This Stance overrides the Stance on any currently equipped melee weapon for as long as Serene Storm remains active.
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.
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)
Info
Ember surrounds herself in a swirling torrent of protective flame that burns stronger with each moment. While immolated, a thermometer appears above the ability icons, gradually rising in temperature. Ember gains 10% / 20% / 30% / 40% damage reduction on cast displayed as a percent (%) next to the thermometer, which scales up to 50% / 65% / 75% / 85% damage reduction at maximum heat. Press the ability key (default 2 ) again to deactivate this ability, expending all stored heat instantly.
Damage reduction is affected by Ability Strength, and is capped at 50-90%, achievable with a 25% increase in Ability Strength.
Damage reduction (DR) is related to the current percent heat (H) by the following formula: DR = H × Min(0.90,0.85 × (1 + Ability Strength)) + (1 - H) × Min(0.50,0.40 × (1 + Ability Strength))
E.g., with a max rank Intensify and 75% heat Ember's damage reduction would be:
At maximum heat, Ember drains 10 energy per second to sustain Immolation. Additionally, the drain increases by 0.5 energy per second while at maximum heat.
Immolation's heat generation is affected by her abilities:
The following values refer to how full the heat bar is, i.e. 0% means the bar is empty and 100% means it is full; these values are not referring to the damage reduction displayed to the left of the bar.
The bar passively fills at a rate of 0.5% per second.
Each cast of Fireballincreases the rate of heat generation by 1% per second.
Each cast of Fire Blastdecreases the rate of heat generation by 2% per second, while also removing50% heat.
Each cast of Infernoincreases the rate of heat generation by 3% per second.
Heat generation is not affected by mods.
E.g. after casting Fireball three times, Fire Blast once, and Inferno once, Ember would be gaining 0.5% + (1% × 3) - 2% + 3% = 4.5% heat per second, and the heat bar would take 22.2 seconds to completely fill.
Immolation reduces Fireball's charge rate based on the amount of heat stored.
Fire Blast's enemy armor reduction scales linearly with Immolation's heat level, with 0 percent heat resulting in the minimum value being removed and 100 percent heat resulting in the maximum.
Inferno gains bonus damage in percent (%) equal to the current Immolation heat level.
Immolated Radiance is a Warframe Augment Mod for Ember that allows Immolation to affect friendly players within affinity range, reducing incoming damage.
When at max heat quickly cast Fire Blast in order to negate the energy drain for being at full heat.
In order to quickly build up Ember's heat (and the damage reduction that comes along with it) cast Inferno while there are no enemies in rage, increasing heat generation for zero energy cost.
Only 105.8% Strength is needed to reach 90% damage reduction. This is nearly met by having a single enemy affected by a Heat proc within Conflagration's range, providing +5% Strength.
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
Equinox emits a crippling or empowering aura with a radius of 10 / 12 / 14 / 16 meters. Pacify & Provoke will remain active indefinitely until deactivated by casting Metamorphosis, by running out of energy, or by pressing the ability key again (default 3 ).
Equinox utilizes different versions of the ability depending on her current form:
Night form
Night Equinox emits a crippling aura that affects all enemies within range, reducing their damage up to 20% / 33% / 43% / 50% the closer they are to Equinox. While Pacify is active, 1.5 / 1.25 / 1 / 0.5 energy is drained per second for each enemy within the aura.
The damage reduction falls-off with distance.
The aura is itself divided into 4 subsequent "rings", each with 1/4 of the total radius of the ability.
The inner most ring grants the listed damage reduction, while the outermost aura grants (where the damage reduction reaches its smallest value) grants half of that value.
The maximum value of damage reduction is calculated through the following formula: Modified Damage Reduction = 1 − [Base Damage Reduction ÷ (1 + Ability Strength)].
With a rank-3 Pacify, and with a maxed Intensify, Equinox reduces enemy damage in the inner most ring by 1 − [0.5 ÷ (1 + 0.3)] = 61.5385%, and by ~62% ÷ 2 = ~31% in the outer most.
Enemies in range are highlighted in Equinox's energy color. Color intensity scales with distance from Equinox, with the nearest enemies glowing the brightest.
Day form
Day Equinox emits an empowering aura that grants Equinox and all ally Warframes within range an additional 5% / 10% / 15% / 20% Ability Strength. While Provoke is active, 5 / 4.33 / 3.66 / 3 energy is drained for each Warframe ability cast within the aura.
Unlike Pacify, the Ability Strength bonus does not fall-off with distance
Ability Strength bonus is affected by Ability Strength and cannot exceed 50% unless Peaceful Provocation is equipped. Different instances of Provoke auras do not stack, only the strongest bonus will be applied.
Provoke, after being affected by equipped Ability Strength mods, stacks additively with Ability Strength bonuses when applied to other abilities (e.g., with a maxed Intensify, Equinox's abilities will gain 0.3 + 0.2 × 1.3 = 56% Ability Strength when cast while a rank-3 Provoke is active).
In order to acquire the Ability Strength bonus from Provoke, allies only have to cast their abilities while inside the aura.
The additional energy cost is only applied when abilities are activated within the aura, including Equinox's abilities. The energy cost is not applied for energy drains.
While switching to Night Form will deactivate Provoke, the armor and shield bonuses from Metamorphosis will gain additional Ability Strength. As such, the additional energy cost will be applied.
Aura radius is visibly determined by wave-like strings of energy orbiting Equinox.
Cast delay of 1.25 seconds is affected by Natural Talent.
Peaceful Provocation is a Warframe Augment Mod for Equinox that increases the effectiveness of Pacify & Provoke. Pacify converts damage done to Equinox and her allies into an aura that slows enemies by up to 40%. Provoke converts damage done to enemies within the aura into up to 15% bonus Ability Strength.
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.
Range:15 / 20 / 25 / 30 m (cast) 1 / 1.5 / 2 / 2.5 m (radius)
Misc:50% (absorbed damage)
Info
Gara shatters her glass armor into a storm of razor-sharp fragments that encircles herself, an ally, or an enemy target on the aiming reticle within 15 / 20 / 25 / 30 meters, lasting for 10 / 14 / 18 / 22 seconds. The shard storm has a radius of 1 / 1.5 / 2 / 2.5 meters, within which enemies and Objects are dealt 100 / 150 / 200 / 250 damage per second and constantly pushed away from the center. When surrounded by the Splinter Storm, Gara and her allies also receive 25% / 30% / 50% / 70% damage resistance to enemy attacks, while her enemies receive 15% / 20% / 25% / 35% increased damage vulnerability to weapons and abilities.
Damage per second, damage reduction and damage multiplier are affected by Ability Strength.
Damage per second is distributed between 20%Impact, 40%Puncture, and 40%Slash.
Damage reduction caps at 90%, achievable with minimum 129% Ability Strength (ie. maxed Intensify equipped) at max rank.
Damage reduction affects Overshield, Shield and Health.
Damage multiplier affects Splinter Storm's damage per second, causing the affected enemy target to receive increased damage from the Splinter Storm around it.
On Defense Objects, the damage reduction is capped at 50%.
Despite being a Warframe power, damage from Splinter Storm does not cross the Rift Plane.
Enemies debuffed with Splinter Storm become immune to pushback and pull effects, including those of Splinter Storm, Ferrox and Tether Grenades.
Ability Synergy:
If a Spectrorage mirror shatters inside Splinter Storm's radius, 50% of the mirror's damage is permanently added to Splinter Storm's damage per second until its duration expires.
Mirror damage from Spectrorage is affected by Ability Strength, while the percentage absorbed is not affected and is capped at 50%.
Absorbed damage can stack from multiple mirrors breaking inside Splinter Storm's radius.
Splinter Storms on any targets can absorb damage from Spectrorage mirrors.
Splinter Storm does not absorb damage from Spectrorage's collapse explosion.
Casting Mass Vitrify will also refresh the duration of Splinter Storm on Gara, as well as any affected allies that contact the molten glass during its expansion.
If Mass Vitrify's barrier is destroyed by Shattered Lash and Splinter Storm is within the explosion radius on the outside of the barrier, 50% of the glass fragments' damage is permanently added to Splinter Storm's damage per second until its duration expires.
Explosion damage from Mass Vitrify is affected by Ability Strength, while the percentage absorbed is not affected and is capped at 50%.
Absorbed damage is also affected by equipped melee mods including:
Base damage (e.g., Steel Charge), elemental damage, and physical damage mods.
As Mass Vitrify's explosion damage is not comprised of Impact damage, physical damage mods that affect Impact have no effect on absorbed damage for Splinter Storm.
Absorbed damage is calculated after additional damage from mods.
Absorbed damage can stack from repeated Mass Vitrify explosions inside Splinter Storm's radius.
Splinter Storms on Gara herself and allies can absorb damage from Mass Vitrify's explosion, while storms on affected enemies do not.
Casting Splinter Storm stops Gara's movement and actions.
Can be cast on self when not aiming at an ally or enemy target.
Can be cast on multiple targets while active.
Cannot be cast on a target already affected by Splinter Storm.
The newest active instance of Splinter Storm is tracked by the ability icon timer, including the instance on Gara herself.
Splinter Storm buff on ally players appears as an icon with the timer below and percentage of damage reduction at the top-right, displayed beside the Shield and Health indicators on the affected players' HUD.
Gara's glass armor becomes the shard storm around her target, changing her base model visually without the glass accents while Splinter Storm is active. When all existing Splinter Storms expire, Gara's glass reforms on her model immediately in a flash of light.
Glass fragments are affected by Gara's chosen Warframe energy color.
Even though Gara's armor is visually shattered if at least one Splinter Storm is active, Gara can still cast new Splinter Storms on new targets.
Mending Splinters is a Warframe Augment Mod for Gara's Splinter Storm that causes it to heal friendly targets it's applied to, with the healing being increased for every target (friendly or not) affected by Splinter Storm for a short time.
Aim away from allies and enemies then press 2 to cast Splinter Storm on yourself. If aiming at a target, pressing the ability key will lock onto the target and apply Splinter Storm on it after the casting animation.
Buff your team and the objective with Splinter Storm to drastically increase their durability. Apply on Companions when able to protect them and grant them a pushback aura to defend against melee enemies.
Use Splinter Storm's damage resistance and pushback effect to enhance your team's melee combat effectiveness, allowing any ally to clear paths through crowded hallways and chokepoints blocked by enemies.
Cast on an enemy to increase all damage against that target.
The pushback effect helps single out the enemy among a crowd for a direct line of gunfire.
Because of the pushback effect, melee weapons with short reach such as daggers and most melee ground finisher attacks can miss the intended target as it is moved away from Splinter Storm during the animation. Debuff a desired enemy with Splinter Storm to stop it from being pushed away, as well as enhancing damage against it.
Splinter Storm also damages and breaks Objects in the environment, allowing for easy resource collection such as Iradite on the Plains of Eidolon. However, Explosive Barrels can also detonate if destroyed by the glass shards, therefore care should be taken when such objects are nearby.
Coincidentally, Splinter Storm offers great protection against enemy thrown grenades, causing them to detonate harmlessly against Tenno and applying its explosion damage against nearby enemies.
Cast Mass Vitrify to simultaneously refresh your Splinter Storm to full duration. Any allies that touch the expanding molten glass will also have their Splinter Storms' timers refreshed, reducing overall energy costs for reapplying Splinter Storm on you and your allies and avoiding the prolonged casting animation locks.
Stand next to Spectrorage's mirrors as enemies break them to stack additional damage onto Splinter Storm's damage per second.
This extra damage applies to you, your allies, and any enemies debuffed with Splinter Storm inside Spectrorage's carousel; extra damage remains as long as Splinter Storms remain active on the individual targets.
Stand outside Mass Vitrify's glass barrier and destroy it using Shattered Lash, allowing you and your allies' Splinter Storms in range of the glass explosion to stack additional damage onto Splinter Storm's damage per second.
This extra damage applies to you and your allies only, and benefits from melee mods that apply to Shattered Lash, granting high damage amounts per explosion; extra damage remains as long as Splinter Storms remain active on the individual targets.
When Gara's glass armor returns to her, it signals that no more Splinter Storms are active from you. Keep close attention to avoid accidentally exposing you and your team to more incoming enemy damage than potentially able to be resisted.
Mesa envelops herself in an energy shield for 10 / 15 / 20 / 25 seconds, which reduces incoming damage from enemy gunfire by 50% / 60% / 70% / 80%. The shield reflects hitscan bullets back to the attacker over unrestricted range, but deflects non-hitscan projectiles randomly up to 45° from the point of impact. Affected gunfire will instead divert towards a random enemy, if any, within an 11-meter radius and up to 90° from the point of impact.
Damage reduction is affected by Ability Strength and cannot exceed 95% under any circumstances.
Diverted gunfire is physically redirected. As such, obstacles in the environment can prevent it from hitting enemies.
Damage is equivalent to what enemies would receive if they were to damage themselves.
Status Effects can proc normally, on both Mesa and enemy targets.
Deflect and divert angles are not affected by mods.
Projectile-based knockdown is resisted, such as the grappling hooks from Scorpions and Infested Ancients. However, knockdown caused by radial blasts from units such as Shockwave MOAs and Heavy Gunners will bypass Shatter Shield.
Shatter Shield does not protect Mesa from area damage or melee attacks, thus damage will be dealt as normal.
As damage reduction is capped to 95%, any Ability Strength beyond 119% will not have further effect to Shatter Shield. Maximum damage reduction can be achieved with just a rank 3 Intensify, or a rank 4 Augur Secrets for 3 less drain.
Players should take caution, as while damage reduction will apply to Projectile/Hitscan weaponry, it does not apply to explosions.
Bombard rockets will be deflected and often will ricochet back into enemies with a good chance of proccing radial knock-down.
Bugs
Reflected damage from non-hitscan weapons is not calculated properly. The reflected damage enemies receive from non-hitscan weapons does not appear to factor in the enemy's level, causing the same damage to be reflected regardless of enemy difficulty.
When shot by an Embolist with Shatter Shield active Mesa will receive the poison proc even if the damage source was friendly.
Some types of projectiles stop when hitting Shatter Shield and disappear at the time their damage is being dealt to a target within range, instead of being visually redirected towards them. No damage loss, though.
Mirage adapts to the lighting conditions of her surroundings, gaining a maximum cap of 115% / 125% / 150% / 200% weapon damage while bathed in light, or reducing incoming damage by a maximum of 25% / 40% / 60% / 75% and reducing enemy accuracy while in the shadows. The effect lasts for 10 / 15 / 20 / 25 seconds.
Maximum damage bonus and damage reduction are affected by Ability Strength, and the damage reduction cannot exceed 95% under any circumstances.
The damage buff applies a multiplicative bonus that's calculated after a weapon's total damage value (e.g., with a maxed Intensify and a weapon that inflicts 250 total damage, a rank-3 Eclipse will increase the weapon's total damage to a maximum of 250 × (1 + 2 × 1.3) = 900).
The amount of bonus damage or damage reduction gained is not only determined by the amount of Ability Strength, but also the amount of environmental lighting at Mirage's current position, in realtime. This value can vary widely despite the buff always displaying the maximum values of bonus damage or damage reduction, which is not always true.
The damage reduction is not applied when damaged with Toxin damage.
As both Discharge and Sound Quake can destroy light fixtures when used, this can be used to constantly take advantage of Eclipse's defense bonus by greatly lowering the amount of light in the current area.
A Heat status effect on Mirage will set the damage buff to it's maximum value.
During the night in Plains of Eidolon, the damage buff will be set as long you stay in the moonlight, once in a shadow you will gain damage reduction. Due to the buff's nature of factoring in the amount of light in the area, the damage buff will give its bare minimum, which is 10% of the displayed number.
Nezha summons a fiery ring that encircles him, granting full immunity to status effects, and absorbing 90% of all incoming damage. The ring starts with 500 / 650 / 800 / 1000 base health, to which 115% / 125% / 175% / 250% of Nezha's total armor is added as bonus health. Upon activation, the ring is invulnerable for 3 seconds, during this time all incoming damage it takes is multiplied by 250% and added to the its total health. Enemies that wander within 1.25 / 1.5 / 1.75 / 2 meters of Nezha are continuously staggered and dealt 50 / 75 / 100 / 125Slash damage every second. Warding Halo cannot be refreshed while it is active, and only expires when its health is depleted or when it is dispelled.
Damage reduction affects Overshield, Shield and Health.
Warding Halo's Base health, armor multiplier, absorption multiplier and damage per second, are affected by Ability Strength.
Warding Halo's health uses the following expression when accounting for Ability Strength: Modified Health = (Base Health + Armor Multiplier × (Health Conversion Armor + Nezha's Base Armor × (1 + Armor Bonus)) + Absorbed Damage × Absorption Multiplier) × (1 + Ability Strength)
As an example, with a maxed Steel Fiber and Intensify, and one stack on Health Conversion, a rank-3 Warding Halo will have an initial health of (1000 + (2.5 × (450 + 190 × (1 + 1.1)))) × (1 + 0.3) = 4,059.25 before absorbing damage.
While active, a health counter is displayed on the lower-right of the HUD, above the ability icons, indicating how much damage absorption is left.
Slash damage instances immediately affect enemies as they enter the stun radius.
Status effect immunity includes crowd-controlling effects such as knockdowns and staggers. Energy drains from Ancient Disruptors, including the small amounts of energy they drain with each melee attack, are resisted. However, Eximus energy drains and the speed reduction caused by the mucus of Tar-Mutalist MOAs are not resisted by Warding Halo.
Casting this ability makes Nezha stop all other actions, including movement. However, players can perform a running slide and hold it before casting in order to maintain momentum during the animation.
Warding Halo will release a wave of heat outward when it expires, inflicting all surrounding enemies with 100%Heatstatus effect, and making Nezha invulnerable for 1 second.
Warding Halo cannot be cast while active, but can be recast during this expiry invulnerability period.
Damage taken from the last hit which exceeds the health of Warding Halo will still transfer over in full to Nezha's health, potentially killing them (if strong enough), before the 1 second invulnerability can take effect.
Blocking with a melee weapon will not reduce damage taken to Warding Halo's Health, but will reduce damage taken from the 10% that is not absorbed by Warding Halo.
Using Health Conversion to gain armor stacks before casting Warding Halo, greatly increases its base health without requiring as much Power Strength.
Be careful against enemies like Mutalist Osprey. Their toxin cloud for example deals damage to your Warding Halo and to your HP, bypassing your shield. This can kill you very easily, even with a full Warding Halo.
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.
Range:24 / 28 / 34 / 40 m (ally link) 10 / 13 / 16 / 20 m (enemy link)
Info
Nidus expends a single Mutation stack to perform symbiosis with a targeted ally Warframe within 24 / 28 / 34 / 40 meters or parasitically link with a targeted enemy within 10 / 13 / 16 / 20 meters. The link persists as long as Nidus and his target remain in range of each other, lasting for 30 / 35 / 45 / 60 seconds or when manually deactivated by pressing the ability key again.
Ally and enemy link range are affected by Ability Range.
Parasitic Link does not require line-of-sight to maintain connection between Nidus and his target.
If the target dies during cast before the link is attached, the single Mutation stack used for Parasitic Link will be refunded.
When linked with an ally Warframe, Nidus and his target both receive a 10% / 15% / 20% / 25%Ability Strength and damage bonus. When linked with an enemy, the target is completely disabled for the duration while Nidus transfers 20% / 30% / 40% / 50% damage received to the target instead; all knockdown, stagger, and negative status effects are also transferred from Nidus to the enemy target.
Ability Strength bonus, damage bonus, and damage redirection are affected by Ability Strength.
Parasitic Link's Ability Strength bonus affects Ability Strength multiplicatively using the following expressions:
With a maxed Intensify and the 15% Ability Strength rank bonus, Nidus will have 145% Ability Strength, resulting in 0.25 × (1 + 0.3 + 0.15) = 36.25% Modified Strength Bonus displayed on the UI.
Modified Strength Bonus then increases Ability Strength multiplicatively, granting 1.45 × (1 + 0.3625) = 197.5625% Modified Ability Strength that affects Nidus' other abilities while a rank-3 Parasitic Link is active.
The Modified Strength Bonus is the same percentage for your linked ally. However, Modified Ability Strength's calculation will depend on your linked ally's own Ability Strength.
Damage bonus is multiplicative to other damage buffs.
Damage redirection is capped at 90%, achievable with an Ability Strength of at least 180%.
Enemy target is invulnerable to outside sources of damage and immune to external crowd control effects while Parasitic Link is active, but is not immune to damage and crowd control effects transferred from Nidus. Damage from outside sources is accumulated and dealt to the target when the ability expires or is manually deactivated.
Friendly fire is not transferred to the linked target.
Ability Synergy: While linked to a target, using Virulence will spawn a second instance from the linked target that grows towards the targeted location, converging with the first instance from Nidus.
Enemies hit by the second instance separately counts toward Mutation stack, even when the same enemies also get hit by the first instance.
Parasitic Link is a One-Handed Action and can be cast while in midair.
Nidus and the target are visibly covered in infestation and connected via a tether of biochemical energy, which is affected by the chosen Warframe energy color.
Cannot link to a target already affected by Parasitic Link. Multiple Nidus players cannot link to the same target, nor to each other while their own Parasitic Link ability is active.
When connected to another Nidus player, both players will use the Ability Strength bonus from the casting player; the link will break if the partner activates Parasitic Link on a different target.
Tips & Tricks
Link with a nearby teammate or enemy for Virulence to create two lines from Nidus and the linked target. This effectively extends Virulence's reach, doubles its damage output, staggers enemies in its paths, collects more hits for stacks, and earns extra energy for the cost of one cast.
Linking with a teammate creates a mobile casting point that can relocate quickly to find new enemies.
Linking with an enemy provides a stationary casting point that allows you move around to adjust Virulence's travel direction and length.
Use Virulence's range indicator by holding 1 to determine the number of targets both lines will hit before releasing the button to cast.
Teammates with Warframes that possess high ability damage and Ability Strength-based effects are prime candidates for Parasitic Link.
Alternatively, the Ability Strength bonus allows allies to use more balanced builds instead of builds that focus solely on Ability Strength.
Enemies with high health and armor values such as Heavy Gunners can absorb a large amount of damage transferred from Nidus.
As long as Nidus and his target are in range of each other, Parasitic Link's biochemical tether will help you visually track your positions.
Before reviving a downed teammate, link with a nearby enemy to protect yourself from taking too much damage.
Linking with an enemy caught by Larva causes it to become immune to damage from outside sources, which may hinder your crowd control ability because Larva will go through its full duration before you can recast it. Press 3 to manually deactivate the link, allowing you and your allies to kill the enemy to end Larva early for recast.
This immunity to damage can be beneficial for racking up the melee combo counter. Simply attack the target as many time as possible. Combine with combo mods like Blood Rush for best results.
Maggots from Ravenous will ignore your linked enemy target. However, maggot explosions will still count as hits for the Mutation gauge even when they cannot damage the target. When you cast Parasitic Link on an enemy with maggots attached, the maggots will detach once the link is established.
Parasitic Link can be cast on the Juggernaut, and though it will not immobilize the Juggernaut it will still transfer damage to it, bypassing the Juggernaut's normally-impenetrable armor.
Can be used to immobilize Synthesis target, instead of deploying Kinetic Siphon Trap. This also prevents the target from being killed, accidentally or not, provided Nidus himself is not under heavy fire.
Parasitic Link can transfer negative Conduit Effects given in Disruption. For example, Energy Drain will drop from 5 energy per second to 1. This reduces, but does not negate, the threat of negative effects from conduits, should one fail.
Misc:1 s (attack interval) ∞ (particle duration) 5 % (damage reduction per particle)
Info
Nova creates 3 / 4 / 5 / 6 antimatter particles that orbit her and automatically launch themselves one by one every 1 second at enemies within 7 / 8 / 10 / 12 meters. Each particle persists on Nova indefinitely until launched, passively grants +5%Damage Reduction to Nova's Health while orbiting around her, and inflicts 100 / 125 / 150 / 200Slash damage on hit.
Neutron Star is a Warframe Augment Mod for Nova that allows all active Null Star particles to be detonated by pressing the ability key (1 ), dealing area-of-effect damage and Blast proc.
Because each particle grants 5% damage reduction, the maximum amount of damage reduction currently achievable is 90%. A total of 18 particles is needed to reach this value. This is achievable with at least +200% modded Ability Duration for a max rank Null Star.
When you are full on energy and come across extra energy spheres laying on the floor, you can cast a "free" Null Star and instantly go back to full energy. This allows you to easily keep stars active for each encounter.
Stars will launch themselves at unaware enemies, alerting them if they survive. This makes this ability sub-optimal for stealth oriented missions.
For offensive purposes, it can deal a good amount of damage to a single target by itself, dealing a total of 1200 damage after all six particles have launched (or more, if you are using Continuity and Constitution). Keep in mind that each particle will stun on hit, allowing you to continually stagger a target while you attack them.
Defensively, it is wise to use it before reviving an ally or accessing a terminal, as you are very vulnerable when doing either. Activating Null Star beforehand can stun or kill any enemies nearby that decide to attack you, preventing you from taking a lot of unnecessary damage.
On higher enemy ranks Nova may wish to use the skill in the same manner as Rhino's Iron Skin and recast it every time it is depleted as this will prevent her from being blindsided by enemies that are stuck in corners or behind obstacles. This is particularly important in Grineer tilesets because infantry will often jam themselves into corners on either side of the round doorways and open fire as soon as the player passes by.
To focus on keeping Null Star particles for damage reduction, it might be beneficial to have Ability Range lower than 100%. Lower range will prevent particles from seeking enemies at a distance.
Null Star particles will seek deactivated Bursa in range. It is advisable to stay away to prevent wasting the particles.
The Molecular Fission augment will allow Molecular Prime to restore up to two charges of Null Star per enemy killed while under its effects.
Bugs
If you are spamming melee attacks while you cast or right after you cast Null Star, it will render you unable to perform any melee attack for a short duration even tho your cast animation is already finished.
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.
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)
Info
Titania selectively enchants her spell by tapping the ability key (default 2 ) to freely cycle between the Thorns, Dust, Full Moon, and Entangle buffs. Holding down the ability key while an enemy is on the reticle, up to 10 / 15 / 20 / 25 meters away, will deal 200 / 300 / 400 / 500Impact damage, forcefully knock them back and extract an offering from them, which remains in place for 15 seconds. If the target survives, their damage output is reduced by 25% for 6 / 8 / 10 / 12 seconds.
A special cyclic display located above Titania's weapon stats in the HUD will show the currently selected buff and shows timers for each buff's active duration. Tribute only consumes energy upon blasting a target, swapping buffs does not.
The offering extracted is left in place near the location where the target got hit by Tribute and appears as a shadow replica of the enemy. If Titania picks it up by touching it, she is granted the respective buff chosen before cast. These buffs are auras that last for 120 seconds and have a radius of 35 meters around Titania. Picking up an offering of an already active buff will refresh its duration. All four buffs can be active at once. The following buffs are available:
The Thorns buff aura grants 50%damage reduction and reflects 50% of the damage taken back to the attacker. Any allies within range will also benefit from the damage reduction and reflection.
Stacks with EMP Aura for a total of 65% reduced accuracy against Corpus.(Needs confirmation.)
Enemies affected visually emit energy butterflies, affected by Titania's energy colors.
The Full Moon buff aura increases the damage dealt by companions and Razorflies by 75%, as well as their health and armor by 50%. Any teammates within range will also benefit from Full Moon's effects, buffing their respective companions.
Imbuing herself with defensive energy, Trinity tethers to up to 1 / 2 / 2 / 3 closest enemies within a radius of 12 / 14 / 17 / 20 meters for 6 / 8 / 10 / 12 seconds. While linked, she reduces incoming damage to herself by 50% / 60% / 70% / 75% and transfers 100% of incoming damage and Status Effects to the tethered enemies instead.
Number of affected enemies, damage reduction, and damage and status transfer are not affected by mods.
Trinity must be linked to at least one enemy at any given moment to gain the ability's defensive benefits.
Status immunity applies to physical staggers and knockdown.
Includes knockdown from environmental traps such as Corpus Laser Barriers. Note that tripping these barriers in Spy missions will still trigger vault alarms.
Status effect immunity does not include Eximus energy drains or Nauseous Crawler disables. Magnetic procs from Ancient Disruptors are resisted; however, they are still able to drain a small amount of energy with every attack due to their aura.
Ability Synergy: damage redirected by Link toward a Well Of Life target heals Trinity for the lifesteal conversion amount, as well as becomes stored and dealt in full against the Well of Life target once the ability ends.
If Trinity is bleeding out while this ability is active, she will not link with nearby enemies.
Misc:50 m (affinity range) 75% (damage reduction cap)
Info
Trinity invokes potent restorative and defensive power from within, restoring 40% / 50% / 75% / 80% of her and her allies' maximum Shields and Health capacity within her own shared Affinity range. Trinity and all affected allies will be granted 25% / 30% / 40% / 50% damage reduction against incoming enemy damage for 3 / 5 / 7 / 10 seconds.
Shield/health restoration and damage reduction are affected by Ability Strength.
Heal range is set to shared affinity range, and is not affected by Ability Range. However, it is affected by Mending Unity resulting in 75 meters and significantly increased with Fosfors.
Damage reduction is capped at 75%, achievable by a 50% increase in Ability Strength.
Damage reduction affects damage taken to shields and overshields, in addition to health.
On Defense Objects, Blessing restores up to 500 health over 5 seconds which does not stack with similar restoration effects. The damage reduction is also capped at 50%.
Even if Trinity enters bleedout while casting, the healing and damage resistance will still be granted, and Trinity's allies will be able to safely revive her. The damage resistance for Trinity still applies, even while being downed.
After the oxygen has completely run out in Survival, Blessing will replenish Trinity's health and shields as well as grant damage resistance. However, health and shields will still be depleted at a rapid rate, eventually leaving Trinity and her allies at 5 health. After an ally's shields have been depleted at this stage of the mission they will stay depleted, similar to the No Shields Nightmare mode challenge, and Blessing cannot recover them anymore.
While active, electricity-like energy waves will appear on all affected characters and companions; the color is affected by Trinity's energy color.
Can be recast while active. Blessing's previous damage resistance values will be overridden.
In addition to disappearing when the the buff timer reaches zero, Blessing will disappear for a brief moment when recasting.
In addition to the above, Blessing disappears when the caster of the Blessing goes into Archwing mode.
Tips & Tricks
Building up overshields with Vampire Leech while Blessing is on provides Trinity and her team with a constant substantial damage buffer, since recasting Blessing will always leave a small window of no damage reduction, and Blessing's damage reduction applies to the generated shields and overshields.
Because Blessing is unaffected by Ability Range mods, it's recommended to use Narrow Minded. The negative duration from Narrow Minded does not affect the range of Blessing.
A build focused on Blessing does not need more than a 50% increase in strength. At 150% Ability Strength, Blessing's restoration is 100% and Blessing's damage resistance is 75%, the max resistance Blessing can achieve.
Due to the high energy cost, it's recommended to use Fleeting Expertise and Streamline to reduce the cost to 25 energy.
At 125% Ability Strength, Trinity can immediately reset shield gating of herself and allies with a cast of Blessing, providing high survivability.
Bugs
Casting Blessing after a Nova casts Molecular Prime will cause the explosions to have your energy color.
Blessing's healing doesn't consistently heal Kavor Defectors within affinity range. This bug seems to be more prominent when the Defectors are buffed by mote(s) from Wisp's Reservoirs
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.
Quick Thinking and Gladiator 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:
This page is actively being worked on and may not be completely correct. Please assist in making this page accurate.
Need details on exact numbers
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) (more specifically burst DPS), sometimes excluding Critical Hits. The game calculates DPS typically as:
Note that weapons with the auto-spool trigger type, like the Gorgon or Kohm, will noticeably deal less damage per damage instance 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.
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 :
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 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 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]
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.
A DPS cap is applied when hitting a Juggernaut's armored plating. While hitting this, the Juggernaut cannot take more than 500 damage per second.
Slash procs from Hunter Munitions will bypass this DPS cap, but will have the DR in the following section applied.
A Juggernaut's weak points (the belly and back when exposed) possess DR that scales depending on your weapon's DPS, including critical hits when triggered, where DPS is calculated by
Weak points also take 2x more critical damage.
Additionally, the average DPS is calculated using all health/shield/armor modifiers, including damage reduction from armor and is quantized. Damage from procs uses the same calculation where proc damage replaces total damage.
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.
Prosecutors are made unique by elemental shield auras that they use. There are four kinds of Prosecutor, one for each of the four base elemental damage types – Heat, Cold, Electricity, and Toxin. They project an aura that increases allies resistance to physical and non-combined elements by 100%, and by 85% to combined elementals, but decreases allies resistance to the corresponding non-combined element to -100%
All increases or decresses are additive to health and shield resistances.
Prosecutors are likely to spawn after alarms have been triggered.
Prosecutors can share their immunity buff with Tenno should they be allied with the Tenno, such as when summoned through Nekros's Shadows Of The Dead or during an Invasion when the player has sided with the Grineer.
Prosecutors are considered Eximus units for all purposes (for example, dropping Carbides on the Grineer Shipyard tileset).
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.
Terra crewmen on the Orb Vallis and Vapos rangers on Corpus Gas City tilesets resist 75% of all Cold, Blast, Magnetic, and Viral damage done to health. This resistance does not apply to their shields. The following enemies have this resistance:
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 damage), making them very resilient to most weapons and abilities. Unlike most shields, their shields will not recharge after being damaged. 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.