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This page is actively being worked on and may not be completely correct. Please assist in making this page accurate.
U30.5 changes; CTRL+F https://forums.warframe.com/topic/1269749-update-305-sisters-of-parvos/ for specifics 20:28, 6 July 2021 (UTC)

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.png Impact -25%
DmgPunctureSmall64.png Puncture
DmgSlashSmall64.png Slash +25%
DmgColdSmall64.png Cold
DmgElectricitySmall64.png Electricity
DmgHeatSmall64.png Heat +25%
DmgToxinSmall64.png Toxin
DmgBlastSmall64.png Blast
DmgCorrosiveSmall64.png Corrosive
DmgGasSmall64.png Gas -50%
DmgMagneticSmall64.png Magnetic
DmgRadiationSmall64.png Radiation
DmgViralSmall64.png Viral +75%
DmgTrueSmall64.png True
DmgVoidSmall64.png Void
DmgTauSmall64.png 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.png Viral damage done to Cloned Flesh means that incoming DmgViralSmall64.png 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.png Viral and is 50% more resistant to DmgGasSmall64.png Gas damage. Alternatively, Cloned Flesh has a +75% vulnerability to DmgViralSmall64.png Viral and is 50% less vulnerable to DmgGasSmall64.png Gas damage.

Armor[]

Main article: Armor
Infested Sinew
DmgImpactSmall64.png Impact
DmgPunctureSmall64.png Puncture +25%
DmgSlashSmall64.png Slash
DmgColdSmall64.png Cold +25%
DmgElectricitySmall64.png Electricity
DmgHeatSmall64.png Heat
DmgToxinSmall64.png Toxin
DmgBlastSmall64.png Blast -50%
DmgCorrosiveSmall64.png Corrosive
DmgGasSmall64.png Gas
DmgMagneticSmall64.png Magnetic
DmgRadiationSmall64.png Radiation +50%
DmgViralSmall64.png Viral
DmgTrueSmall64.png True N / A
DmgVoidSmall64.png Void
DmgTauSmall64.png Tau
Alloy Armor
DmgImpactSmall64.png Impact
DmgPunctureSmall64.png Puncture +15%
DmgSlashSmall64.png Slash -50%
DmgColdSmall64.png Cold +25%
DmgElectricitySmall64.png Electricity -50%
DmgHeatSmall64.png Heat
DmgToxinSmall64.png Toxin
DmgBlastSmall64.png Blast
DmgCorrosiveSmall64.png Corrosive
DmgGasSmall64.png Gas
DmgMagneticSmall64.png Magnetic -50%
DmgRadiationSmall64.png Radiation +75%
DmgViralSmall64.png Viral
DmgTrueSmall64.png True N / A
DmgVoidSmall64.png Void
DmgTauSmall64.png Tau
Ferrite Armor
DmgImpactSmall64.png Impact
DmgPunctureSmall64.png Puncture +50%
DmgSlashSmall64.png Slash -15%
DmgColdSmall64.png Cold
DmgElectricitySmall64.png Electricity
DmgHeatSmall64.png Heat
DmgToxinSmall64.png Toxin
DmgBlastSmall64.png Blast -25%
DmgCorrosiveSmall64.png Corrosive +75%
DmgGasSmall64.png Gas
DmgMagneticSmall64.png Magnetic
DmgRadiationSmall64.png Radiation
DmgViralSmall64.png Viral
DmgTrueSmall64.png True N / A
DmgVoidSmall64.png Void
DmgTauSmall64.png 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.png Corrosive Projection, DmgCorrosiveSmall64.png Corrosive procs, Terrify130xDark.png 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[]

Enemies


Sources of Damage Type Fragility[]

Petrify.png PetrifyIcon.png
ENERGY:
75
KEY
3
Petrify
Atlas' hardened gaze will fossilize foes, heal Rumblers, and create Petrified Bulwarks. When shattered, petrified enemies drop healing Rubble for Atlas.
Strength:100% (Rumbler heal)
Duration:5 / 10 / 15 / 20 s
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


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


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