WARFRAME Wiki
WARFRAME Wiki
(→‎Mods: added more syndicate mods)
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{{UpdateMe|Missing healing sources from Focus nodes}}
 
 
[[File:Health 01.png|right|thumb|The top right of the screen shows your health and [[shield]], as well as that of your [[companions]] and [[squad]] members.]]
 
[[File:Health 01.png|right|thumb|The top right of the screen shows your health and [[shield]], as well as that of your [[companions]] and [[squad]] members.]]
  +
{{Quote|Total amount of Damage a Warframe can take before going into Bleedout.|In-game Description}}
'''Health''' represents how much damage an entity can sustain before becoming incapacitated. [[Warframe]]s, [[Kubrow]]s, [[Kavat]]s, [[Rescue]] targets and [[Alad V]] will enter "[[bleedout]]" upon running out of health, while all other entities will be killed. A Warframe's health is indicated as a red number at the top right of the screen. The health of other entities can be displayed over their heads, should the player aim directly at them. While a Warframe is losing health, the screen's edges will begin to flash red at a pulse. Once the Warframe reaches 10% health or below, a loud, heartbeat-like sound will play, and a slight ringing can be heard. This sound also plays when bleeding out and when dead.
 
  +
'''Health''' is a value that represents how much damage an entity can sustain; if the value is reduced to zero, the entity will be incapacitated in some manner. [[Warframe]]s, [[Kubrow]]s, [[Kavat]]s, [[Rescue]] targets, and [[Alad V]] will enter "[[bleedout]]" when their health values are reduced to zero, while all other entities will instead be killed.
   
 
A Warframe's health is indicated as a red number at the top right of the screen. The health of other entities can be displayed over their heads, should the player aim directly at them. While a Warframe is losing health, the screen's edges will begin to flash red at a pulse. Once the Warframe reaches 10% health or below, a loud, heartbeat-like sound will play, and a slight ringing can be heard. This sound also plays when bleeding out and when dead.
Most attacks will only damage health after the entity's [[shields]] have been fully drained, but there are a few exceptions. {{Icon|Proc|Toxin|text}} damage, which is commonly dealt by units like [[Toxic Ancient]]s, [[Toxic Crawler]]s and Venomous [[Eximus]], will bypass shields and strike the target's health directly, which can also [[proc]] a {{Icon|Proc|Toxin|text}} damage-over-time effect. {{Icon|Proc|Viral|text}} procs, such as those dealt by [[Grineer]] [[Powerfist]]s, will temporarily halve victim's health (both current and maximum) even if the attack itself is absorbed by shields. {{Icon|Proc|True|text}} damage from the [[Bleed]] status effect (from {{Icon|Proc|Slash|text}} procs) will also bypass shields.
 
   
 
Most attacks will only damage health after the entity's [[shields]] have been fully drained, but there are a few exceptions. {{Icon|Proc|Toxin|text}} damage, which is commonly dealt by units like [[Toxic Ancient]]s, [[Toxic Crawler]]s and Venomous [[Eximus]], will bypass shields and strike the target's health directly, which can also [[proc]] a {{Icon|Proc|Toxin|text}} damage-over-time effect. {{Icon|Proc|Viral|text}} procs, such as those dealt by [[Grineer]] [[Powerfist]]s, will temporarily increase the damage to the victim's health (+100% with 1 stack, up to +325% with 10 stacks) even if the attack itself is absorbed by shields).
==Health Classes==
 
There are [[Damage|different types of damage]] which deal reduced or increased numbers against different entities. [[MOA]]s, for example, are mostly metal in composition and are not as easily cut open as the flesh of living [[Crewmen]]. Hence, MOAs have [[Damage/Robotic|Robotic]] health, while Crewmen have [[Damage/Flesh|Flesh]] as their health type; {{Icon|Proc|Slash|Text}} effects deal penalized damage to Robot health and bonus damage to Flesh.
 
   
 
==Health Types==
There are thirteen health classes in total, but two of them are reserved for shields only and two of them are reserved for armor only—these four act differently from health, and are covered on [[Shields]] and [[Armor]] pages. The remaining nine health classes are partitioned into the three standard [[Factions]], though both the [[Corrupted]] faction and the [[Tenno]] themselves borrow from these.
+
There are nine health types, three shield types, and four armor types—these seven act differently from health and are covered on the [[Shields]] and [[Armor]] pages. The nine health types are partitioned into four standard [[Factions]], the [[Corrupted]] faction borrows from these.
   
{| border="1" style="text-align: center; border-collapse: collapse; background: #F4EEEE; " <!--make this table prettier, please-->
+
{| border="1" style="text-align: center; border-collapse: collapse; background: #F4EEEE; "
 
|- style="background: #EDDDDD; "
 
|- style="background: #EDDDDD; "
 
! width="15%" | Faction
 
! width="15%" | Faction
! colspan="4" width="100%" | Non-Armor Health Classes
+
! colspan="3" width="100%" | Health Types
 
|-
 
|-
 
|{{Icon|Faction|Grineer|Text}}
 
|{{Icon|Faction|Grineer|Text}}
 
| colspan="2" | [[Damage/Cloned Flesh|Cloned Flesh]]
 
| colspan="2" | [[Damage/Cloned Flesh|Cloned Flesh]]
| colspan="2" | [[Damage/Machinery|Machinery]]
+
| [[Damage/Machinery|Machinery]]
 
|-
 
|-
|{{Icon|Faction|Corpus}} [[Corpus]]
+
|{{Icon|Faction|Corpus|Text}}
 
| colspan="2" | [[Damage/Flesh|Flesh]]
 
| colspan="2" | [[Damage/Flesh|Flesh]]
| colspan="2" | [[Damage/Robotic|Robotic]]
+
| [[Damage/Robotic|Robotic]]
 
|-
 
|-
 
|{{Icon|Faction|Infested|Text}}
 
|{{Icon|Faction|Infested|Text}}
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| [[Damage/Infested Flesh|Infested Flesh]]
 
| [[Damage/Infested Flesh|Infested Flesh]]
 
| [[Damage/Fossilized|Fossilized]]
 
| [[Damage/Fossilized|Fossilized]]
| [[Damage/Infested Sinew|Infested Sinew]]
 
 
|-
 
|-
|{{Icon|Faction|Orokin}} [[Corrupted]]
+
|{{Icon|Faction|Tenno|Text}}
 
| colspan="3" | [[Damage/Tenno Flesh|Tenno Flesh]]
| colspan="4" | Corrupted units are copies from other factions; they have identical health to their originals.
 
 
|-
 
|-
|{{Icon|Faction|Tenno}} [[Tenno]]
+
|{{Icon|Faction|Corrupted|Text}}
 
| colspan="3" | Corrupted units are copies from other factions; they have identical health to their originals.
| colspan="4" | [[Damage/Flesh|Flesh]]
 
 
|-
 
|-
 
| Special
 
| Special
| colspan="4" | [[Damage/Object|Object]]
+
| colspan="3" | [[Damage/Object|Object Health]]
 
|}
 
|}
   
  +
{{#invoke:DamageTypes|healthtable|Cloned Flesh}}
The fact that '''Cloned Flesh''' differs from '''Flesh''' and that both Corpus and Tenno have the latter implies that Tenno are as human as the Corpus, while the Grineer are imperfect replications. Relevant to game mechanics, these two types of health share most vulnerabilities and all resistances, except that cloned flesh is {{Icon|Proc|Heat}} flammable while normal flesh is easily {{Icon|Proc|Toxin}} poisoned.
 
  +
{{#invoke:DamageTypes|healthtable|Machinery}}
   
  +
{{#invoke:DamageTypes|healthtable|Flesh}}
'''Infested''' is different from '''Infested Flesh''', even if by name they would seem identical. While you can check the details on their respective pages, know that both are vulnerable to the same types of damage, just resistant to different types; you can most likely use the same [[Arsenal|weapon loadout]] to perform against either type.
 
  +
{{#invoke:DamageTypes|healthtable|Robotic}}
   
  +
{{#invoke:DamageTypes|healthtable|Infested}}
==Increasing Maximum Health==
 
  +
{{#invoke:DamageTypes|healthtable|Infested Flesh}}
  +
{{#invoke:DamageTypes|healthtable|Fossilized}}
  +
  +
{{#invoke:DamageTypes|healthtable|Tenno Flesh}}
  +
  +
''* Tenno Flesh and Object Health have no resistances or vulnerabilities.''
  +
 
{{clr}}
 
==Modifying Maximum Health==
 
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" column="3" position="center" bordersize="none" bordercolor="#FFFFFF">
 
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" column="3" position="center" bordersize="none" bordercolor="#FFFFFF">
 
VitalityModU145.png|link=Vitality
 
VitalityModU145.png|link=Vitality
 
VigorModU145.png|link=Vigor
 
VigorModU145.png|link=Vigor
PhysiqueModU145.png|link=Physique
+
PhysiqueMod.png|link=Physique
 
GladiatorResolveMod.png|link=Gladiator_Resolve
 
GladiatorResolveMod.png|link=Gladiator_Resolve
 
UmbralVitality.png|link=Umbral_Vitality
 
UmbralVitality.png|link=Umbral_Vitality
 
Primed Vigor.png|link=Primed_Vigor
 
Primed Vigor.png|link=Primed_Vigor
  +
CalculatedSpring.png|link=Calculated Spring
  +
SaxumCarapaceMod.png
  +
JugulusCarapaceMod.png
  +
CarnisCarapaceMod.png
 
</gallery>
 
</gallery>
 
Like most attribute values, Health is increased by single multiplier formed from effects that additively stack with each other. The health gained from leveling does not interact at all with these multipliers.
 
Like most attribute values, Health is increased by single multiplier formed from effects that additively stack with each other. The health gained from leveling does not interact at all with these multipliers.
   
{{MathText|Total Health {{eql}} Base Health {{mul}} (1 + Modifier) + Health Gain From Leveling}}
+
{{MathText|Total Health {{eql}} Base Health {{mul}} (1 + Modifier from Warframe Level + Modifier from Mods)}}
 
* '''Base Health''' refers to the Warframe's health at Rank 0.
 
* '''Base Health''' refers to the Warframe's health at Rank 0.
* '''Health Gain From Leveling''' will be the difference between your rank 30 health and your rank 0 health. Zephyr, for instance, has 450 health at rank 30 but 150 health at rank 0, so her health gain from leveling would be 300 health.
+
* '''Modifier from Warframe Level''' will be the difference between your rank 30 health and your rank 0 health. For most Warframes, it is '''0%''' at rank 0 , and '''200%''' at rank 30.
* {{M|Vitality}} and {{M|Vigor}} increase your '''Modifier''' by 4.4 and 1.2 at their maximum ranks, respectively. The {{M|Physique}} [[aura]] mod increases it by a mere 0.18 at maximum rank. Each additional [[squad]] member that brings Physique will increase your Modifier by an additional 0.18, to a maximum 0.72 addition in a four-player mission. Lastly, the bonus from some [[:Category:Helmet|Arcane helmets]] contribute to the Modifier of this equation.
+
* '''Modifier from Mods''' is from mods such as {{M|Vitality}} and {{M|Vigor}}, increasing the Health by 440% and 120% at their maximum ranks, respectively. The {{M|Physique}} [[Aura]] mod increases it by 90% at maximum rank. Each additional [[squad]] member that brings Physique will increase your Modifier by an additional 90%, to a maximum 360% addition in a four-player mission, which can be further increased with {{M|Coaction Drift}}. Lastly, the bonus from some [[:Category:Helmet|Arcane helmets]] contribute to this modifier.
   
 
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" position="center" bordersize="none" bordercolor="#FFFFFF">
 
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" position="center" bordersize="none" bordercolor="#FFFFFF">
Line 64: Line 78:
 
</gallery>
 
</gallery>
   
 
===Health Reduction===
==Healing==
 
 
[[File:BleedingDragonKeySymbol.jpg|right|x100px]] Having equipped a [[Dragon Key|Bleeding Dragon Key]] reduces total health by 75%, after all other calculations. During missions, this is indicated by a symbol to the left of the shield/health bar (shown on the right).
{{Main|:Category:Healing}}
 
[[File:RejuvenationModU145.png|left|thumb|120px|link=Rejuvenation]]
 
[[File:EquilibriumModU145.png|thumb|120px|link=Equilibrium]]
 
Unlike shields, health does not naturally regenerate over time, except when the {{M|Rejuvenation}} [[aura]] mod is equipped by at least one member of the [[squad]]. Otherwise, damage inflicted upon health must actively be healed either by picking up a [[Pickups#Orbs|Health Orb]] (and Energy Orbs with {{M|Equilibrium}}) or directly by a few certain Warframe abilities. {{WF|Trinity}} and {{WF|Oberon}} are the two Warframes with an inherent ability to explicitly restore health to all Warframes within the squad, and {{WF|Nekros}} can {{A|Desecrate}} nearby corpses for a chance to spawn more health orbs. A {{WF|Chroma}} in {{Icon|Proc|Heat|text}} can raise both players' current and maximum health temporarily with {{A|Elemental Ward}}, and when the effect runs out, only the maximum health returns to its original value; effectively, the affected players have restored that much health. Additionally, {{WF|Inaros}}'s {{A|Scarab Swarm}} ability is capable of healing allies that are near enemies being affected by the ability. Some weapons have an innate ability to provide health restore to either self or allies. {{Weapon|Hirudo}} is able to absorb 5% damage of every critical hit dealt on an enemy, and {{Weapon|Sancti Magistar}} is able to heal on charged attack, affecting allies, companions, cryopods and hijack objectives. Heal amount is based on damage dealt, while the healing range is affected by melee weapon range mods, with a baseline of 15 meters.
 
 
 
{{clr}}
 
{{clr}}
===Warframe Abilities===
 
----
 
<div class="tabbertab-borderless">
 
{{#tag:tabber|
 
Chroma (Heat)=
 
{{:Elemental Ward|cardonly}}
 
{{!}}-{{!}}
 
   
 
==Healing==
Equinox=
 
 
{{Main|Healing}}
{{:Mend & Maim|cardonly}}
 
  +
Unlike shields, health does not naturally regenerate over time, except when the {{M|Rejuvenation}} [[Aura]] mod is equipped by at least one member of the [[squad]]. Otherwise, damage inflicted upon health must actively be healed by picking up [[Pickups#Orbs|Health Orbs]], by receiving the effects of certain Warframe abilities, or by using certain mods, weapons, consumable equipment, or [[Arcane Enhancement|Arcane Enhancements]].
{{!}}-{{!}}
 
   
 
==Bleedout & Death==
Garuda=
 
 
{{Main|Death}}
{{:Blood Altar|cardonly}}
 
 
When health is reduced to 0, Warframes enter the [[Bleedout]] state. In bleedout, Warframes can barely move and are restricted to firing their [[:Category:Secondary Weapons|sidearm]]. If they do not receive the appropriate attention from an ally within 20 seconds, they are killed in action. It is quite difficult to complete missions successfully when all players are dead, so players typically strive to keep health above 0 at all times.
{{!}}-{{!}}
 
   
 
==Effective Health==
Harrow=
 
 
Damage calculations get complicated when damage resistances are involved. '''Effective health''' (EHP) is a common [[wikipedia:metagaming|metagame]] concept which states that because each hit point you have actually absorbs more than one point of damage, you effectively have more hit points than indicated. In [[WARFRAME]], effective health can be increased by [[armor]], [[:Category:Resistance Mods|resistance mods]], and health classes.
{{:Penance|cardonly}}
 
{{!}}-{{!}}
 
   
 
For example, an armorless [[Grineer]] enemy has 300 health and uses the [[Flesh]] health class, and you attack that enemy using {{Icon|Proc|Impact|Text}} damage:
Inaros =
 
 
# {{Icon|Proc|Impact|Text}} attacks deal 25% less damage to [[Flesh]] health; if the attack would normally cause 100 damage, it would only deal 75 damage to this enemy.
{{#tag:tabber|
 
 
# Therefore, to deal 300 damage to this enemy, you would have to output 400 total points of damage.
Desiccation =
 
{{:Desiccation|cardonly}}
 
{{!}}-{{!}}
 
Devour=
 
{{:Devour|cardonly}}
 
{{!}}-{{!}}
 
Scarab Swarm=
 
{{:Scarab Swarm|cardonly}}
 
}}
 
{{!}}-{{!}}
 
   
 
In reference to {{Icon|Proc|Impact|Text}} damage, this hypothetical enemy has 400 ''effective health'' even though it has only 300 ''nominal health''. Effective health can only ever be considered in the context of damage because its value depends on the bonuses and penalties of the incoming damage as much as it does on the resistance values of armor, mods, and health.
Khora=
 
{{:Venari|cardonly}}
 
{{!}}-{{!}}
 
   
  +
Depending on how you build your Warframe and use its abilities, you can experience a drastic difference in survival between different types of enemies. (A specific build of {{WF|Valkyr}} has been shown to have '''~3800''' effective health against most Grineer but only '''~850''' effective health against typical Corpus enemies.)<ref>[[User_blog:MarioVX/Determining_Enemy_Damage_Type_Distributions|Blog: Determining Enemy Damage Type Distributions]]</ref>
Nekros=
 
{{:Desecrate|cardonly}}
 
{{!}}-{{!}}
 
   
  +
==Enemy Health Scaling==
Nezha=
 
  +
{{Main|Enemy Level Scaling}}
{{:Blazing Chakram|cardonly}}
 
  +
The formula enemy health scales at is as follows:
{{!}}-{{!}}
 
  +
:<math>f_1(x) = 1 + 0.015(x - \text{Base Level})^2</math> (Original scaling pre-{{ver|27.2}})
  +
:&nbsp;
  +
:<math>f_2(x) = 1 + 10.75(x - \text{Base Level})^{0.5}</math>
  +
:&nbsp;
  +
:<math>f_3(x) = min\left(1, \frac{max(x, 70 + \text{Base Level}) - (70 + \text{Base Level})}{15} \right)</math>
  +
::Where the <math>min()</math> and <math>max()</math> functions simply take the smallest or largest of the two values in their arguments, respectively.
   
Nidus=
 
{{:Ravenous|cardonly}}
 
{{!}}-{{!}}
 
   
  +
:<math>\begin{align}\text{Health Multiplier} = 1 + (f_1(\text{Current Level}) - 1)\times(1 - f_3(\text{Current Level}))\\+ (f_2(\text{Current Level}) - 1)\times f_3(\text{Current Level})\end{align}</math>
Oberon =
 
  +
::Where the Health Multiplier is the value that multiplies an enemy's base health to its current health.
{{#tag:tabber|
 
  +
[[File:HealthScaling.png|center|thumb|660px|Current health scaling compared to previous scaling at Base Level = 1.]]
Renewal =
 
{{:Renewal|cardonly}}
 
{{!}}-{{!}}
 
Reckoning =
 
{{:Reckoning|cardonly}}
 
}}
 
{{!}}-{{!}}
 
   
  +
===Enemy EHP===
Revenant=
 
  +
==== For Enemies with Health only ====
{{:Reave|cardonly}}
 
  +
For targets without shields and armor, the standardized effective hit-point scaling is synonymous with standardized health scaling, the health graph and formula apply.
{{!}}-{{!}}
 
   
  +
==== For Enemies with Health and Shield ====
Trinity =
 
  +
The standardized effective hit-points of shielded enemies are simply the sum of their shields and health, except for the case when the {{Icon|Proc|Toxin|text}} damage portion of the gross damage depletes the target's health faster than the rest of the gross damage depletes its shield. Exact effective hit-point calculations considering damage types also become significantly more complex if Toxin damage is involved, but this is disregarded here. The level scaling of standardized effective hit-points of shielded enemies is influenced by the ratio of base shields to base health:
{{#tag:tabber|
 
Well of Life =
 
{{:Well Of Life|cardonly}}
 
{{!}}-{{!}}
 
Blessing =
 
{{:Blessing|cardonly}}
 
}}
 
{{!}}-{{!}}
 
   
  +
:<math>\text{EHP Multiplier} = \text{Health Multiplier} + \text{Shield Multiplier}\times\frac{\text{Base Shields}}{\text{Base Health}}</math>
Valkyr=
 
  +
[[File:ShieldEHP.png|center|thumb|660px|Current EHP scaling for enemies with only health and shields compared to previous scaling at Base Level = 1.]]
{{:Hysteria|cardonly}}
 
{{!}}-{{!}}
 
   
  +
==== For Enemies with Health and Armor ====
Wukong=
 
  +
The standardized effective hit-points of armored enemies are simply the health divided by the compliment of the damage reduction granted from armor. Because armor adds damage reduction to incoming damage on health the level scaling of standardized effective hit-points of armored enemies is influenced by the base armor itself:
{{:Defy|cardonly}}
 
}}
 
Aside from the above abilities, {{WF|Nyx}} is able to use {{A|Mind Control}} on [[Corrupted Ancient]]s, enemies which can heal surrounding allies. Somewhat similarly, if a Nekros slays a Corrupted Ancient, it can be resurrected on the side of the [[Tenno]] by his ability, {{A|Shadows Of The Dead}}.</div>
 
 
 
<div class="tabbertab-borderless">{{#tag:tabber|Nekros=
 
{{:Shadows Of The Dead|cardonly}}
 
{{!}}-{{!}}Nyx=
 
{{:Mind Control|cardonly}}
 
}}</div>
 
 
====Ability Augments====
 
<!--alphabetically sorted by base ability name-->
 
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" column="3" position="center" bordersize="none" bordercolor="#FFFFFF">
 
Haven2.png|link=Haven|{{A|Banish}}
 
ReapingChakram.png|link=Reaping Chakram|{{A|Blazing Chakram}}
 
RegenerativeMolt2.png|link=Regenerative Molt|{{A|Molt}}
 
MendingSplinters.png|link=Mending Splinters|{{A|Splinter Storm}}
 
CurativeUndertow2.png|link=Curative Undertow|{{A|Undertow}}
 
PoolOfLife2.png|link=Pool of Life|{{A|Well Of Life}}
 
</gallery>
 
 
If {{WF|Limbo}} has {{M|Haven}} or {{WF|Hydroid}} has {{M|Curative Undertow}} installed, either one can act as a healer for the entire squad. {{M|Pool of Life}} increases the healing capabilities of Trinity's {{A|Well Of Life}} power. Finally, {{WF|Saryn}} can heal herself personally if she equips {{M|Regenerative Molt}}, reducing the burden she might place on their allies or else enabling her to [[Game Modes#Solo|solo]] better.
 
 
===Equipment===
 
There are some items that can be used in a [[mission]] to heal lost health.
 
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF" perrow="3">
 
TeamHealRestore.png|[[Team Heal Restore]]
 
HealthTotemMediumBundle.png|[[Medium Team Heal Restore]]
 
LargeTeamHealPack.png|[[Large Team Heal Restore]]
 
Small Health Restore.png|[[Small Health Restore]]<br />(Discontinued)
 
Large Health Restore.png|[[Health Restore]]
 
Team Heal.png|[[Team Heal]]<br />(Discontinued)
 
</gallery>
 
 
===Mods===
 
There are [[PvP]]-only mods that allow for players to regain health based off their combat performance, and [[Syndicate]]-purchased mods that restore health after gaining enough [[affinity]] to meet the necessary thresholds. {{M|Life Strike}} will restore health to the Tenno as a percentage of damage inflicted by the equipped melee weapon and {{M|Healing Return}} will restore health upon damaging an enemy inflicted by a [[Status Effect]].
 
 
<div class="tabbertab-borderless">{{#tag:tabber|
 
Syndicate=
 
<gallery captionposition="below" hideaddbutton="true" spacing="small" navigation="true" position="center" perrow="4" bordersize="none" bordercolor="#FFFFFF" captionalign="center">
 
AvengingTruthMod.png|link=Avenging Truth
 
BladeofTruth.png|link=Blade of Truth
 
GildedTruth.png|link=Gilded Truth
 
StingingTruth.png|link=Stinging Truth
 
JusticeBlades.png|link=Justice Blades
 
NeutralizingJusticeMod.png|link=Neutralizing Justice
 
ScatteredJustice.png|link=Scattered Justice
 
ShatteringJustice.png|link=Shattering Justice
 
BrightPurity.png|link=Bright Purity
 
DisarmingPurityMod.png|link=Disarming Purity
 
LastingPurity.png|link=Lasting Purity
 
WindsofPurity.png|link=Winds of Purity
 
</gallery>
 
{{!}}-{{!}}
 
 
Conclave=
 
<gallery captionposition="below" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF" captionalign="center">
 
RecoverMod.png|link=Recover
 
MomentaryPauseMod.png|link=Momentary Pause
 
RecuperateMod.png|link=Recuperate
 
</gallery>
 
{{!}}-{{!}}
 
 
Melee=
 
<gallery captionposition="below" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF" captionalign="center">
 
HealingReturnMod.png|link=Healing Return
 
LifeStrikeModU145.png|link=Life Strike
 
</gallery>
 
{{!}}-{{!}}
 
 
Companion=
 
<gallery captionposition="below" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF" captionalign="center">
 
HunterRecoveryMod.png|link=Hunter Recovery
 
Medi-RayMod.png|link=Medi-Ray
 
StrainConsumeMod.png|link=Strain Consume
 
SynthDeconstruct.png|link=Synth Deconstruct
 
</gallery>
 
}}</div>
 
 
==Bleedout & Death==
 
{{Main|Death}}
 
When health is reduced to 0, Warframes enter the [[Bleedout]] state. In bleedout, Warframes can barely move and are restricted to firing their [[:Category:Secondary Weapons|sidearm]]. If they do not receive the appropriate attention from an ally within 20 seconds, they are killed in action. It is quite difficult to complete missions successfully when all players are dead, so players typically strive to keep health above 0 at all times.
 
 
==Health Reduction==
 
[[File:BleedingDragonKeySymbol.jpg|right|x100px]] Having equipped a [[Dragon Key|Bleeding Dragon Key]] reduces health by 75%. During missions this is indicated by a symbol to the left of the shield/health bar (shown on the right).
 
{{clr}}
 
 
==Effective Health==
 
Damage calculations get complicated when damage resistances are involved. '''Effective health''' is a common [[wikipedia:metagaming|metagame]] concept which states that because each hit point you have actually absorbs more than one point of damage, you effectively have more hit points than indicated. In [[WARFRAME]], effective health can be increased by [[armor]], [[:Category:Resistance Mods|resistance mods]], and health classes.
 
   
  +
:<math>\text{EHP Multiplier} = \text{Health Multiplier}\times\left( 1 + \frac{\text{Base Armor}\times\text{Armor Multiplier}}{300} \right)</math>
For example, if your [[Warframe]] has 300 health, and you are being attacked by an enemy that deals {{Icon|Proc|Impact|Text}} damage:
 
  +
[[File:ArmorEHP.png|center|thumb|660px|Current EHP scaling for enemies with only health and armor compared to previous scaling at Base Level = 1.]]
# {{Icon|Proc|Impact|Text}} attacks deal 25% less damage to [[Flesh]] health. If they would normally strike for 100 damage in a single attack, they would only deal 75 damage to your Warframe.
 
# Therefore, to deal 300 damage to your Warframe, they would have to output 400 total points of damage.
 
   
  +
==== For Enemies with Health, Shield and Armor ====
In reference to {{Icon|Proc|Impact|Text}} damage, your Warframe has 400 ''effective health'' even though it has only 300 ''nominal health''. Effective health can only ever be considered in the context of damage, because its value depends on the bonuses and penalties of the incoming damage as much as it does on the resistance values of your armor, mods, and health. Depending on how you build your Warframe and use its abilities, you can experience a drastic difference in survival between different types of enemies. (A specific build of {{WF|Valkyr}} has been shown to have '''~3800''' effective health against most Grineer but only '''~850''' effective health against typical Corpus enemies.)<ref>[[User_blog:MarioVX/Determining_Enemy_Damage_Type_Distributions|Blog: Determining Enemy Damage Type Distributions]]</ref>
 
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The standardized effective hit-points of enemies that are both armored and shielded are more complex than the simple EHP cases from the previous sections above. The level scaling of standardized effective hit-points of these enemies is influenced by the ratio of base shields to base health ''and'' base armor, making the formula at least 3 variable:
   
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:<math>\text{EHP Multiplier} = \text{Health Multiplier}\times\left( 1 + \frac{\text{Base Armor}\times\text{Armor Multiplier}}{300} \right) + \text{Shield Multiplier}\times\frac{\text{Base Shields}}{\text{Base Health}}</math>
Effective health is a valuable metric because it allows you to compare different forms of survivability.
 
   
 
==References==
 
==References==
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Revision as of 01:11, 22 February 2021

Health 01

The top right of the screen shows your health and shield, as well as that of your companions and squad members.

Total amount of Damage a Warframe can take before going into Bleedout.
—In-game Description

Health is a value that represents how much damage an entity can sustain; if the value is reduced to zero, the entity will be incapacitated in some manner. Warframes, Kubrows, Kavats, Rescue targets, and Alad V will enter "bleedout" when their health values are reduced to zero, while all other entities will instead be killed.

A Warframe's health is indicated as a red number at the top right of the screen. The health of other entities can be displayed over their heads, should the player aim directly at them. While a Warframe is losing health, the screen's edges will begin to flash red at a pulse. Once the Warframe reaches 10% health or below, a loud, heartbeat-like sound will play, and a slight ringing can be heard. This sound also plays when bleeding out and when dead.

Most attacks will only damage health after the entity's shields have been fully drained, but there are a few exceptions. Script error: The function "Proc" does not exist. damage, which is commonly dealt by units like Toxic Ancients, Toxic Crawlers and Venomous Eximus, will bypass shields and strike the target's health directly, which can also proc a Script error: The function "Proc" does not exist. damage-over-time effect. Script error: The function "Proc" does not exist. procs, such as those dealt by Grineer Powerfists, will temporarily increase the damage to the victim's health (+100% with 1 stack, up to +325% with 10 stacks) even if the attack itself is absorbed by shields).

Health Types

There are nine health types, three shield types, and four armor types—these seven act differently from health and are covered on the Shields and Armor pages. The nine health types are partitioned into four standard Factions, the Corrupted faction borrows from these.

Faction Health Types
Script error: The function "Faction" does not exist. Cloned Flesh Machinery
Script error: The function "Faction" does not exist. Flesh Robotic
Script error: The function "Faction" does not exist. Infested Infested Flesh Fossilized
Script error: The function "Faction" does not exist. Tenno Flesh
Script error: The function "Faction" does not exist. Corrupted units are copies from other factions; they have identical health to their originals.
Special Object Health

Script error: The function "healthtable" does not exist. Script error: The function "healthtable" does not exist.

Script error: The function "healthtable" does not exist. Script error: The function "healthtable" does not exist.

Script error: The function "healthtable" does not exist. Script error: The function "healthtable" does not exist. Script error: The function "healthtable" does not exist.

Script error: The function "healthtable" does not exist.

* Tenno Flesh and Object Health have no resistances or vulnerabilities.

Modifying Maximum Health

Like most attribute values, Health is increased by single multiplier formed from effects that additively stack with each other. The health gained from leveling does not interact at all with these multipliers.

Total Health = Base Health × (1 + Modifier from Warframe Level + Modifier from Mods)

  • Base Health refers to the Warframe's health at Rank 0.
  • Modifier from Warframe Level will be the difference between your rank 30 health and your rank 0 health. For most Warframes, it is 0% at rank 0 , and 200% at rank 30.
  • Modifier from Mods is from mods such as Mod TT 20px Vitality and Mod TT 20px Vigor, increasing the Health by 440% and 120% at their maximum ranks, respectively. The Mod TT 20px Physique Aura mod increases it by 90% at maximum rank. Each additional squad member that brings Physique will increase your Modifier by an additional 90%, to a maximum 360% addition in a four-player mission, which can be further increased with Mod TT 20px Coaction Drift. Lastly, the bonus from some Arcane helmets contribute to this modifier.

Health Reduction

BleedingDragonKeySymbol

Having equipped a Bleeding Dragon Key reduces total health by 75%, after all other calculations. During missions, this is indicated by a symbol to the left of the shield/health bar (shown on the right).

Healing

Main article: Healing

Unlike shields, health does not naturally regenerate over time, except when the Mod TT 20px Rejuvenation Aura mod is equipped by at least one member of the squad. Otherwise, damage inflicted upon health must actively be healed by picking up Health Orbs, by receiving the effects of certain Warframe abilities, or by using certain mods, weapons, consumable equipment, or Arcane Enhancements.

Bleedout & Death

Main article: Death

When health is reduced to 0, Warframes enter the Bleedout state. In bleedout, Warframes can barely move and are restricted to firing their sidearm. If they do not receive the appropriate attention from an ally within 20 seconds, they are killed in action. It is quite difficult to complete missions successfully when all players are dead, so players typically strive to keep health above 0 at all times.

Effective Health

Damage calculations get complicated when damage resistances are involved. Effective health (EHP) is a common metagame concept which states that because each hit point you have actually absorbs more than one point of damage, you effectively have more hit points than indicated. In WARFRAME, effective health can be increased by armor, resistance mods, and health classes.

For example, an armorless Grineer enemy has 300 health and uses the Flesh health class, and you attack that enemy using Script error: The function "Proc" does not exist. damage:

  1. Script error: The function "Proc" does not exist. attacks deal 25% less damage to Flesh health; if the attack would normally cause 100 damage, it would only deal 75 damage to this enemy.
  2. Therefore, to deal 300 damage to this enemy, you would have to output 400 total points of damage.

In reference to Script error: The function "Proc" does not exist. damage, this hypothetical enemy has 400 effective health even though it has only 300 nominal health. Effective health can only ever be considered in the context of damage because its value depends on the bonuses and penalties of the incoming damage as much as it does on the resistance values of armor, mods, and health.

Depending on how you build your Warframe and use its abilities, you can experience a drastic difference in survival between different types of enemies. (A specific build of ValkyrIcon272 Valkyr has been shown to have ~3800 effective health against most Grineer but only ~850 effective health against typical Corpus enemies.)[1]

Enemy Health Scaling

Main article: Enemy Level Scaling

The formula enemy health scales at is as follows:

(Original scaling pre-Update 27.2 (2020-03-05))
 
 
Where the and functions simply take the smallest or largest of the two values in their arguments, respectively.


Where the Health Multiplier is the value that multiplies an enemy's base health to its current health.
HealthScaling

Current health scaling compared to previous scaling at Base Level = 1.

Enemy EHP

For Enemies with Health only

For targets without shields and armor, the standardized effective hit-point scaling is synonymous with standardized health scaling, the health graph and formula apply.

For Enemies with Health and Shield

The standardized effective hit-points of shielded enemies are simply the sum of their shields and health, except for the case when the Script error: The function "Proc" does not exist. damage portion of the gross damage depletes the target's health faster than the rest of the gross damage depletes its shield. Exact effective hit-point calculations considering damage types also become significantly more complex if Toxin damage is involved, but this is disregarded here. The level scaling of standardized effective hit-points of shielded enemies is influenced by the ratio of base shields to base health:

ShieldEHP

Current EHP scaling for enemies with only health and shields compared to previous scaling at Base Level = 1.

For Enemies with Health and Armor

The standardized effective hit-points of armored enemies are simply the health divided by the compliment of the damage reduction granted from armor. Because armor adds damage reduction to incoming damage on health the level scaling of standardized effective hit-points of armored enemies is influenced by the base armor itself:

ArmorEHP

Current EHP scaling for enemies with only health and armor compared to previous scaling at Base Level = 1.

For Enemies with Health, Shield and Armor

The standardized effective hit-points of enemies that are both armored and shielded are more complex than the simple EHP cases from the previous sections above. The level scaling of standardized effective hit-points of these enemies is influenced by the ratio of base shields to base health and base armor, making the formula at least 3 variable:

References