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This article/section contains unofficial information, concepts, or terminology derived from or based on community discussion, invention, or knowledge. It may be subjective and contain information or terminology that is not used by Digital Extremes or in official WARFRAME communications, and may not be an officially recognized concept.

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 receiving 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 Impact, 25 DmgPunctureSmall64 Puncture, and 25 DmgSlashSmall64 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 50 + DmgPunctureSmall64 25 + DmgSlashSmall64 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 Gara's SplinterStorm130xWhite Splinter Storm active (70% pure damage reduction), the amount of damage the player receives will then be:

(DmgImpactSmall64 50 + DmgPunctureSmall64 25 + DmgSlashSmall64 25) × (1 - SplinterStorm130xWhite 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 Toxin Resistance or ability effects like KineticPlating130xWhite Kinetic Plating add damage modifiers to a player's health and shields against either one type of damage specifically (DmgToxinSmall64 Toxin for Toxin Resistance) or multiple (DmgImpactSmall64 Impact, DmgPunctureSmall64 Puncture, DmgSlashSmall64 Slash, DmgFireSmall64 Heat, DmgColdSmall64 Cold, and DmgBlastSmall64 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 Aerodynamic, and Aviator, the amount of damage the player receives will then be:

(DmgImpactSmall64 50 + DmgPunctureSmall64 25 + DmgSlashSmall64 25) × (1 - Mod TT 20px 24%) × (1 - Mod TT 20px 40%) × (1 - SplinterStorm130xWhite 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 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.

Against Non-Health/Shield Types[]

Damage Reduction has no affect on effects that absorb damage, Overguard, or Object health such as:

Some of these may benefit from increased Armor (e.g. damage absorption scales with Armor values), but Damage Reduction will not be applied to these to reduce incoming damage received.

Types of Damage Reduction[]

Type Applies to Stacking behavior & source
Armor Health only
  • DR from armor is multiplicative with other types
  • Armor bonuses stack additively (e.g. Mod TT 20px Steel Fiber and Mod TT 20px Gladiator Aegis)
Pure Damage Reduction Shields and Health
  • DR is multiplicative with all forms of damage reduction
  • Typically obtained from using Warframe abilities
Damage Redirection Overguard, 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
  • DR is multiplicative with other types
  • From equipping Mod TT 20px Quick Thinking and/or Mod TT 20px Gladiator Finesse, efficiency bonuses stack additively

*Modifiers granted by mods or effects (e.g. Mod TT 20px 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 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.

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 Pure Damage Reduction[]

Abilities

BaruukIcon272 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 Reduction when the meter is completely depleted.

  • Restraint meter is displayed in the lower-right on the HUD, above the ability icons.
  • Restraint meter starts fully filled, and is depleted using Baruuk's abilities:
    • Each attack evaded through Elude130xWhite Elude erodes 1.2% from the meter.
    • Each enemy affected by Lull130xWhite Lull erodes 0.8% from the meter.
    • Each enemy disarmed by DesolateHands130xWhite Desolate Hands erodes 1.6% from the meter.
  • Baruuk's fourth ability SereneStorm130xWhite 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 DesolateHands130xWhite
3
EnergyOrb75
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.


Introduced in Update 24.2 (2018-12-18)

AbilityStrengthBuff Strength:100 / 150 / 200 / 250 (DmgBlastSmall64 Blast damage)
3 / 4 / 6 / 8 (number of charges)
AbilityDurationBuff Duration:N/A
AbilityRangeBuff 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)

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SereneStormModx256 SereneStorm130xWhite
4
EnergyOrb25
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.


Introduced in Update 24.2 (2018-12-18)

AbilityStrengthBuff Strength:100 / 125 / 200 / 250 (DmgImpactSmall64 Impact damage)
10% / 15% / 20% / 25% (damage reduction)
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:N/A

Misc: 40% (damage reduction cap)
? % (disarm chance on hit)
100 % (wind wave projectile deflection)

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PreservingShellModx256 PreservingShell130xWhite
2
EnergyOrb50
Preserving Shell

Citrine guards herself and nearby allies with a crystalline shell that gradually decays. Kills and assists increase the defensive power of the shell.


Introduced in Update 32.3 (2023-02-15)

AbilityStrengthBuff Strength:10 / 20 / 30 / 40 % initial damage reduction
+3% damage reduction per kill
+1% damage reduction per assist
AbilityDurationBuff Duration:18 / 20 / 22 / 25 s
AbilityRangeBuff Range:N/A

Misc: 50 m Affinity Range
8 m RollingDroneAvatar Stagger radius
2 m DmgImpactSmall64 Knockback distance
1 s initial decay delay
10 / 20 / 25 / 25 % minimum damage reduction
-1%/s decay rate at 25%-75%
-3%/s decay rate at 75%-90%
2 s kill/assist decay delay
90% max damage reduction

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ImmolationModx256 Immolation130xWhite
2
EnergyOrb50
+
when at max heat:

+1t/s-2
t = time at max heat in seconds
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.


Introduced in Update 26.0 (2019-10-31)

AbilityStrengthBuff Strength:10-50 / 20-65 / 30-75 / 40-85 % (damage reduction)
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:N/A

Misc: 50-90% (damage reduction cap)
0.5%/s (minimum heat generation)
+1%/s (Fireball130xWhite Fireball heat rate per cast)
-2%/s (FireBlast130xWhite Fire Blast heat rate per cast)
-50% (FireBlast130xWhite Fire Blast heat per cast)
+3%/s (Inferno130xWhite Inferno heat rate per cast)

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PacifyProvokeModx256 PacifyProvoke130xWhite
3
EnergyOrb10
+0.5/s/enemy
+3/ability
Pacify & Provoke

In Night Form reduces damage inflicted by nearby enemies. In Day Form increases Ability Strength of nearby allies.


Introduced in Update 17.0 (2015-07-31)

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

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

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SplinterStormModx256 SplinterStorm130xWhite
2
EnergyOrb50
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.


Introduced in Update 22.0 (2017-10-12)

AbilityStrengthBuff Strength:100 / 150 / 200 / 250 (damage per second)
25% / 30% / 50% / 70% (damage reduction)
15% / 20% / 25% / 35% (damage vulnerability)
AbilityDurationBuff Duration:10 / 14 / 18 / 22 s
AbilityRangeBuff Range:15 / 20 / 25 / 30 m (cast)
1 / 1.5 / 2 / 2.5 m (radius)

Misc: 50% (absorbed damage)

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KineticPlatingModx256 KineticPlating130xWhite
2
EnergyOrb50
Kinetic Plating

Generate armor plating that converts a portion of absorbed Kinetic Damage (Physical, DmgFireSmall64Heat, DmgColdSmall64Cold, and DmgBlastSmall64Blast) into Energy. Also protects Gauss from being staggered or knocked down. Damage Resistance is relative to the battery level.


Introduced in Update 25.7 (2019-08-29)

AbilityStrengthBuff Strength:14 - 70% / 16 - 80% / 18 - 90% / 20 - 100% (damage reduction)
AbilityDurationBuff Duration:15 / 20 / 25 / 30 s (duration)
AbilityRangeBuff Range:N/A

Misc: 0.1% (battery drain per hit)
1% (battery drain per second)
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 Slash status chance for Mach Rush)
100% (base melee damage bonus and stagger chance from Redline)

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GloryonHighModx256 GloryonHigh130xWhite
4
EnergyOrb25
Glory on High

Soar with destructive power. Use alternate-fire to detonate Judgments, causing an explosion of Jade Light. Enemies inside the Light's Judgment radius empower the explosion.


Introduced in Update 36.0 (2024-06-18)

AbilityStrengthBuff Strength:75 / 100 / 125 / 150 DmgFireSmall64 Heat damage
750 / 1000 / 1,250 / 1,500 Alternate Fire DmgFireSmall64 Heat damage
20 / 25 / 30 / 35 % damage reduction
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:2 m primary fire explosion
4 m alternate fire explosion

Misc: 50% damage reduction cap
10% Judgment chance on Glory primary fire
1.5x Light's Judgment empowered range multiplier

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ShatterShieldModx256 ShatterShield130xWhite
3
EnergyOrb75
Shatter Shield

Envelops Mesa in a barrier of energy, reflecting back incoming bullet damage.


Introduced in Update 15.5 (2014-11-27)

AbilityStrengthBuff Strength:50% / 60% / 70% / 80% (damage reduction)
AbilityDurationBuff Duration:10 / 15 / 20 / 25 s
AbilityRangeBuff 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)

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EclipseModx256 Eclipse130xWhite
3
EnergyOrb25
Eclipse

(TAP) Temporarily reduce the damage Mirage takes from enemies.

(HOLD) Temporarily increase Mirage's weapon damage.


Introduced in Update 14.0 (2014-07-18)

AbilityStrengthBuff Strength:25 / 40 / 60 / 75 % (damage reduction)
115 / 125 / 150 / 200 % (damage bonus)
AbilityDurationBuff Duration:10 / 15 / 20 / 25 s
AbilityRangeBuff Range:N/A

Misc: 90 % (damage reduction cap)

Subsumable to Helminth
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NullStarModx256 NullStar130xWhite
1
EnergyOrb25
Null Star

Creates anti-matter particles that orbit Nova and seek nearby targets.


Introduced in Update 9.0 (2013-07-13)

AbilityStrengthBuff Strength:80 / 100 / 120 / 150 (DmgSlashSmall64 Slash damage)
AbilityDurationBuff Duration:3 / 4 / 5 / 6 (particles)
AbilityRangeBuff Range:7 / 8 / 10 / 12 m (attack radius)

Misc: 1 s (attack interval)
∞ (particle duration)
5% (damage reduction per particle)
90% (damage reduction cap)

Subsumable to Helminth
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TributeModx256 Tribute130xWhite
2
EnergyOrb50
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.


Introduced in Update: The Silver Grove (2016-08-19)

AbilityStrengthBuff Strength:200 / 300 / 400 / 500 (DmgImpactSmall64 Impact damage)
AbilityDurationBuff Duration:6 / 8 / 10 / 12 s (debuff duration)
AbilityRangeBuff 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% (enemy hit chance)
75% (Full Moon damage bonus)
50% (Full Moon health and armor bonus)
25% (Entangle move speed debuff)

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BlessingModx256 Blessing130xWhite
4
EnergyOrb100
Blessing

Restore the health and shields of allies within Trinity's Affinity aura while giving them some damage immunity.


Introduced in Update 4 (2012-11-02)

AbilityStrengthBuff Strength:40% / 50% / 75% / 80% (shield/health restoration)
25% / 30% / 40% / 50% (damage reduction)
AbilityDurationBuff Duration:3 / 5 / 7 / 10 s (buff duration)
AbilityRangeBuff Range:N/A

Misc: 50 m (affinity range)
75% (damage reduction cap)

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}}

Mods
Arcanes
Others
Enemies

Damage Redirection[]

Main article: Damage Redirection

Damage Redirection is different from Pure Damage Reduction in that it also applies to Overguard.

Sources of Damage Redirection[]

Abilities

WardingHaloModx256 WardingHalo130xWhite
3
EnergyOrb75
Warding Halo

Create a protective ring of fire that also stuns and damage enemies who get too close.


Introduced in Update 18.1 (2015-12-16)

AbilityStrengthBuff Strength:500 / 650 / 800 / 1000 (base health)
50 / 75 / 100 / 125 (DmgSlashSmall64 Slash damage per second)
1.15x / 1.25x / 1.75x / 2.50x (armor multiplier)
2.5x (absorption multiplier)
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:1.25 / 1.5 / 1.75 / 2 m

Misc: 3 s (invulnerability duration on cast)
90% (damage redirection)
1 s (invulnerability duration on break)

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ParasiticLinkModx256 ParasiticLink130xWhite
3
Parasitic Link

Bind to a target with a parasitic link. For allies, both the host and Nidus gain increased Ability Strength. Linked enemies take the damage inflicted on Nidus.


Introduced in Update 19.5 (2016-12-22)

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

LinkModx256 Link130xWhite
3
EnergyOrb75
Link

Any damage taken while Link is active will be channeled to a nearby enemy.


Introduced in Update 4 (2012-11-02)

AbilityStrengthBuff Strength:N/A
AbilityDurationBuff Duration:6 / 8 / 10 / 12 s
AbilityRangeBuff Range:12 / 14 / 17 / 20 m

Misc: 1 / 2 / 2 / 3 (affected enemies)
50% / 60% / 70% / 75% (damage redirection)
100% (damage and status transfer)

MerulinaModx256 Merulina130xWhite
2
EnergyOrb25
Merulina

Summon Merulina, a rideable creature of the waves, and the inspiration for K-Driving. Merulina protects Yareli by absorbing a large portion of incoming damage.


Introduced in Update 30.5 (2021-07-06)

Strength: N/A
Duration: N/A
Range: N/A
Misc:4 s initial invuln. time
Secondary only restriction
Ragdoll immunity
Stagger & knockdown resistance
1.5 s dismount invuln. time

Strength: 3,000 / 4,500 / 6,000 / 7,500 HP health pool
Duration: N/A
Range: N/A
Misc:90% damage redirection
∞ duration
18 m/s move speed
21 m/s boost speed
3 m jump height
12 m double jump height
1.25 s jump charge time
17 m charged jump height
10 m dash distance
1,000 DmgImpactSmall64 Impact damage on landing
5 DmgImpactSmall64 Impact damage on slam shockwave
2 m slam shockwave radius

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Mods
Others

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[]

Abilities

Versatile and resilient, CalibanIcon Caliban and allies within his Affinity Range gain Adaptive Armor that builds damage resistance against the highest damage type received from enemy attacks, stacking 5% per hit up to a cap of 50%. If Caliban or his allies do not receive damage for 5 seconds, their Adaptive Armor loses 2% per second until fully removed.

  • Passive bonus value is displayed as a Buff icon beside Caliban's hitpoint indicators.
  • Passive values are not affected by Mods.
  • Damage over time from procs (such as DmgSlashSmall64 Slash or DmgToxinSmall64 Toxin for example) will not contribute nor maintain damage resistance.
  • Damage reduction effects such as those of Mod TT 20px Adaptation do not stack with Adaptive Armor. The damage reduction provided to Caliban (or his allies) equipped with Adaptation will be the higher of the two values.
  • Unlike Mod TT 20px Adaptation, his passive only triggers off actual damage taken. Damage taken while invulnerable, or damage that is blocked, will neither contribute nor maintain damage resistance.


Mods
Others
Enemies

Quick Thinking and Gladiator Finesse[]

Mod TT 20px Quick Thinking and Mod TT 20px 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
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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 Octavia's AmpIcon Amp or VoltIcon272 Volt's Mod TT 20px Shock Trooper for damage, Mod TT 20px Sharpened Bullets for critical multiplier, ValkyrIcon272 Valkyr's Warcry130xWhite Warcry or GaussIcon272 Gauss' Redline130xWhite Redline for fire rate/attack speed, and Mod TT 20px Split Flights for multishot).

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

Acolytes possess Damage Reduction that scales based on several static metrics of the weapon and its mods. Firstly, Acolytes posses a 62.5% damage reduction on health and +50% bonus damage to their shields which apply before the below damage reduction is applied. These factors only apply once in status effect damage calculations. The damage reduction for a particular damage instance can be calculated as follows: