This page is in reference to the Damage 2.0 system.

The chance that a hit will apply a Status Effect based on the types of damage the weapon inflicts.

—In-game Description

A Status Effect, or commonly called a Proc, is an additional effect which may be triggered at random by a hit from a weapon or Warframe ability. Status Chance is the probability that a hit will inflict a status effect. The base duration of the Proc will depend on its type, and whether the target is an enemy or another Tenno. Warframe abilities usually have a high chance to proc, or in some cases, greater than or equal to 100% chance to inflict their status effect (e.g. FrostIcon272.png Frost's IceWave130xDark.png Ice Wave ability).

Each damage type is associated with a status effect. Weapons that deal multiple damage types will have a separate chance to inflict its associated status effect on a target, and only one damage type can proc per hit. See below for information on which status effects are associated with which damage types.

For example, a weapon such as an unmodified CrpElectroMag.png Staticor deals solely Radiation b.png Radiation damage. In addition to its damage, the Staticor also has a 28% status chance on each shot to cause a proc. On a successful proc, the enemy will receive the Radiation status effect, which causes Confusion over the duration of the effect.

Enemies also possess the ability to inflict status effects on Tenno. For example, a Grineer Scorch has a chance to inflict the Ignited status effect with the Heat b.png Heat damage from his GrineerFlameThrower.png Ignis. Similarly, enemies are also able to inflict physical procs such as Bleeding (associated with Slash b.svg Slash damage) directly to the player's health.

Status Effects[edit | edit source]

Damage Type Effect
Impact b.svg Impact Stagger
On Enemy: Causes target to flinch and staggers movement for 1 second and adds a 10% chance to open the enemy up to a Parazon finisher. Stacks up to 10 times.
On Player: No effect.
Puncture b.svg Puncture Weakened
On Enemy: Reduces any damage dealt by 30% for 6 seconds. Stacks up to 10 times, with subsequent procs reducing damage by 5% to a total of 75%.
On Player: Reduces any damage dealt to 30% for 6 seconds.
Slash b.svg Slash Bleed
On Enemy: Deals 35% of the base damage per second over 6 seconds (bypasses Armor).
On Player: Deals 10% of the base damage per second over 6 seconds (bypasses Armor).
Impaired b.png Impair
(PvP only)
Universal: Restricts the target's movement for 2 seconds.
TrueDmg b.png True No status effect.
Lifted b.svg Lifted Lifted
On Enemy: Briefly suspends enemies in mid-air.
Heat b.png Heat Ignite
On Enemy: Deals 50% of the base damage as Heat b.png Heat damage per second over 6 seconds (increase by Heat mods, can be refreshed) while causing the target to panic for 4 seconds and stripping up to 50% Armor.
On Player: Deals 50% base Heat b.png Heat damage over 6 seconds and strips up to 50% Armor.
Cold b.png Cold Freeze
On Enemy: Reduces Movement Speed, Fire Rate, and Attack Speed by 25% for 6 seconds. Stacks up to 10 times, with subsequent procs increasing slow by 5% to a total of 70%.
On Player: Reduces Movement Speed, Fire Rate, and Attack Speed by 25% for 6 seconds.
Electricity b.png Electricity Tesla Chain
On Enemy: Deals 50% of the base damage asElectricity b.png Electricity damage per second over 6 seconds to enemies within 3 meters of the target and stuns the affected target for 3 seconds.
On Player: Deals 50% base Electricity b.png Electricity damage to allies within 3 meters of the target.
Toxin b.png Toxin Poison
Universal: Deals 50% of the base damage as Toxin b.png Toxin damage per second over 6 seconds (bypasses Shield).
VoidTearIcon b.png Void Bullet Attractor
On Enemy: Creates a 2.5 meter radius field which attracts projectiles for 3 seconds.
SentientFactionIcon b.png Tau No status effect.
Blast b.png Blast Inaccuracy
On Enemy: Reduces accuracy by 30% for 6 seconds. Stacks up to 10 times, with subsequent procs reducing accuracy by 5% to a total of 75%.
On Player: Reduces accuracy by 30% for 6 seconds.
Corrosive b.png Corrosive Corrosion
On Enemy: Reduces armor by 26% for 8 seconds. Stacks up to 10 times, with subsequent procs reducing armor by 6% to a total of 80%.
On Player: Reduces armor by 26% for 8 seconds.
Gas b.png Gas Gas Cloud
Universal: Deals 50% of the base damage as Gas b.png Gas  damage per second over 6 seconds in a 3 meter radius. Stacks up to 10 times, with subsequent procs increasing radius by 0.3 meters to a total of 6 meters.
Magnetic b.png Magnetic Disrupt
On Enemy: Amplifies damage dealt to shields by 100% and nullifies shield regeneration for 6 seconds. Stacks up to 10 times, with subsequent procs increasing damage to shields by 25% to a total of 325%.
On Player: Amplifies damage dealt to shields by 100%, nullifies shield regeneration, drains 50 Energy per second and scrambles the interface for 4 seconds.
Radiation b.png Radiation Confusion
On Enemy: Attacks any closest enemy and will be attacked in return while dealing 100% additional damage to allied units for 12 seconds. Stacks up to 10 times, with subsequent procs increasing damage by 50% to a total of 550%.
On Player: Reduces firing accuracy, able to damage and be damaged by allies for 4 seconds.
Viral b.png Viral Virus
On Enemy: Amplifies damage dealt to health by 100% for 6 seconds. Stacks up to 10 times, with subsequent procs increasing damage to health by 25% to a total of 325%.
On Player: Amplifies damage dealt to health by 100% for 6 seconds.

In Empyrean Missions[edit | edit source]

Main article: Damage#Empyrean Damage System
Empyrean status effect

Empyrean uses an altered system of the currently existing damage system. These damage types are exclusive to Railjack armaments. Arch-weapons will have their damage converted to the corresponding Railjack damage analogue during Empyrean missions.

The below list shows the list of Empyrean specific damage types, along with their corresponding status effect. Secondary elemental damage types (Blast b.png Blast, Corrosive b.png Corrosive, Gas b.png Gas, Magnetic b.png Magnetic, Radiation b.png Radiation, and Viral b.png Viral) are not converted and can not proc a status effect on enemies in Empyrean Archwing mode. Secondary elemental types do increase total damage, they are not however, included in the calculation for status proc weightings.

Original Damage Type                 Damage Type Status Effects
Impact b.svg Impact Ballistic b.png Ballistic Concuss
Crew within a gunship have reduced aim and damage for 6 seconds. Additional procs refresh duration.
Puncture b.svg Puncture Plasma b.png Plasma Decompress
Target ship has reduced shields and armor for 20 seconds. Additional procs stack additively.
Slash b.svg Slash Particle b.png Particle Tear
Target ship receives 7.5% increased damage for 20 seconds. Additional procs stack multiplicatively with itself.
Cold b.png Cold Cold b.png Frost Immobilize
Target ship's weapons are disabled and it slows down to a complete stop. Lasts for 6 seconds. Additional procs refresh duration.
Electricity b.png Electricity Ionic b.png Ionic Scramble
Target ship spirals erratically for 6 seconds, being unable to attack while moving in a straight line. Additional procs refresh duration.
Heat b.png Heat Incendiary b.png Incendiary Sear
Target ship receives damage over time for 6 seconds. Additional procs increase damage dealt over time.
Toxin b.png Toxin Chem b.png Chem Intoxicate
Target ship attacks any closest enemy and will be attacked in return for 12 seconds. Additional procs refresh duration.

Status Chance[edit | edit source]

Status chance can be a key factor in deciding on a weapon of choice. Some effects are very powerful responses to certain enemies, while others may be less beneficial. For example, Corrosive b.png Corrosive procs are valued highly against heavily armored foes, but Magnetic b.png Magnetic procs have no benefit to enemies that lack shields.

The chance that a proc will occur can be directly increased with mods such as Mod TT 20px.pngRifle Aptitude. One can also increase the number of projectiles fired through multishot mods such as Mod TT 20px.pngSplit Chamber; this effectively increases the opportunities for an enemy to be procced per a given attack, and is reflected in the weapon's attributes box in the Arsenal screen, but does not change the status chance for each individual hit. Another indirect way of increasing the amount of procs is to increase fire rate, this also doesn't change the likelihood that a proc will occur per hit, but increases the number of possible procs in a given time frame.

When a weapon achieves a status chance higher than 100%, each hit may apply additional status effects. The type of each proc is independently drawn, so it is possible to apply the same status several times in one hit.

Damage Distribution[edit | edit source]

Damage procs will occur in proportion to the amount of base damage dealt by each of the present damage types on the weapon. For example, an unmodded Strun.png Strun's highest physical damage type is Impact b.svg Impact, thus it inflicts mostly knockback procs.

Increasing the physical or elemental damage of a weapon does not increase the duration of the associated proc (e.g. enemies won't be confused longer if Radiation b.png Radiation damage is increased).

When a hit procs, the chance for an individual damage type to proc in relation to the others is:

Proc Type Chance = Damage ÷ Total Damage

For example, if a weapon's damage is composed of 20 Impact b.svg Impact, 5 Puncture b.svg Puncture, 10 Slash b.svg Slash, 25 Heat b.png Heat, and 50 Corrosive b.png Corrosive, then its total damage is 20 + 5 + 10 + 25 + 50 = 110. Therefore, the chance for the individual damage types to proc will be:

Impact Puncture Slash Heat Corrosive
Damage 20 5 10 25 50
Proc Type Chance 18.18% 4.55% 9.09% 22.73% 45.45%

Status Immunity Interactions[edit | edit source]

Proc type chances are not altered by enemy resistances or weaknesses to the damage components used in their computation; however, they are modified by enemy status immunities. When an attack procs a status effect on an enemy which is immune to a particular proc type, the respective damage type is excluded from proc type chance calculations for status effects on that enemy.

For example, if the weapon outlined above were used against an enemy with Corrosion status immunity (regardless of whether that enemy is also immune to Corrosive b.png Corrosive damage), the chances for the individual damage types to proc would change to the following values:

Impact Puncture Slash Heat Corrosive
Damage 20 5 10 25 50
Proc Type Chance 33.33% 8.33% 16.67% 41.67% ---

Damage Scaling[edit | edit source]

If the initial hit is affected by the following, a resulting, damage-dealing effect will also benefit accordingly:

This includes for example total damage multipliers like Mod TT 20px.pngFurious Javelin or Eclipse130xDark.png Eclipse, additive damage bonuses like Mod TT 20px.pngSerration or VexArmor130xDark.png Vex Armor, and enemy debuffs like MolecularPrime130xDark.png Molecular Prime and RestRage130xDark.png Rest & Rage. However weakspots generated by Sonar130xDark.png Sonar or Mod TT 20px.pngDetect Vulnerability only increase the initial hit, not the resulting proc.

Due to the nature of Faction damage bonuses, they are applied once more during the calculation of damaging status effects, even though they already affect the initial hit. For example, the Bleed damage per tick of a weapon with an innate 100 damage, Mod TT 20px.pngSerration, and Mod TT 20px.pngBane of Grineer will be:

Bleed Damage per tick = 100 × (1 + Mod TT 20px.png1.65) × 0.35 × (1 + Mod TT 20px.png0.3) ^2 = 156.7475

Status Duration[edit | edit source]

Status effects have a duration over which they apply to their target, and some of them even deal damage over time. A status effect's duration can be increased or decreased, along with the total number of ticks in the case of damage-over-time procs, if the target's speed is altered by a warframe power (such as MolecularPrime130xDark.png Molecular Prime or RestRage130xDark.png Rest & Rage) according to the following formulas:

For slowing effects: Effective status duration = (base status duration) ÷ (1 − slow % in decimals)

For speeding effects: Effective status duration = (base status duration) ÷ (1 + speed up % in decimals)

Damage-dealing status effects will benefit from modifiers on headshots and critical hits.

Damage duration can be negative (over -100% duration through Riven Mods). This causes all proc effects which have a duration or deal damage over time to be nullified. All instant procs or those who deal instant damage occur. The collapsed table shows this in more detail:

Negative duration effects
Damage Type Nullified Effect Occurs Normally
Impact b.svg Impact Stagger -
Puncture b.svg Puncture Weakened -
Slash b.svg Slash Bleed -
Cold b.png Cold Freeze -
Electricity b.png Electricity Stun Tesla Chain
Heat b.png Heat Ignite Panic animation occurs (but no flame)
Toxin b.png Toxin Poison -
Blast b.png Blast Inaccuracy -
Corrosive b.png Corrosive Corrosion -
Gas b.png Gas Toxin Cloud -
Magnetic b.png Magnetic Increased shield damage Visual effects
Radiation b.png Radiation Confusion -
Viral b.png Viral Increased health damage Visual effects

Note: The information above is based on this forum post from EDFScout and may need further confirmation. Non-consistent observations as mentioned in the post have been changed to the more likely effect, i.e. for impact stagger should not appear, but knockback, and for electricity stun should not be triggered.

Multishot[edit | edit source]

When firing multiple pellets in a single attack, the status chance on a listed weapon in the Arsenal is the probability that each pellet will individually proc. For example, the WraithStrun.png Strun Wraith displays a 12% status chance, so each of its ten pellets has a 12% chance to individually proc.

Average Procs[edit | edit source]

When you might apply more than one kind of status effect, or the applied effect is one which benefits from multiple applications in the same shot (e.g. Corrosive b.png Corrosive procs), it is helpful to know the average quantity of status effects triggered per shot (i.e. from a single click of the fire button). This value can be determined with the following formula:

Average Amount per Shot = Multishot × Chance per Pellet

A table with example values to display the relation of status chance and multishot.

Arsenal Status Chance
150% 100% 99% 80% 150% 100% 99% 80%
Multishot Chance per Pellet/Projectile Average Procs per Shot
(using Mod TT 20px.pngSC)
150% 100% 99% 80% 2.85 1.9 1.88 1.52
(e.g.Exergis.png )
150% 100% 99% 80% 4.5 3 2.97 2.4
(e.g.GrnDBSG.png )
150% 100% 99% 80% 7.5 5 4.95 4
(e.g.WraithStrun.png )
150% 100% 99% 80% 15 10 9.9 8
20 150% 100% 99% 80% 30 20 19.8 16

Status Mods[edit | edit source]

Status chance mods affect the base status chance of the weapon, i.e. the status chance value displayed in the Codex that is the probability, for the unmodded weapon, that each projectile will inflict a status effect.

Last updated: Update 27.5.0

Status Immunity[edit | edit source]

Players can achieve temporary total status immunity by equipping the below mods or using these abilities. For immunity towards individual status effects, please navigate towards the respective damage type page.

Note that sources of invincibility also protect against status effects.

SlashDashModU15.jpeg SlashDash.png
Slash Dash
Dash between enemies while slashing with the Exalted Blade.
Strength:100 / 125 / 200 / 250
Range:6 / 8 / 10 / 12 m

Covenant.png HarrowCovenant.png
Protect nearby allies with an energy force that absorbs all damage and converts it to a Critical Chance bonus for all those under the Covenant. Headshots are amplified even further.
Strength:1.50% (critical per 100 damage)
Duration:3 / 4 / 5 / 6 s (invulnerability time)
6 / 8 / 10 / 12 s (critical chance time)
Misc:4.0x (headshot multiplier to bonus critical chance)
50/250 m (affinity range/open-world affinity range)

UndertowU15.png PirateLiquefy.png
6 / 7 / 8 / 9
Become a water trap and drown unsuspecting enemies.

Energy Drain: 6 / 4 / 3 / 2 s-1
Grab Cost: 5
Meters per Energy: 0.2 m

Strength:10 / 15 / 20 / 25 (Impact w.svg Impact dmg/sec)
1 / 1.5 / 1.7 / 2 % (dmg increase/sec)
Range:1.5 / 2.5 / 3 / 4 m (puddle size)
10 / 12 / 13 / 15 m (grab range)
Misc:50% (Tidal Surge travel distance)
200% (Tentacle Swarm damage bonus)

Devour.png DevourIcon.png
Hold power to trap target in quicksand and draw them in for devouring; this steals health and ultimately creates a friendly Sand Shadow.
Strength:50-100 / 100-200 / 150-300 / 250-500 (TrueDmg w.png True damage per second)
Duration:15 / 20 / 25 / 30 s
Range:20 / 30 / 40 / 50 m (cast and tether range)
Misc:2 s (damage ramp-up)
10 (damage ticks per second)
≥ 15 s (Sand Shadow duration)
Heals 400 health per second

FireWalker.png FireWalkerIcon.png
Fire Walker
Blaze a trail of flames, scorching enemies and cleansing allies. Teleporting blasts the landing area with a ring of fire.
Strength:50 / 100 / 150 / 200 (Heat w.png Heat damage per tick)
500 / 750 / 1000 / 1250 (Heat w.png Heat explosion damage)
Duration:15 / 20 / 25 / 30 s (buff duration)
5 / 6 / 7.5 / 10 s (flame duration)
Range:3 / 4 / 5 / 6 m (explosion radius)
Misc:15 / 15 / 20 / 25 % (speed bonus)
0.5 s (damage interval)
10 / 25 / 50 / ? % (Heat w.png Heat status chance)
100 % (flame trail status cleanse)
? s (flame ring duration)

WardingHalo.png WardingHaloIcon.png
Warding Halo
Create a protective ring of fire, that also stuns and damage enemies who get too close.
Strength:500 / 650 / 800 / 1000 (base health)
50 / 75 / 100 / 125 (Slash w.svg Slash damage per second)
1.15x / 1.25x / 1.75x / 2.50x (armor multiplier)
2.5x (absorption multiplier)
Range:1.25 / 1.5 / 1.75 / 2 m
Misc:3 s (invulnerability duration)

ParasiticLink.png ParasiticLinkIcon.png
Parasitic Link
Bind to a target with parasitic link. When cast on an ally, both the host and Nidus have their Ability Strength increased. Linked enemies take some of the damage inflicted on Nidus.

Mutation Stacks Cost: 1

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

AbsorbModU15.jpeg Nyx Absorb.png
Nyx absorbs all incoming damage and channels that collected energy into an explosive radial discharge.
Energy Drain: 7 / 6 / 5 / 4 s-1
Strength:160 / 170 / 180 / 200 (passive damage gain)
800 / 900 / 1000 / 1500 (minimum damage)
0.03% (taken damage converted)
Duration:8 s
Range:5 / 7 / 8 / 10 m

HallowedGround.png OberonHallowedGround.png
Hallowed Ground
Sanctifies the ground before Oberon with righteous fire, inflicting damage to any enemy that stands in the flames.
Strength:25 / 50 / 75 / 100 (Radiation w.png Radiation damage)

5 / 10 / 12 / 15% (status chance)

Duration:10 / 15 / 17 / 20 s
Range:90 / 100 / 120 / 180° (angle)

8 / 10 / 12 / 15 m (radius)


MesmerSkinModx256.png MesmerSkin130xWhite.png
Mesmer Skin
Become enveloped in Sentient energy, which redirects damage and stuns all those who dare attack. Stunned enemies can be Enthralled at no energy cost.
Strength:3 / 4 / 5 / 6 (number of charges)
Duration:2 / 3 / 4 / 5 s (stun duration)
Misc:100% (reflected damage and status)
100% (Enthrall energy discount)
1 (ally buff charge)

IronSkinModU15.jpeg IronSkin.png
4 / 5 / 6 / 7
Iron Skin
Rhino hardens his skin, insulating himself from all damage.
Strength:400 / 600 / 800 / 1200 (base health)
? / 1.25 / 1.75 / 2.50x (armor multiplier)
Misc:1.5 / 2 / 3 / 3 s (invulnerability duration)

Spellbind.png SpellbindIcon.png
Enemies fumble their weapons as they tumble into the air. Nearby allies become immune to Status Effects. Hold the ability to cast the immunity onto Titania.
Duration:10 / 12 / 14 / 16 s
Range:1 / 3 / 3 / 5 m (area radius)
20 / 30 / 40 / 50 m (cast range)
Misc:100 % (status cleanse and immunity)

LinkModU14.jpeg TrinityLink.png
6 / 7 / 8 / 9
Any damage taken while Link is active will be channeled to a nearby enemy.
Duration:6 / 8 / 10 / 12 s
Range:12 / 14 / 17 / 20 m
Misc:1 / 2 / 2 / 3 (affected enemies)
50% / 60% / 70% / 75% (damage reduction)
100% (damage and status transfer)

HysteriaModU15.jpeg HysteriaPanel.png
Valkyr is imbued with energy and becomes a ball of vicious rage, capable of unleashing a torrent of deadly claw attacks on unsuspecting foes.

Minimum Energy Drain: 2.5 s-1
Maximum Energy Drain: 15 s-1

Strength:100 / 125 / 200 / 250 (damage)
Misc:1% / 2% / 4% / 5% (lifesteal)
5-20 m (aura radius)

Defy.png DefyIcon.png
Wukong and his twin become invulnerable and defy enemies to attack. All damage is captured, stored, and dealt back in a single furious strike of Wukong's staff. Bonus Armor is then granted relative to the damage captured.
Strength:4 / 5 / 6 / 7.5 x (damage multiplier)
0.8 / 1 / 1.2 / 1.5 x (armor multiplier)
Duration:2 s (invulnerability duration)
15 / 18 / 20 / 25 s (armor duration)
Range:7 / 8 / 10 / 12 m (staff swing radius)
Misc:-50 % (move speed penalty)
100 % (status cleanse on spin)
50 AP (min. armor bonus)
1,500 AP (armor bonus cap)

Cleansing Status Effects[edit | edit source]

Status effects on the player can be removed by the following (note that it does not protect the player from getting new instances of status effects, with the exception of Mod TT 20px.pngRolling Guard):

ShieldPillageModx256.png ShieldPillage130xWhite.png
Pillage a percentage of Shields and Armor of nearby enemies to replenish Hildryn's own Shields and Overshields.
Strength:10% / 15% / 20% / 25% (shield/armor drain per enemy)
Duration:2 s (expansion duration)
Range:5 m / 6 m / 7 m / 8 m (pulse initial radius)
Misc:20 m/s (expansion distance per sec)
100% (status cleanse on cast)

ReaveModx256.png Reave130xWhite.png
Dash through enemies as a wall of Sentient energy, leeching shields and health from any encountered, enhanced for thralls.

Energy Cost (Danse Macabre active): 25

Strength:2 / 4 / 6 / 8 % (hitpoints drain/restore)
10 / 20 / 30 / 40 % (thrall hitpoints drain/restore)
Duration:0.25 / 0.5 / 0.75 / 1 s (duration)
Range:3 / 4 / 5 / 6 m (current width)
Misc:? m/s (travel speed)
100 % (status effects transfer)
1 (Mesmer Skin ally buff charge)

MoltModU15.jpeg SarynMoult.png
Shedding her skin like a snake, Saryn leaves a decoy behind to draw fire from enemies.
Strength:150 / 300 / 400 / 500 (health)
240 / 300 / 350 / 400 (Toxin w.png Toxin explosion damage)
1.3 / 1.35 / 1.4 / 1.5 x (speed multiplier)
Duration:14 / 24 / 32 / 40 s (decoy)
3.5 / 4 / 4.5 / 5 s (speed buff)
Range:5 / 6 / 7 / 10 m
Misc:100 % (status cleanse on cast)
1.5 / 2 / 3 / 3 s (invuln. time)
400 (decoy shields)
100 % (Toxin w.png Toxin status chance)
1 (limit of molts)

CloudWalker.png CloudWalker130xWhite.png
Cloud Walker
Evaporate into a cloud of mist and float through the battlefield, dazing any enemy encountered, while healing Wukong and his twin.
Strength:0.5% / 0.6% / 0.8% / 1% (health / meter)
Duration:2 s (cloud duration)
Range:5 / 6 / 7 / 8 m (stun radius)
Misc:30 m/s (cloud movement speed)
100% (status cleanse on cast)
2 s (stun duration)

Status Immune Enemies[edit | edit source]

Trivia[edit | edit source]

  • Prior to Update 27.2, physical procs were weighted four times more than elemental ones.
  • Prior to Update 27.2, shotguns' status chance per pellet were calculated differently, instead of being the exact status chance shown in the Arsenal: Chance per Pellet = 1 − (1 − Status Chance)(1 ÷ Pellet Count)
    • In other words, the status chance shown in the Arsenal represented the calculated probability that at least one of the weapon's pellets will proc.
    • This means that shotguns that could reach 100% status chance in the Arsenal (before Multishot mods) benefit significantly from a status build since each pellet will proc as a result of the above equation.
    • However, a shotgun that only reaches shy of 100% status chance when modded will see significantly diminished results.
      • For example, a 99% status chance on a 10 pellet weapon will result in a 36.9% status chance per pellet.
View Old Status Chance Calculation Table List

A table with example values to display the relation of status chance and multishot.

Arsenal Status Chance
100% 99% 80% 100% 99% 80%
Pellets Chance per Pellet Average Amount per Shot
3 100% 78.5% 41.5% 3 2.4 1.25
5 100% 60.2% 27.5% 5 3.0 1.38
10 100% 36.9% 14.9% 10 3.7 1.5
20 100% 20.6% 7.7% 20 4.1 1.6

Media[edit | edit source]


Talking About Status Sec And What Over 100% Status Means (Warframe)

Patch History[edit | edit source]

Update 27.2

Damage-Type Changes
  • Slash Status now does not bypass Shields and instead deals damage over time to Shields. Slash Status still bypasses Armor.
  • Toxin Damage used to apply to Armor with a 25% bonus. Now it is neutral. For role distinction, Toxin bypasses Shields (but not Armor) where as Slash Status bypasses Armor but not Shields.
Greater than 100% Status having meaning

Years ago we added Orange and Red Critical Damage numbers when you land a Critical with greater than 100%. For years, Status being greater than 100% has done nothing except guarantee Status - which is good, just not an added incentive to go over 100%. We are changing that this update.

When you hit a Status Chance greater than 100%, a single damage instance will be able to create two Status Effects. This means if you have a Shot with 200% Status Chance modded with both Blast and Toxin Damage, that single shot will result in both Status Effects!

It is worth noting we are fixing a UI inconsistency that is ‘Display Only’. Right now the Arsenal shows Status Chance affected by Multishot, which makes reading the new >100% value confusing. For example, the Arsenal might say 120% but really the Status Chance is 80%. We don’t have Multishot affect any Critical Stats (Chance or Multiplier), so we are fixing this display inconsistency. Multishot now has its own Stat.

Shotguns have a unique Role here based on a very patch-work history with how they interact with Status Chance. A Shotgun that shoots 99% Status Chance would give you 35% (roughly) status per pellet. 100% Status Gives you 100% Status per pellet. This huge jump in performance happens with just a 1% gain - why? Well, to answer that we have to look at our choice to make what the UI conveys reality. It would feel broken to shoot a Shotgun with 100% Status and not see a perfect spread of Effects. In reality, to make Status consistent we have to treat Shotguns as a special case.

Shotguns as a special case means we have buffed the Status Chance of all Shotguns by x3 or greater. The UI now behaves to show the reality that you are determining Status Chance per pellet.

Stacking Status Effects

But wait - THERE’S MORE! In addition to being able to achieve two Status Effects on a single shot with >100% Status, we are also adding new meaning if you get a duplicate Status Effect on an enemy overall.

This section will outline exactly what this means for each Status type, including information on how multiple Status Effects behaved with stacking prior to this Hotfix:

  • Impact b.svg Impact: Repeat single-target Impact Status Effects will escalate the efficacy of the Impact Status (removed previous change of adding Ragdoll as maximum Stagger consequence).
  • Puncture b.svg Puncture: The first Puncture Status Effect has an enemy deal 30% less Damage. Subsequent Puncture Status add +5% weakening, leading to up to 75% (capped). Each Puncture Status has a duration of 6 Seconds.
  • Slash b.svg Slash: Each Slash Status has its own duration, but now we only show a maximum of 10 damage numbers in the HUD, damage is unaffected, but reducing how many damage events we show helps with performance
  • Cold b.png Cold: The first Cold Status Effect deals 25% slow. Subsequent Cold Status Effects deal +5% slow for a total of 70% slow at 10 procs. Each Cold Status has a duration of 6 seconds.
  • Heat b.png Heat: No Change.
  • Toxin b.png Toxin: See Slash, plus the base duration of a Toxin Status Effect now matches Slash for 6 seconds.
  • Electricity b.png Electricity: AoE Electric Damage that is part of the Status Effect can now reoccur while the target is still under the stun animation of another Electric Status Effect.
  • Blast b.png Blast: Grants the Blast Status Effect a single target. Blast Status reduces enemy accuracy by 30% base. Subsequent Blast Status Effects add +5% inaccuracy for for 75% total at 10 stacks. Each Blast Status has a 6 second Duration.
  • Corrosive b.png Corrosive: The first Corrosive Status Effect strips 26% Armor. Subsequent Corrosive Status Effects strip 6% more Armor, leading up to 80% Armor removal. Each Corrosive Status Effect lasts 8 seconds. Note: Corrosive was the only Status with infinite Duration and 100% Efficacy toward a defensive stat. This was necessary to some based on how Armor Scaled. We feel our rebalancing efforts need a differently behaving Corrosive to balance out all Status overall.
  • Radiation b.png Radiation: The first Radiation Status Effect has an enemy deal 100% Damage to allies. Subsequent Radiation Status adds +50% damage, leading to up to 550% (capped). Each Radiation Status Effect has a duration of 12 seconds.
  • Magnetic b.png Magnetic: New Status Effect entirely: enhanced Damage! First Magnetic Status Effect deals 100% additional Shield damage, subsequent Magnetic Status add +25% for a total of 325% (capped). Enemies under a Magnetic Status Effect cannot regenerate Shields. Magnetic Status Duration is now 6 seconds.
  • Viral b.png Viral: New Status Effect entirely: enhanced Damage! First Viral Status Effect deals 100% additional Health damage, subsequent Viral Status add +25% for a total of 325% (capped).
    • Note: Before Viral would halve a target’s health pool and simply refresh the duration. Now it deals 2x Damage to Health, and can scale up to 4.5x Damage on repeat Status Effects.
  • Gas b.png Gas: The base duration of a Gas Status Effect now matches Slash for 6 seconds. No longer does AoE with forced Poison Status Effect (resulting in Poison DoT for enemies in radius), instead it does AoE DoT Gas damage around the target.

Players - aka Tenno - can only have a Maximum of 1 Stack on them - you cannot receive Stacked Status Effects as a player from enemies, fear not!

Why: The inclusion of enhanced or different stacking of Duplicate Status Effects is one to refresh the appeal of Status.

In addition, we’ve removed 0.25x Multiplier for Elemental Status Effects, meaning all Elemental Status Effects are 4x more likely.

Why: Critical has long been king - and while we are leaving Critical as is, our goal is to bring Status into the Arsenals in a new light for all Primary, Secondary, and Melee weapons. Our long-term goal with this change is to build upon this series of changes to eventually allow Status to impact bigger threats like Liches and Eidolons.

Update 27.1

  • Fixed projectile explosion & embed damage not properly using Status Chance upgrades.

Update 25.7

  • Reduced Status Effect light FX intensity further to compensate for stacking procs (Gas multiprocs, etc.)
  • If you freeze enemies with things like Frost, Atlas, or Gara’s abilities, you can now immediately apply other Status Effects! Before these powers would prevent Status Effects from being added. Read more on that here:
  • Fixed Status FX not applying to ragdolled enemies.
  • Fixed sometimes seeing duplicate corpses if the enemy died from a Slash Status Effect.

Hotfix 11.0.2

  • Added more visibilty to Proc/status on enemies when dealing damage. Proc/status icons added to damage numbers.

Update 11.0

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