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

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

## How Damage Reduction Affects DamageEdit

Main article: Damage#Damage_Calculation

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

$\text{Damage Received} = \text{Damage} \times (1 - \text{DR}_{1}) \times (1 - \text{DR}_{2}) \times \cdots$

For example, if a Grineer Lancer normally deals 100 IPS damage (50 , 25 , and 25 ) 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 's active (70% pure damage reduction), the amount of damage the player receives will then be:

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

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

$\text{Damage Type Received} = \text{Damage Type} \times (1 - \text{DM}_{1} - \text{DM}_{2} - \cdots) \times (1 - \text{DR}_{1}) \times (1 - \text{DR}_{2}) \times \cdots$

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

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

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

$\text{Damage Type Received} = \text{Damage Type} \times (1 + \text{HM}) \times (1 + \text{AM}) \times (1 - \text{PR}) \times \frac{300}{300 + \text{AR}(1 - \text{AM})}$
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 the 100 pure 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%]) = 36.429

*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 ReductionEdit

Type Applies to Stacking behavior
Armor Health only $\text{Damage Reduction}=\frac{\text{Net Armor}}{\text{Net Armor}+300}$
Multiplicative with other types
Pure Damage Reduction Shields and Health Multiplicative with all forms of damage reduction
Damage Type Modifier Where Applicable* Additive within the same type (90% cap)
Multiplicative with other types
+ Energy at 2 Health $\text{Damage reduction}=1-\frac{100}{\text{Efficiency}}$
Multiplicative with other types

*Modifiers granted by mods or effects (E.g. ) 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. 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.

## ArmorEdit

Main article: Armor

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

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

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

## Pure Damage ReductionEdit

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, hence a player or enemy cannot reach 100% damage reduction for all types of damage.

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 can essentially be treated as damage reduction.

### Sources of Pure Damage ReductionEdit

Players

'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 erodes 0.6% from the meter.
• Each enemy affected by erodes 0.81% from the meter.
• Each enemy disarmed by erodes 1.6% from the meter.
• Damage resistance and erode amount are not affected by Mods.
• Baruuk's fourth ability 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.

 ENERGY75KEY3 Desolate HandsSummon 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 (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)

 ENERGY0KEY4 Serene StormWith his Restraint eroded, Baruuk commands the Desert Wind to deliver powerful radial strikes with his fists and feet. Each moment commanding the storm restores his Restraint. Restraint Restore: 0.83% s-1 Strength:100 / 125 / 200 / 250 (damage)10% / 15% /20% / 25% (damage reduction) Duration:N/A Range:N/A

 ENERGY50KEY2 ImmolationProtect Ember with flame armor that burns stronger over time, consuming energy once its meter is at full strength. Cast again to extinguish the flame. Energy Drain at Max Heat: 10 s-1 Strength: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)

 ENERGY50KEY2 Splinter StormGara'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)

 ENERGY75KEY3 Shatter ShieldEnvelops 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:11 m

 ENERGY25KEY3 EclipseStanding in light, Mirage deals heavy damage, while the shadows make Mirage difficult to track and even harder to hurt. Strength:115% / 125% / 150% / 200% (damage bonus)25% / 40% / 60% / 75% (damage reduction) Duration:10 / 15 / 20 / 25 s Range:N/A

 ENERGY75KEY3 Warding HaloCreate 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 (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)

 ENERGY0KEY3 Parasitic LinkBind 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)

 ENERGY25KEY1 Null StarCreates anti-matter particles that orbit Nova and seek nearby targets. Strength:100 / 125 / 150 / 200 Duration:3 / 4 / 5 / 6 (particles) Range:7 / 8 / 10 / 12 m Misc:5% (damage reduction per particle)

 ENERGY25KEY2 TributeCycle through and extract one of the four Buffs when cast on an enemy: Thorns, Dust, Full Moon, or Entangle. Survivors attacks are weakened. Strength:200 / 300 / 400 / 500 ( 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)

 ENERGY75KEY3 LinkAny 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)

 ENERGY100KEY4 BlessingRestore 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)

Enemies

## Damage Type ModifiersEdit

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 is capped at 90%.

## Quick Thinking and Gladiator FinesseEdit

and 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: $\text{Multiplier on incoming damage} = \frac{100}{\text{Efficiency \%}}$

To calculate damage reduction provided by these mods: $\text{Damage reduction \%} = (1 - \text{Multiplier on incoming damage}) \times 100$

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

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

## Patch HistoryEdit

Hotfix 25.7.8
• Airborne resistance from Mods is now capped at 90% to prevent stacking past 100% in some cases.

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