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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 {{Icon|Proc|Heat|text}} damage from his {{Weapon|Ignis}}. Similarly, enemies are also able to inflict physical procs such as Bleeding (associated with {{Icon|Proc|Slash|text}} damage) directly to the player's health.
 
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 {{Icon|Proc|Heat|text}} damage from his {{Weapon|Ignis}}. Similarly, enemies are also able to inflict physical procs such as Bleeding (associated with {{Icon|Proc|Slash|text}} damage) directly to the player's health.
 
==Damage Scaling==
 
If the initial hit is affected by the following, a resulting, damage-dealing effect will also benefit accordingly:
 
*[[Buff & Debuff|Damage Buffs]] & relevant [[Mods]]
 
*[[Critical Hit]]s & [[Stealth#Stealth Damage Bonus|Stealth]]
 
*[[Melee#Combo Counter|Combo]] & [[Melee#Channeling|Channeling]]
 
*[[:Category:Faction_Damage_Mods|Faction Damage]]
 
*Body part multipliers
 
 
This includes for example total damage multipliers like {{M|Furious Javelin}} or {{A|Eclipse}}, additive damage bonuses like {{M|Serration}} or {{A|Vex Armor}}, and enemy debuffs like {{A|Molecular Prime}} and {{A|Rest & Rage}}. However weakspots generated by {{A|Sonar}} or {{M|Detect Vulnerability}} only increase the initial hit, not the resulting proc.
 
 
Due to the nature of '''[[:Category:Faction Damage Mods|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, {{M|Serration}}, and {{M|Bane of Grineer}} will be:
 
:Bleed Damage per tick = 100 {{mul}} (1 + {{M|Serration|1.65}}) {{mul}} {{text||0.35|hover=0.35 is the multiplier for Bleed ticks.}} {{mul}} (1 + {{M|Bane of Grineer|0.3}}) {{text||^ 2|hover=Faction Damage gets applied twice for this.}} {{Eql}} 156.748
 
 
<small>''Note: Since the status effect of {{Icon|Proc|Gas|Text}} creates another status effect, faction damage bonuses get applied three times in total for the resulting {{Icon|Proc|Toxin|Text}} damage.''</small>
 
   
 
==Status Effects==
 
==Status Effects==
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|- style="text-align: left; background-color: hsl(0, 0%, 73%); "
 
|- style="text-align: left; background-color: hsl(0, 0%, 73%); "
 
| style="padding-left: 8px; " | {{Icon|Proc|Impact|text}}
 
| style="padding-left: 8px; " | {{Icon|Proc|Impact|text}}
| style="padding-left: 8px; " | '''Stagger'''<br />Enemy: Causes target to flinch and staggers movement for '''1''' second. Causes '''[[Knockdown]]''' after '''5''' stacks.<br />Player: No effect.
+
| style="padding-left: 8px; " | '''Stagger'''<br />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.<br />On Player: No effect.
 
|- style="text-align: left; background-color: hsl(0, 0%, 73%); "
 
|- style="text-align: left; background-color: hsl(0, 0%, 73%); "
 
| style="padding-left: 8px; " | {{Icon|Proc|Puncture|text}}
 
| style="padding-left: 8px; " | {{Icon|Proc|Puncture|text}}
| style="padding-left: 8px; " | '''Weakened'''<br />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%'''.<br />Player: Reduces any damage dealt to '''30%''' for '''6''' seconds.
+
| style="padding-left: 8px; " | '''Weakened'''<br />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%'''.<br />On Player: Reduces any damage dealt to '''30%''' for '''6''' seconds.
 
|- style="text-align: left; background-color: hsl(0, 0%, 73%); "
 
|- style="text-align: left; background-color: hsl(0, 0%, 73%); "
 
| style="padding-left: 8px; " | {{Icon|Proc|Slash|text}}
 
| style="padding-left: 8px; " | {{Icon|Proc|Slash|text}}
| style="padding-left: 8px; " | '''Bleed'''<br />Universal: Deals '''245%''' base {{Icon|Proc|True|text}} damage over '''6''' seconds.
+
| style="padding-left: 8px; " | '''Bleed'''<br />Universal: Deals '''35%''' of the base damage per second over '''6''' seconds (bypasses [[Armor]]).
 
|- style="text-align: left; background-color: hsl(0, 0%, 73%); "
 
|- style="text-align: left; background-color: hsl(0, 0%, 73%); "
| style="padding-left: 8px; " | {{Icon|Proc|Impair|text}}<br>([[Conclave|PvP]] only)
+
| style="padding-left: 8px; " | {{Icon|Proc|Impair|text}}<br />([[Conclave|PvP]] only)
 
| style="padding-left: 8px; " | '''Impaired'''<br />Universal: Restricts the target's movement for '''2''' seconds.
 
| style="padding-left: 8px; " | '''Impaired'''<br />Universal: Restricts the target's movement for '''2''' seconds.
 
|- style="text-align: left; background-color: hsl(0, 0%, 73%); "
 
|- style="text-align: left; background-color: hsl(0, 0%, 73%); "
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|- style="text-align: left; background-color: hsl(0, 0%, 73%); "
 
|- style="text-align: left; background-color: hsl(0, 0%, 73%); "
 
| style="padding-left: 8px; " | {{Icon|Proc|Lifted}} [[Melee#Lifted_Status|Lifted]]
 
| style="padding-left: 8px; " | {{Icon|Proc|Lifted}} [[Melee#Lifted_Status|Lifted]]
| style="padding-left: 8px; " | '''Lifted'''<br />Enemy: Briefly suspends enemies in mid-air.
+
| style="padding-left: 8px; " | '''Lifted'''<br />On Enemy: Briefly suspends enemies in mid-air.
 
|- style="text-align: left; background-color: hsl(0, 0%, 80%); "
 
|- style="text-align: left; background-color: hsl(0, 0%, 80%); "
 
| style="padding-left: 8px; " | {{Icon|Proc|Heat|text}}
 
| style="padding-left: 8px; " | {{Icon|Proc|Heat|text}}
| style="padding-left: 8px; " | '''Ignite'''<br />Enemy: Deals '''350%''' base {{Icon|Proc|Heat|text}} damage over '''6''' seconds while causing the target to panic for '''4''' seconds and stripping up to '''50%''' [[Armor]].<br />Player: Deals '''350%''' base {{Icon|Proc|Heat|text}} damage over '''6''' seconds and strips up to '''50%''' Armor.
+
| style="padding-left: 8px; " | '''Ignite'''<br />On Enemy: Deals '''50%''' of the base damage as {{Icon|Proc|Heat|text}} 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]].<br />On Player: Deals '''50%''' base {{Icon|Proc|Heat|text}} damage over '''6''' seconds and strips up to '''50%''' Armor.
 
|- style="text-align: left; background-color: hsl(0, 0%, 80%); "
 
|- style="text-align: left; background-color: hsl(0, 0%, 80%); "
 
| style="padding-left: 8px; " | {{Icon|Proc|Cold|text}}
 
| style="padding-left: 8px; " | {{Icon|Proc|Cold|text}}
| style="padding-left: 8px; " | '''Freeze'''<br />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%'''.<br />Player: Reduces Movement Speed, Fire Rate, and Attack Speed by '''25%''' for '''6''' seconds.
+
| style="padding-left: 8px; " | '''Freeze'''<br />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%'''.<br />On Player: Reduces Movement Speed, Fire Rate, and Attack Speed by '''25%''' for '''6''' seconds.
 
|- style="text-align: left; background-color: hsl(0, 0%, 80%); "
 
|- style="text-align: left; background-color: hsl(0, 0%, 80%); "
 
| style="padding-left: 8px; " | {{Icon|Proc|Electricity|text}}
 
| style="padding-left: 8px; " | {{Icon|Proc|Electricity|text}}
| style="padding-left: 8px; " | '''Chain Lightning'''<br />Enemy: Deals '''50%''' base {{Icon|Proc|Electricity|text}} damage to enemies within '''3''' meters of the target and stuns them for '''3''' seconds.<br />Player: Deals '''50%''' base {{Icon|Proc|Electricity|text}} damage to allies within '''3''' meters of the target.
+
| style="padding-left: 8px; " | '''Chain Lightning'''<br />On Enemy: Deals '''50%''' base {{Icon|Proc|Electricity|text}} damage to enemies within '''3''' meters of the target and stuns them for '''3''' seconds.<br />On Player: Deals '''50%''' base {{Icon|Proc|Electricity|text}} damage to allies within '''3''' meters of the target.
 
|- style="text-align: left; background-color: hsl(0, 0%, 80%); "
 
|- style="text-align: left; background-color: hsl(0, 0%, 80%); "
 
| style="padding-left: 8px; " | {{Icon|Proc|Toxin|text}}
 
| style="padding-left: 8px; " | {{Icon|Proc|Toxin|text}}
| style="padding-left: 8px; " | '''Poison'''<br />Universal: Deals '''450%''' base {{Icon|Proc|Toxin|text}} damage over '''8''' seconds.
+
| style="padding-left: 8px; " | '''Poison'''<br />Universal: Deals '''50% '''of the base damage as {{Icon|Proc|Toxin|text}} damage per second over '''6''' seconds (bypasses [[Shield]]).
 
|- style="text-align: left; background-color: hsl(0, 0%, 80%); "
 
|- style="text-align: left; background-color: hsl(0, 0%, 80%); "
 
| style="padding-left: 8px; " | {{Icon|Proc|Void|text}}
 
| style="padding-left: 8px; " | {{Icon|Proc|Void|text}}
| style="padding-left: 8px; " | '''Bullet Attractor'''<br />Enemy: Creates a '''2.5''' meter radius field which attracts projectiles for '''3''' seconds.
+
| style="padding-left: 8px; " | '''Bullet Attractor'''<br />On Enemy: Creates a '''2.5''' meter radius field which attracts projectiles for '''3''' seconds.
 
|- style="text-align: left; background-color: hsl(0, 0%, 80%); "
 
|- style="text-align: left; background-color: hsl(0, 0%, 80%); "
 
| style="padding-left: 8px; " | {{Icon|Proc|Tau|text}}
 
| style="padding-left: 8px; " | {{Icon|Proc|Tau|text}}
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|- style="text-align: left; background-color: hsl(0, 0%, 87%); "
 
|- style="text-align: left; background-color: hsl(0, 0%, 87%); "
 
| style="padding-left: 8px; " | {{Icon|Proc|Blast|text}}
 
| style="padding-left: 8px; " | {{Icon|Proc|Blast|text}}
| style="padding-left: 8px; " | '''Inaccuracy'''<br />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%'''.<br />Player: Reduces accuracy by '''30%''' for '''6''' seconds.
+
| style="padding-left: 8px; " | '''Inaccuracy'''<br />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%'''.<br />On Player: Reduces accuracy by '''30%''' for '''6''' seconds.
 
|- style="text-align: left; background-color: hsl(0, 0%, 87%); "
 
|- style="text-align: left; background-color: hsl(0, 0%, 87%); "
 
| style="padding-left: 8px; " | {{Icon|Proc|Corrosive|text}}
 
| style="padding-left: 8px; " | {{Icon|Proc|Corrosive|text}}
| style="padding-left: 8px; " | '''Corrosion'''<br />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%'''.<br />Player: Reduces armor by '''26%''' for '''8''' seconds.
+
| style="padding-left: 8px; " | '''Corrosion'''<br />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%'''.<br />On Player: Reduces armor by '''26%''' for '''8''' seconds.
 
|- style="text-align: left; background-color: hsl(0, 0%, 87%); "
 
|- style="text-align: left; background-color: hsl(0, 0%, 87%); "
 
| style="padding-left: 8px; " | {{Icon|Proc|Gas|text}}
 
| style="padding-left: 8px; " | {{Icon|Proc|Gas|text}}
| style="padding-left: 8px; " | '''Gas Cloud'''<br />Universal: Creates a '''3''' meter radius effect which deals '''450%''' base {{Icon|Proc|Gas|text}} damage over '''6''' seconds to targets.
+
| style="padding-left: 8px; " | '''Gas Cloud'''<br />Universal: Deals '''50%''' of the base damage as {{Icon|Proc|Gas|text}}  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.
 
|- style="text-align: left; background-color: hsl(0, 0%, 87%); "
 
|- style="text-align: left; background-color: hsl(0, 0%, 87%); "
 
| style="padding-left: 8px; " | {{Icon|Proc|Magnetic|text}}
 
| style="padding-left: 8px; " | {{Icon|Proc|Magnetic|text}}
| style="padding-left: 8px; " | '''Disrupt'''<br />Enemy: Amplifies damage dealt to [[shield]]s 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%'''.<br />Player: Amplifies damage dealt to shields by '''100%''', nullifies shield regeneration, drains '''50''' [[Energy]] per second and scrambles the interface for '''4''' seconds.
+
| style="padding-left: 8px; " | '''Disrupt'''<br />On Enemy: Amplifies damage dealt to [[shield]]s 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%'''.<br />On Player: Amplifies damage dealt to shields by '''100%''', nullifies shield regeneration, drains '''50''' [[Energy]] per second and scrambles the interface for '''4''' seconds.
 
|- style="text-align: left; background-color: hsl(0, 0%, 87%); "
 
|- style="text-align: left; background-color: hsl(0, 0%, 87%); "
 
| style="padding-left: 8px; " | {{Icon|Proc|Radiation|text}}
 
| style="padding-left: 8px; " | {{Icon|Proc|Radiation|text}}
| style="padding-left: 8px; " | '''Confusion'''<br />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%'''.<br />Player: Reduces firing accuracy, able to damage and be damaged by allies for '''4''' seconds.
+
| style="padding-left: 8px; " | '''Confusion'''<br />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%'''.<br />On Player: Reduces firing accuracy, able to damage and be damaged by allies for '''4''' seconds.
 
|- style="text-align: left; background-color: hsl(0, 0%, 87%); "
 
|- style="text-align: left; background-color: hsl(0, 0%, 87%); "
 
| style="padding-left: 8px; " | {{Icon|Proc|Viral|text}}
 
| style="padding-left: 8px; " | {{Icon|Proc|Viral|text}}
| style="padding-left: 8px; " | '''Virus'''<br />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%'''.<br />Player: Amplifies damage dealt to health by '''100%''' for '''6''' seconds.
+
| style="padding-left: 8px; " | '''Virus'''<br />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%'''.<br />On Player: Amplifies damage dealt to health by '''100%''' for '''6''' seconds.
 
|}
 
|}
   
==Status Effects in [[Empyrean]] Missions==
+
===In [[Empyrean]] Missions===
 
{{Main|Damage#Empyrean Damage System}}
 
{{Main|Damage#Empyrean Damage System}}
 
{{#lsth:Damage|[[Empyrean]] Damage System}}
 
{{#lsth:Damage|[[Empyrean]] Damage System}}
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The chance that a proc will occur can be directly increased with mods such as {{M|Rifle Aptitude}}. One can also increase the number of projectiles fired through [[multishot]] mods such as {{M|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.
 
The chance that a proc will occur can be directly increased with mods such as {{M|Rifle Aptitude}}. One can also increase the number of projectiles fired through [[multishot]] mods such as {{M|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%''', every attack will inflict status but it also gains a chance to apply more than one status effect.
+
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==
 
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 {{Weapon|Strun}}'s highest physical damage type is {{Icon|Proc|Impact|text}}, 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 {{Icon|Proc|Radiation|text}} damage is increased).
  +
 
When a hit procs, the chance for an individual damage type to proc in relation to the others is:
  +
 
{{MathText|Proc Chance {{eql}} Damage {{div}} Total Damage}}
  +
 
For example, if a weapon's damage is composed of 20 {{Icon|Proc|Impact|text}}, 5 {{Icon|Proc|Puncture|text}}, 10 {{Icon|Proc|Slash|text}}, 25 {{Icon|Proc|Heat|text}}, and 50 {{Icon|Proc|Corrosive|text}}, then its total damage is {{Math|20 + 5 + 10 + 25 + 50|t=y}}. Therefore, the chance for the individual damage types to proc will be:
 
{| border="1" style="border-collapse:collapse"
 
|- align="center"
 
| style="width:170px"|
 
| style="width:70px;"| '''Impact'''
 
| style="width:70px;"| '''Puncture'''
 
| style="width:70px;"| '''Slash'''
 
| style="width:70px;"| '''Heat'''
 
| style="width:70px;"| '''Corrosive'''
 
|- align="center"
 
| '''Damage'''
 
|20
 
|5
 
|10
 
|25
 
|50
 
|- align="center"
 
| '''Proc Chance'''
 
|18.18%
 
|4.55%
 
|9.09%
 
|22.73%
 
|45.45%
 
|}
  +
 
==Damage Scaling==
 
If the initial hit is affected by the following, a resulting, damage-dealing effect will also benefit accordingly:
 
*[[Buff & Debuff|Damage Buffs]] & relevant [[Mods]]
 
*[[Critical Hit]]s & [[Stealth#Stealth Damage Bonus|Stealth]]
 
*[[Melee#Combo Counter|Combo]]
 
*[[:Category:Faction_Damage_Mods|Faction Damage]]
 
*Body part multipliers
  +
 
This includes for example total damage multipliers like {{M|Furious Javelin}} or {{A|Eclipse}}, additive damage bonuses like {{M|Serration}} or {{A|Vex Armor}}, and enemy debuffs like {{A|Molecular Prime}} and {{A|Rest & Rage}}. However weakspots generated by {{A|Sonar}} or {{M|Detect Vulnerability}} only increase the initial hit, not the resulting proc.
  +
 
Due to the nature of '''[[:Category:Faction Damage Mods|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, {{M|Serration}}, and {{M|Bane of Grineer}} will be:
 
:Bleed Damage per tick = 100 {{mul}} (1 + {{M|Serration|1.65}}) {{mul}} {{text||0.35|hover=0.35 is the multiplier for Bleed ticks.}} {{mul}} (1 + {{M|Bane of Grineer|0.3}}) {{text||^ 2|hover=Faction Damage gets applied twice for this.}} {{Eql}} 156.748
   
 
==Status Duration==
 
==Status Duration==
Most statuses have a duration over which their effects apply to their target (aside from {{Icon|Proc|Corrosive|text}}), 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 {{A|Molecular Prime}} or {{A|Rest & Rage}}) according to the following formulas:
+
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 {{A|Molecular Prime}} or {{A|Rest & Rage}}) according to the following formulas:
   
 
For slowing effects: {{MathText|Effective status duration {{eql}} (base status duration) {{div}} (1 {{min}} slow % in decimals)}}
 
For slowing effects: {{MathText|Effective status duration {{eql}} (base status duration) {{div}} (1 {{min}} slow % in decimals)}}
Line 156: Line 187:
 
{{CustomCollapsible/End}}
 
{{CustomCollapsible/End}}
 
<small>''Note: The information above is based on this [https://forums.warframe.com/topic/722745-negative-status-duration-and-procs-riven-mod/?do=findComment&comment=8678964 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.''</small>
 
<small>''Note: The information above is based on this [https://forums.warframe.com/topic/722745-negative-status-duration-and-procs-riven-mod/?do=findComment&comment=8678964 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.''</small>
 
==Damage Distribution==
 
{{UpdateMe|27.2: "''In addition, we’ve removed 0.25x Multiplier for Elemental Status Effects, meaning all Elemental Status Effects are 4x more likely.''" Meaning most of this section could be removed. The main notes may be moved up to [[#Status Chance]]}}
 
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 {{Weapon|Strun}}'s highest physical damage type is {{Icon|Proc|Impact|text}}, 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 {{Icon|Proc|Radiation|text}} 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.
 
 
{{MathText|Total Proportional Damage {{eql}} (Impact + Slash + Puncture) {{mul}} 4 + Elemental + Elemental + ...}}
 
 
When a hit procs, the chance for an individual damage type to proc in relation to the others is:
 
 
{{MathText|Proportional Proc Chance {{eql}} Proportional Damage {{div}} 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 {{Math|(20 + 10 + 5) {{mul}} 4 + 25 + 50|t=y}}. Therefore, the chance for the individual damage types to proc will be:
 
{| border="1" style="border-collapse:collapse"
 
|- align="center"
 
| style="width:170px"|
 
| style="width:70px;"| '''Impact'''
 
| style="width:70px;"| '''Puncture'''
 
| style="width:70px;"| '''Slash'''
 
| style="width:70px;"| '''Heat'''
 
| style="width:70px;"| '''Corrosive'''
 
|- align="center"
 
| '''Damage'''
 
|20
 
|5
 
|10
 
|25
 
|50
 
|- align="center"
 
| '''Proportional Damage'''
 
|80
 
|20
 
|40
 
|25
 
|50
 
|- align="center"
 
| '''Chance for selection'''
 
|37.2%
 
|9.3%
 
|18.6%
 
|11.6%
 
|23.3%
 
|}
 
   
 
==Multishot==
 
==Multishot==
 
{{UpdateMe|27.2: rework of the status for shotgun. Some informations in this section are not longer true.}}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 {{Weapon|Strun Wraith}} displays a 40% status chance, but in fact has a ~4.98% chance for each of its ten pellets.
 
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 {{Weapon|Strun Wraith}} displays a 40% status chance, but in fact has a ~4.98% chance for each of its ten pellets.
 
   
 
===Individual Pellets===
 
===Individual Pellets===
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*Stun Chance mods (Pistol, Rifle, Shotgun, Melee) are now Status Effect mods in accordance with new damage system
 
*Stun Chance mods (Pistol, Rifle, Shotgun, Melee) are now Status Effect mods in accordance with new damage system
 
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Revision as of 03:04, 24 May 2020

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27.2
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. FrostIcon272 Frost's IceWave130xWhite 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 Staticor deals solely Script error: The function "Proc" does not exist. 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 Script error: The function "Proc" does not exist. damage from his Ignis Ignis. Similarly, enemies are also able to inflict physical procs such as Bleeding (associated with Script error: The function "Proc" does not exist. damage) directly to the player's health.

Status Effects

Damage Type Effect
Script error: The function "Proc" does not exist. 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.
Script error: The function "Proc" does not exist. 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.
Script error: The function "Proc" does not exist. Bleed
Universal: Deals 35% of the base damage per second over 6 seconds (bypasses Armor).
Script error: The function "Proc" does not exist.
(PvP only)
Impaired
Universal: Restricts the target's movement for 2 seconds.
Script error: The function "Proc" does not exist. No status effect.
Script error: The function "Proc" does not exist. Lifted Lifted
On Enemy: Briefly suspends enemies in mid-air.
Script error: The function "Proc" does not exist. Ignite
On Enemy: Deals 50% of the base damage as Script error: The function "Proc" does not exist. 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 Script error: The function "Proc" does not exist. damage over 6 seconds and strips up to 50% Armor.
Script error: The function "Proc" does not exist. 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.
Script error: The function "Proc" does not exist. Chain Lightning
On Enemy: Deals 50% base Script error: The function "Proc" does not exist. damage to enemies within 3 meters of the target and stuns them for 3 seconds.
On Player: Deals 50% base Script error: The function "Proc" does not exist. damage to allies within 3 meters of the target.
Script error: The function "Proc" does not exist. Poison
Universal: Deals 50% of the base damage as Script error: The function "Proc" does not exist. damage per second over 6 seconds (bypasses Shield).
Script error: The function "Proc" does not exist. Bullet Attractor
On Enemy: Creates a 2.5 meter radius field which attracts projectiles for 3 seconds.
Script error: The function "Proc" does not exist. No status effect.
Script error: The function "Proc" does not exist. 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.
Script error: The function "Proc" does not exist. 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.
Script error: The function "Proc" does not exist. Gas Cloud
Universal: Deals 50% of the base damage as Script error: The function "Proc" does not exist.  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.
Script error: The function "Proc" does not exist. 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.
Script error: The function "Proc" does not exist. 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.
Script error: The function "Proc" does not exist. 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

Main article: Damage#Empyrean Damage System


Status Chance

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, Script error: The function "Proc" does not exist. procs are valued highly against heavily armored foes, but Script error: The function "Proc" does not exist. 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 Rifle Aptitude. One can also increase the number of projectiles fired through multishot mods such as Mod TT 20px 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 Distribution

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 Strun's highest physical damage type is Script error: The function "Proc" does not exist., 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 Script error: The function "Proc" does not exist. damage is increased).

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

Proc Chance = Damage ÷ Total Damage

For example, if a weapon's damage is composed of 20 Script error: The function "Proc" does not exist., 5 Script error: The function "Proc" does not exist., 10 Script error: The function "Proc" does not exist., 25 Script error: The function "Proc" does not exist., and 50 Script error: The function "Proc" does not exist., 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 Chance 18.18% 4.55% 9.09% 22.73% 45.45%

Damage Scaling

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 Furious Javelin or Eclipse130xWhite Eclipse, additive damage bonuses like Mod TT 20px Serration or VexArmor130xWhite Vex Armor, and enemy debuffs like MolecularPrime130xWhite Molecular Prime and RestRage130xWhite Rest & Rage. However weakspots generated by Sonar130xWhite Sonar or Mod TT 20px 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, Mod TT 20px Serration, and Mod TT 20px Bane of Grineer will be:

Bleed Damage per tick = 100 × (1 + Mod TT 20px 1.65) × 0.35 × (1 + Mod TT 20px 0.3) ^ 2 = 156.748

Status Duration

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 MolecularPrime130xWhite Molecular Prime or RestRage130xWhite 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 Occurs Normally
Script error: The function "Proc" does not exist. Stagger Knockback
Script error: The function "Proc" does not exist. Weakened -
Script error: The function "Proc" does not exist. Bleed -
Script error: The function "Proc" does not exist. Freeze -
Script error: The function "Proc" does not exist. Stun Chain Lightning
Script error: The function "Proc" does not exist. Ignite Panic animation occurs (but no flame)
Script error: The function "Proc" does not exist. Poison -
Script error: The function "Proc" does not exist. No visible explosion Knockdown
Script error: The function "Proc" does not exist. - Corrosion
Script error: The function "Proc" does not exist. Toxin Cloud -
Script error: The function "Proc" does not exist. Disrupt Visual effects
Script error: The function "Proc" does not exist. Confusion -
Script error: The function "Proc" does not exist. Virus 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

Photo-4
“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. See WARFRAME Wiki:Research on ways to perform research on this game. Click here to add more info.
27.2: rework of the status for shotgun. Some informations in this section are not longer true.

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 StrunWraith Strun Wraith displays a 40% status chance, but in fact has a ~4.98% chance for each of its ten pellets.

Individual 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.)

Average Procs

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

At least one Proc

When you apply a status effect which does not benefit from multiple applications (e.g. Script error: The function "Proc" does not exist. or Script error: The function "Proc" does not exist. 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 Mods

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 27.5.0 (2020-05-12)

Trivia

Prior to Update 27.2 (2020-03-05), physical procs were weighted four times more than elemental ones.

Media

Talking_About_Status_Sec_And_What_Over_100%_Status_Means_(Warframe)

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

Patch History

Update 27.2 (2020-03-05)

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:

  • Script error: The function "Proc" does not exist.: Repeat single-target Impact Status Effects will escalate the efficacy of the Impact Status (removed previous change of adding Ragdoll as maximum Stagger consequence).
  • Script error: The function "Proc" does not exist.: 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.
  • Script error: The function "Proc" does not exist.: 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
  • Script error: The function "Proc" does not exist.: 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.
  • Script error: The function "Proc" does not exist.: No Change.
  • Script error: The function "Proc" does not exist.: See Slash, plus the base duration of a Toxin Status Effect now matches Slash for 6 seconds.
  • Script error: The function "Proc" does not exist.: 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.
  • Script error: The function "Proc" does not exist.: 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.
  • Script error: The function "Proc" does not exist.: 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.
  • Script error: The function "Proc" does not exist.: 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.
  • Script error: The function "Proc" does not exist.: 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.
  • Script error: The function "Proc" does not exist.: 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.
  • Script error: The function "Proc" does not exist.: 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 (2020-02-04)

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

Update 25.7 (2019-08-29)

  • 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: https://forums.warframe.com/topic/1119134-cold-status-effects-how-they-block-new-status-effects-coming-changes/
  • 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 (2013-11-20)

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

Update 11.0 (2013-11-20)