- This page is in reference to the Damage 2.0 system.
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, 100% chance to inflict their status effect (e.g. Frost's 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 Staticor deals solely 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 damage from his Ignis. Similarly, enemies are also able to inflict physical procs such as Bleeding (associated with Slash damage) directly to the player's health.
If the initial hit is affected by the following, a resulting, damage-dealing effect will also benefit accordingly:
- Damage Buffs & relevant Mods
- Critical Hits & Stealth
- Combo & Channeling
- Faction Damage
- Body part multipliers
This includes for example total damage multipliers like Furious Javelin or Eclipse, additive damage bonuses like Serration or Vex Armor, and enemy debuffs like Molecular Prime and Rest & Rage. However weakspots generated by Sonar or Detect 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, Serration, and Bane of Grineer will be:
Universal: Causes target to flinch and staggers movement for 1 second.
Universal: Reduces any damage dealt to 70% for 6 seconds.
Universal: Deals 245% base True damage over 6 seconds.
Universal: Restricts the target's movement for 2 seconds.
|True|| No status effect.|
Enemy: Briefly suspends enemies in mid-air.
Enemy: Deals 350% base Heat damage over 6 seconds while causing the target to panic for 4 seconds and stripping up to 50% Armor.
Player: Deals 350% base Heat damage over 6 seconds and strips up to 50% Armor.
Universal: Reduces Movement Speed, Fire Rate, and Attack Speed to 50% for 6 seconds.
|Electricity|| Chain Lightning|
Enemy: Deals 50% base Electricity damage to enemies within 3 meters of the target and stuns them for 3 seconds.
Player: Deals 50% base Electricity damage to allies within 3 meters of the target.
Universal: Deals 450% base Toxin damage over 8 seconds.
|Void|| Bullet Attractor|
Enemy: Creates a 2.5 meter radius field which attracts projectiles for 3 seconds.
|Tau||No status effect.|
Universal: Creates a 5 meter radius Knockdown.
Enemy: Reduces current Armor by 25% permanently.
Player: Reduces current Armor by 25% for 8 seconds.
|Gas|| Toxin Cloud|
Universal: Creates a 3 meter radius effect which deals 450% base Toxin damage over 8 seconds to targets.
Enemy: Reduces maximum and current Shields by 75% for 4 seconds.
Player: Reduces maximum and current Shields by 75%, and drains 50 Energy per second and scrambles the interface for 4 seconds.
Enemy: Attacks any closest enemy and will be attacked in return for 12 seconds.
Player: Reduces firing Accuracy, able to damage and be damaged by allies for 4 seconds.
Universal: Reduces maximum and current Health to 50% for 6 seconds.
Status chance can be a key factor in deciding on a weapon of choice. Some effects are very powerful responses to certain enemies ( Corrosive procs are valued highly against heavily armored foes) while other damage types have generally underwhelming effects (players will generally ignore the status chance of a Magnetic weapon due to its limited benefits).
The chance that a proc will occur can be directly increased with mods such as Rifle Aptitude. One can also increase the number of projectiles fired through multishot mods such as Split 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.
Most statuses have a duration over which their effects apply to their target (aside from Corrosive), 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 Molecular Prime or 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 duration can be negative (over -100% duration through Riven Mods). This causes all proc effects to be nullified, which have a duration or deal damage over time. All instant procs or those who deal instant damage occur. The collapsed table shows this in more detail:
|Damage Type||Nullified||Occurs Normally|
|Heat||Ignite||Panic animation occurs (but no flame)|
|Blast||No visible explosion||Knockdown|
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.
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's highest physical damage type is Impact, thus it inflicts mostly knockback procs.
When both physical and elemental damage types are present on a weapon (such as a base physical damage weapon with elemental mods equipped), physical damage types are weighted four times as much as elemental types in the proc calculation, making elemental procs relatively rarer. 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 damage is increased).
To determine the proportional chance for each damage type to proc, multiply each physical damage type (if any) by 4 to get the proportional damage and add them together. Next, add to this the damage for each elemental damage type (if any) to get the total proportional damage. Then take each of the previous proportional damage type amounts and divide by the total proportional damage to get the proc chance for each.
Total Proportional Damage = (Impact + Slash + Puncture) × 4 + Elemental + Elemental + ...
When a hit procs, the chance for an individual damage type to proc in relation to the others is:
Proportional Proc Chance = Proportional Damage ÷ Total Proportional Damage
For example, if a weapon's damage is composed of 20 Impact, 5 puncture, 10 slash, 25 heat, and 50 corrosive; then its total proportional damage is (20 + 10 + 5) × 4 + 25 + 50 = 215. Therefore, the chance for the individual damage types to proc will be:
|Chance for selection||37.2%||9.3%||18.6%||11.6%||23.3%|
When firing multiple pellets in a single attack, the status chance on a listed weapon in the Arsenal is actually the calculated probability that at least one of its pellets will proc. For example, the Strun Wraith displays a 40% status chance, but in fact has a ~4.98% chance for each of its ten pellets.
To calculate the status chance of a single pellet, the following formula is needed:
Chance per Pellet = 1 − (1 − Status Chance)(1 ÷ Pellet Count)
- Status Chance is the status chance of the weapon listed in the Arsenal.
- Pellet Count refers to the amount of pellets fired per shot.
Based on the above equation it is observable that when Status Chance reaches 100% the Chance per Pellet will also be 100%. As well, it can be observed that small decreases in Status Chance from 100% will result in significant decreases in per-pellet-status-chance, i.e. 99% Status Chance on a 10 pellet weapon will result in a 36.9% Chance per Pellet. (This is illustrated in a table further down.)
It is possible that the value displayed in the arsenal gets rounded up to 100% due to multishot bonuses without actually becoming 100%; therefore it is recommended to check this value without multishot mods equipped. (Reminder: Multishot mods do not affect the status chance for each individual pellet.)
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 procs), it is helpful to know the average quantity of status effects triggered per shot. This value can be determined with the following formula:
Average Amount per Shot = Pellet Count × Chance per Pellet
A table with example values to display the relation of status chance and multishot.
|Arsenal Status Chance|
|Pellets||Chance per Pellet||Average Amount per Shot|
At least one ProcEdit
When you apply a status effect which does not benefit from multiple applications (e.g. Radiation or Blast procs), it is helpful to know the chance that a shot or strike with that weapon will inflict at least one status effect. For this, the following formula is needed:
At-least-one Chance = 1 − (1 − Chance per Pellet)floor(Pellets) × (1 - Chance per Pellet × frac(Pellets))
- floor(Pellets) refers to the Pellet Count rounded down to the nearest integer.
- frac(Pellets) refers to the fractional part of the Pellet Count. ( frac(x) := x - floor(x) | x >= 0 )
The values given by this formula will be different from the Status Chance value listed in the Arsenal because the game actually uses the flawed formula: 1 − (1 − Chance per Pellet)Pellet Count. This formula works correctly when the Pellet Count is a whole number, but in any case where there is a fractional pellet, as in the case of any 1 pellet weapon with Split Chamber equipped, it no longer works correctly.
Together, the values given by Average Amount per Shot and At-least-one Chance formulas give a helpful profile of the weapon's ability to apply status effects.
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 at least one projectile will inflict a status effect.
Last updated: Update 26.0
|Rifle|| Catalyzer Link • Hammer Shot • High Voltage • Malignant Force • Rifle Aptitude |
Rime Rounds • Thermite Rounds
|Shotgun|| Frigid Blast • Nano-Applicator • Scattering Inferno • Shell Shock • Shotgun Savvy |
|Pistol|| Embedded Catalyzer • Frostbite • Jolt • Pistol Pestilence • Scorch |
Stunning Speed • Sure Shot
|Melee|| Drifting Contact • Enduring Affliction • Melee Prowess • Vicious Frost |
Virulent Scourge • Volcanic Edge • Voltaic Strike • Weeping Wounds
|Arch-Gun||Charged Bullets • Contamination Casing • Hypothermic Shell • Magma Chamber • Modified Munitions|
|Arch-Melee||Searing Steel • Sudden Impact|
|Pistol||Perpetual Agony • Toxic Sequence|
|Melee||Enduring Affliction • Lasting Sting|