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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 , 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:

( + + ) × (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:

( + + ) × (1 - ) × 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 or ability effects like add damage modifiers to a player's health and shields against either one type of damage specifically ( for Toxin Resistance) or multiple (, , , , , and 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, , and Aviator, the amount of damage the player receives will then be:

( + + ) × (1 - ) × (1 - ) × (1 - ) × 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 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
• DR from armor is multiplicative with other types
• Armor bonuses stack additively (e.g. and )
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
• DR is multiplicative with other types
• From equipping and/or , efficiency bonuses stack additively

*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 dealt to shields 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.

## 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 (, , 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 or ) 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. ' ) can essentially be treated as damage reduction.

### Sources of Pure Damage Reduction

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 1.2% from the meter.
• Each enemy affected by erodes 0.8% 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 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.

 ENERGY:75KEY3 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)

 ENERGY:0KEY4 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 on Activation: 4% Restraint Restore Channelling Cost: 0.80% s-1 Strength:100 / 125 / 200 / 250 ( 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)

 ENERGY:50KEY2 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 + 0.5t) s-1t = 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)

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

 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

 ENERGY:50KEY2 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)

 ENERGY:50KEY2 Kinetic PlatingGenerate 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% ( status chance for Mach Rush)100% (base melee damage bonus and stagger chance from Redline)

 ENERGY:75KEY3 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:5 / 7 / 9 / 11 m Misc:95% (damage reduction cap)45° (deflect angle for non-hitscan)90° (divert angle for hitscan)∞ (hitscan reflect range)

 ENERGY:25KEY3 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 % (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

 ENERGY:75KEY3 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)

 ENERGY:0KEY3 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)

 ENERGY:25KEY1 Null StarCreates anti-matter particles that orbit Nova and seek nearby targets. Strength:80 / 100 / 120 / 150 ( 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

 ENERGY:25KEY2 TributeCycle 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 ( 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% (enemy hit chance)75% (Full Moon damage bonus)50% (Full Moon health and armor bonus)25% (Entangle move speed debuff)

 ENERGY:75KEY3 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)

 ENERGY:100KEY4 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)

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.

Enemies

## Quick Thinking and Gladiator Finesse

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:

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

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

“It's taking longer than I calculated.”
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. 's or 's for damage, for critical multiplier, 's or ' for fire rate/attack speed, and for multishot).

Note that weapons with the auto-spool trigger type, like the or , 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
“It's taking longer than I calculated.”
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
“It's taking longer than I calculated.”
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 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.

• 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
“It's taking longer than I calculated.”
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.

### 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 s 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 – , , , and . 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.
• 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 's or during an Invasion when the player has sided with the Grineer.
• Prosecutors are considered Eximus units for all purposes (for example, dropping 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 Drops

Introduced Update 13.0 (2014-04-09) Mod Drops:

Endo

Other Drops:
(100%)
Tileset Grineer Shipyard
Weapon
Codex Scans 3
Statistics
Cloned Flesh 1500
+ + +++  ‐‐
Ferrite Armor 5
++ +++ - -
Affinity 500
Base Level 10

Ice Prosecutor General Drops

Introduced Update 13.0 (2014-04-09) Mod Drops:

Endo

Other Drops:
(100%)
Tileset Grineer Shipyard
Weapon
Codex Scans 3
Statistics
Cloned Flesh 1500
+ + +++  ‐‐
Ferrite Armor 5
++ +++ - -
Affinity 500
Base Level 10

Shock Prosecutor General Drops

Introduced Update 13.0 (2014-04-09) Mod Drops:

Endo

Other Drops:
(100%)
Tileset Grineer Shipyard
Weapon
Codex Scans 3
Statistics
Cloned Flesh 1500
+ + +++  ‐‐
Ferrite Armor 5
++ +++ - -
Affinity 500
Base Level 10

Toxic Prosecutor General Drops

Introduced Update 13.0 (2014-04-09) Mod Drops:

Endo

Other Drops:
(100%)
Tileset Grineer Shipyard
Weapon
Codex Scans 3
Statistics
Cloned Flesh 1500
+ + +++  ‐‐
Ferrite Armor 5
++ +++ - -
Affinity 500
Base Level 10

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 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 , , , and 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 damage), making them very resilient to most weapons and abilities. Unlike most shields, their shields will not recharge after being damaged. procs have no effect (dealing 0 damage) while their shields are up.

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

## 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.