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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:

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

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 ), which have an innate 50% DR, the amount of damage the player receives will be:

( + + ) × (1 - 50%) = 50

If that damage is dealt to the player's health (classified as with no modifiers), with 100 armor (classified as with no modifiers) and 's active (70% pure damage reduction), the amount of damage the player receives will then be:

( + + ) × (1 - ) × 100/(100 + 300) = 7.5

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:

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

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:

( + + ) × (1 - ) × (1 - ) × (1 - ) × 100/(100 + 300) = 3.42

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

${\displaystyle \text{Damage Type Received} = \text{Damage Type} \times (1 + \text{HM}) \times (1 + \text{AM}) \times (1 - \text{PR}) \times \frac{300}{300 + \text{AR}(1 - \text{AM})}}$
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 100 pure damage is dealt to a Heavy Gunner with 500 (-15% DM to Slash) and 300 (+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, , or health such as:

• 's and
• 's (during 3-second invulnerability period; DR to health after 3-second period works normally)
• 's
• 's

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
• ${\displaystyle \text{Damage Reduction}=\frac{\text{Net Armor}}{\text{Net Armor}+300}}$
• 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 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
• ${\displaystyle \text{Damage Reduction}=1-\frac{100}{\text{Net Efficiency}}}$
• 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.

## 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

'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 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.
• 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.

 375 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) :100 / 150 / 200 / 250 ( damage) 3 / 4 / 6 / 8 (number of charges) :N/A :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)

 425 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) :100 / 125 / 200 / 250 ( damage)10% / 15% / 20% / 25% (damage reduction) :N/A :N/A Misc: 40% (damage reduction cap)? % (disarm chance on hit)100 % (wind wave projectile deflection)

 250 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) :10 / 20 / 30 / 40 % initial damage reduction+3% damage reduction per kill+1% damage reduction per assist :18 / 20 / 22 / 25 s :N/A Misc: 50 m Affinity Range8 m radius2 m distance1 s initial decay delay10 / 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 delay90% max damage reduction

 250+when at max heat:+1t/s-2t = 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) :10-50 / 20-65 / 30-75 / 40-85 % (damage reduction) :N/A :N/A Misc: 50-90% (damage reduction cap)0.5%/s (minimum heat generation)+1%/s ( heat rate per cast)-2%/s ( heat rate per cast)-50% ( heat per cast)+3%/s ( heat rate per cast)

3
10
+0.5/s/enemy
+3/ability

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

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

 250 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. Introduced in Update 25.7 (2019-08-29) :14 - 70% / 16 - 80% / 18 - 90% / 20 - 100% (damage reduction) :15 / 20 / 25 / 30 s (duration) :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% ( status chance for Mach Rush)100% (base melee damage bonus and stagger chance from Redline)

 425 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) :75 / 100 / 125 / 150 damage750 / 1000 / 1,250 / 1,500 Alternate Fire damage20 / 25 / 30 / 35 % damage reduction :N/A :2 m primary fire explosion4 m alternate fire explosion Misc: 50% damage reduction cap10% Judgment chance on Glory primary fire1.5x Light's Judgment empowered range multiplier

 375 Shatter Shield Envelops Mesa in a barrier of energy, reflecting back incoming bullet damage. Introduced in Update 15.5 (2014-11-27) :50% / 60% / 70% / 80% (damage reduction) :10 / 15 / 20 / 25 s :5 / 7 / 9 / 11 m Misc: 95% (damage reduction cap)45° (deflect angle for non-hitscan)90° (divert angle for hitscan)∞ (hitscan reflect range)

 325 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) :25 / 40 / 60 / 75 % (damage reduction)115 / 125 / 150 / 200 % (damage bonus) :10 / 15 / 20 / 25 s :N/A Misc: 90 % (damage reduction cap) Subsumable to Helminth

 125 Null Star Creates anti-matter particles that orbit Nova and seek nearby targets. Introduced in Update 9.0 (2013-07-13) :80 / 100 / 120 / 150 ( damage) :3 / 4 / 5 / 6 (particles) :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

 250 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) :200 / 300 / 400 / 500 ( damage) :6 / 8 / 10 / 12 s (debuff duration) :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)

 4100 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) :40% / 50% / 75% / 80% (shield/health restoration)25% / 30% / 40% / 50% (damage reduction) :3 / 5 / 7 / 10 s (buff duration) :N/A Misc: 50 m (affinity range)75% (damage reduction cap)
}}

Mods
Arcanes
Others
Enemies

## Damage Redirection

Main article: Damage Redirection

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

### Sources of Damage Redirection

Abilities

 375 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) :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) :N/A :1.25 / 1.5 / 1.75 / 2 m Misc: 3 s (invulnerability duration on cast) 90% (damage redirection) 1 s (invulnerability duration on break)

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

 375 Link Any damage taken while Link is active will be channeled to a nearby enemy. Introduced in Update 4 (2012-11-02) :N/A :6 / 8 / 10 / 12 s :12 / 14 / 17 / 20 m Misc: 1 / 2 / 2 / 3 (affected enemies)50% / 60% / 70% / 75% (damage redirection)100% (damage and status transfer)

2
25

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. timeSecondary only restrictionRagdoll immunityStagger & knockdown resistance1.5 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∞ duration18 m/s move speed21 m/s boost speed3 m jump height12 m double jump height1.25 s jump charge time17 m charged jump height10 m dash distance1,000 damage on landing5 damage on slam shockwave2 m slam shockwave radius

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, 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.
• , , , , , , , , , , , , and damage types stack their respective resistances separately, and will have different icons in the status bar.
• Passive values are not affected by Mods.
• Damage over time from procs (such as or for example) will not contribute nor maintain damage resistance.
• Damage reduction effects such as those of 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 , 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

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: ${\displaystyle \text{Multiplier on incoming damage} = \frac{100}{\text{Net efficiency percentage}}}$

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

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

## Special Enemies and Damage Attenuation

“It's taking longer than I calculated.”
{\displaystyle \begin{aligned} \text{Burst DPS} &= (\text{total damage}) \\ &\qquad\cdot(\text{total critical multiplier if damage instance crits}) \\ &\qquad\cdot(\text{total fire rate or attack