Steel Fiber is a mod that increases the armor of a Warframe.
Stats[]
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 |
Rank | Effect | Cost |
---|---|---|
0 | +8% | 2 |
1 | +16% | 3 |
2 | +24% | 4 |
3 | +32% | 5 |
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.
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.
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 |
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 Snow Globe gains additional health from 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 Prime as she has 700 armor, the second highest value of any Warframe.
Trivia[]
- The mod image is actually that of Rhino's 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 Metal Fiber
Vanilla (2012-10-25)
- Introduced
See also[]
- Umbral Fiber, the umbra version
- Mods
- Armor
- ↑ Chance to roll item within drop table
- ↑ Amount rewarded on successful roll
- ↑ (Quantity × Chance)
- ↑ Chance to roll drop table
- ↑ Chance to roll item within drop table
- ↑ (Drop Table Chance × Item Chance)
- ↑ (1 / Chance), see WARFRAME Wiki:Expected & Nearly Guaranteed Numbers for more details
- ↑ Amount rewarded on successful roll
- ↑ (Quantity × Chance), average item quantity on a roll attempt (successful or not)