(Status Mods: added last updated)
(Status Effects: Added Lifted)
Line 44: Line 44:
| style="padding-left: 8px; " |{{Icon|Proc|True|text}}
| style="padding-left: 8px; " |{{Icon|Proc|True|text}}
| style="padding-left: 8px; " | ''No status effect.''<br />&mdash;
| style="padding-left: 8px; " | ''No status effect.''<br />&mdash;
|- style="text-align: left; background-color: hsl(0, 0%, 73%); "
| style="padding-left: 8px; " | [[Melee]]
| style="padding-left: 8px; " | '''Lifted'''<br />Briefly incapacitates the target in a similar fashion to [[Titania|Titania's]] [[Spellbind]].
|- 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}}

Revision as of 14:04, November 5, 2019

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 IceWave130xDark 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 Staticor deals solely Radiation b 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 Heat damage from his GrineerFlameThrower Ignis. Similarly, enemies are also able to inflict physical procs such as Bleeding (associated with Slash b Slash 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:

This includes for example total damage multipliers like Mod TT 20pxFurious Javelin or Eclipse130xDark Eclipse, additive damage bonuses like Mod TT 20pxSerration or VexArmor130xDark Vex Armor, and enemy debuffs like MolecularPrime130xDark Molecular Prime and RestRage130xDark Rest & Rage. However weakspots generated by Sonar130xDark Sonar or Mod TT 20pxDetect 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 20pxSerration, and Mod TT 20pxBane of Grineer will be:

Bleed Damage per tick = 100 × (1 + Mod TT 20px1.65) × 0.35 × (1 + Mod TT 20px0.3) ^ 2 = 156.748

Note: Since the status effect of Gas b Gas creates another status effect, faction damage bonuses get applied three times in total for the resulting Toxin b Toxin damage.

Status Effects

Damage Type Effect
Impact b Impact Knockback
Universal: Causes target to flinch and staggers movement for 1 second.
Puncture b Puncture Weakened
Universal: Reduces any damage dealt to 70% for 6 seconds.
Slash b Slash Bleed
Universal: Deals 245% base TrueDmg b True damage over 6 seconds.
Impaired b Impair Impaired
Universal: Restricts the target's movement for 2 seconds.
TrueDmg b True No status effect.
Melee Lifted
Briefly incapacitates the target in a similar fashion to Titania's Spellbind.
Cold b Cold Freeze
Universal: Reduces Movement Speed, Fire Rate, and Attack Speed to 50% for 6 seconds.
Electricity b Electricity Chain Lightning
Enemy: Deals 50% base Electricity b Electricity damage to enemies within 3 meters of the target and stuns them for 3 seconds.
Player: Deals 50% base Electricity b Electricity damage to allies within 3 meters of the target.
Heat b Heat Ignite
Enemy: Deals 350% base Heat b Heat damage over 6 seconds while causing the target to panic for 4 seconds.
Player: Deals 350% base Heat b Heat damage over 6 seconds.
Toxin b Toxin Poison
Universal: Deals 450% base Toxin b Toxin damage over 8 seconds.
VoidTearIcon b Void Bullet Attractor
Enemy: Creates a 2.5 meter radius field which attracts projectiles for 3 seconds.
SentientFactionIcon b Tau No status effect.
Blast b Blast Knockdown
Universal: Creates a 5 meter radius Knockdown.
Corrosive b Corrosive Corrosion
Enemy: Reduces current Armor by 25% permanently.
Player: Reduces current Armor by 25% for 8 seconds.
Gas b Gas Toxin Cloud
Universal: Creates a 3 meter radius effect which deals 450% base Toxin b Toxin damage over 8 seconds to targets.
Magnetic b Magnetic Disrupt
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.
Radiation b Radiation Confusion
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.
Viral b Viral Virus
Universal: Reduces maximum and current Health to 50% for 6 seconds.

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 (Corrosive b 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 b Magnetic weapon due to its limited benefits).

The chance that a proc will occur can be directly increased with mods such as Mod TT 20pxRifle Aptitude. One can also increase the number of projectiles fired through multishot mods such as Mod TT 20pxSplit 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.

Status Duration

Most statuses have a duration over which their effects apply to their target (aside from Corrosive b 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 MolecularPrime130xDark Molecular Prime or RestRage130xDark 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 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:

Negative duration effects
Damage Type Nullified Occurs Normally
Impact b Impact Stagger Knockback
Puncture b Puncture Weakened -
Slash b Slash Bleed -
Cold b Cold Freeze -
Electricity b Electricity Stun Chain Lightning
Heat b Heat Ignite Panic animation occurs (but no flame)
Toxin b Toxin Poison -
Blast b Blast No visible explosion Knockdown
Corrosive b Corrosive - Corrosion
Gas b Gas Toxin Cloud -
Magnetic b Magnetic Disrupt Visual effects
Radiation b Radiation Confusion -
Viral b Viral 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.

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 Impact b 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 b 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:

Impact Puncture Slash Heat Corrosive
Proportional Damage 80 20 40 25 50
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 WraithStrun 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. Corrosive b 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
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. Radiation b Radiation or Blast b 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 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: Hotfix 25.7.8


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 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

Community content is available under CC-BY-SA unless otherwise noted.