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U30.5 changes; CTRL+F https://forums.warframe.com/topic/1269749-update-305-sisters-of-parvos/ for specifics 20:28, 6 July 2021 (UTC)
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Enemy health types are outdated as of Update 36.0 (2024-06-18)
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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.

All health, armor, and shield classes have damage type modifiers that modify how much damage is inflicted by a particular damage type. Sources of damage type modifiers stack multiplicatively with each other and may be referred to as resistances, vulnerabilities (not to be confused with sources of damage vulnerability), or damage reduction in-game.

Mechanics[]

For a more in-depth explanation, see Damage#Damage Calculation.

External buffs and debuffs (from mods or other sources) can change these modifiers down to a minimum of -100% and up to a maximum of +100% (0x and 2x damage multipliers respectively). Armor classes are not affected by these effects, thus they will always have their initial damage type modifiers.

Note that damage type modifiers are independent of sources of Damage Reduction and Damage Vulnerability.

Health and Shields[]

Cloned Flesh
DmgImpactSmall64 Impact
DmgPunctureSmall64 Puncture
DmgSlashSmall64 Slash
DmgColdSmall64 Cold
DmgElectricitySmall64 Electricity
DmgFireSmall64 Heat
DmgToxinSmall64 Toxin
DmgBlastSmall64 Blast
DmgCorrosiveSmall64 Corrosive
DmgGasSmall64 Gas
DmgMagneticSmall64 Magnetic
DmgRadiationSmall64 Radiation
DmgViralSmall64 Viral
DmgTrueSmall64 True
DmgVoidSmall64 Void
DmgTauSmall64 Tau

Every health and shield class has a set of damage modifiers that modify the multiplier in which damage is dealt. For example, a +75% modifier to DmgViralSmall64 Viral damage done to Cloned Flesh means that incoming DmgViralSmall64 Viral damage will deal 1.75x more damage to that particular health class. Conversely, a -50% modifier will cause inflicted damage to deal 0.5x of its initial value.

Damage type modifiers of health and shield classes can also be expressed in terms of vulnerabilities or resistances. In the above example, Cloned Flesh has a -75% resistance to DmgViralSmall64 Viral and is 50% more resistant to DmgGasSmall64 Gas damage. Alternatively, Cloned Flesh has a +75% vulnerability to DmgViralSmall64 Viral and is 50% less vulnerable to DmgGasSmall64 Gas damage.

Armor[]

Main article: Armor
Infested Sinew
DmgImpactSmall64 Impact
DmgPunctureSmall64 Puncture
DmgSlashSmall64 Slash
DmgColdSmall64 Cold
DmgElectricitySmall64 Electricity
DmgFireSmall64 Heat
DmgToxinSmall64 Toxin
DmgBlastSmall64 Blast
DmgCorrosiveSmall64 Corrosive
DmgGasSmall64 Gas
DmgMagneticSmall64 Magnetic
DmgRadiationSmall64 Radiation
DmgViralSmall64 Viral
DmgTrueSmall64 True
DmgVoidSmall64 Void
DmgTauSmall64 Tau
Alloy Armor
DmgImpactSmall64 Impact
DmgPunctureSmall64 Puncture
DmgSlashSmall64 Slash
DmgColdSmall64 Cold
DmgElectricitySmall64 Electricity
DmgFireSmall64 Heat
DmgToxinSmall64 Toxin
DmgBlastSmall64 Blast
DmgCorrosiveSmall64 Corrosive
DmgGasSmall64 Gas
DmgMagneticSmall64 Magnetic
DmgRadiationSmall64 Radiation
DmgViralSmall64 Viral
DmgTrueSmall64 True
DmgVoidSmall64 Void
DmgTauSmall64 Tau
Ferrite Armor
DmgImpactSmall64 Impact
DmgPunctureSmall64 Puncture
DmgSlashSmall64 Slash
DmgColdSmall64 Cold
DmgElectricitySmall64 Electricity
DmgFireSmall64 Heat
DmgToxinSmall64 Toxin
DmgBlastSmall64 Blast
DmgCorrosiveSmall64 Corrosive
DmgGasSmall64 Gas
DmgMagneticSmall64 Magnetic
DmgRadiationSmall64 Radiation
DmgViralSmall64 Viral
DmgTrueSmall64 True
DmgVoidSmall64 Void
DmgTauSmall64 Tau

Because armor does not have explicit hit points unlike health and shields, damage type modifiers interact with damage against armored health differently. The resultant damage multiplier will depend on both the amount of armor the target has, the damage type modifiers of its health class, and the damage type modifiers of its armor class:

AM is the damage modifier against the armor class, HM is the damage modifier against the health class, and AR is the target's armor after all reductions from debuffs (e.g. Mod TT 20px Corrosive Projection, DmgCorrosiveSmall64 Corrosive procs, Terrify130xWhite Terrify, etc.).

Damage type modifiers of armor classes have a two-fold effect:

  • Mitigate or enhance a percentage of the target's armor (represented by AR(1 - AM) in the above equation)
  • Increase or decrease the damage dealt in the same way as a type modifier against the hit points would do (represented by (1 + AM))

Sources of Damage Type Resistance[]

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

Sources of Damage Type Fragility[]

Abilities

PetrifyModx256 Petrify130xWhite
3
EnergyOrb75
Petrify

Atlas' hardened gaze will fossilize foes, heal Rumblers, and create Petrified Bulwarks. When shattered, petrified enemies drop healing Rubble for Atlas.


Introduced in Update 17.5 (2015-10-01)

AbilityStrengthBuff Strength:100% (Rumbler heal)
AbilityDurationBuff Duration:5 / 10 / 15 / 20 s
AbilityRangeBuff Range:10 / 11 / 12 / 14 m (cone length)

Misc: 60° (FOV)
+50% (damage type modifier)
1 (Rubble dropped per enemy)

Subsumable to Helminth
Expand/Collapse

ContainmentWallModx256 ContainmentWall130xWhite
2
EnergyOrb50
Containment Wall

Contain the threat. Qorvex summons walls that slam together, damaging all enemies caught between them and inflicting Radiation Status.


Introduced in Update 35.0 (2023-12-13)

AbilityStrengthBuff Strength:125 / 150 / 175 / 200 DmgRadiationSmall64 Radiation damage per tick
2,000 / 2,500 / 3,000 / 3,500 DmgImpactSmall64 Impact damage on smash
+25% damage type modifier
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:14 / 16 / 18 / 20 m walls length

Misc: 2 parallel walls
2 m placement distance
10 m walls gap
3m length x 1m width x 3m height segment dimensions
Light RollingDroneAvatar Stagger on segment creation
1 s assembly time
DmgRadiationSmall64 Radiation status per hit
0.125 s damage interval
7 DmgRadiationSmall64 Radiation damage ticks
Enemy linear displacement on smash
Large RollingDroneAvatar Stagger on smash
Melee finisher prompt
∞ damage vuln. debuff duration

Expand/Collapse

Other

Sources of Modifier Type Changes[]

These are relevant in changing the health class of Vulpaphyla and Predasite Companions.

Patch History[]

Update 30.5 (2021-07-06)

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

  • (Undocumented) removed 90% cap.


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