Whether you are min-maxing your damage to one-shot Eidolons or figuring out what looting abilities work against a particular enemy, the following blog post aims to describe all the possible ways one can perform research in-game to test out WARFRAME's mechanics or the types of research players can perform to contribute their data onto the wiki.

Sometimes interactions are deemed "unintended" or bugged by the developers so be aware that they have the right to remove or change them at their discretion.

Cephalon Scientia 19:42, 16 December 2020 (UTC)

Missing Content

Main article: Category:Updateme

As of 1/11/21, the wiki needs the following updates:

  • Missing projectile speed numbers for some weapons
  • Enemy behavior and tactics for most enemies
  • Updating Buff & Debuff for new content
  • Scaling damage resistances for certain enemies

Testing in the Simulacrum

Main article: Sanctuary (Cephalon Simaris)

Disclaimer that not all behavior tested within the Simulacrum reflects on actual behavior during missions.

The Simulacrum is the most accessible location for testing anything relating to damage. It can be accessed from any Relay after purchasing a key from Cephalon Simaris for ReputationLargeBlack.png50,000. Within the simulated room, players can switch between their loadouts and spawn up to 20 enemies up to a level based on their 5x their Mastery Rank plus 30 (for example, if you are MR 29, you can spawn up to level 175 enemies).

As of Update 29.2, the Gokstad Officer has the highest base health and armor of all possible spawnable enemies in the game, at 1,000 Cloned Flesh health and 1,000 Ferrite Armor. They can be unlocked after scanning 3 of them during Empyrean missions.

Nullifier Crewman bubbles are a great source for testing pure weapon damage without the presence of Critical Hits or Status Effects since they have the Object health class. They are neither resistant nor vulnerable to any single damage type.

Weapons to Use

Any weapon that can deal a single damage type are great for testing damage since you only have to account for one damage type in the damage calculation. Example of these weapons are:

Confirmation Tests

Confirming Health and Shield Values

Certain Warframe abilities deal a percentage of the enemy's health, making them useful in confirming enemy health/shield values. Note that one must take into account damage type modifiers from different enemy health classes.

  • EquinoxIcon272.png Equinox's MendMaim130xDark.png Mend & Maim (Day form) - 75% of damage dealt to health and shields stored
  • OberonIcon272.png Oberon's Smite130xDark.png Smite - 35% of main target's maximum health and shields as damage with 50/50 distribution of Radiation b.png Radiation and Impact b.svg Impact
  • RevenantIcon272.png Revenant's Reave130xDark.png Reave - 8% of maximum health and shields drained from enemy, unaffected by armor
  • TrinityIcon272.png Trinity's EnergyVampire130xDark.png Energy Vampire - 6.25% of target's remaining health or quarter of its health (whichever is greater at the time) is dealt as TrueDmg b.png True damage, bypassing shields and armor.

Enemy health and shield values can be calculated simply as:

Total enemy health/shields = Damage dealt ÷ Percent damage conversion

Confirming Enemy Damage Types Dealt

Equip Mod TT 20px.pngAdaptation and let your Warframe get shot at to determine the primary damage type that an enemy deals. Alternatively, some enemy weapons have a high chance to proc status effects which can also be used to determine the primary damage type dealt.

Confirming Health Classes

Equip a Synthesis Scanner with the Data-Parse Widget upgrade, purchased from Cephalon Simaris for ReputationLargeBlack.png25,000, to view ally and enemy health classes as well as damage type modifiers.

Confirming Head Locations

SundialRifle.png Zenith's and PriestSpearGun.png Scourge's alternative fire reveals the location of enemies' heads.

Damage

Armor Stripping

Methods of removing enemy armor for damage testing purposes include:

  • HildrynIcon272.png Hildryn's ShieldPillage130xDark.png Pillage
    • Must be casted repeated as each cast strips current armor and shield values
    • Takes about 19 casts to fully strip if unmodded, takes about 8 casts at 200% Ability Strength
  • NyxIcon272.png Nyx's PsychicBolts130xDark.png Psychic Bolts @ 125% Ability Strength (also removes shields)
  • TrinityIcon272.png Trinity's Mod TT 20px.pngAbating Link @ 223% Ability Strength
  • Mod TT 20px.pngShattering Impact (works when enemy is invincible)

Scaling Damage Reduction

Main article: Damage Reduction#Unique Enemies

Certain enemies have a unique damage reduction mechanic that is separate from armor or damage type modifiers, stacking multiplicatively with them. If an enemy has their armor stripped and the enemy receives less damage than what is listed from your Operator's Amp (VoidTearIcon b.png Void damage will deal fully listed damage to all enemy health classes), that means that enemy has this unique damage resistance.

More often than not, this damage resistance scales with weapon damage per second (DPS), calculated as:

DPS = Total damage × Total critical multiplier if damage instance crits × Total fire rate × Total multishot × Body part multipliers

Where damage, critical multiplier, fire rate, and multishot is calculated after mods and buffs are applied.

You can test this with any weapon against Noxes. You will notice that you deal less damage per hit if you are under the effects of fire rate/attack speed buffs like ValkyrIcon272.png Valkyr's Warcry130xDark.png Warcry or GaussIcon272.png Gauss' Redline130xDark.png Redline or using weapons that have a spool-up time like the GrineerSparkGun.png Kohm or Gorgon.png Gorgon.

Testing Unknown Damage Stats

For sources of damage that do not have their stats listed in the arsenal (like ExodiaEpidemic64x.pngExodia Epidemic or ExodiaContagion64x.pngExodia Contagion), players can test for the following using their associated methods:

  • Damage distribution - using weapons against enemies with different health classes
  • Critical chance - attack with the weapon for an extended period of time to see what percentage of damage instances crit and use different critical chance mods to see at which threshold does the weapon start to orange/red crit
  • Critical damage multiplier - calculating the damage multiplier on a critical hit for a bodyshot
  • Status chance - attack with the weapon for an extended period of time to see what percentage of damage instances apply a status effect
  • Damage falloff values - shooting the weapon at varying distances to determine the minimum distance before falloff and the max damage reduction

These same methods can also be used to confirm numbers shown in the arsenal.

Example of things to test:
  • Melee stances also have unlisted damage multipliers on their attacks, making them deal more (rarely less) damage than their listed damage in the arsenal.
  • The area of effect component of melee slam attacks do not always share the same damage distribution as its normal attacks like in the case of InfStaff.png Pupacyst.
  • Arcane Enhancements that have some sort of damaging effect under certain conditions like PaxSeeker64x.pngPax Seeker.
  • Additional effects from weapons not shown in the arsenal like Tatsu.png Tatsu's seeking projectiles on slide attack or BasmuA.png Basmu's healing pulses.
  • Damage dealt by certain sources provided by mods like Mod TT 20px.pngRumbled.

Damage Formulas and Interactions

Some sources of damage have unique damage calculations and/or have unique/inconsistent interactions with mods and buffs.

Examples include:

AI

Testing Enemy Behavior

Main article: Enemy Behavior

Enemies usually exhibit different behavior depending on the distance between them and the player. At closer ranges, they may attempt to run away and after a certain distance resume attacking the player. Here are some examples of behavioral triggers:

  • Upon getting hit
  • At low health
  • At X distance away from players
  • Upon being aimed at (like when Shield Ospreys and Leapers attempt to dodge)
  • Presense of an Artic Eximus

Testing Specter/Allied AI Behavior

Specters may interact with weapons or abilities differently. Additional specter-like allies may be spawned from:

Testing Companion AI

Companions are nortorius for having bad pathing issues and behavior. They do exhibit contextual behavior like in the case when you are aiming at an enemy behind your ground companion, causing them to crouch.

Drop Tables

Drops in WARFRAME are either determined server or client-side. Mission rewards are determined by the server while in-game drops like mods and resources are determined by the client.

Looting Abilities

Most normal enemies can be affected by the following looting abilities, triggering another roll at their Drop Tables:

Rolling drop tables on Living Enemies
Rolling drop tables on Petrified Enemies
Extra drop table rolls upon Enemy Kill
Rerolling drop tables on Enemy Corpses

Looting abilities can stack with others under different categories, but cannot stack with others of the same category. For example, Desecrate130xDark.png Desecrate and Mod TT 20px.pngRetrieve cannot both act on the same enemy corpse to yield triple the drops.

Bosses are not affected by these in any way. Some enemies are immune to these abilities. For example, Necramechs cannot be under the effects of Petrify130xDark.png Petrify but they can still be Desecrate130xDark.png Desecrated.

Integers vs. Floating-Point Values

Sometimes the in-game UI rounds floating-point values to the nearest integer or omits the decimal portion of floats. Mods usually round up values.

Examples of rounding issues
Examples of floating-point values

Measuring Distance

Everything in WARFRAME uses meters as its base unit for length. The Codex Scanner or Synthesis Scanner are the best ways to measure distance between the player's head and the location pointed by the reticle accurate to the tenths place. Waypoints are slightly inaccurate because they measure distance between the player's avatar and the torso of the targeted NPC's avatar, rounded to the nearest whole number, but does not require line-of-sight unlike scanners.

In Archwing missions, distance numbers are 4x the normal mission values and on Landscapes. In Empyrean missions, they are 5x.

Other Hidden Stats/Behavior

  • Stacking behavior of buffs from mods, abilities, or external sources; they may either stack additively or multiplicatively with similar effects. Rarely do buffs stack with itself exponentially like in the case of pre-Update 26.0 Mod TT 20px.pngCondition Overload.
  • Finisher multipliers by different melee weapon classes.
  • Weapon passives like extra headshot damage with KuvaChakkhurr.png Kuva Chakkhurr.
  • Special attacks like Vitrica.png Vitrica's glass explosion or Quassus.png Quassus' heavy attack projectiles.
  • Forced procs on certain attacks by weapons like melee radial slams or from Stance combos.
  • Mods with complicated effects not detailed in the mod description like Mod TT 20px.pngSly Devolution or Mod TT 20px.pngCharm.
  • Cooldown timers for certain abilities/effects.
  • Enemy Level Scaling. Players can figure out health/shield/armor/damage values of certain enemies at different levels to test out the base level they spawn in.
  • Player interaction with the environment like Prime Warframes getting energy from laser traps in the Orokin Void or NidusIcon272.png Nidus opening up the Helminth Infirmary.
    • These are rarely seen in the game and most of them are added to the wiki.

Examples Of User Research

Main article: Category:Mechanics Research

Ranging from spreadsheets of data and Simulacrum videos to simple questions that provoke further research.

Damage

Mechanics

AI

Drop Tables

Technical

Miscellaneous

Further Learning

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