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When a player or enemy deals damage to their targets' health or shields, that damage may be mitigated by sources of damage reduction (also called damage resistance relative to recieving damage). 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 negative damage type modifier and vice versa. This distinction is needed to differentiate between multiplicative and additive stacking of different forms of damage reduction.

How Damage Reduction Affects Damage[]

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 DmgImpactSmall64.png Impact, 25 DmgPunctureSmall64.png Puncture, and 25 DmgSlashSmall64.png 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:

(DmgImpactSmall64.png 50 + DmgPunctureSmall64.png 25 + DmgSlashSmall64.png 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:

(DmgImpactSmall64.png 50 + DmgPunctureSmall64.png 25 + DmgSlashSmall64.png 25) × (1 - SplinterStorm130xDark.png 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 (2020-03-05), mods such as Mod TT 20px.png Toxin Resistance or ability effects like KineticPlating130xDark.png Kinetic Plating add damage modifiers to a player's health and shields against either one type of damage specifically (DmgToxinSmall64.png Toxin for Toxin Resistance) or multiple (DmgSlashSmall64.png Slash, DmgPunctureSmall64.png Puncture, DmgSlashSmall64.png Slash, DmgFireSmall64.png Heat, DmgColdSmall64.png Cold, and DmgBlastSmall64.png Blast for Kinetic Plating). 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.png Aerodynamic, and Aviator, the amount of damage the player receives will then be:

(DmgImpactSmall64.png 50 + DmgPunctureSmall64.png 25 + DmgSlashSmall64.png 25) × (1 - Mod TT 20px.png 24%) × (1 - Mod TT 20px.png 40%) × (1 - SplinterStorm130xDark.png 70%) × 300/(100 + 300) = 10.26

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 DmgSlashSmall64.png 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[]

Type Applies to Stacking behavior & source
Armor Health only
Pure Damage Reduction Shields and Health
  • DR is multiplicative with all forms of damage reduction
  • Typically obtained from using Warframe abilities
Damage Type Modifier Where Applicable*
  • DR from damage type modifier is multiplicative within the same type
  • DR is multiplicative with other types
Energy as Health Energy at 2 Health

*Modifiers granted by mods or effects (e.g. Mod TT 20px.png 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 dealt to shields or health. E.g. DmgSlashSmall64.png 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[]

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 due to Enemy Level Scaling.

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 Status Effects, 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 (DmgSlashSmall64.png Slash, etc.); armored entities have an additional class on their health called their armor class (either Ferrite Armor or Alloy Armor) that further decreases or increases incoming damage. This additional armor class is removed if the armor is stripped.


Pure Damage Reduction[]

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[]

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 1.2% from the meter.
    • Each enemy affected by Lull130xDark.png Lull erodes 0.8% 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 refills Restraint meter by 4% on activation and by 0.8% per second until 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:100 / 150 / 200 / 250 (DmgBlastSmall64.png Blast damage)
3 / 4 / 6 / 8 (number of charges)
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 on Activation: 4%
Restraint Restore Channelling Cost: 0.80% s-1

Strength:100 / 125 / 200 / 250 (DmgImpactSmall64.png Impact damage)
10% / 15% /20% / 25% (damage reduction)
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 + 0.5t) s-1
t = time at max heat in seconds

Strength:10-50 / 20-65 / 30-75 / 40-85 % (damage reduction)
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:100 / 150 / 200 / 250 (damage per second)
25% / 30% / 50% / 70% (damage reduction)
15% / 20% / 25% / 35% (damage multiplier)
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

KineticPlatingModx256.png KineticPlating130xWhite.png
ENERGY:
50
KEY
2
Kinetic Plating
Generate armor plating that converts a portion of absorbed kinetic damage (Physical, Heat, Cold, and Blast) into energy. Also protects Gauss from being staggered or knocked down. Damage resistance is relative to the battery level.


Battery drain per second: 1% s-1

Strength:14 - 70% / 16 - 80% / 18 - 90% / 20 - 100% (damage reduction)
Duration:15 / 20 / 25 / 30 s (duration)
Range:N/A
Misc:1 - 5% (battery drain per hit)
0.25% (battery charge per melee attack)
2 / 3 / 4 / 5 % (energy restore per hit)
50% (damage reduction cap at empty battery)
100% (damage reduction cap at full battery)
100% (DmgSlashSmall64.png Slash status chance for Mach Rush)
100% (base melee damage bonus and stagger chance from Redline)
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:50% / 60% / 70% / 80% (damage reduction)
Duration:10 / 15 / 20 / 25 s
Range:5 / 7 / 9 / 11 m
Misc:95% (damage reduction cap)
45° (deflect angle for non-hitscan)
90° (divert angle for hitscan)
∞ (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:115 / 125 / 150 / 200 % (max. damage bonus)
25 / 40 / 60 / 75 % (max. damage reduction)
Duration:10 / 15 / 20 / 25 s
Range:N/A
Misc:95 % (damage reduction cap)
Subsumable to Helminth
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:500 / 650 / 800 / 1000 (base health)
50 / 75 / 100 / 125 (DmgSlashSmall64.png Slash damage per second)
1.15x / 1.25x / 1.75x / 2.50x (armor multiplier)
2.5x (absorption multiplier)
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:80 / 100 / 120 / 150 (DmgSlashSmall64.png Slash damage)
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)
Subsumable to Helminth
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 (DmgImpactSmall64.png 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:40% / 50% / 75% / 80% (shield/health restoration)
25% / 30% / 40% / 50% (damage reduction)
Duration:3 / 5 / 7 / 10 s (buff duration)
Range:N/A
Misc:50 m (affinity range)
75% (damage reduction cap)
Expand/Collapse

Mods
Others
Enemies

Damage Type Modifiers[]

Main article: Damage Type Modifier

Damage Type Modifiers are a unique classification of damage reduction that is usually specific to only one type of damage. Damage modifiers stack multiplicatively with each other and other sources of damage reduction.

Sources of Damage Type Modifiers[]

Enemies

Quick Thinking and Gladiator Finesse[]

Mod TT 20px.png Quick Thinking and Mod TT 20px.png 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:

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 and Damage Attenuation[]

Photo-4.png
“It's taking longer than I calculated.”
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 and add more enemies that have some unique DR on their shields or health (separate from armor)

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. Officially, this is referred to as adaptive damage scaling, scaling damage reduction, or damage attenuation.[1] The game calculates DPS typically as:

Where damage, critical multiplier, fire rate/attack speed, 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.png Shock Trooper for damage, Mod TT 20px.png Sharpened Bullets for critical multiplier, ValkyrIcon272.png Valkyr's Warcry130xDark.png Warcry or GaussIcon272.png Gauss' Redline130xDark.png Redline for fire rate/attack speed, and Mod TT 20px.png Split Flights for multishot).

Note that weapons with the auto-spool trigger type, like the Gorgon.png Gorgon or Kohm.png 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.

To calculate damage reduction based on DPS:

Acolytes[]

Main article: Acolytes
Photo-4.png
“It's taking longer than I calculated.”
This page is actively being worked on and may not be completely correct. Please assist in making this page accurate.
Seems to have additional damage resistance on top of their shields and armored health. Exact numbers need researching. Not sure if this DR scales with DPS.


Amalgams[]

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 Damage Reduction that scales depending on your weapon's DPS excluding critical hits. DPS is calculated by

Critical Hits are applied after the damage resistance is calculated. Additionally, the average DPS is calculated using all health/shield modifiers, other sources of damage reduction, and is quantized.

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


Amalgam Machinist[]

Main article: Amalgam Machinist

Amalagam Machinist's shields possesses 50% damage reduction. In addition, Amalgam Machinists possess Damage Reduction that scales depending on your weapon's DPS excluding critical hits. DPS is calculated by

Critical Hits are applied after the damage resistance is calculated. Additionally, the average DPS is calculated using all health/shield damage type modifiers, and is quantized. This scaling DR is multiplicative to other sources of DR Amalgam Machinists may possess.

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, and that other sources of DR have their effect squared, both in the Proc DPS equation and when applied after the damage controller equation. For heat procs, the proc damage in the above formula is the accumulated value of all the previous heat procs.


Condrix[]

Main article: Condrix

Condrix 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.


Eidolons[]

Main article: Eidolon Teralyst
Photo-4.png
“It's taking longer than I calculated.”
This page is actively being worked on and may not be completely correct. Please assist in making this page accurate.
Update numbers; Look into https://www.reddit.com/r/Warframe/comments/s4tmbf/accurate_eidolon_damage_and_a_convenient/ to see if we can update the DR calculation on Eidolons

Eidolons' shields and health possess DR that scales depending on your weapon's DPS.[2] 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


Empyrean Corpus[]

Certain Empyrean Corpus units possess the following damage resistance calculations, using Aurax Actinic as an example:

Aurax Actinics possess Damage Reduction that scales depending on your weapon's DPS excluding critical hits. DPS is calculated by

Critical Hits are applied after the damage resistance is calculated. Additionally, the average DPS is calculated using all health/shield modifiers, other sources of damage reduction, and is quantized.

The following units possess the same damage resistance.

Guardian Eximus[]

Main article: Eximus#Guaridan

Corpus Guardian Eximus enemies project an aura that have increased damage type resistance to all damage types by 90% for themselves and their allies.

Deimos Jugulus[]

Main article: Deimos Jugulus#Damage Reduction

Deimos Jugulus possess Damage Reduction that scales depending on your weapon's DPS excluding critical hits. DPS is calculated by

Critical Hits are applied after the damage resistance is calculated. Additionally, the average DPS is calculated using all health/shield modifiers, other sources of damage reduction, 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[]

Main article: Deimos Saxum#Damage Reduction

Deimos Saxum possess Damage Reduction that scales depending on your weapon's DPS excluding critical hits. DPS is calculated by

Critical Hits are applied after the damage resistance is calculated. Additionally, the average DPS is calculated using all health/shield modifiers, other sources of damage reduction, 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 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[]

Main article: Demolisher#Damage Reduction

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

Critical Hits are applied after the damage resistance is calculated. Additionally, the average DPS is calculated using all health/shield damage type modifiers, and is quantized.[3] This scaling DR is multiplicative to any other innate DR Demolishers may possess.

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

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, and that any innate DR have their effect squared, both in the Proc DPS equation and when applied after the damage controller equation. For heat procs, the proc damage in the above formula is the accumulated value of all the previous heat procs.

Hyekkas and Hyekka Masters[]

Main article: Hyekka
Main article: Hyekka Master

Hyekkas and Hyekka Masters resist 80% of all DmgFireSmall64.png Heat damage.

Juggernaut (Behemoth)[]

Main article: Juggernaut#Damage Resistance

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.

  • DmgSlashSmall64.png 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.


Kuva Thralls[]

A Kuva Lich's Kuva Thralls have an innate 25% damage reduction on top of their armor.

Lephantis / Hemocyte[]

Main article: Lephantis#Damage Reduction

During phase 1, each of Lephantis's heads possesses an innate 60% DR. During phase 2, this is increased to 70% DR.

Lephantis also possesses Damage Reduction that scales depending on your weapon's damage. Damage is calculated by

Additionally, the damage is calculated using all health damage type modifiers, and is quantized. Critical hits have their damage doubled on top of the weapon's critical multiplier.

If a head is hit again within approximately 0.27 seconds, whether from multishot or simply firing again, the hit uses the following modifier instead:

In addition, during Phase 2, each head possesses a damage cap. The cap is calculated for each damage instance, not the sum of hits.

In summary, bringing weapons with low damage but high fire rate such as fully automatic rifles are far more effective than weapons that deals high damage in a single shot such as snipers.


Leaping Thrasher / Deimos Therid[]

Main article: Leaping Thrasher#Damage Reduction

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

Critical Hits are applied after the damage resistance is calculated. Additionally, the average DPS is calculated using all health/shield modifiers, other sources of damage reduction, 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.


Necramechs[]

Main article: Necramech (Enemy)#Damage Resistance
Photo-4.png
“It's taking longer than I calculated.”
This page is actively being worked on and may not be completely correct. Please assist in making this page accurate.
Need more research/testing for exact formulas/numbers.
Main article: Damage Reduction

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

This DR applies to its shoulders and back.


Nox[]

Main article: Nox#Damage Resistance

A Nox's armored suit possesses 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:


Orphix[]

Main article: Orphix#Damage Resistance

Orphix 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.


Prosecutors[]

Main article: Guardsman#Prosecutor Variant

Prosecutors are elite Guardsmen hand-picked by Councilor Vay Hek. They have a 100% chance to drop JavlokCapacitor.png Javlok Capacitors on death.

  • 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 – DmgFireSmall64.png Heat, DmgColdSmall64.png Cold, DmgElectricitySmall64.png Electricity, and DmgToxinSmall64.png 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.
    • Multiple Prosecuter auras stack.
    • DmgVoidSmall64.png Void damage can also deal damage to Prosecutors of any type.
  • 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 NekrosIcon272.png Nekros's ShadowsOfTheDead130xDark.png 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.png Carbides on the Grineer Shipyard tileset).
  • Prosecutors are most commonly found in the Rescue mission Nuovo on Ceres. The Lotus will warn the Tenno of the Prosecutors appearance. They will then be found patrolling the area, near the prisoner.

Fire Prosecutor General Miscellaneous
GrineerProsecutor.png
Introduced Update 13.0 (2014-04-09)
Tileset Grineer Shipyard Codex Scans 3
Weapon Amphis.png Amphis Other Drops JavlokCapacitor.png Javlok Capacitor (100%)
Statistics Mod Drops Mod TT 20px.png Flame Repellent
Endo
Mod TT 20px.png Trick Mag
Mod TT 20px.png Cleanse Corpus
Mod TT 20px.png Rifle Aptitude
Mod TT 20px.png Enemy Sense
Cloned Flesh 1500
DmgSlashSmall64.png + DmgFireSmall64.png + DmgViralSmall64.png +++ DmgImpactSmall64.png  DmgGasSmall64.png ‐‐
Ferrite Armor 5
DmgPunctureSmall64.png ++ DmgCorrosiveSmall64.png +++ DmgSlashSmall64.png - DmgBlastSmall64.png -
Affinity 500
Base Level 10

Ice Prosecutor General Miscellaneous
GrineerProsecutor.png
Introduced Update 13.0 (2014-04-09)
Tileset Grineer Shipyard Codex Scans 3
Weapon Amphis.png Amphis Other Drops JavlokCapacitor.png Javlok Capacitor (100%)
Statistics Mod Drops Mod TT 20px.png Flame Repellent
Endo
Mod TT 20px.png Trick Mag
Mod TT 20px.png Cleanse Corpus
Mod TT 20px.png Rifle Aptitude
Mod TT 20px.png Enemy Sense
Cloned Flesh 1500
DmgSlashSmall64.png + DmgFireSmall64.png + DmgViralSmall64.png +++ DmgImpactSmall64.png  DmgGasSmall64.png ‐‐
Ferrite Armor 5
DmgPunctureSmall64.png ++ DmgCorrosiveSmall64.png +++ DmgSlashSmall64.png - DmgBlastSmall64.png -
Affinity 500
Base Level 10

Shock Prosecutor General Miscellaneous
GrineerProsecutor.png
Introduced Update 13.0 (2014-04-09)
Tileset Grineer Shipyard Codex Scans 3
Weapon Amphis.png Amphis Other Drops JavlokCapacitor.png Javlok Capacitor (100%)
Statistics Mod Drops Mod TT 20px.png Flame Repellent
Endo
Mod TT 20px.png Trick Mag
Mod TT 20px.png Cleanse Corpus
Mod TT 20px.png Rifle Aptitude
Mod TT 20px.png Enemy Sense
Cloned Flesh 1500
DmgSlashSmall64.png + DmgFireSmall64.png + DmgViralSmall64.png +++ DmgImpactSmall64.png  DmgGasSmall64.png ‐‐
Ferrite Armor 5
DmgPunctureSmall64.png ++ DmgCorrosiveSmall64.png +++ DmgSlashSmall64.png - DmgBlastSmall64.png -
Affinity 500
Base Level 10

Toxic Prosecutor General Miscellaneous
GrineerProsecutor.png
Introduced Update 13.0 (2014-04-09)
Tileset Grineer Shipyard Codex Scans 3
Weapon Amphis.png Amphis Other Drops JavlokCapacitor.png Javlok Capacitor (100%)
Statistics Mod Drops Mod TT 20px.png Flame Repellent
Endo
Mod TT 20px.png Trick Mag
Mod TT 20px.png Cleanse Corpus
Mod TT 20px.png Rifle Aptitude
Mod TT 20px.png Enemy Sense
Cloned Flesh 1500
DmgSlashSmall64.png + DmgFireSmall64.png + DmgViralSmall64.png +++ DmgImpactSmall64.png  DmgGasSmall64.png ‐‐
Ferrite Armor 5
DmgPunctureSmall64.png ++ DmgCorrosiveSmall64.png +++ DmgSlashSmall64.png - DmgBlastSmall64.png -
Affinity 500
Base Level 10


Sentients / Shadow Stalker[]

Main article: Sentient#Damage Adaptation

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.

Raknoids[]

Tarask Bursa[]

Main article: Tarask Bursa#Damage Reduction

Tarask Bursas gain a 90% damage reduction for each Aurax Culveri MOA or Aurax Polaris MOA tethered to it, with no limit. Multiple tethers stack multiplicatively.

Tarask Bursas also possess Damage Reduction that scales depending on your weapon's DPS excluding critical hits. DPS is calculated by

Critical Hits are applied after the damage resistance is calculated. Additionally, the average DPS is calculated using all health/shield modifiers, other sources of damage reduction, and is quantized.



Terra Crewmen and Vapos Rangers[]

Terra crewmen, Vapos rangers, certain Juno units, and certain Corpus Empyrean units resist 75% of all DmgColdSmall64.png Cold, DmgBlastSmall64.png Blast, DmgMagneticSmall64.png Magnetic, and DmgViralSmall64.png Viral damage done to health. This resistance does not apply to their shields. The following enemies have this resistance:

Tusk Thumpers[]

Main article: Tusk Thumper


Treasurer[]

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 DmgToxinSmall64.png Toxin damage), making them very resilient to most weapons and abilities. Unlike most shields, their shields will not recharge after being damaged. DmgToxinSmall64.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[]

Patch History[]

Update 30.5 (2021-07-06)

Adaptive Damage Scaling Changes for Liches:

Throughout our boss design history, we have added things like diminishing returns and damage mitigation techniques like armor or damage attenuation. In the time since we’ve launched the Kuva Liches, we’ve made adjustments to how we handle player damage vs. Liches. We’ve done things like add allowing Status Effects and attenuate damage to try and create a balanced combat experience. Like many bosses in Warframe, Liches have some damage modifiers applied to them.

We found a bug in the damage attenuation code, and have fixed it and polished the attenuation for Kuva Liches.

This system generally targets the scenario of very high damage things like the Void Rig’s Arquebex vs. a Kuva Lich, a scenario that is now possible due to the final showdown being based in Railjack. When we were testing this Voidrig Vs Lichout, our Liches barely lasted a second and we realized the damage attenuation code could use some review! We found bugs to fix and things to tweak to account for these new scenarios. Our only intention is to give you a fight that lasts more than mere seconds - happy hunting and may your teamwork and gear lead you to victory! We will be closely reviewing this to ensure we strike the right balance of a fight that requires teamwork and consistent offensive gameplay to beat, but also doesn’t feel impossible. Feedback is welcome!

Damage Resistance Mod Math Changes:

The following changes occurred due to the following scenario being shared:

A player reported that combining Umbral Mods + Adaptation + Lightning Rod on any Warframe made them fully immune to all damage from the Hydrolyst Eidolon.

Prior to this discovery, we already made sure we couldn’t reach 100% Damage Resistance because that would just be excessive in all cases. You can see this in action when we capped the ‘In Air’ Damage Resistance Mods. Even though the Mods theoretically could reach 100% Damage Resistance, there is a hard cap at 90%.

In response and to avoid future oversights, we have changed the way Damage Resistance works. It now works on ‘Damage Remaining’ instead of having all the Modifiers combined and operating at once.

Example:
Consider the case of:
4x 25% Damage Resistance Mods

WAS: (25% + 25% + 25% + 25%) = 100% Damage Reduction

NEW: Take 25% Less Damage = Only take 75% Damage

0.75 x 0.75 x 0.75 x 0.75 = 31.5% damage taken AKA 68.5% damage reduction

Update 29.5 (2020-11-19)

  • Fixed Warframe not being vulnerable with 90% Damage Reduction after directly Transferring into your Necramech.

Hotfix 25.7.8 (2019-09-26)

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


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