Many of the content and information seen on the WARFRAME wiki comes from contributors and readers like you! This article attempts to detail how and where all the information that currently exist on the wiki was sourced from. In addition, it will detail some mechanics or types of in-game research players can and had performed to contribute their data onto the wiki. See WARFRAME Wiki:Projects for current research projects for the wiki and Category:Mechanics Research for detailed WARFRAME research blogs on the wiki as well as Category:User Research (Archived) for archived research.
As a disclaimer, we do not dispute edits that were contributed using datamined content as per the wiki's Data Mining Policy, but it is preferred to keep research within in-game limits as much as possible to avoid violating WARFRAME's EULA. Game breaking bugs and exploitable mechanics should be reported to the official forums as soon as they are discovered. The wiki is also not responsible for guaranteeing the accuracy of information on the site; it is up to the community and contributors to correct and update the wiki with the most up-to-date and relevant information as much as possible.
- Last updated: Sat, 08 May 2021 22:09:24 +0000 (UTC) by User:Cephalon Scientia
- 1 Testing in the Simulacrum
- 2 Confirmation Tests
- 3 Dealing and Recieving Damage
- 4 AI
- 5 Drop Tables and Chances
- 6 Integers vs. Floating-Point Values
- 7 Measuring Distance
- 8 Other Hidden Stats/Behavior
- 9 Character Dialogue and Quest Transcripts
- 10 Trivia and Namesakes
- 11 Other Official Sources of Information
- 12 Examples Of User Research
- 13 Further Learning
Testing in the Simulacrum[edit source]
- 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 50,000. 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 Mastery Rank 29, you can spawn up to level 175 enemies).
Enemies to Spawn[edit source]
- 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.
- Eidolon Lures have a unique mechanic where the maximum amount of damage dealt is capped by its health/armor and shields. Damage dealt to lures' shields always be capped at its maximum shield hit points while damage to its health is capped at its maximum health hit points minus one.
- Ballistas can be used to measure how much damage is reduced from sources of Damage Reduction and test how these sources stack. The slow fire rate of their high-damage s makes it easy to account for health/shield changes upon being hit.
Weapons to Use[edit source]
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:
- or variants ( on direct hit)
- ( on direct hit)
- ( ) ( , can be modded to deal pure , , or )
- ( , can be modded to deal pure , , or )
- ( , keep in mind about armor-stripping procs and AoE damage falloff)
- ( , can be modded to deal pure , , or )
- ( , keep in mind about armor-stripping procs and AoE damage falloff)
- ( , keep in mind about damage falloff)
- ( , keep in mind about increasing damage to health procs)
Add Riven Mods with over negative 100% status chance to guarantee that pure damage is dealt without additional effects and damage over time numbers that may clutter the HUD.
Confirmation Tests[edit source]
Confirming Health and Shield Values[edit source]
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.
- 's (Day form) - 75% of damage dealt to health and shields stored
- 's - 35% of main target's maximum health and shields as damage with 50/50 distribution of and
- 's - 8% of maximum health and shields drained from enemy, unaffected by armor
- 's - 6.25% of target's remaining health or quarter of its health (whichever is greater at the time) is dealt as damage, bypassing shields and armor.
- See Category:Percentage Based Damage for more sources.
Enemy health and shield values can be calculated simply as:
- Total enemy health/shields = Damage dealt ÷ Percent damage conversion
Confirming Enemy Damage Types Dealt[edit source]
Equip 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[edit source]
Confirming Head Locations[edit source]
Dealing and Recieving Damage[edit source]
Armor Stripping[edit source]
Methods of removing enemy armor for damage testing purposes include:
- 's @ 143% Ability Strength
- 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
- 's @ 125% Ability Strength (also removes shields)
- 's @ 223% Ability Strength
- (works when enemy is invincible)
Scaling Damage Reduction[edit source]
- 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 ( 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 's or ' or using weapons that have a spool-up time like the or .
Testing Unknown Damage Stats[edit source]
For sources of damage that do not have their stats listed in the arsenal (like or ), 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 .
- Arcane Enhancements that have some sort of damaging effect under certain conditions like .
- Additional effects from weapons not shown in the arsenal like 's seeking projectiles on slide attack or 's healing pulses.
- Damage dealt by certain sources provided by mods like .
Damage Formulas and Interactions[edit source]
Some sources of damage have unique damage calculations and/or have unique/inconsistent interactions with mods and buffs. Go to Damage#Final Calculations for a list of formulas on normal damage calculations.
- Examples include:
Enemy Base Health/Shields/Armor[edit source]
Enemy base health, shields, and armor values and classes can be viewed in the Codex after completing their scans. Players can perform confirmation tests to see if the listed values and types match in-game behavior.
Enemy Base Damage[edit source]
There are many methods of finding out base damage dealt by an enemy.
- Base Enemy Damage = Stored damage / 0.5
Enemy base damage can be calculated by measuring how much damage is dealt to the player's shields or health by an enemy at their base level. Base armor values for Warframes vary, shields will give more consistent damage values across all Warframes since they provide a set 25% damage reduction (technically Damage Type Modifier) on incoming damage:
- Base Enemy Damage = (Maximum Shields - Current Shield Value After Being Shot) / 0.75
Since shields recharge relatively quickly, it will be helpful to have a video capture tool to review shield numbers before and after being shot.
Alternatively, sources of Damage Reflection, like 's , can be used to calculate enemy base damage. Since we know enemies' base armor values from the Codex, we can calculate the damage reduction provided by their armor:
- Base Enemy Damage = Damage Dealt By Reflection / (1 - [ Base Armor / (Base Armor + 300) ] )
If the enemy has no armor or the damage is dealt to shields only then damage dealt by reflection equals base enemy damage.
Testing Enemy Behavior[edit source]
- 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 based on the weapon they are holding. For example, enemies with sniper rifles will start shooting from a farther distance. 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[edit source]
Specters may interact with weapons or abilities differently. Tenno Specters have specifically tuned AI that determines when they cast their abilities. Similar to enemies, they also have different distances before engaging targets depending on the weapon they are holding.
Additional specter-like allies may be spawned from:
- when you are Operator form
- ' sand shadows from or
Testing Companion AI[edit source]
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 and Chances[edit source]
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.https://www.warframe.com/droptablesOne could look at the logs generated by the game's engine to determine what communication occurs between the server and client during sessions. Almost all drop chance data is sourced from the official drop table repository which is supposedly generated by internal data:
Calculating Number of Expected Runs[edit source]
User:FINNER has a great write-up on how the wiki displays the number of expected runs as well as the number of runs needed to achieve a 99%, 99.9%, and 99.99% probability (not chance) to get at least one drop of a particular item.
Looting Abilities[edit source]
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
- 's passive (Monkey Luck buff)
- Rerolling drop tables on Enemy Corpses
- Chesa Kubrow's
Looting abilities can stack with others under different categories, but cannot stack with others of the same category. For example, and cannot both act on the same enemy corpse to yield triple the drops.
Integers vs. Floating-Point Values[edit source]
- Examples of rounding issues
- DE Maths. 19.9 is actually closer to 19 than it is to 20. by u/Sighnos
- Examples of floating-point values
- Stat changes due to mod order - Rounding bug? by u/MCJennings
- different rounding when swapping mod positions by u/aurror
- What the heck is this? Why does my health go up based on where the mod is placed? I’m sorry if this is supposed to be common knowledge but can someone explain this to me? by u/har1ey503
Measuring Distance[edit source]
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.
Other Hidden Stats/Behavior[edit source]
- 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 .
- Finisher multipliers by different melee weapon classes.
- Weapon passives like extra headshot damage with .
- Special attacks like 's glass explosion or ' 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 or .
- 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 opening up the Helminth Infirmary.
- These are rarely seen in the game and most of them are added to the wiki.
Character Dialogue and Quest Transcripts[edit source]
Most of the dialogue under
/Transcript subpages were transcribed by ear or copy typed based on in-game subtitles. Though there are also resources online that can help with extracting text from in-game screenshots of subtitles or text if you want to automate the process.
Typically, for characters in Player Hubs, they have a set amount of dialogue that they cycle through every time the player activates their event trigger. For example, for a shop vendor like The Business (quotes), they have a set of dialogue that they can speak depending on the context (i.e. what menu they player is in or the actions that they take within those menus):
- Player nearby but no interaction (The Business/Quotes#Idle)
- Upon interacting with vendor (The Business/Quotes#Greetings)
- Leaving the vendor (The Business/Quotes#Farewells)
- Looking into offerings menu (The Business/Quotes#Browsing conservation gear)
- Buying a specific offering (The Business/Quotes#Purchasing a Servofish Trophy blueprint)
- Leaving menu without buying anything (The Business/Quotes#Leaving the wares menu)
- Leaving menu after buying something (The Business/Quotes#Leaving after purchasing an item)
- Looking into fish menu
- Selecting a fish (The Business/Quotes#Selecting Servofish)
- Selecting a common fish
- Selecting a uncommon fish
- Selecting a rare fish
- Selecting a fish (The Business/Quotes#Selecting Servofish)
Note that all vendor type characters have similar dialogue trigger patterns.
Dialogue Unique to WARFRAME Languages[edit source]
Trivia and Namesakes[edit source]
Many WARFRAME content and names are inspired by the real-world through mythologies, history, pop culture, literature, sciences, and much more. Often times these references are detailed in the Trivia sections of many pages. Even though many of these documented references are based on speculation, we do not consider coinsidences and obsecure references as valid trivia. If we cannot find a source with a simple web search, then it is should not be in a Trivia section unless you have first-hand experience of the culture that inspired a reference. Avoid making references to other video games or media that share the same design/inspiration as content in WARFRAME unless it is explicitly clear that it is a reference.
See Real-World References for some of these references.
Other Official Sources of Information[edit source]
For more information about the game, players can explore:
- Official Drop Tables repository
- World State API
- Configuration file (
- Debugging logs (
EE.log) generated by the game's engine
- Official site
- Official forums
- Official fansite assets (for some images and audio from the game)
- WARFRAME support page
- Warframe Nexus, a companion app for WARFRAME, available on iOS and Android
- Official TennoGen handbook (for producing skins and models for TennoGen)
- Development streams
- Riven Mods trade data API
- 2020 Warframe and Weapon usage stats
- Official social media accounts
- Event leaderboards
- TennoCon, a yearly WARFRAME convention hosted by Digital Extremes
These are publicly available for anyone to view or access.
Examples Of User Research[edit source]
- Main article: Category:Mechanics Research
Ranging from spreadsheets of data and Simulacrum videos to simple questions that provoke further research.
- Some of the Math behind the Condrix's Damage Reduction by u/TheLavalampe
- I subsumed Xata's Whisper onto all Warframes with exalted weapons, here are the results. by u/quicksilver97
- [DE]Glen is wrong about Banes. An enemy getting corrupted in a Void Fissure will stop receiving bonus damage from their original faction Bane, and starts receiving extra damage from Corrupted Banes. by u/boobenprime
- The extremely weird mechanics of operator amp damage against Eidolon shields, uncovered and explained (long post, TL:DR at bottom) by u/GoldPhos
- What is Eidolon Teralyst's actual armor? by u/Hardcloud
- Antitoxin's True Value -- It's Two Third Of The Original Value! by Twilight053
- Best Melee Weapons with Stances and Viral by u/FreezingvBlaze
- Determining Enemy Damage Type Distributions by User:MarioVX
- I wrote a paper on Mesa's Regulators (ft. MATLAB) by u/Eclypse-Prime
- Mesa Vs Mesa Prime by Stavish
- 17.5 Duration mods and drain by User:Fegazeus
- Enemy spawns by User:FocusedTub
- A Kind Word On: weapon switching speed in warframe by BBagent 6
- Warframe - Evasion isn't the same thing as Dodge (Xaku) by Somsnosa Mimosa
- How Enemy Accuracy Works! - Warframe by x3lp
- Since the attack speed stat in the arsenal tells you almost nothing, I calculated the true attack speed for every melee combo in the game by u/GoldPhos
- I did a lot of testing on the Vitrica, here's what I found out by u/GoldPhos
- Credit relay blessing double dips to 1.40625x or 1.5625x more credits instead of 1.25x more credits. by Iterniam
- Prisma Dual Decurion Bullet Velocity Test Data by User:Genreless
Drop Tables[edit source]
- [Kuva Lich Data] Weapon Drop Rates, Elemental Bonus Chance, Birth Places, Names by u/Anal_L1beration
- You should stay at least till Round 4 - Stage 2 in the Endless Cambion drift bounty, if you want the rare rewards. by u/Zrynoth
- Deimos Endless bounty - Bugged loot table? by u/Parvaty
- 200 Larvling Statistics since 27.1.2 (Updated from 150) by Foo_Prime
- 250 Larvling Statistics since 27.1.2 by Foo_Prime
- Another year has passed! - 4 years of Sortie by u/ArchSyker
- Hallowed Flame fps exploit by ---RV---Maniac
- "Enhanced" Graphics Engine reduces Eclipse damage by 83% by u/Iterniam
- Weapon damage in Awakening quest is tied to frame rate by u/SN_E
- Mesa DPS tied with frames per second by George North
- I think I just made a pretty major discovery: Recharge Delay / Ammo Regen of battery weapons are tied to FPS. by u/----Val----
- Certain operator amps have energy consumption tied to frame rate by u/direct13
- The Worldstate API Values for Sentient Outpost by u/Channel_Dedede
- Optimizing Cache without the Launcher (maybe) [PC] by lemonforest
- Grineer Language by User:DarkLordJadus
- Unreachable Syndicate Medallions on Corpus Ship Remaster tileset [Investigating] by -Zr-Scroll
- First [DE]Glen AMA for questions on backend stuff that is otherwise unobtainable by in-game testing
- Second [DE]Glen AMA
Further Learning[edit source]
- Critical Hit
- Damage Reduction
- Drop Tables
- Enemy Body Parts
- Enemy Behavior
- Status Effect
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