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Steel Fiber is a mod that increases the armor of a Warframe.

Stats[]

Normal
Rank Effect Cost
0 +9% 4
1 +18% 5
2 +27% 6
3 +36% 7
4 +45% 8
5 +55% 9
6 +64% 10
7 +73% 11
8 +82% 12
9 +91% 13
10 +100% 14


Flawed
Rank Effect Cost
0 +8% 2
1 +16% 3
2 +24% 4
3 +32% 5
Armor totals for Rank 30 Warframes
Base 0 1 2 3 4 5 6 7 8 9 10
15
95%
16.5
95%
18
94%
19.5
94%
21
93%
22.5
93%
24
93%
25.5
92%
27
92%
28.5
91%
30
91%
31.5
90%
50
86%
55
85%
60
83%
65
82%
70
81%
75
80%
80
79%
85
78%
90
77%
95
76%
100
75%
105
74%
65
82%
71.5
81%
78
79%
84.5 78% 91
77%
97.5
75%
104
74%
110.5
73%
117
72%
123.5
71%
130
70%
136.5
69%
155
66%
170.5
64%
186
62%
201.5
60%
217
58%
232.5
56%
248
55%
263.5
53%
279
52%
294.5
50%
310
49%
325.5
48%
190
61%
209
59%
228
57%
247
55%
266
53%
285
51%
304
50%
323
48%
342
47%
361
45%
380
44%
399
43%
600
33%
660
31%
720
29%
780
28%
840
26%
900
25%
960
24%
1020
23%
1080
22%
1140
21%
1200
20%
1260
19%

Note: those percentage values represent how much damage you take, starting at a maximum of 100%.

Calculations[]

Armor Values[]

Steel Fiber gives additional Armor based on the frame's Base Armor.

The Total Armor can be calculated by the following formula:
Total Armor = BaseArmor × (1 + SteelFiberPercent)

Example - 190 Base Armor with 110% Steel Fiber would be calculated as follows:
Total Armor = 190 × (1 + 1.10) = 399 Total Armor

Damage Mitigation[]

Damage Mitigation is the amount off the total damage that armor reduces, and is calculated as:
Damage Mitigation = Total Armor ÷ (Total Armor + 300)
The following table shows the net Damage Mitigation percentage values provided by armor for different key base armors that various frames have.

Passthrough Damage from Total Armor (Base + Steel Fiber)
Mod Stats Base Armor Value
Mod % Cost 15 50 65 155 190 600
0% 0 4.76% 14.29% 17.81% 34.07% 38.78% 66.67%
10% 4 5.21% 15.49% 19.25% 36.24% 41.06% 68.75%
20% 5 5.66% 16.67% 20.63% 38.27% 43.18% 70.59%
30% 6 6.1% 17.81% 21.98% 40.48% 45.16% 72.22%
40% 7 6.54% 18.92% 23.27% 41.97% 47.00% 73.68%
50% 8 6.98% 20.00% 24.53% 43.66% 48.72% 75.00%
60% 9 7.41% 21.05% 25.74% 45.26% 50.33% 76.19%
70% 10 7.83% 22.08% 26.92% 46.76% 51.85% 77.27%
80% 11 8.26% 23.08% 28.06% 48.19% 53.27% 78.26%
90% 12 8.68% 24.05% 29.16% 49.54% 54.61% 79.17%
100% 13 9.09% 25.00% 30.23% 50.82% 55.88% 80.00%
110% 14 9.5% 25.93% 31.27% 52.04% 57.08% 80.77%

Effective Health[]

Higher armor values can be thought of as increasing your effective health in relation to incoming damage. However, this would only apply to damage types that do not ignore armor. Because "effective health" more literally translates as "the maximum amount of damage you can take", if we simply set your "Total Health" equal to your "Incoming Damage" after Damage Mitigation, and then solve for the Incoming damage alone, we can determine your Effective HP.
Total Health = Incoming Damage × Damage Mitigation % Total Health ÷ Damage Mitigation % = Incoming Damage
As Armor increases, Damage Mitigation values decrease, and therefore Effective HP drastically increases. Below are two tables with examples of how Effective HP increases with armor. All values are rounded to the nearest integer.

Effective HP (assumed base HP of 100)
Mod Stats Base Armor Value
Mod % Cost 15 50 65 155 190 600
0% 0 105 117 122 152 163 300
10% 4 106 118 124 157 170 320
20% 5 106 120 126 162 176 340
30% 6 107 122 128 167 182 360
40% 7 107 123 130 172 189 380
50% 8 108 125 133 178 195 400
60% 9 108 127 135 183 201 420
70% 10 109 128 137 188 208 440
80% 11 109 130 139 193 214 460
90% 12 110 132 141 198 220 480
100% 13 110 133 143 203 227 500
110% 14 111 135 146 209 233 520
Effective HP (assumed base HP of 300)
Mod Stats Base Armor Value
Mod % Cost 15 50 65 155 190 600
0% 0 315 350 365 455 490 900
10% 4 317 355 372 471 509 960
20% 5 318 360 378 486 528 1020
30% 6 320 365 385 502 547 1080
40% 7 321 370 391 517 566 1140
50% 8 323 375 398 533 585 1200
60% 9 324 380 404 548 604 1260
70% 10 326 385 411 564 623 1320
80% 11 327 390 417 579 642 1380
90% 12 329 395 424 595 661 1440
100% 13 330 400 430 610 680 1500
110% 14 332 405 437 626 699 1560

Drop Locations[]

Mission Drop Tables

Mission Type Source Rotations
or
Drop Table
Chance[1] Quantity[2] Avg. per roll[3] Star Chart Nodes
Cetus Bounty Cetus Bounty Lvl 10-30 Stage 2 A 15.97% 1 0.1597
Cetus Bounty Cetus Bounty Lvl 10-30 Stage 1 A 25% 1 0.25
Excavation Tier 1 Excavation B 7.69% 1 0.0769
Excavation Tier 3 Excavation B 6.67% 1 0.0667
Excavation Tier 2 Excavation B 7.14% 1 0.0714
Survival Tier 2 Dark Sector Survival B 7.14% 1 0.0714
Survival Tier 1 Dark Sector Survival B 7.69% 1 0.0769
Survival Kuva Fortress Survival B 6.67% 1 0.0667
Survival Tier 2 Survival B 7.14% 1 0.0714
Survival Tier 3 Dark Sector Survival B 6.67% 1 0.0667
Survival Tier 3 Survival B 6.67% 1 0.0667
Survival Tier 1 Survival B 7.69% 1 0.0769

Enemy Drop Tables

Enemy Drop Table Chance[4] Item Chance[5] Chance[6] Expected Kills[7] Quantity[8] Avg. per roll attempt[9]
Crawler 3% 37.94% 1.1382% 88 1 0.011382
Nox 3% 19.36% 0.5808% 172 1 0.005808
Tyl Regor 100% 25.81% 25.81% 4 1 0.2581

Sourced from official drop table repository.

Notes[]

  • Armor (and thus Steel Fiber) will only mitigate damage to Health.
    • This mod does not improve Shields.
    • As SnowGlobe130xWhite Snow Globe gains additional health from FrostIcon272 Frost's armor, Steel Fiber affects it.

Tips[]

  • This mod is generally more effective on frames with 100 armor or greater.
    • Steel Fiber is most effective when used on Valkyr PrimeIcon272 Valkyr Prime as she has 700 armor, the second highest value of any Warframe.

Trivia[]

  • The mod image is actually that of Rhino's IronSkin130xWhite Iron Skin prior to Update 9.5 (2013-08-09), which updated the effect to its current appearance.

Gallery[]

Patch History[]

Update 34.0 (2023-10-18)

Base vs Final Stats in Modding - Health / Energy / Shield / Armor Stat Overhaul

If you’ve spent any time invested in the deeper nuances of Modding, you may be familiar with “Warframe Math” - math that upon first glance doesn’t really make sense, but once you learn the inner workings of the game, it all comes together. While we can appreciate the value that complex systems offer to a certain subsect of players, there are other aspects of the game that should have clear and understandable outcomes. Namely: Shield, Health, Energy, and Armor Modding.

Pop quiz: what is 300 + 440%? If you answered 740, you may just be an Excalibur player.

Vitality (+440% Heath), Redirection (+440% Shields), Flow (+150% Energy), and Steel Fiber (+110% Armor) come with large modifier values that don’t seem to match their outcome in-game. This is because these Mods apply their multiplier to the base stats of the Warframe - i.e., the stats you have at Rank 0. In the Excalibur example, a Rank 30 Excalibur’s Health stat of 300 earns an additional 440 Health from max rank Vitality (+440% Heath) since it applies to his base rank Health stat of 100, resulting in 740 total health.

In this update, we have removed this obfuscation by having Health, Shield, Energy, and Armor Mods apply to the stats of Warframes at their current rank. Continuing our Excalibur example, instead of Vitality always applying to Excalibur’s base rank 100 Health, it would apply to his Health stat based on his rank - namely, the stat you can actually see in your Arsenal. If your Excalibur were Rank 30, his Health stat would be 300, which means Vitality’s multiplier would be calculated off of 300.

With previous Health and Mod values, additional adjustments are needed to make this revision work while maintaining game balance. By only changing where the multiplier applies, a Rank 30 Excalibur would receive an extra 1,320 Health from max rank Vitality, resulting in a total health stat of 1,600. This outcome is a significant buff, which is not the intention of this system change.

To remedy this, we approached this problem in two ways:

1 - We reduced the overall multiplier for Health, Shield, Energy, and Armor Mods.
Since these now affect Max Rank Warframe stats, these Mods need to scale differently to maintain the status quo. Additionally, we wanted these new values to be as clear and understandable to all players as possible! Here are a few examples of these value changes:

  • Vitality: Reduced from +440% to +100% Health
  • Redirection: Reduced from +440% to +100% Shield Capacity
  • Steel Fiber: Reduced from +110% to +100% Armor
  • Flow: Reduced from +150% to +100% Energy Max

Doing some quick math, this means that a Rank 30 Excalibur (300 Health) with a reworked Vitality Mod (+100% Health, applied to the final Health stat) would receive 300 extra Health, for a total of 600. That, in contrast, is a nerf, which we also don’t want to do.

So, our next step:

2 - We adjusted Warframe Health, Shield, Energy, and Armor values to keep the end result of the revised Mods as close to the original values as possible.

With this change, Excalibur’s Rank 30 Health stat is 370. With +100% Health from a max Vitality Mod, his resulting Health stat would be 740, which matches what it was originally.

While this path to the same result may seem a little complicated, the outcome matches our intention: we want players to be able to look at their Health, Shield, and Armor Mods, and be able to understand how they affect the stats they see in their Arsenal.

In addition to everything above, we also increased the base stat values for Warframes so that these revised Mods offer similar value for lower-ranked Frames. To do so, we reduced the amount of Health/Shield/Energy that Warframes earn per rank in half, and transferred the sum of that value to their base stats.

Warframe Mod Changes:

  • Steel Fiber: +100% Armor (was +110%)

Update 18.13 (2016-05-27)

  • The Steel Fiber Sentinel Mod had been renamed to Mod TT 20px Metal Fiber

Vanilla (2012-10-25)

  • Introduced

See also[]

  1. Chance to roll item within drop table
  2. Amount rewarded on successful roll
  3. (Quantity × Chance)
  4. Chance to roll drop table
  5. Chance to roll item within drop table
  6. (Drop Table Chance × Item Chance)
  7. (1 / Chance), see WARFRAME Wiki:Expected & Nearly Guaranteed Numbers for more details
  8. Amount rewarded on successful roll
  9. (Quantity × Chance), average item quantity on a roll attempt (successful or not)
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