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Damage 2.0

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Preceded by
Damage 1.0 since Update 11.0 (2013-11-20)
Succeeded by
Damage 3.0 since Update 36.0 (2024-06-18)
Damage

Damage (version 2.0) is a system that determines the damage done to a certain target by a given attacker. Damage results are modified by several mechanics – damage type modifiers (main content of this article), armor, critical hit bonuses, stealth bonuses, Warframe ability debuffs, body part modifiers, faction modifiers, and other sources of damage reduction – which are discussed below and on their respective pages.

All damage dealt by any weapon or ability belongs to a certain damage type, and every target has specific resistances and vulnerabilities to different damage types. In-game, enemy resistances and vulnerabilities can be seen in the player's Codex after scanning at least one enemy of a particular type or by aiming at an enemy using the Synthesis Scanner with the Data-Parse Widget. Exploiting enemy vulnerabilities and avoiding resistances by means of weapon selection and mod installation may significantly improve players' damage output.

Damage Display[edit | edit source]

Damage dealt from players to enemies is displayed on the HUD as numbers near the point of impact on an enemy. Damage dealt from enemies to players is displayed on the HUD both as a bent strip to indicate its direction of origin and as a reduction in shield or health hitpoints to indicate its quantity.

Each individual projectile or melee attack will display a single damage instance whose value is rounded to the nearest integer. Weapons with multiple projectiles like shotguns or rifles with Multishot will display a damage instance for each individual projectile. Weapons that fire continuously will display a damage instance at a constant rate depending on the fire rate of the weapon.

Three different color tiers of critical hits along with normal damage color

Damage indicators are color-coded using the following system (default UI colors):

  • Damage appears by default in white ().
  • Ability damage appears by default in purple ().
  • Critical hits and stealth attacks are in yellow ().
  • Orange crits, appear in orange (). These are stronger than yellow crits.
  • Red crits, as their name suggests, appear in red (). These are stronger than orange crits.
  • Damage against shields and overshields appears in blue (), regardless of other factors such as critical hits.
  • Attempts to damage an invulnerable enemy appear in grey ().


Overview Table[edit | edit source]

This section is transcluded from Damage 2.0/Overview Table. To change it, please edit the transcluded page.

These tables show damage type resistances and weaknesses of various Factions.

Damage Type Flesh Cloned Flesh Fossilized Infested Infested Flesh Infested Sinew Machinery Robotic Object Shield Proto Shield Ferrite Armor Alloy Armor Indifferent Facade Status
Physical
 Impact -25% -25% +25% +50% +15% Stagger1)2)
 Puncture +25% +25% -20% -50% +50% +15% +25% –Damage
 Slash +25% +25% +15% +25% +50% -25% -15% -50% -50% Bleed
Primary Elemental
 Cold -25% -50% +25% +50% +25% Slowdown
 Electricity +50% +50% -50% +25% Tesla Chain
Stun1)2)
 Heat +25% +25% +50% -50% Burn DoT
Panic1)2)3)
 Toxin +50% -50% -25% -25% 4)N/A 4)N/A Poison: Toxin DoT
Secondary Elemental
 Blast  Heat+ Cold +50% -50% +75% -25% –Accuracy1)2)
 Corrosive  Electricity+ Toxin +75% -50% +75% –Armor
 Gas  Heat+ Toxin -25% -50% +75% +50% Gas Cloud: Gas AOE DoT
 Magnetic  Cold+ Electricity +75% +75% -50% Amplified damage to shields
Stops shield regen
 Radiation  Heat+ Electricity -75% -50% +50% +25% -25% +75% +75% Friendly Fire1)
More damage to allies
 Viral  Cold+ Toxin +50% +75% -50% -25% -50% Amplified damage to health
Unique
 True 4)N/A 4)N/A -
 Void +25% Bullet Attract
1) Does not affect Bosses. | 2) Does not affect Rollers, Regulators, Latchers or Osprey. | 3) Does not affect MOAs. | 4) The damage associated bypasses these secondary protections.

Damage Type Cloned Flesh Ferrite Armor Alloy Armor Machinery Status Effect
Physical
Damage
 Impact –25% +25% Stagger[1][2]
 Puncture +50% +15% –Damage
 Slash +25% –15% –50% Bleed[1]
Elemental
Damage
 Cold +25% Slowdown
 Electricity –50% +50% Tesla Chain
Stun[1][2]
 Heat +25% Burn DoT
Panic[1][2]
 Toxin –25% Poison DoT[1]
Combined
Elements
 Blast  Heat +  Cold –25% +75% –Accuracy[1][2]
 Corrosive  Electricity +  Toxin +75% –Armor
 Gas  Heat +  Toxin –50% Gas Cloud
 Magnetic  Cold +  Electricity –50% Amplified damage to shields
Stops shield regen
 Radiation  Heat +  Electricity +75% Friendly Fire
More damage to allies[2]
 Viral  Cold +  Toxin +75% –25% Amplified damage to health
Unique
Types
 True N/A[3] N/A[3] -
 Void Bullet Attract
  1. 1.0 1.1 1.2 1.3 1.4 1.5 Does not affect Machinery-type enemies.
  2. 2.0 2.1 2.2 2.3 2.4 Does not affect Bosses.
  3. 3.0 3.1 The damage associated bypasses these secondary protections.

Damage Type Flesh Shield Proto Shield Ferrite Armor Alloy Armor Robotic Status Effect
Physical
Damage
 Impact

-25%

+50% +15% 1)3)Stagger
 Puncture -20% -50% +50% +15% +25% –Damage
 Slash +25% –15% –50% -25% 3)Bleed
Elemental
Damage
 Cold +50% +25% Slowdown
 Electricity –50% +50% 3)Tesla Chain
1)3)Stun
 Heat -50% 2)3)Burn DoT
1)2)3)Panic
 Toxin +50% 4)N/A   4)N/A   -25% 3)Poison DoT
Combined
Elements

 Blast

 Heat +  Cold –25% 1)3)–Accuracy
 Corrosive  Electricity +  Toxin -50% +75% –Armor

 Gas

 Heat +  Toxin -25% Gas Cloud
 Magnetic  Cold +  Electricity +75% +75% –50% Amplified damage to shields
Stops shield regen
 Radiation  Heat +  Electricity -25% +75% +25% 1)Friendly Fire
More damage to allies
 Viral  Cold +  Toxin +50% Amplified damage to health
Unique
Types
 True N/A[1] N/A[1] -
 Void Bullet Attract

1) Does not affect Bosses. | 2) Does not affect MOAs. | 3) Does not affect Ospreys. | 4) Bypasses shields

  1. 1.0 1.1 The damage associated bypasses these secondary protections.

Damage Type Infested Infested Flesh Fossilized Infested Sinew Ferrite Armor Status Effect
Physical
Damage

 Impact

1)2)Stagger
 Puncture +25% +50% –Damage
 Slash +25% +50% +15% –15% Bleed
Elemental
Damage
 Cold -50% -25% +25% Slowdown
 Electricity Tesla Chain
1)2)Stun
 Heat +25% +50% Burn DoT
1)2)Panic
 Toxin -50% Poison DoT
Combined
Elements
 Blast  Heat +  Cold +50% -50% –25% 1)2)–Accuracy
 Corrosive  Electricity +  Toxin +75% +75% –Armor
 Gas  Heat +  Toxin +75% +50% Gas Cloud
 Magnetic  Cold +  Electricity Amplified damage to shields
Stops shield regen
 Radiation  Heat +  Electricity -50% -75% +50% 1)Friendly Fire
More damage to allies
 Viral  Cold +  Toxin

-50%

Amplified damage to health
Unique
Types
 True N/A[1] N/A[1] -
 Void Bullet Attract

1) Does not affect Bosses. | 2) Does not affect Osprey enemies.

  1. 1.0 1.1 The damage associated bypasses these secondary protections.

Damage Type Flesh Robotic Ferrite Armor Alloy Armor Shield Status
Physical
Damage
 Impact -25% +50% 1)3)Stagger
 Puncture +25% +50% +15% -20% –Damage
 Slash +25% -25% -15% -50% 1)Bleed
Elemental
Damage
 Cold +25% +50% Slowdown
 Electricity +50% -50% Tesla Chain
1)3)Stun
 Heat Burn DoT
1)2)3)Panic
 Toxin +50% -25% 4)N/A 1)Poison DoT
Combined
Elements
 Blast  Heat+
 Cold
-25% 1)3)–Accuracy
 Corrosive  Electricity+
 Toxin
+75% –Armor
 Gas  Heat+
 Toxin
-25% Gas Cloud
 Magnetic  Cold+
 Electricity
-50% +75% Amplified damage to shields
Stops shield regen
 Radiation  Heat+
 Electricity
+25% +75% -25% Friendly Fire
More damage to allies
 Viral  Cold+
 Toxin
+50% Amplified damage to health
Unique Types  True 4)N/A 4)N/A -
 Void Bullet Attract
1) Does not affect Ospreys, Drones. | 2) Does not affect MOAs. 3) Does not affect Corrupted Vor. | 4) The damage associated bypasses these secondary protections.

Damage Type Cloned Flesh Flesh Ferrite Armor Alloy Armor Shield Proto Shield Robotic Fossilized Status
Physical
Damage
 Impact -25% -25% +50% +25% 1)3)Stagger
 Puncture +50% +15% -20% -50% +25% –Damage
 Slash +25% +25% -15% -50% -25% +15% 1)Bleed
Elemental
Damage
 Cold +25% +50% -25% Slowdown
 Electricity -50% +50% Tesla Chain
1)3)Stun
 Heat +25% -50% Burn DoT
1)2)3)Panic
 Toxin +50% 4)N/A 4)N/A -25% -50% 1)Poison DoT
Combined
Elements
 Blast  Heat+
 Cold
-25% +50% 1)3)–Accuracy
 Corrosive  Electricity+
 Toxin
+75% -50% +75% –Armor
 Gas  Heat+
 Toxin
-50% -25% Gas Cloud
 Magnetic  Cold+
 Electricity
-50% +75% +75% Amplified damage to shields
Stops shield regen
 Radiation  Heat+
 Electricity
+75% -25% +25% -75% Friendly Fire
More damage to allies
 Viral  Cold+
 Toxin
+75% +50% Amplified damage to health
Unique Types  True 4)N/A 4)N/A -
 Void Bullet Attract


1) Does not affect Ospreys, Drones. | 2) Does not affect MOAs. 3) Does not affect Corrupted Vor. | 4) The damage associated bypasses these secondary protections.

Damage Type Tenno Flesh Tenno Armor Tenno Shield Status
Physical
Damage
 Impact –50% 1)Stagger
 Puncture –50% –Damage
 Slash –50% Bleed
Elemental
Damage
 Cold –50% Slowdown
 Electricity –50% Tesla Chain
 Heat –50% Burn DoT
 Toxin 2)N/A   Poison DoT
Combined
Elements
 Blast  Heat +  Cold –50% –Accuracy
 Corrosive  Electricity +  Toxin –50% –Armor
 Gas  Heat +  Toxin –50% Gas Cloud
 Magnetic  Cold +  Electricity –50% Amplified damage to shields
Stops shield regen
Energy Drain
 Radiation  Heat +  Electricity –50% –Accuracy
Friendly Fire
More damage to allies
 Viral  Cold +  Toxin –50% Amplified damage to health
Unique
Types
 True 2)N/A   -
 Void –50% Bullet Attract
  • Tenno Flesh: Applies to all Warframes, Operators and Railjacks (Tenno).
  • Tenno Armor: Applies to all Warframes, Operators and Railjacks (Tenno).
  • Tenno Shield: Applies to all Warframes, Operators and Railjacks (Tenno).
1) Does not affect the Tenno. | 2) The damage associated bypasses these secondary protections, but in the case of  Toxin damage, it has -50% damage modifier against  Hildryn when she has overshields.

Damage Type Indifferent Facade Ferrite Armor Infested Machinery Status Effect
Physical
Damage
 Impact +25% Stagger[1][2]
 Puncture +25% +50% –Damage
 Slash -50% -15% +25% Bleed[1]
Elemental
Damage
 Cold Slowdown
 Electricity +25% +50% Tesla Chain
Stun[1][2]
 Heat +25% Burn DoT
Panic[1][2]
 Toxin -25% Poison DoT[1]
Combined
Elements
 Blast  Heat +  Cold -25% +75% –Accuracy[1][2]
 Corrosive  Electricity +  Toxin +75% –Armor
 Gas  Heat +  Toxin +75% Gas Cloud
 Magnetic  Cold +  Electricity Amplified damage to shields
Stops shield regen
 Radiation  Heat +  Electricity +75% -50% Friendly Fire
More damage to allies[2]
 Viral  Cold +  Toxin -50% -50% -25% Amplified damage to health
Unique
Types
 True N/A[3] -
 Void +25% Bullet Attract
  • Indifferent Facade: Possessed by non-mechanical Murmur enemies.
  • Ferrite Armor: Possessed by Rogue Culverins and Rogue Arcocanids.
  • Infested: Possessed by Rogue Arcocanids.
  • Machinery: Possessed by Rogue Culverin.
  1. 1.0 1.1 1.2 1.3 1.4 1.5 Does not affect Machinery-type enemies.
  2. 2.0 2.1 2.2 2.3 2.4 Does not affect Bosses.
  3. The damage associated bypasses these secondary protections.

Damage Types[edit | edit source]

Every weapon, ability or method of dealing damage is classified as one or more types of damage. Through mods or abilities, further types of damage can be added to attacks.

When multiple damage types are present on an attack, all of them will deal their respective amounts independent of each other, but only one damage number calculated from the combined value of the damage types will show.

With each shown damage value, there is also a chance of a Status Effect occurring; the likelihood of which type of damage this Status Effect is based on depends on the percent distribution of the damage types on the weapon.

Physical Damage[edit | edit source]

Most weapons' base damage is made up of a combination of three physical damage types: Impact, Puncture, and Slash. The overall physical damage of any given weapon is the sum of Impact, Puncture, and Slash damage. This is sometimes referred to as IPS.

Damage Type Damage Type Internal Name Status Effects Status Effect Internal Name
Impact DT_IMPACT Knockback
Universal: Causes target to flinch and staggers movement for 1 second with higher stacks causing longer stagger duration. For 6 seconds, increases the health threshold for a Parazon finisher by 8% per stack, up to 5 stacks for 80% (100% on Corpus with all their shields removed) of their total health. Each stack has its own duration.
PT_KNOCKBACK
Puncture DT_PUNCTURE Weakened
Universal: Reduces any damage dealt by the target by 40% for 6 seconds. Subsequent Puncture Status effects add +10% weakening, leading to up to 80% reduced damage dealt at 5 stacks. Each stack has its own duration. Additionally also increases weapon Critical Chance per proc up to 25% at max stacks. This bonus is additive after mods, but does not apply to area of effect damage or Warframe abilities.
PT_FRAILTY
Slash DT_SLASH Bleed
Universal: Deals 35% of the base damage as Cinematic damage per second for 6 seconds after a 1 second delay. Stacks are not limited. Each stack has its own duration.
PT_BLEEDING

Although most weapons have varying proportions of Impact, Puncture, and Slash, some weapons (such as the  Glaxion or  Phage) can have no physical damage at all. Other weapons (like the  Plinx or  Tysis) can deal a combination of physical and elemental, or combo elemental damage.

Unlike elemental, or combo elemental damage types which can be added via mods, physical damage cannot be added to weapons already lacking them. Weapons that do not have one or more components of physical damage are not affected by the respective Impact, Puncture, or Slash mods.

General damage increasing mods such as  Serration affect all the base damage types of a weapon. Additionally, Faction Damage Mods such as  Expel Grineer also affect damage as a total damage multiplier against the faction in question.

Primary Elemental Damage[edit | edit source]

Elemental Damage can be applied on top of a weapon’s base damage depending on what Elemental Mods are applied. There are four primary Elemental Damage types: Heat, Cold, Electricity, and Toxin.

Damage Type Damage Type Internal Name Status Effects Status Effect Internal Name
Cold DT_FREEZE Freeze
On Enemy: Reduces Movement Speed, Fire Rate, and Attack Speed by 50% for 6 seconds. Stacks up to 9 times, with subsequent procs increasing slow by 5% to a total of 90%. Each stack has its own duration.
On Player: Reduces Movement Speed, Fire Rate, and Attack Speed by 25% for 6 seconds.
PT_CHILLED
Electricity DT_ELECTRICITY Tesla Chain
On Enemy: Deals 50% of the base damage as Electricity damage per second over 6 seconds to enemies within 3 meters of the target and stuns the affected target for 3 seconds. Each stack has its own duration.
On Player: Deals 50% base Electricity damage to allies within 3 meters of the target.
PT_ELECTROCUTION
Heat DT_FIRE Ignite
On Enemy: Deals 50% of the base damage as Heat damage per second over 6 seconds after a 1 second delay (can be refreshed) while causing the target to panic for 4 seconds and stripping up to 50% Armor over 2 seconds. Stacks are not limited.
On Player: Deals 50% base Heat damage over 6 seconds and strips up to 50% Armor over 2 seconds.
PT_IMMOLATION
Toxin DT_POISON Poison
Universal: Deals 50% of the base damage as Toxin damage over 6 seconds after a 1 second delay (bypasses Shield). Stacks are not limited. Each stack has its own duration.
PT_POISONED

A single primary Elemental Damage type can be applied alone, but if a second primary Elemental Damage type is introduced they will combine into a secondary Elemental Damage type.

Secondary Elemental Damage[edit | edit source]

Creating these secondary elements requires mixing two primary elements together.

Combined Damage Type Elemental Damage Types Damage Type Internal Name Status Effects Status Effect Internal Name
Blast Cold + Heat DT_EXPLOSION Inaccuracy
On Enemy: Reduces accuracy by 30% for 6 seconds. Stacks for a maximum of 10 stacks and a 75% accuracy loss. Each stack has its own duration.
On Player: Reduces accuracy by 30% for 6 seconds.
PT_FLASHBANG
Corrosive Electricity + Toxin DT_CORROSIVE Corrosion
On Enemy: Reduces current Armor by 26% for 8 seconds. Stacks for a maximum of 10 stacks and 80% reduced armor. Each stack has its own duration.
On Player: Reduces armor by 26% for 8 seconds.
PT_CAUSTIC_BURN
Gas Heat + Toxin DT_GAS Gas Cloud
Universal: Creates a 3 meter radius effect which deals 50% of base damage as Gas damage per second for 6 seconds to targets inside. Stacks for a maximum of 10 stacks and a 6 meter radius. Each stack has its own duration. The effect stays for its duration even if the affected enemy dies.
PT_ASPHYXIATION
Magnetic Cold + Electricity DT_MAGNETIC Disrupt
On Enemy: Any instance of damage dealt to target's Shields will deal +100% additional damage for 6 seconds. Stacks for a maximum of 10 stacks and +325% additional damage. Each stack has its own duration. Enemies under this effect also cannot regenerate shields naturally.
On Player: Amplifies damage dealt to shields by 100%, nullifies shield regeneration, and deals 20 Energy Drain damage per second and scrambles the interface for 4 seconds.
PT_MAGNETIZED
Radiation Electricity + Heat DT_RADIATION Confusion
On Enemy: Attacks any closest enemy with +100% bonus damage to allies and will be attacked in return for 12 seconds. Also applies +100% damage dealt to allied units. Stacks for a maximum of 10 stacks and +550% damage against allied units. Each stack has its own duration.
Kuva Lich: Increases damage received from other units. Stacks for a maximum of 4 stacks and +250% damage received. Does not make the Lich attack his allied units.
On Player: Reduces firing Accuracy, able to damage and be damaged by allies for 4 seconds.
PT_RAD_TOX
Viral Cold + Toxin DT_VIRAL Virus
On Enemy: Any instance of damage dealt to target's Health will deal +100% additional damage for 6 seconds. Stacks for a maximum of 10 stacks and +325% additional damage. Each stack has its own duration.
On Player: Amplifies damage dealt to health by 100% for 6 seconds.
PT_INFECTED

Elemental Damage is applied in addition to a weapon's physical damage types.

Weapon Damage = (Impact + Puncture + Slash) + (Elemental Damage Types)

Note that a primary elemental damage type that has been combined into a secondary type will no longer be dealt to the weapon's targets, nor its status effect will be applied to the targets either. For example, a weapon dealing Blast damage that is created by combining Cold + Heat will no longer deal Cold damage or cause its Freeze effect, nor Heat damage or its Ignite effect to this weapon's targets.

Modding[edit | edit source]

Elemental Damage Combinations are made by following a mod placement hierarchy. This hierarchy is from closest to top left (first to be considered) to the bottom right (last to be considered) on the mod layout. Innate weapon elemental damages are considered the very last in any hierarchy, with one exception: some Kuva and Tenet weapons from Kuva Liches or Sisters of Parvos are capable of having two base elemental damages (one from the weapon, one from the Valence damage of the Progenitor Warframe that made the Lich/Sister). In these cases, whichever of the two primary elements comes first in this element order - Heat > Cold > Electricity > Toxin, or "HCET" for short - will be placed second to last in the element combine order, while the other primary element will be placed last in the combine order.

However, a weapon's innate elemental damage can be forced into a different position in the hierarchy (and thus be combined into a secondary element earlier) if the player has equipped a mod of the same element as the innate element. As well, when using multiple mods with the same element, the first position that element is placed in establishes its hierarchy and where it's combined.

For example, putting  Stormbringer on the top left slot of an  Amprex will change the position of its innate Electricity damage from last in hierarchy to first in hierarchy. Similarly, placing  Thermite Rounds earlier in the hierarchy before placing  Hellfire will still count the Heat damage where it was first placed.

A weapon's innate elemental damage will contribute to elemental combinations, as long as the combination has been established earlier in the hierarchy. It can also combine with the last uncombined elemental mod in the hierarchy to form a secondary element.

Load Order

For example: when modding a weapon with Electricity such as the  Prova or the  Lecta, then adding Cold, Toxin, and Heat in 1, 2 and 3 respectively get: Viral (Cold + Toxin) and Radiation (Heat + Electricity).

In the case of Riven Mods where there is more than one elemental stat present, the hierarchy priority will be given to the last elemental stat listed on the Riven mod. For example, a Riven mod with a bonus of +100% Electricity damage first and +90% Toxin damage last, will enable the Toxin damage to combine with an elemental mod higher up in the hierarchy, and the Electricity damage will combine with an elemental damage type lower in the hierarchy. If no other elemental damage mods are present, the elements on the Riven mod will combine with itself.

Weapons with innate secondary elements such as  Ogris (Blast),  Penta (Blast),  Stug (Corrosive),  Nukor (Radiation) and  Detron (Radiation) will always have that damage type, regardless of mods used. On weapons like these, basic elemental damage mods will combine and function independently of the innate secondary elements, as basic elements cannot combine with a weapon's already combined innate damage type. Kuva Lich Weapons and Tenet Weapons will follow this behavior too. For example, a  Tenet Detron (Radiation) can come with an additional Electricity Progenitor damage bonus that will not add onto the innate Radiation damage.

This is an example of a secondary elemental with the combination elemental.

Possible Combinations[edit | edit source]

Except for weapons with innate secondary elemental damage, it is impossible to add more than two elemental damage types on a single weapon, because there are only four types of primary elemental damage and every two types of primary damage will be automatically combined into a secondary type. Because of this mechanic, the following combinations of added elemental damage are possible on a single weapon:

   Type 1
\
Type 2   
Cold Electricity Heat Toxin Blast Corrosive Gas Magnetic Radiation Viral
Cold
Electricity
Heat
Toxin
Blast
Corrosive
Gas
Magnetic
Radiation
Viral

Unique Damage[edit | edit source]

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These damage types are unique as they are not available as base damage types for any typical weapons nor can they be added through mods.

Damage Type Damage Type Internal Name Description Status Effects Status Effect Internal Name
Finisher DT_FINISHER A damage type that can be applied through finishers. Ignores armor's damage reduction and has neutral modifiers. N/A N/A
Void DT_RADIANT A damage type that can be used by the Operator after completing The War Within or by players controlling the Warframe  Xaku. It possesses special properties and effects against Sentient enemies while being neutral to all health/shields/armor classes except for Indifferent Facade, which takes 25% more damage from Void damage. Bullet Attract: A 2.5 meter radius field will be centered around where target is shot at for 3 seconds, redirecting all bullets and projectiles to its center. PT_RADIANT
Tau DT_SENTIENT A damage type unique to the energy attacks of Sentients. N/A N/A
Cinematic DT_CINEMATIC A damage type that can be applied through Slash procs. Ignores armor's damage reduction and has neutral modifiers. N/A N/A
Shield Drain DT_SHIELD_DRAIN A damage type that can be applied through certain Warframe abilities. N/A N/A
True DT_HEALTH_DRAIN A damage type that can be applied through certain Warframe abilities and some weapons. Only applies to health and overguard, and bypasses armor's damage reduction. N/A N/A
Energy Drain DT_ENERGY_DRAIN Applied by Magnetic procs and Ancient Disruptor's aura. Drains energy equal to the damage dealt. Unaffected by most sources of Damage Reduction. N/A N/A
Suicide DT_SUICIDE Special damage type applied by typing /kill? N/A N/A
Physical DT_PHYSICAL Possibly a generic wrapper class for physical damage. N/A N/A
Base Elemental DT_BASE_ELEMENTAL Possibly a generic wrapper class for primary elemental damage. N/A N/A
Compound Elemental DT_COMPOUND_ELEMENTAL Possibly a generic wrapper class for secondary elemental damage. N/A N/A
Any DT_ANY Unknown N/A N/A
Invalid DT_INVALID Unknown N/A N/A

Empyrean[edit | edit source]

Empyrean gamemode and Railjacks use a slightly altered system of the currently existing damage system. Archguns and Archmelees deal 90.91% (10/11) reduced damage to space enemies (or 9.09% of its arsenal damage) while Railjack Armaments and Tactical mods deal their full listed damage to them before accounting for hit point resistances and vulnerabilities.

Primary physical and elemental damage types have different status effects against space enemies outlined in the chart below. Secondary elemental damage types (Blast, Corrosive, Gas, Magnetic, Radiation, and Viral) do not have altered status effects and cannot proc against space enemies, but Archguns and Archmelees modded for secondary elementals will still increase total damage.

This system does not apply to on-foot enemies, such as Ramsled boarding parties, and Crewship and Points of Interest personnel, who will take damage and status as per normal.

Damage Type Empyrean-only Status Effects
Impact Concuss
Crew within a gunship have reduced aim and damage for 6 seconds. Additional procs refresh duration.
Puncture Decompress
Temporarily reduces target ship's shields by ?% and current armor by 10% for 20 seconds. Additional procs stack multiplicatively.
Slash Tear
Target ship receives 7.5% increased damage for 20 seconds. Additional procs stack multiplicatively with itself.
Cold Immobilize
Target ship's weapons are disabled and it slows down to a complete stop. Lasts for 6 seconds. Additional procs refresh duration.
Electricity Scramble
Target ship spirals erratically for 6 seconds, being unable to attack while moving in a straight line. Additional procs refresh duration.
Heat Sear
Target ship receives damage over time for 6 seconds. Additional procs increase damage dealt over time.
Toxin Intoxicate
Target ship attacks any closest enemy and will be attacked in return for 12 seconds. Additional procs refresh duration.

Conclave-Specific (PvP)[edit | edit source]

Main article: Conclave#Damage Mechanics

Status Effect[edit | edit source]

Main article: Status Effect

A Status Effect, also known as proc, is an additional effect that may be triggered at random by a hit from a weapon, while Status Chance is the probability that a hit will inflict a Status Effect. Each damage type has a unique Status Effect associated with it.

It is a common misconception that status effects determine the damage type dealt to the enemy when in fact a weapon will always (with every shot) deal any elemental and physical damage installed, regardless of the corresponding status triggering or not. In other words, status chance/effects are independent from the actual damage types dealt.

Damage Over Time[edit | edit source]

Damage over Time (DoT) is a type of damage dealt to targets over a duration. Throughout the duration, a target will take "ticks" of damage periodically. These ticks of damage will sum to be the total damage dealt over the duration, which is the value described when referring to DoT.

This section is transcluded from Status Effect§ Damage Over Time. To change it, please edit the transcluded page.

For example, when an ability is described to deal 600 damage per tick and it ticks twice per second, it means the ability will deal 1,200 damage per second. Or more concisely, the ability has a DoT of 1,200.

Tick rates vary across DoT sources. In the example above the tick rate was 2s-1, which is a common rate for DoT from Warframe abilities. But in the case of a Bleed DoT, damage ticks 6 times over a 6 second duration. This results in a tick rate of 1s-1, and the same applies to all DoT from Status Effects. If the tick rate does not divide into the total duration evenly, the total number of ticks dealt is rounded down. For example, with a tick rate of 2s-1 and a total duration of 3.4s, the first tick will occur at 0 seconds, with each subsequent tick occurring every 0.5 seconds until 3 seconds have passed. The last tick occurs here because the 3.4 second duration ends before the next tick can occur at the 3.5 second mark. As such, the total number of ticks that occurred is 7. More generally, this can be expressed as:

Total Ticks=Tick Rate×(DurationDelay Time)+1

Altering the total duration does not affect the tick rate of the DoT, it will only affect the total number of ticks dealt, and in turn, the total damage dealt. For example, at base Slash procs have a tick rate of 1s-1 and a duration of 6 seconds. If the duration is increased to 7.8s, the total number of ticks then becomes floor(1 × (7.8 - 1)) + 1 = 7.

For the sake of damage calculation, DoT will hit enemy torsos or their torso-equilvalent. The targeted Enemy Body Parts will differ from enemy to enemy, but DoT will be affected by any damage multipliers on the enemy's torso. Note that any DoT will still inherit the headshot multiplier bonus if the initial shot that procs the DoT damages the enemy's head.

Damage Calculation[edit | edit source]

“It's taking longer than I calculated.”
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Include a more nuanced look at damage when accounting for status chance and status effects that increase damage dealt and/or reduce target's armor
x

The following explains how a certain amount of damage of one type turns into actual inflicted damage to a target, considering type modifiers and armor. Faction modifiers, body part modifiers, critical hit and stealth modifiers, as well as Warframe debuffs, are disregarded for now, since all of these are independent of damage types.

Quantization[edit | edit source]

Dealing damage is quantized. Meaning, rather than the damage being applied smoothly, physical and elemental damages round to the nearest multiple of 1/16th of their attack's base damage, before being multiplied further.[1][2] This is likely done for performance reasons since damage values are calculated and relayed between clients in real-time. Rather than communicating a lengthy integer of each element's value, only one "Total" integer along with short representative multiples of 1/16th need to be communicated.

Quantum=Modded Base Damage÷16

For each damage type that a weapon deals, the base damage for that damage type will first be divided by the quanta, rounded to the nearest whole number, and finally multiplied by the quanta. This quantized value will be used in the mission's damage calculations. The final damage seen by in-game damage pop-ups are further rounded to a whole number.

Quantized Damage Type Value=(Total Damage Type Value÷Quantum(Rounded to nearest whole number))*Quantum

  1. For example, if you have a weapon with a listed damage distribution of 30 Impact, 30 Puncture, and 40 Slash, the total damage is 100.
  2. The value of a quantum will then be 100 ÷ 16 = 6.25.
  3. The amount of Impact damage dealt by the weapon will then be 30 ÷ 6.25 = 4.8 rounded to the nearest whole number, multiplied by the quantum: 5 × 6.25 = 31.25. This process is applied to Puncture and Slash as well, yielding 31.25 and 37.5 respectively.
  4. As such, when damaging a Charger, which has a +25% bonus to Slash damage due to having Infested health, the total damage dealt to the Charger will then be 31.25 + 31.25 + 37.5 × (1 + 25%) = 109.375 (the game will display the rounded value of 109).
  • Note that while in this case the weapon's total damage after the conversion remained the same (at 100), mixed-type weapon damage is frequently gained or lost by the conversion.

Damage mods such as  Hornet Strike, Faction mods such as  Bane of Grineer, and any other multipliers only multiply final quantized values and do not affect the quanta or damage composition.

If a physical or elemental mod is applied, their bonuses are also quantized.

  1. The value of the example quanta will still be 100 / 16 = 6.25. Elemental and Physical bonuses do not affect the quanta.
  2. If  Maim was used, for example, the Slash bonus calculates seperately using the base portion of slash, and adds to the total: round( 40 × 1.2 ÷ 6.25 ) × 6.25 = 50.
  3. The damage distribution would then be 31.25 Impact, 31.25 Puncture, and 37.5 + 50 = 87.5 Slash.
  4. Elemental bonuses calculate using the full base damage, are rounded to the nearest 1/16th of the base damage and added to the total.
  5. Elements formed by a sum of mods and bonuses quantize their sum alone. For example, if 90% Cold combined with 90% Toxin, or 90% modded Radiation combined with 90% of  Smite Infusion, these types would count seperately as a sum of their final element (180% Viral, or 180% Radiation), each rounded to the nearest 1/16th of base damage, and finally added to the quantized total.
  • Applying the math fully:  Nagantaka Prime with  Cryo Rounds,  Malignant Force,  Hellfire,  Piercing Caliber and Gas  Valence Formation in that order deals:
    • Quantum (Q) =  173 ÷ 16 = 10.8125
    • Elemental and Physical Quantization:
      • round[ ( (  90%  Cold +  60% Toxin ) × 173 ) ÷ Q ] × Q = 259.5 Viral
      • round[ (  90% Heat × 173 ) ÷ Q ] × Q = 151.375 Heat
      • round[ (  120% Puncture × 15.6  Base Puncture ) ÷ Q ] × Q = 21.625 Puncture
      • round[ (  200% Gas × 173 ) ÷ Q ] × Q = 346 Gas
    • Base Quantization:
    • Total: 0 Impact + 10.8125 Puncture + 151.375 Slash + 259.5 Viral + 151.375 Heat + 21.625 Puncture + 346 Gas = 940.6875 Damage
      • Note that the Impact value of Nagantaka Prime is so low that it will not register during attacks, rounding to 0 in the process.
      • Applying  +Damage,  +Faction or any other non-elemental bonus multiplies both the base value of rounding numerator and Quanta of rounding denominator, and therefore is a simple multiplier to any quantized total.

Trivia[edit | edit source]

  • Hitscan weapons do not quantize against object health such as Nullifier Bubbles and Zephyr Tornadoes. Projectiles however will be quantized. This characteristic has been used to determine damage compositions not disclosed in-game, so they can be presented here in the wiki.

Unarmored Enemies[edit | edit source]

Against unarmored enemies or when applying True damage, the formula is simply:

Inflicted Damage=Starting Damage(1+Health-type Modifier)

  • Inflicted Damage (ID) is the final damage result of a particular damage type.
  • Starting Damage (SD) is the initial damage value of a particular damage type, modded or not.
  • Health-type Modifier (HM) is the damage modifier against that health type (may be shields or health).

To make it independent from the amount of base damage:

Damage Modifier=1+Health-type ModifierInflicted Damage=Starting Damage×Damage Modifier

  • Damage Modifier (DM) is the total damage modifier. An amount of damage of that type (SD) against that enemy will then always be multiplied with this factor (DM).

Armored Enemies[edit | edit source]

Against armored enemies, the formula is:

DM=300300+AR(1AM)(1+AM)(1+HM)

Where in addition to the previous definitions, AM is the damage modifier against the armor type and AR is the target's armor after all reductions from debuffs (e.g.  Corrosive Projection, Corrosive procs, and  Terrify).

Note that from the formula above damage type modifiers directly affect the value of the armor as well as damage. Positive armor modifiers will reduce the effective armor by the percentage value, which is commonly thought of as that damage type essentially ignoring some of the armor. Conversely, negative armor modifiers will increase the effective armor by the magnitude of the percent value. Because of this, damage values see larger changes from armor than intuition may lead one to think since both the damage itself is affected as well as the damage mitigation caused by armor. So in many cases, it is more important to consider armor modifiers before health modifiers.

It is important to emphasize that type modifiers against armor work in two ways here:

  • Mitigate or enhance a percentage of the target's armor (represented by AR(1 - AM) in the above equation)
  • Increase or decrease the damage dealt in the same way as a type modifier against the hit points would do (represented by (1 + AM))

Practically speaking, this means that Corrosive damage is only reduced by 25% of a target's whole Ferrite Armor and the base damage is increased by +75%. The formula also causes a massive difference between a medium and a large reduction: 75% reduction (¼ original armor) is essentially twice more than 50% reduction (½ original armor). Thus, having the damage type with the highest appropriate bonus is far more important against armored than unarmored targets.

Comparing Damage Type Modifiers on Armored Enemies[edit | edit source]

Since certain damage types can ignore armor while being reduced by them, a simple (1 + HM) × (1 + AM) calculation yields incorrect results. For example, the following damage type pairings deviate from that simplified calculation (ignoring status effects):

  • Against ferrite-armored cloned flesh (e.g. Heavy Gunner):
    • Corrosive (+75% against Ferrite Armor) always surpasses Viral (+75% against Cloned Flesh).
    • Puncture (+50% against Ferrite Armor) surpasses Viral (+75% against Cloned Flesh) above 120 armor.
  • Against alloy-armored cloned flesh (e.g. Bombard):
    • Radiation (+75% against Alloy Armor) always surpasses Viral (+75% against Cloned Flesh).
    • Puncture (+15% against Alloy Armor) surpasses Heat (+25% against Cloned Flesh) above 342 armor.
    • Cold (+25% against Alloy Armor) always surpasses Heat (+25% against Cloned Flesh).
    • However, neither Puncture (+15% against Alloy Armor) nor Cold (+25% against Alloy Armor) ever surpass Viral (+75% against Cloned Flesh).

This just shows that one cannot easily compare damage type modifiers against an armor class to those against health classes, and those against armor are, at similar values, considerably more effective especially when fighting high-level enemies (since armor scales with enemy level).


benefitAM=2+300AR1+300ARAM1=AM+AR(1+AM)300+AR(1AM)AM

Exact relative damage bonus (i.e. benefit) of a non-zero armor modifier at a given target net armor value.

The relative damage bonus due to a damage type's armor modifier against armored health compared to no modifier can be quantified using the above expression. This is only defined for armor values greater than 0 because at 0, the armor type of the target is lost, such that the effect of the damage type's armor modifier is lost as well. Hence, the benefit (relative damage bonus) of the armor modifier at 0 armor is always 0.

limAR(benefitAM)=21AM1=2AM1AM

Limit for the benefit as armor approaches infinity (300/AR term resolves to 0).

An interesting property of this benefit function is that, while one would intuitively assume the benefit of the armor modifier gets always greater the greater the target's armor, this benefit actually converges against a limit as armor approaches infinity if the armor modifier is smaller than one (which is true for all damage types against all armor types with the sole exception of True damage). Since this limit is only determined by the armor modifier of the damage type itself, it is a practical metric to gauge the relative effectiveness of damage types for long endless missions.

Below is a table of the actual values for all currently implemented armor modifiers, illustrating the growing returns of greater armor modifiers, which may be compared to the behavior of  Corrosive Projection aura stacking.

Codex Label +++ ++ + + N/A - - --
AM +0.75 +0.5 +0.25 +0.15 +0 -0.15 -0.25 -0.5
lim as fraction +6 +2 +2/3 +6/17 +0 -6/23 -2/5 -2/3
lim in % +600 +200 +66.67 +35.29 +0 -26.09 -40 -66.67

Generalized Damage Modifier[edit | edit source]

A generalized version of the damage modifier formula is:

DM=300300+AR(1AM)ik(1+Mi)

Generalized damage modifier formula for a specific damage type. The term following the capital pi operator (Π) simply means that this is a product, so all these bonuses stack multiplicatively. The notation replaces (1 + M1) × (1 + M2) × ... .

AR is still the target's armor after all debuffs (e.g.  Corrosive Projection, Corrosive procs, and  Terrify) have been applied, how these debuffs work is explained on the Armor page. AM is the damage type modifier against the armor class for a specific damage type. Mi for all indices i are all independent modifiers that are active, stacking multiplicatively with each other and are relative increases in damage (e.g. 2.5x damage would be represented as +150% or +1.5x). These include, but not limited to:

  • Damage type modifiers against armor and health type
  • Critical hit modifier (on average: critical chance × critical damage multiplier)
  • Stealth bonus (only on normal attacks, the special melee stealth attacks are classified as Cinematic damage type and disregard armor)
  • Enemy body part and hit zone modifiers (e.g. headshots)
  • Damage multipliers against a particular faction from Faction Damage Mods,  Sentient Scalpel, or  Roar
  • Damage multipliers from certain damage buffing Warframe abilities like  Eclipse (all independent of each other)
  • Damage multipliers from certain mods like  Synth Charge and  Charged Chamber (all independent of each other)
  • Damage multipliers from certain Warframe passives like  Garuda's or  Vauban's (all independent of each other)
  • Damage multiplier from Sniper Rifle's shot combo counter
  • Damage multiplier from Melee Combo for heavy attacks
  • Damage multipliers from Stance combos
  • Damage multiplier based on the Follow Through stat of melee weapons
  • Damage multiplier from Unairu Wisp and  Virtuos Fury
  • Damage multiplier from Void Strike
  • Damage Falloff
  • Special damage resistances that scale based on theoretical damage per second
  • Sources of damage vulnerability like  Molecular Prime and  Detect Vulnerability (all independent of each other)

In the case of enemies who have both shields and armor, damage to shields is not mitigated by armor. Lastly, when Toxin damage is applied to a shielded target, generally the damage is applied directly to its health, not shields (i.e. it bypasses shields). Some special enemies like Treasurer or Hounds cannot have their shields bypassed with Toxin damage however.

Final Calculations[edit | edit source]

Modded Stats[edit | edit source]

Modded Stat=Base Stat×(1+Stat Bonuses)

Basic formula for calculating modded stats (e.g. critical chance) with the exception of accuracy, reload time, and charge time.

Modded Stat Time=Base Stat Time(1+Stat Speed Bonuses)

Formula for calculating modded reload time and charge time.

Total Damage[edit | edit source]

The damage numbers displayed in the in-game arsenal calculate total weapon damage as such:

Arsenal Total Damage=Base Damage×[1+Elemental Bonuses+Unmodded Impact Distribution×Impact Bonuses+Unmodded Puncture Distribution×Puncture Bonuses+Unmodded Slash Distribution×Slash Bonuses]×(1+Damage Bonuses)×[Base weapon multishot×(1+Multishot Bonuses)]

This arsenal damage is the average non-crit damage per shot, without Faction Damage Bonus.

For melee weapons, remove multishot from the equation. It does not include Stance damage multipliers.

Theoretical total inflicted damage against an enemy can be calculated as such (ignoring quantization for simplification):

Total Inflicted Damage=SD1×DM1+...+SDN×DMN

Where SD represents the modded value of a particular damage type and DM represents the damage modifier for a particular damage type using the generalized damage modifier formula.

Gun Damage Per Second[edit | edit source]

“It's taking longer than I calculated.”
This page is actively being worked on and may not be completely correct. Please assist in making this page accurate. See WARFRAME Wiki:Research on ways to perform research on this game. Click here to add more info.
Burst-fire and mag-burst attacks (not simultaneous burst like  Quartakk which can be treated like semi-auto weapons) have a more complicated DPS calculation
x

When comparing the performance of non-melee weapons, it may be useful to calculate their theoretical damage per second (DPS) (without accounting for status effects) using the following formulas:

Normal Shot=Total Damage×[1+(Modded Crit Chance×(Modded Crit Multiplier1))]

In the case where modded critical chance is over 100%, the lowest crit tier possible will be considered a normal shot. (e.g. if a weapon has 250% crit chance, the 100% for an orange crit will be considered a normal shot)
Note that denotes a flooring function (rounding down)

Critical Shot=Total Damage×[1+(Modded Crit Chance×(Modded Crit Multiplier1))]

In the case where modded critical chance is over 100%, the next crit tier possible will be considered a critical shot (e.g. if a weapon has 250% crit chance, the 50% for a red crit will be considered a critical shot)
Note that denotes a ceiling function (rounding up)

Average Shot=Total Damage×(1+Modded Crit Chance×(Modded Crit Multiplier1))

The average damage dealt on a single button input if all projectiles hit an enemy.

Effective Fire Rate=1Modded Charge Time+1Modded Fire Rate

The lower the Fire Rate, the more delay between charge shots. If attack is not a charge trigger type (charge time is 0), then effective fire rate equals modded fire rate.

Number of Shots Per Magazine=Modded Mag SizeAmmo Cost Per Shot

Not all weapons consume one ammo per shot; this is to account for cases such as Continuous Weapons

Average Burst DPS=Avg. Shot×Effective Fire Rate

Average Sustained DPS=Avg. Burst DPS×Number of Shots Per MagEffective Fire Rate×Modded Reload Time+Number of Shots Per Mag

For the  Vectis and  Vectis Prime specifically, one (1) should be subtracted from the denominator to account for their lack of a reload delay.
For  Epitaph specifically, ignore Modded Reload Time since it draws ammo directly from the full ammo pool similar to bows, but does not "reload" between shots like them.
Assumes that damage ramp up is at max for Continuous Weapons.
Reload time is in seconds.
Reload time includes reload delay which is more prevalent for Battery Weapons. Reload delay for most weapons are negligible if not non-existent.

Melee Damage Per Second[edit | edit source]

When comparing the performance of melee weapons, it may be useful to calculate their theoretical damage per second (DPS) (without accounting for status effects) using the following formulas:

Normal Hit=Total Damage×[1+(Modded Crit Chance×(Modded Crit Multiplier1))]

In the case where modded critical chance is over 100%, the lowest crit tier possible will be considered a normal hit. (e.g. if a weapon has 250% crit chance, the 100% for an orange crit will be considered a normal shot)
Note that denotes a flooring function (rounding down)

Critical Hit=Total Damage×[1+(Modded Crit Chance×(Modded Crit Multiplier1))]

In the case where modded critical chance is over 100%, the next crit tier possible will be considered a critical hit (e.g. if a weapon has 250% crit chance, the 50% for a red crit will be considered a critical shot)
Note that denotes a ceiling function (rounding up)

Average Hit=Average Combo Damage Multiplier×Total Damage×(1+Modded Crit Chance×(Modded Crit Multiplier1))

The average damage dealt on the first enemy hit by melee attack, not accounting Follow Through
See individual stance pages for average combo damage multipliers or go to Stance#Comparison


Average DPS=Avg Hit×Modded Attack SpeedBase Combo Length

See individual stance pages for average base combo lengths or go to Stance#Comparison

Damage Over Time[edit | edit source]

Modded Damage=Modded Base Damage×Modded Multishot×(1+Faction Damage Bonuses)

Total modded damage calculations used for DoT ignores elemental and physical damage bonuses.


Base Avg DoT=Modded Damage×(1+Faction Damage Bonuses)×Total Ticks

Without accounting multipliers of specific DoT.

Avg Slash DoT=0.35×Base Avg DoTAvg Electricity DoT=0.5×(1+Electricity Bonuses)×Base Avg DoTAvg Heat DoT=0.5×(1+Heat Bonuses)×Base Avg DoTAvg Toxin DoT=0.5×(1+Toxin Bonuses)×Base Avg DoTAvg Gas DoT=0.5×Base Avg DoT

Individual calculations for each DoT proc. Keep in mind Slash DoT deals Cinematic damage, ignoring armor.


Total Avg DoT=(Slash DoT×Slash Distribution)+(Electricity DoT×Electricity Distribution)++(Gas DoT×Gas Distribution)

Multiply each DoT with the respective damage distribution (i.e. damage type / total damage) and add them together

Normal Total Avg DoT=Total Avg DoT×[1+(Modded Crit Chance×(Modded Crit Multiplier1))]

In the case where modded critical chance is over 100%, the lowest crit tier possible will be considered a normal shot. (e.g. if a weapon has 250% crit chance, the 100% for an orange crit will be considered a normal shot)
Note that denotes a flooring function (rounding down)

Crit Total Avg DoT=Total Avg DoT×[1+(Modded Crit Chance×(Modded Crit Multiplier1))]

In the case where modded critical chance is over 100%, the next crit tier possible will be considered a critical shot (e.g. if a weapon has 250% crit chance, the 50% for a red crit will be considered a critical shot)
Note that denotes a ceiling function (rounding up)

Avg Total Avg DoT=Modded Status Chance×Total Avg DoT×(1+Modded Crit Chance×(Modded Crit Multiplier1))

Accounting for critical hits, non-crits, and status chance for an average of total DoT averages.

Lifetime Damage[edit | edit source]

Lifetime damage is a derived damage stat that is based on the total amount of damage that a weapon can deal before it depletes its ammo reserve. Melee weapons, Battery Weapons or rechargable weapons, and Exalted Weapons (assuming Energy is always restored) will deal infinite damage over their in-game use since they are always available and are not reliant on ammo pickups or Squad Ammo Restores.

Average Lifetime Damage=Average Shot×Number of Shots Per Magazine×(1+Modded Maximum AmmoModded Magazine)

The average total damage dealt by a weapon without switching weapons or replenishing ammo.

Enemy Damage Scaling[edit | edit source]

Main article: Enemy Level Scaling

The formula enemy damage scales at is as follows:

Damage Multiplier=1+0.015×(Current LevelBase Level)1.55
Current damage scaling at Base Level = 1.

Increasing Base Damage[edit | edit source]

Decreasing Base Damage[edit | edit source]

Media[edit | edit source]

Impact, Puncture, Slash Warframe Damage Rundown (2020) (Correction: Impact procs also increase health threshold for mercy kills)

Complete damage type guide (Correction: Impact procs also increase health threshold for mercy kills)

Visual Effects[edit | edit source]

Status Effects before Warframe Revised U27.2- Warframe Archive

Warframe: New Status Effect Visuals

References[edit | edit source]

  1. Theroxenes (2018, March 2). Internal rounding leading to unintended applied damage. Warframe Forums. Accessed 2022-09-19. Archived from the original on 2022-09-19.
  2. Theroxenes (2018, February 28). Internal damage quantization or: Another way the arsenal is lying to you.. Reddit. Accessed 2022-09-19. Archived from the original on 2021-11-24.

See Also[edit | edit source]

Patch History[edit | edit source]

Hotfix 33.6.1 (2023-07-31)

  • Fixed Enhanced Damage Numbers missing their outline.

Missed Notes:

  • With the new Ability Damage qualifier with the Enhanced Damage Numbers system, some players may think that certain Warframe abilities have had their Critical Chance nerfed. In truth, some Warframe abilities had a Critical Chance multiplier simply to add “oomph” to their damage numbers, without having an actual impact on Damage output. With this new Enhanced Damage System, that extra oomph is no longer needed, so those non-functional Critical Change values were removed, but the overall damage of these abilities are unchanged.

Update 33.6 (2023-07-27)

Enhanced Damage Numbers

Warframe is a numbers game, whether you’re Modding your Warframe or your Weapons to do as much damage as possible. With that in mind, we have introduced a new Enhanced Damage Number setting with the goal of properly communicating the impact of your attacks and increasing the overall legibility of damage numbers in-game.

This new setting can be found in the Interface: HUD Category of your Settings Menu under “Show Damage Numbers.” You can cycle between the new Enhanced system and the familiar Legacy system or turn off damage numbers altogether!

Overall Damage Number Changes:
Whether you are using Legacy or Enhanced Damage Numbers, these new settings will be available with Echoes of Duviri:

Damage Number Scale
Custom scaling of your damage number text size, from 50 to 300!

Additionally, Damage numbers will no longer scale with HUD scale setting as they used to. So you can customize the HUD and the numbers separately.

Compact Damage Numbers
This Toggle will shorten large numbers for legibility (i.e. 100,357 would be shortened to 100k)

Enhanced Damage Numbers Setting
With this new setting toggled on, players can expect to see the following:

Refreshed Damage Number Appearance
A punchier presentation of damage numbers, with an updated font treatment to improve legibility. For reference of what this looks like in action, refer to Pablo’s video above.

Prioritized Critical Hits
Player damage output varies wildly from damage over time (DOT) from Status Effects to powerful Critical Hits. Previously all types of Damage were treated the same in the Damage Number cycle: meaning, Critical Hit Damage Numbers often disappeared quickly if there were a lot of small DOT procs happening concurrently. From a gameplay side, this had no impact on the actual damage done to your enemies, but it meant the true impact of your Critical Hits was not always communicated to you as clearly as we would like.

Now, your Critical Hits will be prioritized over smaller damage numbers. Those smaller numbers will still appear but now disappear sooner if higher-priority damage is done. Additionally, this prioritization system applies to Critical Hit Tiers as well, meaning Super Critical Hit Damage Numbers will linger longer than regular Critical Hits.

Custom Ability Damage Treatment
Since your Abilities traditionally cannot Crit, these attacks tend to have less oomph. Now Ability Damage has its own Damage Color so that it will stand out amongst the rest!

Like all other Damage Numbers, you can customize Ability Damage colors in the “Customize Hud Colors” menu (found in the Interface category of your Accessibility Settings).

Melee Damage Numbers
With Legacy settings, Damage Numbers appear at the point of contact, often off-screen or otherwise obstructed by Melee attacks.

With Enhanced settings, Melee Damage numbers will now travel with you to improve visibility and will travel with the attack movement as well. Again, this is best illustrated in Pablo’s video for those who want to see this in action!

Hotfix 32.2.1 (2022-11-30)

  • Added a new backer to the new enemy damage resistance icons to improve visibility.

Update 32.2 (2022-11-30)
HUD Improvements:
The following changes have been made to better communicate an enemy’s state to players via HUD improvements.

  • Elemental Damage Resistance Icons (Soft Launch): These new icons help indicate when Elemental Damage resistances are active on enemies. For each active resistance, the corresponding icon will now appear to the right of the enemy’s Health bar.
    • Since this new feature is still in its infancy stages, the following enemies are the only ones that currently use these new icons: Infested Alad V, Hyekka Masters, Hyena Pack, and Sentients.
    • Resistance from armor/health types (e.g. Ferrite Armor) are not included as it would clutter the UI too much.

Update 27.2 (2020-03-05)

Armor and Damage Changes (Enemy):

This section will go over before and after scenarios with our enemy Armor, Health, and Shield changes. Reading this section should give you a conceptual and on-paper understanding of what we’re changing and why, but practical experiences will tell the full story here. You may need to refresh some aspects of your Builds to truly optimize your power against your enemies.

Before: Armor, Shields and Health on an Exponential Curve After: Armor Shields and Health on an S curve

Damage Changes:

Enemy Damage output should still be close to what is currently on the Live version of the game, but we have made a few changes that will affect how players take Damage in-game.

Damage-Type Changes:
  • Slash Status now does not bypass Shields and instead deals damage over time to Shields. Slash Status still bypasses Armor.
  • Toxin Damage used to apply to Armor with a 25% bonus. Now it is neutral. For role distinction, Toxin bypasses Shields (but not Armor) where as Slash Status bypasses Armor but not Shields.
Player Changes:

Player Shields, Health, and Armor used to be shared with all AI, so they had all the weaknesses and resistances that their AI counterparts did.

Now Players have their own unique Shield, Health, and Armor type classified as TENNO! These have all weaknesses and resistances neutralized (for now). Player Shields now reduce 25% of incoming damage. Player Shields now recharge with custom player-only logic. Shield recharge delays are based on depleted or partial depleted shields. Partially depleted shields (any amount) is a 1 second recharge delay. Full depletion is a 4 second recharge delay.

These changes to Player shields are in addition to coming Shield Gating changes, which you can read about in our Shield Gating section!

Why: Armor Scaling and enemy Damage Reduction was the nucleus for this change. For years Tenno have had the tools to deal with these things, but the tools were uniform: Use Corrosive Projection, or else. While this is a simplification, it removed the feeling of choice. With these changes, we hope players experience a feeling of variety and choice when taking on enemies. By changing the scaling for Armor, we could consistently change the scaling for all!

Stacking Status Effects:

But wait - THERE’S MORE! In addition to being able to achieve two Status Effects on a single shot with >100% Status, we are also adding new meaning if you get a duplicate Status Effect on an enemy overall.

This section will outline exactly what this means for each Status type, including information on how multiple Status Effects behaved with stacking prior to this Hotfix:

  • Impact: Repeat single-target Impact Status Effects will escalate the efficacy of the Impact Status (removed previous change of adding Ragdoll as maximum Stagger consequence).
  • Puncture: The first Puncture Status Effect has an enemy deal 30% less Damage. Subsequent Puncture Status add +5% weakening, leading to up to 75% (capped). Each Puncture Status has a duration of 6 Seconds.
  • Slash: Each Slash Status has its own duration, but now we only show a maximum of 10 damage numbers in the HUD, damage is unaffected, but reducing how many damage events we show helps with performance
  • Cold: The first Cold Status Effect deals 25% slow. Subsequent Cold Status Effects deal +5% slow for a total of 70% slow at 10 procs. Each Cold Status has a duration of 6 seconds.
  • Heat: No Change.
  • Toxin: See Slash, plus the base duration of a Toxin Status Effect now matches Slash for 6 seconds.
  • Electricity: AoE Electricity Damage that is part of the Status Effect can now reoccur while the target is still under the stun animation of another Electricity Status Effect.
  • Blast: Grants the Blast Status Effect a single target. Blast Status reduces enemy accuracy by 30% base. Subsequent Blast Status Effects add +5% inaccuracy for for 75% total at 10 stacks. Each Blast Status has a 6 second Duration.
  • Corrosive: The first Corrosive Status Effect strips 26% Armor. Subsequent Corrosive Status Effects strip 6% more Armor, leading up to 80% Armor removal. Each Corrosive Status Effect lasts 8 seconds.
    • Note: Corrosive was the only Status with infinite Duration and 100% Efficacy toward a defensive stat. This was necessary to some based on how Armor Scaled. We feel our rebalancing efforts need a differently behaving Corrosive to balance out all Status overall.
  • Radiation: The first Radiation Status Effect has an enemy deal 100% Damage to allies. Subsequent Radiation Status adds +50% damage, leading to up to 550% (capped). Each Radiation Status Effect has a duration of 12 seconds.
  • Magnetic: New Status Effect entirely: enhanced Damage! First Magnetic Status Effect deals 100% additional Shield damage, subsequent Magnetic Status add +25% for a total of 325% (capped). Enemies under a Magnetic Status Effect cannot regenerate Shields. Magnetic Status Duration is now 6 seconds.
  • Viral: New Status Effect entirely: enhanced Damage! First Viral Status Effect deals 100% additional Health damage, subsequent Viral Status add +25% for a total of 325% (capped).
    • Note: Before Viral would halve a target’s health pool and simply refresh the duration. Now it deals 2x Damage to Health, and can scale up to 4.5x Damage on repeat Status Effects.
  • Gas: The base duration of a Gas Status Effect now matches Slash for 6 seconds. No longer does AoE with forced Poison Status Effect (resulting in Poison DoT for enemies in radius), instead it does AoE DoT Gas damage around the target.

Hotfix 27.0.9 (2020-01-09)

Weapon & Proc Adjustments

The idea of ‘one damage type to rule them all’ is one we want to avoid in Railjack’s early days. We are rebalancing aspects of certain Damage types to ensure there’s balanced choices. The Armor changes in conjunction with this means this is a combined effort of finding the right place for all damage types, not just one leader. Please bear with us as we navigate this particular space - with your help, hopefully everyone will get to put their favourites from their Arsenal to use!

  • Decreased the effectiveness of the Particle proc but increased its Duration
    • Reduced to 7.5% damage bonus per hit, still stacks, and lasts 20 seconds. The exponential growth and short duration meant this was far more beneficial to rapid-fire guns than anything else.
  • Increased the effectiveness of the Incendiary proc but decreased its Duration
    • Double the damage per tick but half the duration; same total damage but in less time to feel more relevant.
  • Fixed Ballistic and Particle damage icons being swapped in-game.

Hotfix 25.7.5 (2019-09-09)

  • Updated terminology for Damage Types in Portuguese.

Update 11.2 (2013-12-04)

  • Tweaked Radiation Proc to not last as long on players and is more obvious when active.

Update 11.0 (2013-11-20)

Damage 2.0 Introduced

Source: https://forums.warframe.com/topic/132366-information-on-damage-20/

This new damage system introduces a number of new terms. This post will take you through introducing and explaining these terms, then elaborating on what they mean for combat. Keep in mind that things are subject to change, that some terms may be placeholder.

Physical Damage:
  • Impact
  • Puncture
  • Slash

Every weapon in the game is made up of a combination of these three damage types. The overall damage of any given weapon is the sum of Impact, Puncture, and Slash damage. Weapons will exhibit a variety of combinations on the Impact, Puncture, and Slash damage spectrum. Mods will affect damage types as decided by the player by their loadout.

In short, Weapon Damage = (Impact + Puncture + Slash)

Real-life Firearm Metaphor: Impact = Slug; Puncture = Armor Piercing; Slash = Hollow-point. When assigning physical damage aspects to weapons we avoid making them 'pure' (100% in one direction). This ensures you can damage all enemies in the game.

Elemental Damage:

In addition to the 3 base damage types, Elemental Damage can be applied on top of a weapon’s base damage depending on what Elemental Mods are applied. For some rare weapons, elemental damage is all they have.

There are four primary Elemental Damage types:

  • Heat
  • Cold
  • Electric
  • Toxin

Elemental Damage can be applied alone but if you combine primary elements they create new combined elemental damage types! This opens up new possibilities, reduces 'rainbow build' problems and reduces some of the confusing effects like 'frozen guy is on fire'.

Combined Elemental Types:

To create these combined elements requires mixing two primary elements together:

  • Blast (Fire + Cold)
  • Gas (Fire + Toxin)
  • Radiation (Fire + Electricity)
  • Magnetic (Cold + Electricity)
  • Viral (Cold + Toxin)
  • Corrosive (Electricity + Toxin)

Elemental Damage is applied in addition to a weapon’s physical damage types.

Weapon Damage = (Impact + Puncture + Slash) + (Elemental).

Elemental Damage Hierarchy & Combining Elementals

Elemental damage combinations are made by following a strict order.

Fire, Cold, Electric, Toxin.

As an example: If you want Fire damage + Magnetic damage (Cold + Electricity), you will need to split it between weapons because when a Fire Mod enters the mod loadout any other elementals will combine with it as it is first in the hierarchy.

Elemental Damage & Combining Elements: CHANGES!

After reviewing this thread and working things out with combinations, we have changes to report to Elemental Combinations. Elemental combinations will no longer be based on a predetermined elemental hierarchy, but instead a MOD PLACEMENT hierarchy.

This hierarchy is from closest to top left (first to be considered) to closest to bottom right (last to be considered) on the Mod Layout.

If you place Cold, Toxin, Fire, and, Electric, in that order from top left to bottom right, you will get:

(Cold + Toxin) and (Electric + Fire).

Status Effects ('Procs')

All damage types have a chance to inflict a status on the target – including you!

Impact: Knockback Puncture: Weakened (reduced damage output) Slash: Bleed (health reduced over time, healing blocked)

Fire: Ignited (fire damage over time) Cold: Slowed Electric: Chain Electricity Damage Toxin: Poison Damage over time to health.

Blast: Stun Gas: Poison in area Radiation: Confusion (difficulties targeting) Magnetic: Shield reduction Viral: Sickened Corrosive: Armor Damage

Enemy Levels

Enemy levels now fall in a more compressed scale. Level 1 enemies are still the easiest, but the difficulty of a Level 40 enemy in Damage 2.0 will be comparable to a Level 100 enemy in Damage 1.0. Infinite mission types will still feature ever increasing enemy levels. Enemies will be wielding weapons that can inflict different types of damage and Procs on the Tenno, meaning the difficulty will come from a combination of their loadouts and their level.

Know your enemy.

Enemies will react to damage types differently. Begin hunting your enemies to discover the best way to approach different faction and enemies. With your Primary, Secondary, and Melee weapon, you will be able to take on the fiercest foes with many different combinations.

Significance of Change

Damage 2.0 is a very significant change to Warframe. We are standing by to receive feedback and experiences on this new Damage system when it is released.

Thank you for reading, everyone!