- 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.
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.
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.
Universal: Deals 35% of the base damage per second over 6 seconds (bypasses Armor).
Universal: Restricts the target's movement for 2 seconds.
|True|| No status effect.|
On Enemy: Briefly suspends enemies in mid-air.
On Enemy: Deals 50% of the base damage as 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 damage over 6 seconds and strips up to 50% Armor.
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|| Chain Lightning|
On Enemy: Deals 50% base Electricity damage to enemies within 3 meters of the target and stuns them for 3 seconds.
On Player: Deals 50% base Electricity damage to allies within 3 meters of the target.
Universal: Deals 50% of the base damage as Toxin damage per second over 6 seconds (bypasses Shield).
|Void|| Bullet Attractor|
On Enemy: Creates a 2.5 meter radius field which attracts projectiles for 3 seconds.
|Tau||No status effect.|
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.
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|| Gas Cloud|
Universal: Deals 50% of the base damage as 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.
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.
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.
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.
- Main article: Damage#Empyrean Damage System
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, Corrosive, Gas, Magnetic, Radiation, and 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|
Crew within a gunship have reduced aim and damage for 6 seconds. Additional procs refresh duration.
Target ship has reduced shields and armor for 20 seconds. Additional procs stack additively.
Target ship receives 7.5% increased damage for 20 seconds. Additional procs stack multiplicatively with itself.
Target ship's weapons are disabled and it slows down to a complete stop. Lasts for 6 seconds. Additional procs refresh duration.
Target ship spirals erratically for 6 seconds, being unable to attack while moving in a straight line. Additional procs refresh duration.
Target ship receives damage over time for 6 seconds. Additional procs increase damage dealt over time.
Target ship attacks any closest enemy and will be attacked in return for 12 seconds. Additional procs refresh duration.
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 procs are valued highly against heavily armored foes, but 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 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.
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 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.
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).
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, 5 Puncture, 10 Slash, 25 Heat, and 50 Corrosive, then its total damage is 20 + 5 + 10 + 25 + 50 = 110. Therefore, the chance for the individual damage types to proc will be:
|Proc Type Chance||18.18%||4.55%||9.09%||22.73%||45.45%|
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 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:
“It's taking longer than I calculated.”This page is actively being worked on and may not be completely correct. Please assist in making this page accurate.
Table is outdated.
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 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 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:
|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.
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 Strun Wraith displays a 12% status chance, so each of its ten pellets has a 12% chance to individually proc.
The only exception to this rule is Artemis Bow which its status chance in the Arsenal shows the calculated probability that at least a single arrow will proc. To calculate the actual status chance per arrow: Chance per Arrow = 1 − (1 − Status Chance)(1 ÷ Arrow Count)
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 (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|
|Multishot||Chance per Pellet/Projectile||Average Procs per Shot|
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
- 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.
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|
|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|