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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 Factions have damage type modifiers that modify how much damage is inflicted by a particular damage type. Damage type modifiers 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% (0x). There is no cap to how high modifiers can go.

Damage type modifiers are independent of sources of Damage Reduction and Damage Vulnerability.

Sources of damage type resistance stack multiplicatively, while sources of damage type fragility stack additively.

Sources of Damage Type Resistance[]

Abilities

Versatile and resilient,  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.
  • Damage over time from procs (such as  Slash or  Toxin for example) will not contribute nor maintain damage resistance.
  • Adaptive Armor does not stack with  Adaptation. The damage reduction provided to Caliban (or his allies) equipped with Adaptation will be the higher of the two values.
Mods
Others
Enemies

Sources of Damage Type Fragility[]

Abilities


3
75
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)

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

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

Subsumable to Helminth
Expand/Collapse


2
50
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)

 Strength:125 / 150 / 175 / 200  Radiation damage per tick
2,000 / 2,500 / 3,000 / 3,500  Impact damage on smash
+25% damage type modifier
 Duration:N/A
 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  Stagger on segment creation
1 s assembly time
 Radiation status per hit
0.125 s damage interval
7  Radiation damage ticks
Enemy linear displacement on smash
Large  Stagger on smash
Melee finisher prompt
∞ damage vuln. debuff duration

Expand/Collapse


2
10
Atomi-Barrage

Target oncoming enemies with a barrage of micro missiles that inflict damage and leave targets vulnerable to further damage.


Introduced in Update 38.0 (2024-12-13)

 Strength:1800  Heat/missile
+200% (damage type fragillity)
 Duration:3 salvos
9s (damage vulnerability duration)
 Range:30m

Misc: min. 7 (missiles per salvo)

Expand/Collapse

Other

Sources of Modifier Type Changes[]

These are relevant in changing the resistances 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.