The content was relevant to an obsolete version of Warframe, and has since been removed, retrieved, and/or revamped.
x
“Very well. Keep your secrets.”
This article/section contains unofficial information, concepts, or terminology derived from or based on community discussion, invention, or knowledge. It may be subjective and contain information or terminology that is not used by Digital Extremes or in official WARFRAME communications, and may not be an officially recognized concept.
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 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):
Proto Shield{"Nickname":"Proto","Type":"Shield","Link":"Proto Shield","Color":"#3C3E8F","Positives":[["Magnetic","75"],["Toxin","25"],["Impact","15"]],"DarkModeColor":"#9d9fd9","InternalName":"RK_HEAVY_SHIELD","Negatives":[["Corrosive","50"],["Heat","50"],["Puncture","50"]],"Name":"Proto Shield","Faction":["Corpus"],"ColorBackground":"#C9CAE8","Introduced":"11","Bypass":["Toxin"],"ColorBorder":"#4B4EB3"}
Ferrite Armor: Possessed by Lancers, Troopers, Seekers, Heavy Gunners, Commanders, all Grineer Archwing enemies, Corvette, Frigate, Carrier (Enemy), Gox, Locust Drone, all Grineer melee units, Corrupted Heavy Gunners, humanoid Corpus bosses, Specter (Tenno), Specter (Enemy) and Rhino{"Sprint":"0.95","Description":"Rhino packs a punch. He boasts high survivability and crowd control. The wise would do well to stand clear when he charges.","Conclave":true,"Shield":"455","MaxRank":"30","Themes":"Rhinoceros","Tactical":"Rhino Stomp","Image":"Rhino.png","Type":"Warframe","Introduced":"Vanilla","Armor":"240","FullImages":{"Portrait":"RhinoFull.png"},"InternalName":"/Lotus/Powersuits/Rhino/Rhino","Passive":"Emit a shockwave dealing 100 damage after landing from a great height.","Progenitor":"Impact","SquadPortrait":"RhinoLargePortrait.png","Health":"270","Link":"Rhino","Portrait":"RhinoIcon272.png","Polarities":["D","D"],"Abilities":["Rhino Charge","Iron Skin","Roar","Rhino Stomp"],"InitialEnergy":"50","Subsumed":"Roar","AuraPolarity":"V","Name":"Rhino","Sex":"Male","Playstyle":"Survival, Crowd Control","SellPrice":"10000","Energy":"100","CodexSecret":false}'s Iron Skin{"Description":"Rhino hardens his skin, insulating himself from all damage.","Cost":"50","Augments":["Iron Shrapnel"],"CardImage":"IronSkinModx256.png","Name":"Iron Skin","Introduced":"Vanilla","InternalName":"/Lotus/Powersuits/PowersuitAbilities/IronSkinAbility","Key":"2","Icon":"IronSkin130xWhite.png","Powersuit":"Rhino"}.
Robotic: Possessed by all Corpus proxies (except Locust Drone), including proxy bosses like Ambulas and Zanuka.
Indifferent Facade: Possessed by all all Murmur enemies.
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.
Proto Shield{"Nickname":"Proto","Type":"Shield","Link":"Proto Shield","Color":"#3C3E8F","Positives":[["Magnetic","75"],["Toxin","25"],["Impact","15"]],"DarkModeColor":"#9d9fd9","InternalName":"RK_HEAVY_SHIELD","Negatives":[["Corrosive","50"],["Heat","50"],["Puncture","50"]],"Name":"Proto Shield","Faction":["Corpus"],"ColorBackground":"#C9CAE8","Introduced":"11","Bypass":["Toxin"],"ColorBorder":"#4B4EB3"}
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.
Proto Shield{"Nickname":"Proto","Type":"Shield","Link":"Proto Shield","Color":"#3C3E8F","Positives":[["Magnetic","75"],["Toxin","25"],["Impact","15"]],"DarkModeColor":"#9d9fd9","InternalName":"RK_HEAVY_SHIELD","Negatives":[["Corrosive","50"],["Heat","50"],["Puncture","50"]],"Name":"Proto Shield","Faction":["Corpus"],"ColorBackground":"#C9CAE8","Introduced":"11","Bypass":["Toxin"],"ColorBorder":"#4B4EB3"}
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.
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{"Negatives":["Tenno Shield"],"GlyphImage":"ToxinModBundleIcon.png","Color":"#061","ProcInternalName":"PT_POISONED","CSSTextColorClass":"var(--dt-toxin-text-color)","Status":["Poison DoT"],"Bypass":["Tenno Shield"],"Link":"Damage/Toxin Damage","CSSBorderColorClass":"var(--dt-toxin-border-color)","Positives":["Narmer"],"CSSBackgroundColorClass":"var(--dt-toxin-background-color)","ColorBorder":"#1c8d30","BypassNotes":["5"],"Icon":"DmgToxinSmall64.png","ColorBackground":"#c3dfc8","InternalName":"DT_POISON","DarkModeColor":"#0c2","Name":"Toxin"} damage, it has -50% damage modifier against Hildryn{"EnergyRank30":"0","ShieldRank30":"1780","SellPrice":"25000","Themes":"Shield Maiden","Tactical":"Pillage","Passive":"Hildryn's full Shield Gate is high. After her Shields are depleted, she is invulnerable to damage up to 3.5s.","Introduced":"24.4","Polarities":["D","D"],"FullImages":{"Portrait":"HildrynFull.png"},"InternalName":"/Lotus/Powersuits/IronFrame/IronFrame","Type":"Warframe","Link":"Hildryn","ExilusPolarity":"D","Health":"180","Playstyle":"Damage","CodexSecret":false,"Sprint":"1","Portrait":"HildrynIcon272.png","Conclave":false,"Shield":"1280","Image":"Hildryn.png","Armor":"315","Progenitor":"Cold","SquadPortrait":"HildrynLargePortrait.png","InitialEnergy":"0","Subsumed":"Pillage","AuraPolarity":"Bar","Abilities":["Balefire","Pillage","Haven","Aegis Storm"],"Sex":"Female","Name":"Hildryn","Description":"Strength is Hildryn's virtue. Her unique high-damage abilities are powered by her Shields, which can be recharged with Energy. Hildryn proves that a strong offense is a good defense.","Energy":"0","MaxRank":"30"} when she has overshields.
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.
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.
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.
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.
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{"Conclave":true,"_TooltipAttackDisplay":"1","Class":"Rifle","SellPrice":"7500","Image":"Glaxion.png","Users":["Corpus Target","Armis Ulta","Dru Pesfor","Rana Del","M-W.A.M."],"Introduced":"14.5","AmmoType":"Primary","InternalName":"/Lotus/Weapons/Corpus/LongGuns/CrpFreezeRay/CrpFreezeRayRifle","Slot":"Primary","MaxRank":"30","Family":"Glaxion","Attacks":[{"IsSilent":false,"CritMultiplier":"2","AmmoCost":"0.5","ShotType":"Hit-Scan","Range":"24","FireRate":"12","Multishot":"1","MaxSpread":"0","AttackName":"Normal Attack","MinSpread":"0","PunchThrough":"0","StatusChance":"0.34","CritChance":"0.08","Damage":{"Cold":"26"}}],"Link":"Glaxion","Trigger":"Held","ExilusPolarity":"Madurai","CompatibilityTags":["BEAM","ASSAULT_AMMO"],"Reload":"2.2","AmmoPickup":"80","Magazine":"80","Name":"Glaxion","Accuracy":"100","Mastery":"8","AmmoMax":"720","Disposition":"1.3","Traits":["Corpus"]} or Phage{"Conclave":false,"_TooltipAttackDisplay":"1","Class":"Shotgun","SellPrice":"7500","Image":"Phage.png","Introduced":"12.0","Polarities":["Bar"],"AmmoType":"Primary","InternalName":"/Lotus/Weapons/Infested/LongGuns/Tentacluster/InfestedShotgun","Slot":"Primary","MaxRank":"30","Family":"Phage","Attacks":[{"IsSilent":false,"CritMultiplier":"2","AmmoCost":"0.5","ShotType":"Hit-Scan","Range":"25","FireRate":"12","Multishot":"7","MaxSpread":"2","AttackName":"Normal Attack","MinSpread":"2","PunchThrough":"0","StatusChance":"0.155","CritChance":"0.19","Damage":{"Viral":"5"}}],"Link":"Phage","Trigger":"Held","ExilusPolarity":"None","CompatibilityTags":["BEAM"],"Reload":"2","AmmoPickup":"80","Magazine":"90","Name":"Phage","Accuracy":"50","Mastery":"11","AmmoMax":"720","Disposition":"1.46","Traits":["Infested"]}) can have no physical damage at all. Other weapons (like the Plinx{"ReloadRate":"20","Conclave":false,"_TooltipAttackDisplay":"1","Class":"Pistol","SellPrice":"5000","Image":"Plinx.png","AmmoType":"None","Introduced":"24.2","ReloadDelay":"0.8","MaxRank":"30","InternalName":"/Lotus/Weapons/Corpus/Pistols/CrpSonificBlastor/CrpBlastorWeapon","Family":"Plinx","Attacks":[{"IsSilent":false,"CritMultiplier":"3","AmmoCost":"1","ShotType":"Hit-Scan","Range":"100","FireRate":"3.33","Multishot":"1","MaxSpread":"3","AttackName":"Normal Attack","MinSpread":"1","PunchThrough":"0","StatusChance":"0.04","CritChance":"0.32","Damage":{"Puncture":"26","Heat":"20"}}],"Traits":["Corpus"],"Magazine":"10","Slot":"Secondary","Trigger":"Semi-Auto","ExilusPolarity":"Madurai","CompatibilityTags":["PROJECTILE","BATTERY"],"Reload":"1.3","AmmoPickup":"0","Accuracy":"50","Name":"Plinx","Link":"Plinx","Mastery":"6","AmmoMax":"0","Disposition":"1.2","ReloadStyle":"Regenerate"} or Tysis{"Conclave":true,"_TooltipAttackDisplay":"1","Class":"Pistol","SellPrice":"5000","Image":"Tysis.png","Introduced":"11.7","AmmoType":"Secondary","InternalName":"/Lotus/Weapons/Infested/Pistols/InfestedDartPistol/InfestedDartPistol","Slot":"Secondary","Accuracy":"100","Family":"Tysis","Attacks":[{"IsSilent":false,"CritMultiplier":"1.5","AmmoCost":"1","ShotType":"Projectile","CritChance":"0.03","FireRate":"2.5","Multishot":"1","AttackName":"Normal Attack","MaxSpread":"0","ShotSpeed":"75","PunchThrough":"0","StatusChance":"0.5","MinSpread":"0","Damage":{"Slash":"17","Puncture":"23","Impact":"9"}},{"IsSilent":false,"CritMultiplier":"1.5","EffectDuration":"2","Multishot":"1","FireRate":"0","ShotType":"DoT","AttackName":"Corrosive DoT","PunchThrough":"0","StatusChance":"0.5","CritChance":"0.03","Damage":{"Corrosive":"27"}}],"Link":"Tysis","Trigger":"Semi-Auto","ExilusPolarity":"Madurai","CompatibilityTags":["PROJECTILE"],"Reload":"1.2","AmmoPickup":"40","Magazine":"11","Name":"Tysis","MaxRank":"30","Mastery":"9","AmmoMax":"210","Disposition":"1.45","Traits":["Infested"]}) 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 Slashmods.
General damage increasing mods such as Serration{"Description":"+165% Damage","UpgradeTypes":["WEAPON_DAMAGE_AMOUNT"],"MaxRank":"10","Image":"SerrationMod.png","Introduced":"0","Icon":"Serration.png","Transmutable":true,"Type":"Rifle","Rarity":"Uncommon","Tradable":true,"BaseDrain":"4","Polarity":"Madurai","Name":"Serration","InternalName":"/Lotus/Upgrades/Mods/Rifle/WeaponDamageAmountMod","Link":"Serration","Incompatible":["Amalgam Serration","Higasa Serration","Flawed Serration","Spectral Serration"],"CodexSecret":false} affect all the base damage types of a weapon. Additionally, Faction Damage Mods such as Expel Grineer{"Description":"x1.3 Damage to Grineer","UpgradeTypes":["GAMEPLAY_FACTION_DAMAGE"],"MaxRank":"5","Image":"ExpelGrineerMod.png","Introduced":"9","InternalName":"/Lotus/Upgrades/Mods/Pistol/WeaponPistolFactionDamageGrineer","Transmutable":true,"Type":"Pistol","Rarity":"Uncommon","Tradable":true,"BaseDrain":"4","Polarity":"Madurai","Name":"Expel Grineer","Icon":"ExpelGrineer.png","Link":"Expel Grineer","Incompatible":["Primed Expel Grineer","Flawed Expel Grineer"],"CodexSecret":false} also affect damage as a total damage multiplier against the faction in question.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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{"Description":"+90% <DT_ELECTRICITY_COLOR>Electricity","UpgradeTypes":["WEAPON_PERCENT_BASE_DAMAGE_ADDED"],"MaxRank":"5","Image":"StormbringerMod.png","Introduced":"0","Icon":"Stormbringer.png","Transmutable":true,"Type":"Rifle","Rarity":"Uncommon","Tradable":true,"BaseDrain":"6","Polarity":"Naramon","Name":"Stormbringer","InternalName":"/Lotus/Upgrades/Mods/Rifle/WeaponElectricityDamageMod","Link":"Stormbringer","Incompatible":["Flawed Stormbringer"],"CodexSecret":false} on the top left slot of an Amprex{"Conclave":true,"_TooltipAttackDisplay":"1","Class":"Rifle","SellPrice":"7500","Image":"Amprex.png","Users":["M-W.A.M."],"Introduced":"13.1","AmmoType":"Primary","InternalName":"/Lotus/Weapons/Corpus/LongGuns/ChainLightningGun/ChainLightningRifle","Slot":"Primary","MaxRank":"30","Family":"Amprex","Attacks":[{"IsSilent":false,"CritMultiplier":"2.2","AmmoCost":"0.5","ShotType":"Hit-Scan","Range":"18","FireRate":"12","Multishot":"1","MaxSpread":"8","AttackName":"Normal Attack","MinSpread":"8","PunchThrough":"0","StatusChance":"0.22","CritChance":"0.32","Damage":{"Electricity":"22"}}],"Link":"Amprex","Trigger":"Held","ExilusPolarity":"Naramon","CompatibilityTags":["BEAM","ASSAULT_AMMO","AOE"],"Reload":"2.6","AmmoPickup":"60","Magazine":"100","Name":"Amprex","Accuracy":"12.5","Mastery":"10","AmmoMax":"700","Disposition":"0.85","Traits":["Corpus"]} will change the position of its innate Electricity damage from last in hierarchy to first in hierarchy. Similarly, placing Thermite Rounds{"Transmutable":false,"Type":"Rifle","Description":"+60% <DT_FIRE_COLOR>Heat\r\n+60% Status Chance","Tradable":true,"UpgradeTypes":["WEAPON_PERCENT_BASE_DAMAGE_ADDED","WEAPON_PROC_CHANCE"],"BaseDrain":"4","MaxRank":"3","Icon":"ThermiteRounds.png","Link":"Thermite Rounds","Image":"ThermiteRoundsMod.png","Name":"Thermite Rounds","Introduced":"13.8","Polarity":"Madurai","Rarity":"Rare","InternalName":"/Lotus/Upgrades/Mods/Rifle/DualStat/FireEventRifleMod","CodexSecret":false} earlier in the hierarchy before placing Hellfire{"Description":"+90% <DT_FIRE_COLOR>Heat","UpgradeTypes":["WEAPON_PERCENT_BASE_DAMAGE_ADDED"],"MaxRank":"5","Image":"HellfireMod.png","Introduced":"0","Icon":"Hellfire.png","Transmutable":true,"Type":"Rifle","Rarity":"Uncommon","Tradable":true,"BaseDrain":"6","Polarity":"Naramon","Name":"Hellfire","InternalName":"/Lotus/Upgrades/Mods/Rifle/WeaponFireDamageMod","Link":"Hellfire","Incompatible":["Flawed Hellfire"],"CodexSecret":false} 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{"SellPrice":"5000","BlockAngle":"55","Introduced":"8.0","SlideAttack":"256","InternalName":"/Lotus/Weapons/ClanTech/Energy/ElectroProd","Link":"Prova","SweepRadius":"0.25","SlamElement":"Electricity","ComboDur":"5","Family":"Prova","Disposition":"1.4","HeavySlamAttack":"384","Conclave":true,"_TooltipAttackDisplay":"1","Class":"Machete","HeavyAttack":"768","Image":"Prova.png","Users":["Prod Crewman","Nako Xol","Ved Xol","John Prodman"],"StancePolarity":"Zenurik","FollowThrough":"0.7","WindUp":"0.7","HeavySlamRadius":"9","SlamForcedProcs":["Impact"],"Traits":["Corpus"],"Mastery":"3","CompatibilityTags":["MACHETES_STANCE"],"MeleeRange":"2.5","Attacks":[{"CritChance":"0.14","CritMultiplier":"2","AttackName":"Normal Attack","Damage":{"Electricity":"76","Impact":"52"},"StatusChance":"0.16","IsSilent":true,"FireRate":"1"}],"HeavySlamElement":"Electricity","Name":"Prova","MaxRank":"30","SlamAttack":"256","SlamRadius":"8","HeavySlamForcedProcs":["Lifted"],"Slot":"Melee"} or the Lecta{"SellPrice":"5000","BlockAngle":"45","Introduced":"11.0","SlideAttack":"202","InternalName":"/Lotus/Weapons/Corpus/Melee/Whip/CorpusWhipWeapon","Link":"Lecta","SweepRadius":"0.25","SlamElement":"Electricity","ComboDur":"5","Family":"Lecta","Disposition":"1.25","HeavySlamAttack":"303","Conclave":true,"_TooltipAttackDisplay":"1","Class":"Whip","HeavyAttack":"455","Image":"Lecta.png","Users":["Scrambus","Comba","Pelna Cade","Jad Teran"],"StancePolarity":"Vazarin","FollowThrough":"0.5","WindUp":"0.4","HeavySlamRadius":"6","SlamForcedProcs":["Impact"],"Traits":["Corpus"],"Mastery":"0","CompatibilityTags":["WHIPS_STANCE"],"MeleeRange":"2.5","Attacks":[{"CritChance":"0.05","CritMultiplier":"1.5","AttackName":"Normal Attack","Damage":{"Puncture":"20","Electricity":"56","Slash":"25"},"StatusChance":"0.25","IsSilent":true,"FireRate":"1"}],"HeavySlamElement":"Electricity","Name":"Lecta","MaxRank":"30","SlamAttack":"202","SlamRadius":"5","HeavySlamForcedProcs":["Lifted"],"Slot":"Melee"}, 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{"Conclave":true,"_TooltipAttackDisplay":"2","Class":"Launcher","SellPrice":"7500","Image":"Ogris.png","Users":["Bombard","Corrupted Bombard","Gorth","Nightwatch Bombard"],"Introduced":"8.0","AmmoType":"Primary","InternalName":"/Lotus/Weapons/ClanTech/Chemical/RocketLauncher","Slot":"Primary","MaxRank":"30","Family":"Ogris","Attacks":[{"ChargeTime":"0.3","IsSilent":false,"CritMultiplier":"2","AmmoCost":"1","ShotType":"Projectile","MinSpread":"0","FireRate":"1.5","Multishot":"1","AttackName":"Rocket Impact","MaxSpread":"0","ShotSpeed":"60","PunchThrough":"0","StatusChance":"0.35","CritChance":"0.05","Damage":{"Blast":"100"}},{"IsSilent":false,"Falloff":{"EndRange":"7.1","Reduction":"0.8","StartRange":"0"},"Range":"7.1","FireRate":"1.5","Multishot":"1","CritMultiplier":"2","CritChance":"0.05","AttackName":"Rocket Explosion","PunchThrough":"0","StatusChance":"0.35","ShotType":"AoE","Damage":{"Blast":"600"}}],"Link":"Ogris","Trigger":"Charge","ExilusPolarity":"Madurai","CompatibilityTags":["PROJECTILE","AOE","SINGLESHOT"],"Reload":"2.5","AmmoPickup":"5","Magazine":"5","Name":"Ogris","Accuracy":"100","Mastery":"9","AmmoMax":"20","Disposition":"1.3","Traits":["Grineer"]} (Blast), Penta{"Conclave":true,"_TooltipAttackDisplay":"2","Class":"Launcher","SellPrice":"7500","Image":"Penta.png","Users":["Penta Ranger","M-W.A.M."],"Introduced":"11.3","AmmoType":"Primary","InternalName":"/Lotus/Weapons/Corpus/LongGuns/GrenadeLauncher/GrenadeLauncher","Slot":"Primary","MaxRank":"30","Family":"Penta","Attacks":[{"IsSilent":false,"CritMultiplier":"2","AmmoCost":"1","ShotType":"Projectile","CritChance":"0.1","FireRate":"1","Multishot":"1","AttackName":"Grenade Impact","MaxSpread":"0","ShotSpeed":"20","PunchThrough":"0","StatusChance":"0.1","MinSpread":"0","Damage":{"Impact":"75"}},{"IsSilent":false,"Falloff":{"EndRange":"4","Reduction":"0.5","StartRange":"0"},"Range":"4","FireRate":"1","Multishot":"1","CritMultiplier":"2","CritChance":"0.1","AttackName":"Grenade Detonation","PunchThrough":"0","StatusChance":"0.1","ShotType":"AoE","Damage":{"Blast":"350"}}],"Link":"Penta","Trigger":"Active","ExilusPolarity":"Naramon","CompatibilityTags":["PROJECTILE","AOE","SINGLESHOT"],"Reload":"2.5","AmmoPickup":"5","Magazine":"5","Name":"Penta","Accuracy":"100","Mastery":"6","AmmoMax":"20","Disposition":"1.35","Traits":["Corpus"]} (Blast), Stug{"Conclave":true,"_TooltipAttackDisplay":"2","Class":"Pistol","SellPrice":"5000","Image":"Stug.png","Users":["Artificer"],"Introduced":"11.5","Polarities":["D"],"AmmoType":"Secondary","InternalName":"/Lotus/Weapons/Grineer/Pistols/GrineerCrossbow/GrineerGooGun","Slot":"Secondary","MaxRank":"30","Family":"Stug","Attacks":[{"IsSilent":false,"CritMultiplier":"1.5","AmmoCost":"1","ShotType":"Projectile","CritChance":"0.05","FireRate":"4","Multishot":"1","AttackName":"Blob Impact","MaxSpread":"0","ShotSpeed":"35","PunchThrough":"0","StatusChance":"0","MinSpread":"0","Damage":{"Corrosive":"4"}},{"IsSilent":false,"CritMultiplier":"1.5","Falloff":{"EndRange":"2.8","Reduction":"0.3","StartRange":"0"},"Range":"2.8","FireRate":"4","Multishot":"1","ShotType":"AoE","ExplosionDelay":"1.5","AttackName":"Blob Explosion","PunchThrough":"0","StatusChance":"0.1","CritChance":"0.05","Damage":{"Corrosive":"75"}}],"Link":"Stug","Trigger":"Auto / Charge","ExilusPolarity":"Madurai","CompatibilityTags":["PROJECTILE","AOE"],"Reload":"2","AmmoPickup":"40","Magazine":"20","Name":"Stug","Accuracy":"100","Mastery":"2","AmmoMax":"210","Disposition":"1.48","Traits":["Grineer"]} (Corrosive), Nukor{"Conclave":true,"_TooltipAttackDisplay":"1","Class":"Pistol","SellPrice":"5000","Image":"Nukor.png","Users":["Nightwatch Seeker"],"Introduced":"14.5","AmmoType":"Secondary","InternalName":"/Lotus/Weapons/Grineer/Pistols/GrineerMicrowavegun/GrnMicrowavePistol","Slot":"Secondary","MaxRank":"30","Family":"Nukor","Attacks":[{"IsSilent":false,"CritMultiplier":"4","AmmoCost":"0.5","ShotType":"Hit-Scan","Range":"25","FireRate":"10","Multishot":"1","MaxSpread":"0","AttackName":"Normal Attack","MinSpread":"0","PunchThrough":"0","StatusChance":"0.29","CritChance":"0.03","Damage":{"Radiation":"22"}}],"Link":"Nukor","Trigger":"Held","ExilusPolarity":"Madurai","CompatibilityTags":["BEAM"],"Reload":"2","AmmoPickup":"20","Magazine":"50","Name":"Nukor","Accuracy":"100","Mastery":"4","AmmoMax":"210","Disposition":"1.45","Traits":["Grineer"]} (Radiation) and Detron{"Conclave":true,"_TooltipAttackDisplay":"1","Class":"Shotgun Sidearm","SellPrice":"5000","Image":"Detron.png","Users":["Detron Crewman","Scrambus","Comba","Pelna Cade","Jad Teran"],"Introduced":"11.5.5","AmmoType":"Secondary","InternalName":"/Lotus/Weapons/Corpus/Pistols/CorpusHandShotgun/CorpusHandCannon","Slot":"Secondary","MaxRank":"30","Family":"Detron","Attacks":[{"IsSilent":false,"CritMultiplier":"1.5","AmmoCost":"1","ShotType":"Projectile","Falloff":{"EndRange":"22","Reduction":"0.6231","StartRange":"13"},"MinSpread":"12","FireRate":"3.33","Multishot":"7","AttackName":"Normal Attack","MaxSpread":"16","ShotSpeed":"150","PunchThrough":"0","StatusChance":"0.1286","CritChance":"0.04","Damage":{"Radiation":"40"}}],"Link":"Detron","Trigger":"Semi-Auto","ExilusPolarity":"Madurai","CompatibilityTags":["PROJECTILE","SECONDARYSHOTGUN","SINGLESHOT"],"Reload":"1.05","AmmoPickup":"20","Magazine":"5","Name":"Detron","Accuracy":"7.1","Mastery":"6","AmmoMax":"210","Disposition":"1.15","Traits":["Corpus"]} (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{"Conclave":false,"_TooltipAttackDisplay":"1","Class":"Shotgun Sidearm","SellPrice":"5000","Slot":"Secondary","Traits":["Corpus","Tenet"],"Image":"TenetDetron.png","MaxRank":"40","Introduced":"30.5","Polarities":[],"Family":"Detron","InternalName":"/Lotus/Weapons/Corpus/BoardExec/Secondary/CrpBEDetron/CrpBEDetron","Attacks":[{"CritMultiplier":"2","IsSilent":false,"CritChance":"0.18","ShotType":"Projectile","Trigger":"Semi-Auto","Falloff":{"EndRange":"52","Reduction":"0.3077","StartRange":"26"},"MinSpread":"4","FireRate":"3.33","Multishot":"10","AttackName":"Normal Attack","MaxSpread":"6","ShotSpeed":"150","PunchThrough":"0","StatusChance":"0.1","AmmoCost":"1","Damage":{"Radiation":"26"}},{"CritMultiplier":"2","CritChance":"0.18","IsSilent":false,"ShotType":"Projectile","Trigger":"Mag Burst","Falloff":{"EndRange":"52","Reduction":"0.3077","StartRange":"26"},"BurstDelay":"0.12","FireRate":"2","Multishot":"10","MinSpread":"4","AttackName":"Burst Shot","ShotSpeed":"150","PunchThrough":"0","StatusChance":"0.1","MaxSpread":"6","Damage":{"Radiation":"26"}}],"Link":"Tenet Detron","IsLichWeapon":true,"ExilusPolarity":"Madurai","Tradable":"3","Trigger":"Semi-Auto / Mag Burst","Magazine":"6","CompatibilityTags":["PROJECTILE","SECONDARYSHOTGUN"],"Reload":"1.05","AmmoPickup":"20","Accuracy":"20","Name":"Tenet Detron","AmmoType":"Secondary","Mastery":"16","AmmoMax":"210","Disposition":"0.85","DefaultUpgrades":["/Lotus/Weapons/Grineer/KuvaLich/Upgrades/InnateDamageRandomMod"]} (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.
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:
The following article or section is conjecture. The contents of this article or section may contain unverified gameplay anecdotes, or unofficial interpretations of the game's lore. Content is subject to change or removal as development progresses. Please do not use this as a primary reference for critical information.
x
“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.
More research on unique damage types needed
x
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.
A damage type that can be used by the Operator after completing The War Within or by players controlling the Warframe Xaku{"EnergyRank30":"230","ShieldRank30":"329","SellPrice":"25000","Themes":"Broken, Void Manipulation","Tactical":"The Lost","Passive":"25% Damage Reduction on AOE attacks and chance to avoid incoming weapon damage.","Introduced":"29","Polarities":["D","D"],"FullImages":{"Default":"XakuFull.png","Skeletal":"XakuSkeletonFull.png"},"InternalName":"/Lotus/Powersuits/BrokenFrame/BrokenFrame","Type":"Warframe","Link":"Xaku","Health":"269","Playstyle":"Damage","CodexSecret":false,"Sprint":"1.02","HealthRank30":"359","Description":"Broken Warframes adrift in the Void converged to create Xaku. Together, they deal high damage. Xaku proves that the sum of the whole is greater than its parts.","Conclave":false,"Shield":"239","Image":"Xaku.png","Armor":"146","Progenitor":"Magnetic","SquadPortrait":"BrokenLargePortrait.png","Name":"Xaku","MaxRank":"30","InitialEnergy":"50","Subsumed":"Xata's Whisper","Vaulted":false,"Abilities":["Xata's Whisper","Grasp of Lohk","The Lost","The Vast Untime"],"Sex":"Non-binary (Pluriform)","Mastery":"0","Portrait":"XakuIcon272.png","Energy":"160","AuraPolarity":"Bar"}. It possesses special properties and effects against Sentient enemies while being neutral to all health/shields/armor classes except for Indifferent Facade{"Negatives":[["Viral","50"],["Slash","50"]],"Type":"Health","Link":"Indifferent Facade","ColorBorder":"#7C827F","Positives":[["Radiation","75"],["Void","25"],["Electricity","25"],["Puncture","25"]],"Introduced":"35.5","Name":"Indifferent Facade","Faction":["The Murmur"],"ColorBackground":"#D7D9D8","Nickname":"Facade","InternalName":"","Color":"#636866"}, 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.
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.
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.
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 (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.
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:
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.
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.
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.
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.
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.
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.
The value of a quantum will then be 100 ÷ 16 = 6.25.
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.
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{"Description":"+220% Damage","UpgradeTypes":["WEAPON_DAMAGE_AMOUNT"],"MaxRank":"10","Image":"HornetStrikeMod.png","Introduced":"0","Icon":"HornetStrike.png","Transmutable":true,"Type":"Pistol","Rarity":"Uncommon","Tradable":true,"BaseDrain":"4","Polarity":"Madurai","Name":"Hornet Strike","InternalName":"/Lotus/Upgrades/Mods/Pistol/WeaponDamageAmountMod","Link":"Hornet Strike","Incompatible":["Flawed Hornet Strike"],"CodexSecret":false}, Faction mods such as Bane of Grineer{"Description":"x1.3 Damage to Grineer","UpgradeTypes":["GAMEPLAY_FACTION_DAMAGE"],"MaxRank":"5","Image":"BaneofGrineerMod.png","Introduced":"9","InternalName":"/Lotus/Upgrades/Mods/Rifle/WeaponFactionDamageGrineer","Transmutable":true,"Type":"Rifle","Rarity":"Uncommon","Tradable":true,"BaseDrain":"4","Polarity":"Madurai","Name":"Bane of Grineer","Icon":"BaneofGrineer.png","Link":"Bane of Grineer","Incompatible":["Primed Bane of Grineer","Flawed Bane of Grineer"],"CodexSecret":false}, 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.
The value of the example quanta will still be 100 / 16 = 6.25. Elemental and Physical bonuses do not affect the quanta.
If Maim{"Transmutable":false,"Type":"Pistol","Description":"+120% <DT_SLASH_COLOR>Slash","Tradable":true,"UpgradeTypes":["WEAPON_PERCENT_BASE_DAMAGE_ADDED"],"BaseDrain":"6","MaxRank":"5","Icon":"Maim.png","Link":"Maim","Image":"MaimMod.png","Name":"Maim","Introduced":"14.7","Polarity":"Naramon","Rarity":"Rare","InternalName":"/Lotus/Upgrades/Mods/Pistol/WeaponEventSlashDamageMod","CodexSecret":false} 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.
The damage distribution would then be 31.25Impact, 31.25Puncture, and 37.5 + 50 = 87.5Slash.
Elemental bonuses calculate using the full base damage, are rounded to the nearest 1/16th of the base damage and added to the total.
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{"Transmutable":false,"Type":"Oberon","Rarity":"Rare","Tradable":true,"Link":"Smite Infusion","BaseDrain":"6","IsAbilityAugment":true,"Icon":"SmiteInfusion.png","Description":"Smite Augment: Hold to cast will grant all allies within 15m an additional 100% <DT_RADIATION_COLOR>Radiation Damage to their attacks for 40s.","Image":"SmiteInfusionMod.png","Name":"Smite Infusion","Introduced":"15","MaxRank":"3","Polarity":"Zenurik","InternalName":"/Lotus/Powersuits/Paladin/SmiteAugmentCard","CodexSecret":false}, 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{"Conclave":false,"_TooltipAttackDisplay":"1","Class":"Crossbow","SellPrice":"7500","Tradable":"2","Image":"NagantakaPrime.png","Slot":"Primary","Introduced":"31.3","Polarities":["V"],"MaxRank":"30","InternalName":"/Lotus/Weapons/Tenno/LongGuns/PrimeNagantaka/PrimeNagantakaWeapon","Family":"Nagantaka","Attacks":[{"CritMultiplier":"2.3","IsSilent":true,"MinSpread":"0","Accuracy":"40","ShotType":"Projectile","AmmoCost":"1","AttackName":"Semi-Auto","FireRate":"2.5","Multishot":"1","MaxSpread":"5","ForcedProcs":["Impact"],"ShotSpeed":"100","PunchThrough":"0","StatusChance":"0.39","CritChance":"0.25","Damage":{"Slash":"155.7","Puncture":"15.6","Impact":"1.7"}},{"CritChance":"0.25","BurstCount":"11","FireRate":"5","BurstReloadDelay":"0.2","ForcedProcs":["Impact"],"MaxSpread":"5","ShotType":"Projectile","CritMultiplier":"2.3","Accuracy":"40","Damage":{"Slash":"155.7","Puncture":"15.6","Impact":"1.7"},"BurstDelay":"0.11","AmmoCost":"1","IsSilent":true,"Reload":"2","Multishot":"1","MinSpread":"0","PunchThrough":"0","StatusChance":"0.39","ShotSpeed":"100","AttackName":"Burst Shot"}],"Accuracy":"40","Link":"Nagantaka Prime","Traits":["Tenno","Prime"],"Trigger":"Semi / Mag Burst","Magazine":"11","CompatibilityTags":["PROJECTILE","ZHUGE","CROSSBOW"],"Reload":"2.3","AmmoPickup":"80","ExilusPolarity":"Naramon","Name":"Nagantaka Prime","AmmoType":"Primary","Mastery":"12","AmmoMax":"540","Disposition":"1.15","DefaultUpgrades":["/Lotus/Weapons/Tenno/LongGuns/GarudaCrossbow/GarudaCrossbowInnateUpgrade","/Lotus/Weapons/Tenno/LongGuns/GarudaCrossbow/GarudaCrossbowInnateUpgradeTwo"]} with Cryo Rounds{"Description":"+90% <DT_FREEZE_COLOR>Cold","UpgradeTypes":["WEAPON_PERCENT_BASE_DAMAGE_ADDED"],"MaxRank":"5","Image":"CryoRoundsMod.png","Introduced":"0","InternalName":"/Lotus/Upgrades/Mods/Rifle/WeaponFreezeDamageMod","Transmutable":true,"Type":"Rifle","Rarity":"Uncommon","Tradable":true,"BaseDrain":"2","Polarity":"Vazarin","Name":"Cryo Rounds","Icon":"CryoRounds.png","Link":"Cryo Rounds","Incompatible":["Primed Cryo Rounds"],"CodexSecret":false}, Malignant Force{"Transmutable":false,"Type":"Rifle","Description":"+60% <DT_POISON_COLOR>Toxin\r\n+60% Status Chance","Tradable":true,"UpgradeTypes":["WEAPON_PERCENT_BASE_DAMAGE_ADDED","WEAPON_PROC_CHANCE"],"BaseDrain":"4","MaxRank":"3","Icon":"MalignantForce.png","Link":"Malignant Force","Image":"MalignantForceMod.png","Name":"Malignant Force","Introduced":"11.5","Polarity":"Madurai","Rarity":"Rare","InternalName":"/Lotus/Upgrades/Mods/Rifle/DualStat/PoisonEventRifleMod","CodexSecret":false}, Hellfire{"Description":"+90% <DT_FIRE_COLOR>Heat","UpgradeTypes":["WEAPON_PERCENT_BASE_DAMAGE_ADDED"],"MaxRank":"5","Image":"HellfireMod.png","Introduced":"0","Icon":"Hellfire.png","Transmutable":true,"Type":"Rifle","Rarity":"Uncommon","Tradable":true,"BaseDrain":"6","Polarity":"Naramon","Name":"Hellfire","InternalName":"/Lotus/Upgrades/Mods/Rifle/WeaponFireDamageMod","Link":"Hellfire","Incompatible":["Flawed Hellfire"],"CodexSecret":false}, Piercing Caliber{"Transmutable":false,"Type":"Rifle","Description":"+120% <DT_PUNCTURE_COLOR>Puncture","Tradable":true,"UpgradeTypes":["WEAPON_PERCENT_BASE_DAMAGE_ADDED"],"BaseDrain":"6","MaxRank":"5","Icon":"PiercingCaliber.png","Link":"Piercing Caliber","Image":"PiercingCaliberMod.png","Name":"Piercing Caliber","Introduced":"15.5","Polarity":"Naramon","Rarity":"Rare","InternalName":"/Lotus/Upgrades/Mods/Rifle/WeaponEventPunctureDamageMod","CodexSecret":false} and GasValence Formation{"Transmutable":false,"Type":"Lavos","Rarity":"Rare","Tradable":true,"Link":"Valence Formation","BaseDrain":"6","IsAbilityAugment":true,"InternalName":"/Lotus/Powersuits/Alchemist/AlchemistPassiveAugmentCard","MaxRank":"3","Image":"ValenceFormationMod.png","Name":"Valence Formation","Introduced":"35.5","Description":"Passive Augment: Upon Ability cast, applies the Ability Element as 200% Elemental Damage to your weapons with guaranteed Status for 20s.","Polarity":"Zenurik","Icon":"ValenceFormation.jpg","CodexSecret":false} in that order deals:
round[ ( 200%{"Transmutable":false,"Type":"Lavos","Rarity":"Rare","Tradable":true,"Link":"Valence Formation","BaseDrain":"6","IsAbilityAugment":true,"InternalName":"/Lotus/Powersuits/Alchemist/AlchemistPassiveAugmentCard","MaxRank":"3","Image":"ValenceFormationMod.png","Name":"Valence Formation","Introduced":"35.5","Description":"Passive Augment: Upon Ability cast, applies the Ability Element as 200% Elemental Damage to your weapons with guaranteed Status for 20s.","Polarity":"Zenurik","Icon":"ValenceFormation.jpg","CodexSecret":false}Gas × 173 ) ÷ Q ] × Q = 346 Gas
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{"Description":"+165% Damage","UpgradeTypes":["WEAPON_DAMAGE_AMOUNT"],"MaxRank":"10","Image":"SerrationMod.png","Introduced":"0","Icon":"Serration.png","Transmutable":true,"Type":"Rifle","Rarity":"Uncommon","Tradable":true,"BaseDrain":"4","Polarity":"Madurai","Name":"Serration","InternalName":"/Lotus/Upgrades/Mods/Rifle/WeaponDamageAmountMod","Link":"Serration","Incompatible":["Amalgam Serration","Higasa Serration","Flawed Serration","Spectral Serration"],"CodexSecret":false}, +Faction{"Description":"x1.3 Damage to Grineer","UpgradeTypes":["GAMEPLAY_FACTION_DAMAGE"],"MaxRank":"5","Image":"BaneofGrineerMod.png","Introduced":"9","InternalName":"/Lotus/Upgrades/Mods/Rifle/WeaponFactionDamageGrineer","Transmutable":true,"Type":"Rifle","Rarity":"Uncommon","Tradable":true,"BaseDrain":"4","Polarity":"Madurai","Name":"Bane of Grineer","Icon":"BaneofGrineer.png","Link":"Bane of Grineer","Incompatible":["Primed Bane of Grineer","Flawed Bane of Grineer"],"CodexSecret":false} 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.
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.
Against unarmored enemies or when applying True damage, the formula is simply:
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 (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).
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{"Transmutable":false,"Type":"Aura","Description":"Enemies lose -18% Armor","Tradable":true,"UpgradeTypes":["AVATAR_ARMOUR"],"BaseDrain":"-2","MaxRank":"5","InternalName":"/Lotus/Upgrades/Mods/Aura/EnemyArmorReductionAuraMod","Link":"Corrosive Projection","Image":"CorrosiveProjectionMod.png","Name":"Corrosive Projection","Introduced":"8","Polarity":"Naramon","Rarity":"Uncommon","Icon":"CorrosiveProjection.png","CodexSecret":false}, Corrosive procs, and Terrify{"Description":"Casts fear into the hearts of nearby enemies, causing them to run away in terror.","Cost":"75","Augments":["Creeping Terrify"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/TerrorTotemAbility","CardImage":"TerrifyModx256.png","Subsumable":true,"Introduced":"10","Powersuit":"Nekros","Key":"2","Icon":"Terrify130xWhite.png","Name":"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{"Nickname":"Ferrite","Type":"Armor","Link":"Ferrite Armor","Color":"#6B6660","Positives":[["Corrosive","75"],["Puncture","50"]],"DarkModeColor":"#ceaa7f","InternalName":"RK_ARMOR","Negatives":[["Blast","25"],["Slash","15"]],"Name":"Ferrite Armor","Faction":["Grineer"],"ColorBackground":"#DAD8D6","Introduced":"11","Bypass":["Cinematic","True"],"ColorBorder":"#857F79"}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{"Nickname":"Ferrite","Type":"Armor","Link":"Ferrite Armor","Color":"#6B6660","Positives":[["Corrosive","75"],["Puncture","50"]],"DarkModeColor":"#ceaa7f","InternalName":"RK_ARMOR","Negatives":[["Blast","25"],["Slash","15"]],"Name":"Ferrite Armor","Faction":["Grineer"],"ColorBackground":"#DAD8D6","Introduced":"11","Bypass":["Cinematic","True"],"ColorBorder":"#857F79"}cloned flesh{"Negatives":[["Gas","50"],["Impact","25"]],"Type":"Health","Link":"Cloned Flesh","ColorBorder":"#A77A57","Positives":[["Viral","75"],["Heat","25"],["Slash","25"]],"DarkModeColor":"#dfa376","Introduced":"11","Name":"Cloned Flesh","Faction":["Grineer"],"ColorBackground":"#E4D7CC","Nickname":"Cloned","InternalName":"RK_CLONED_FLESH","Color":"#856146"} (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{"Nickname":"Alloy","Type":"Armor","Link":"Alloy Armor","Color":"#666B60","Positives":[["Radiation","75"],["Cold","25"],["Puncture","15"]],"DarkModeColor":"#a2b788","InternalName":"RK_HULKING_ARMOR","Negatives":[["Electricity","50"],["Magnetic","50"]],"Name":"Alloy Armor","Faction":["Grineer"],"ColorBackground":"#D8DAD6","Introduced":"11","Bypass":["Cinematic","True"],"ColorBorder":"#7F8579"}cloned flesh{"Negatives":[["Gas","50"],["Impact","25"]],"Type":"Health","Link":"Cloned Flesh","ColorBorder":"#A77A57","Positives":[["Viral","75"],["Heat","25"],["Slash","25"]],"DarkModeColor":"#dfa376","Introduced":"11","Name":"Cloned Flesh","Faction":["Grineer"],"ColorBackground":"#E4D7CC","Nickname":"Cloned","InternalName":"RK_CLONED_FLESH","Color":"#856146"} (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).
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.
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{"Transmutable":false,"Type":"Aura","Description":"Enemies lose -18% Armor","Tradable":true,"UpgradeTypes":["AVATAR_ARMOUR"],"BaseDrain":"-2","MaxRank":"5","InternalName":"/Lotus/Upgrades/Mods/Aura/EnemyArmorReductionAuraMod","Link":"Corrosive Projection","Image":"CorrosiveProjectionMod.png","Name":"Corrosive Projection","Introduced":"8","Polarity":"Naramon","Rarity":"Uncommon","Icon":"CorrosiveProjection.png","CodexSecret":false} aura stacking.
A generalized version of the damage modifier formula is:
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{"Transmutable":false,"Type":"Aura","Description":"Enemies lose -18% Armor","Tradable":true,"UpgradeTypes":["AVATAR_ARMOUR"],"BaseDrain":"-2","MaxRank":"5","InternalName":"/Lotus/Upgrades/Mods/Aura/EnemyArmorReductionAuraMod","Link":"Corrosive Projection","Image":"CorrosiveProjectionMod.png","Name":"Corrosive Projection","Introduced":"8","Polarity":"Naramon","Rarity":"Uncommon","Icon":"CorrosiveProjection.png","CodexSecret":false}, Corrosive procs, and Terrify{"Description":"Casts fear into the hearts of nearby enemies, causing them to run away in terror.","Cost":"75","Augments":["Creeping Terrify"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/TerrorTotemAbility","CardImage":"TerrifyModx256.png","Subsumable":true,"Introduced":"10","Powersuit":"Nekros","Key":"2","Icon":"Terrify130xWhite.png","Name":"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
Damage multipliers against a particular faction from Faction Damage Mods, Sentient Scalpel{"Transmutable":false,"Type":"Plexus","Rarity":"Rare","Tradable":true,"BaseDrain":"6","MaxRank":"5","Link":"Sentient Scalpel","Icon":"SentientScalpel.png","Image":"SentientScalpelMod.png","Name":"Sentient Scalpel","Introduced":"27.3","Description":"x1.27 Turret Damage vs Sentients","Polarity":"Madurai","InternalName":"/Lotus/Upgrades/Mods/Railjack/Gunnery/VidarSentientKiller","CodexSecret":false}, or Roar{"Description":"Grants all nearby Warframes increased damage for a short duration.","Cost":"75","Augments":["Piercing Roar"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/RhinoRoarAbility","CardImage":"RoarModU15.jpeg","Subsumable":true,"Introduced":"8.3","Powersuit":"Rhino","Key":"3","Icon":"Roar130xWhite.png","Name":"Roar"}
Damage multipliers from certain damage buffing Warframe abilities like Eclipse{"Description":"(TAP) Temporarily reduce the damage Mirage takes from enemies.\r\n\r\n(HOLD) Temporarily increase Mirage's weapon damage.","Cost":"25","Augments":["Total Eclipse"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/LightAbility","CardImage":"EclipseModx256.png","Subsumable":true,"Introduced":"14","Powersuit":"Mirage","Key":"3","Icon":"Eclipse130xWhite.png","Name":"Eclipse"} (all independent of each other)
Damage multipliers from certain mods like Synth Charge{"Description":"+200% Bonus Damage on final shot. Requires Magazine 6 or higher.","UpgradeTypes":["WEAPON_LAST_DAMAGE_MOD"],"MaxRank":"3","Image":"SynthChargeMod.png","Introduced":"24","Icon":"SynthCharge.png","Transmutable":false,"Type":"Pistol","Rarity":"Rare","Tradable":true,"BaseDrain":"6","Polarity":"Madurai","Name":"Synth Charge","Set":"Synth Set","IncompatibilityTags":["SINGLESHOT","POWER_WEAPON","SENTINEL_MOD"],"Link":"Synth Charge","InternalName":"/Lotus/Upgrades/Mods/Sets/Synth/PistolSynthChargeMod","CodexSecret":false} and Charged Chamber{"Transmutable":true,"Type":"Sniper","Description":"+40% Damage on first shot in Magazine","Tradable":true,"UpgradeTypes":["WEAPON_INIT_DAMAGE_MOD"],"BaseDrain":"6","MaxRank":"5","InternalName":"/Lotus/Upgrades/Mods/Rifle/SniperReloadDamageMod","Link":"Charged Chamber","Image":"ChargedChamberMod.png","Name":"Charged Chamber","Introduced":"8","Polarity":"Madurai","Rarity":"Uncommon","Icon":"ChargedChamber.png","CodexSecret":false} (all independent of each other)
Damage multipliers from certain Warframe passives like Garuda{"Sprint":"1","EnergyRank30":"240","Description":"Death's crimson maiden sharpens her talons. Garuda weaponizes the blood of her foes to deal high damage. Sanguine beauty complements her deadly power.","Conclave":false,"Shield":"270","MaxRank":"30","Themes":"Blood Manipulation, Gore, Violence, Garuda (Hindu deity)","Tactical":"Blood Altar","Image":"Garuda.png","SquadPortrait":"GarudaLargePortrait.png","Introduced":"24","Armor":"315","FullImages":{"Portrait":"GarudaFull.png"},"InternalName":"/Lotus/Powersuits/Garuda/Garuda","Passive":"Garuda's damage temporarily increases with each enemy she kills, to a maximum of 100%.\r\nSlashes with her talons if no melee weapon is equipped.","Progenitor":"Radiation","Type":"Warframe","Health":"270","Link":"Garuda","Portrait":"GarudaIcon272.png","Polarities":["Bar","D"],"Abilities":["Dread Mirror","Blood Altar","Bloodletting","Seeking Talons"],"InitialEnergy":"50","Subsumed":"Blood Altar","AuraPolarity":"V","Name":"Garuda","Sex":"Female","Playstyle":"Damage","SellPrice":"10000","Energy":"140","CodexSecret":false}'s or Vauban{"Sprint":"1","Description":"Vauban is the model of innovative technology. He deploys clever inventions to provide crowd control. His tenacity and focus make him formidable.","Conclave":false,"Shield":"180","MaxRank":"30","Themes":"Combat Engineer","Tactical":"Photon Strike","Image":"Vauban.png","Type":"Warframe","Introduced":"7.11","Armor":"160","FullImages":{"Portrait":"VaubanFull.png"},"InternalName":"/Lotus/Powersuits/Trapper/Trapper","Passive":"Deal 25% Extra Damage to incapacitated enemies.","Progenitor":"Heat","SquadPortrait":"VaubanLargePortrait.png","Health":"270","Link":"Vauban","Portrait":"VaubanIcon272.png","Polarities":["Bar","V"],"Abilities":["Tesla Nervos","Minelayer","Photon Strike","Bastille"],"InitialEnergy":"75","Subsumed":"Tesla Nervos","AuraPolarity":"Bar","Name":"Vauban","Sex":"Male","Playstyle":"Crowd Control","SellPrice":"10000","Energy":"175","CodexSecret":false}'s (all independent of each other)
Damage multiplier from Sniper Rifle's shot combo counter
Damage multiplier from Melee Combo for heavy attacks
Damage multiplier based on the Follow Through stat of melee weapons
Damage multiplier from Unairu Wisp and Virtuos Fury{"Rarity":"Uncommon","Type":"Amp","Description":"20% chance for +30% Damage for 4s","Link":"Virtuos Fury","Icon":"VirtuosFury64x.png","UpgradeTypes":["WEAPON_DAMAGE_AMOUNT"],"MaxRank":"3","IncompatibilityTags":["OPERATOR_SUIT"],"Dissolution":"18","Image":"VirtuosFury.png","Name":"Virtuos Fury","Introduced":"22","IsRefreshable":true,"Criteria":"On Status Effect","InternalName":"/Lotus/Upgrades/CosmeticEnhancers/OperatorAmps/IncreasedDamageOnStatusProc","CodexSecret":true}
Special damage resistances that scale based on theoretical damage per second
Sources of damage vulnerability like Molecular Prime{"Description":"Primes all enemies in a radius with anti-matter.","Cost":"100","Augments":["Molecular Fission"],"CardImage":"MolecularPrimeModx256.png","Name":"Molecular Prime","Introduced":"9","InternalName":"/Lotus/Powersuits/PowersuitAbilities/MolecularPrimeAbility","Key":"4","Icon":"MolecularPrime130xWhite.png","Powersuit":"Nova"} and Detect Vulnerability{"Transmutable":false,"Type":"Helios","Rarity":"Rare","Tradable":true,"BaseDrain":"6","MaxRank":"5","Link":"Detect Vulnerability","InternalName":"/Lotus/Types/Sentinels/SentinelPrecepts/WeaknessScanPrecept","Image":"DetectVulnerabilityMod.png","Name":"Detect Vulnerability","Introduced":"16","Description":"Upon completing research on an enemy, subsequent scans will reveal their weak points.\r\nEvery 10s the sentinel will stun and inflict 600 damage to an enemy within 30m. Damage dealt affected by Sentinel Weapon Mods.","Polarity":"Penjaga","Icon":"DetectVulnerability.png","CodexSecret":false} (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.
The damage numbers displayed in the in-game arsenal calculate total weapon damage as such:
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):
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.
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{"Conclave":true,"_TooltipAttackDisplay":"1","Class":"Rifle","SellPrice":"7500","Image":"Quartakk.png","Introduced":"22","Polarities":["V","V"],"AmmoType":"Primary","InternalName":"/Lotus/Weapons/Grineer/LongGuns/GrnFourBarrelRifle/GrnFourBarrelRifleWeapon","Slot":"Primary","MaxRank":"30","Family":"Quartakk","Attacks":[{"CritMultiplier":"2.3","IsSilent":false,"BurstDelay":"0","ShotType":"Hit-Scan","BurstCount":"4","AmmoCost":"1","Range":"300","FireRate":"1.58","Multishot":"1","AttackName":"Burst-Fire","MaxSpread":"1.2","MinSpread":"1","PunchThrough":"0.5","StatusChance":"0.27","CritChance":"0.19","Damage":{"Slash":"16.66","Puncture":"14.21","Impact":"18.13"}}],"Link":"Quartakk","Trigger":"Burst","ExilusPolarity":"Madurai","CompatibilityTags":["ASSAULT_AMMO"],"Reload":"1.9","AmmoPickup":"80","Magazine":"84","Name":"Quartakk","Accuracy":"90.9","Mastery":"10","AmmoMax":"840","Disposition":"1.25","Traits":["Grineer"]} 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:
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)
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)
The average damage dealt on a single button input if all projectiles hit an enemy.
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.
Not all weapons consume one ammo per shot; this is to account for cases such as Continuous Weapons
For the Vectis{"AmmoType":"Primary","Traits":["Tenno"],"Conclave":true,"SniperComboReset":"2","Class":"Sniper Rifle","MaxRank":"30","_TooltipAttackDisplay":"2","Family":"Vectis","Image":"Vectis.png","Users":["Saryn Specter"],"Introduced":"10.6","Polarities":["V"],"SniperComboMin":"1","InternalName":"/Lotus/Weapons/Tenno/Rifle/TennoSniperRifle","Attacks":[{"IsSilent":false,"CritMultiplier":"2","AmmoCost":"1","ShotType":"Hit-Scan","Falloff":{"EndRange":"600","Reduction":"0.5","StartRange":"400"},"Range":"1000","FireRate":"1.5","Multishot":"1","MaxSpread":"15","AttackName":"Unzoomed","MinSpread":"0","PunchThrough":"1","StatusChance":"0.3","CritChance":"0.25","Damage":{"Slash":"56.25","Puncture":"78.75","Impact":"90"}},{"CritChance":"0.25","CritMultiplier":"2","AmmoCost":"1","Falloff":{"EndRange":"600","Reduction":"0.5","StartRange":"400"},"ExtraHeadshotDmg":"0.3","FireRate":"1.5","Multishot":"1","ShotType":"Hit-Scan","IsSilent":false,"AttackName":"3x Zoom","PunchThrough":"1","StatusChance":"0.3","Range":"1000","Damage":{"Slash":"56.25","Puncture":"78.75","Impact":"90"}},{"CritChance":"0.25","CritMultiplier":"2","AmmoCost":"1","Falloff":{"EndRange":"600","Reduction":"0.5","StartRange":"400"},"ExtraHeadshotDmg":"0.5","FireRate":"1.5","Multishot":"1","ShotType":"Hit-Scan","IsSilent":false,"AttackName":"4.5x Zoom","PunchThrough":"1","StatusChance":"0.3","Range":"1000","Damage":{"Slash":"56.25","Puncture":"78.75","Impact":"90"}}],"Slot":"Primary","Zoom":["3x Zoom (+30% Headshot Damage)","4.5x Zoom (+50% Headshot Damage)"],"Magazine":"1","ReloadDelay":"0","Trigger":"Semi-Auto","ExilusPolarity":"Madurai","CompatibilityTags":["SNIPER_AMMO","Vectis","SINGLESHOT"],"Reload":"1","AmmoPickup":"15","Accuracy":"13.3","Name":"Vectis","SellPrice":"7500","Mastery":"2","AmmoMax":"72","Disposition":"1.15","Link":"Vectis"} and Vectis Prime{"AmmoType":"Primary","Traits":["Prime"],"Conclave":true,"SniperComboReset":"2","Class":"Sniper Rifle","MaxRank":"30","Link":"Vectis Prime","Family":"Vectis","Image":"VectisPrime.png","Attacks":[{"CritMultiplier":"2","IsSilent":false,"CritChance":"0.3","ShotType":"Hit-Scan","MaxSpread":"15","Falloff":{"EndRange":"600","Reduction":"0.5","StartRange":"400"},"Range":"1000","FireRate":"2.67","Multishot":"1","AttackName":"Unzoomed","ForcedProcs":["Stagger"],"MinSpread":"0","PunchThrough":"1","StatusChance":"0.3","AmmoCost":"1","Damage":{"Slash":"52.5","Puncture":"157.5","Impact":"140"}},{"CritChance":"0.3","CritMultiplier":"2","ExtraHeadshotDmg":"0.4","ShotType":"Hit-Scan","Falloff":{"EndRange":"600","Reduction":"0.5","StartRange":"400"},"Range":"1000","FireRate":"2.67","Multishot":"1","IsSilent":false,"ForcedProcs":["Stagger"],"AttackName":"3.5x Zoom","PunchThrough":"1","StatusChance":"0.3","AmmoCost":"1","Damage":{"Slash":"52.5","Puncture":"157.5","Impact":"140"}},{"CritChance":"0.3","CritMultiplier":"2","ExtraHeadshotDmg":"0.6","ShotType":"Hit-Scan","Falloff":{"EndRange":"600","Reduction":"0.5","StartRange":"400"},"Range":"1000","FireRate":"2.67","Multishot":"1","IsSilent":false,"ForcedProcs":["Stagger"],"AttackName":"6x Zoom","PunchThrough":"1","StatusChance":"0.3","AmmoCost":"1","Damage":{"Slash":"52.5","Puncture":"157.5","Impact":"140"}}],"Introduced":"16.11","Polarities":["V","Bar"],"SniperComboMin":"5","InternalName":"/Lotus/Weapons/Tenno/LongGuns/PrimeVectis/PrimeVectisRifle","SellPrice":"7500","Magazine":"2","Zoom":["3.5x (+40% Headshot Damage)","6x (+60% Headshot Damage)"],"Accuracy":"13.3","ReloadDelay":"0","Trigger":"Semi-Auto","ExilusPolarity":"Naramon","CompatibilityTags":["SNIPER_AMMO","SINGLESHOT"],"Reload":"0.85","AmmoPickup":"15","_TooltipAttackDisplay":"2","Name":"Vectis Prime","Slot":"Primary","Mastery":"14","AmmoMax":"72","Disposition":"0.95","Tradable":"2"} specifically, one (1) should be subtracted from the denominator to account for their lack of a reload delay.
For Epitaph{"Conclave":false,"_TooltipAttackDisplay":"1","Class":"Pistol","SellPrice":"5000","Image":"Epitaph.png","Slot":"Secondary","Introduced":"30","Polarities":["V","V"],"MaxRank":"30","InternalName":"/Lotus/Weapons/Tenno/Pistols/TnWraitheSidearm/TnWraitheSidearmWeapon","AmmoType":"Secondary","Family":"Epitaph","Attacks":[{"ChargeTime":"0.36","CritChance":"0.48","CritMultiplier":"2.6","Accuracy":"100","Trigger":"Charge","AmmoCost":"1","ShotType":"Projectile","FireRate":"1.5","Multishot":"1","AttackName":"Charged Shot","ForcedProcs":["Impact"],"ShotSpeed":"200","PunchThrough":"2","StatusChance":"0.04","IsSilent":false,"Damage":{"Slash":"135","Puncture":"45","Impact":"120"}},{"CritChance":"0.02","FireRate":"1.5","Multishot":"1","ForcedProcs":["Impact"],"AttackName":"Uncharged Direct Hit","ShotType":"Projectile","CritMultiplier":"1.2","Accuracy":"80","Trigger":"Semi-Auto","AmmoCost":"1","Damage":{"Slash":"30","Puncture":"30","Impact":"40"},"IsSilent":false,"MinSpread":"1","PunchThrough":"0","StatusChance":"0.5","MaxSpread":"1.5","ShotSpeed":"50"},{"IsSilent":false,"CritMultiplier":"1","Falloff":{"EndRange":"8","Reduction":"0.8","StartRange":"0"},"Range":"8","FireRate":"1.5","Multishot":"1","CritChance":"0","ForcedProcs":["Cold"],"AttackName":"Uncharged AoE","PunchThrough":"0","StatusChance":"0.5","ShotType":"AoE","Damage":{"Blast":"20"}}],"ExilusPolarity":"Naramon","Tradable":"2","Trigger":"Semi / Charge","Magazine":"1","CompatibilityTags":["PROJECTILE","SINGLESHOT","AOE"],"Reload":"0.6","AmmoPickup":"20","Link":"Epitaph","Name":"Epitaph","Accuracy":"80","Mastery":"8","AmmoMax":"40","Disposition":"0.6","DefaultUpgrades":["/Lotus/Weapons/Tenno/Pistols/TnWraitheSidearm/TnWraitheSidearmInnateUpgrade"]} 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.
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:
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)
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)
Total modded damage calculations used for DoT ignores elemental and physical damage bonuses.
Without accounting multipliers of specific DoT.
Individual calculations for each DoT proc. Keep in mind Slash DoT deals Cinematic damage, ignoring armor.
Multiply each DoT with the respective damage distribution (i.e. damage type / total damage) and add them together
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)
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)
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.
The average total damage dealt by a weapon without switching weapons or replenishing ammo.
Point Blank{"Description":"+90% Damage","UpgradeTypes":["WEAPON_DAMAGE_AMOUNT"],"MaxRank":"5","Image":"PointBlankMod.png","Introduced":"0","Icon":"PointBlank.png","Transmutable":true,"Type":"Shotgun","Rarity":"Uncommon","Tradable":true,"BaseDrain":"4","Polarity":"Madurai","Name":"Point Blank","InternalName":"/Lotus/Upgrades/Mods/Shotgun/WeaponDamageAmountMod","Link":"Point Blank","Incompatible":["Primed Point Blank","Flawed Point Blank"],"CodexSecret":false}
Primed Point Blank{"Description":"+165% Damage","UpgradeTypes":["WEAPON_DAMAGE_AMOUNT"],"MaxRank":"10","Image":"PrimedPointBlankMod.png","Introduced":"15.8.1","Icon":"PrimedPointBlank.png","Transmutable":false,"Type":"Shotgun","Rarity":"Legendary","Tradable":true,"BaseDrain":"4","Polarity":"Madurai","Name":"Primed Point Blank","InternalName":"/Lotus/Upgrades/Mods/Shotgun/Expert/WeaponDamageAmountModExpert","Link":"Primed Point Blank","Incompatible":["Point Blank","Flawed Point Blank"],"CodexSecret":true}
Arcane Rise{"Rarity":"Rare","Type":"Warframe","Description":"60% chance for +150% Damage to Primary Weapons for 24s","Link":"Arcane Rise","Icon":"ArcaneRise64x.png","UpgradeTypes":["WEAPON_DAMAGE_AMOUNT","GAMEPLAY_FREE_REVIVE_COUNT"],"MaxRank":"5","IncompatibilityTags":["OPERATOR_SUIT"],"Dissolution":"22","Image":"ArcaneRise.png","Name":"Arcane Rise","Introduced":"32.2","IsRefreshable":true,"Criteria":"On Reload","InternalName":"/Lotus/Upgrades/CosmeticEnhancers/Utility/LongGunDamageOnReload","CodexSecret":false}
Arcane Primary Charger{"Rarity":"Rare","Type":"Warframe","Description":"30% chance for +300% Primary Weapon Damage for 12s","Link":"Arcane Primary Charger","Icon":"ArcanePrimaryCharger64x.png","UpgradeTypes":["WEAPON_DAMAGE_AMOUNT","GAMEPLAY_FREE_REVIVE_COUNT"],"MaxRank":"5","IncompatibilityTags":["OPERATOR_SUIT"],"Dissolution":"20","Image":"ArcanePrimaryCharger.png","Name":"Arcane Primary Charger","Introduced":"25.7.6","IsRefreshable":true,"Criteria":"On Melee Kill","InternalName":"/Lotus/Upgrades/CosmeticEnhancers/Offensive/PrimaryDmgOnMeleeKill","CodexSecret":true}
Arcane Rage{"Rarity":"Rare","Type":"Warframe","Description":"15% chance for +180% Damage to Primary Weapons for 24s","Link":"Arcane Rage","Icon":"ArcaneRage64x.png","UpgradeTypes":["WEAPON_DAMAGE_AMOUNT","GAMEPLAY_FREE_REVIVE_COUNT"],"MaxRank":"5","IncompatibilityTags":["OPERATOR_SUIT"],"Dissolution":"28","Image":"ArcaneRage.png","Name":"Arcane Rage","Introduced":"16","IsRefreshable":true,"Criteria":"On Headshot","InternalName":"/Lotus/Upgrades/CosmeticEnhancers/Offensive/LongGunDamageOnHeadshot","CodexSecret":true}
Primary Deadhead{"Type":"Primary","Rarity":"Rare","Link":"Primary Deadhead","Description":"+120% Damage for 24s. Stacks up to 3x. +30% to Headshot Multiplier -50% Weapon Recoil","UpgradeTypes":["WEAPON_DAMAGE_AMOUNT","WEAPON_HEADSHOT_MULTIPLIER","WEAPON_RECOIL"],"MaxRank":"5","Icon":"PrimaryDeadhead64x.png","IsRefreshable":true,"Image":"PrimaryDeadhead.png","Name":"Primary Deadhead","Introduced":"30.5","Dissolution":"20","Criteria":"On Precision Headshot Kill/Passive","InternalName":"/Lotus/Upgrades/CosmeticEnhancers/Offensive/PrimaryDamageOnNoMelee","CodexSecret":true}
Primary Dexterity{"Type":"Primary","Rarity":"Rare","Link":"Primary Dexterity","Description":"+60% Damage for 20s. Stacks up to 6x. +7.5s Combo Duration","UpgradeTypes":["WEAPON_DAMAGE_AMOUNT","WEAPON_MELEE_COMBO_DURATION_BONUS"],"MaxRank":"5","Icon":"PrimaryDexterity64x.png","Criteria":"On Melee Kill/Passive","Image":"PrimaryDexterity.png","Name":"Primary Dexterity","Introduced":"30.5","IsRefreshable":true,"Dissolution":"20","InternalName":"/Lotus/Upgrades/CosmeticEnhancers/Offensive/PrimaryDamageOnMeleeKill","CodexSecret":true}
Primary Merciless{"Type":"Primary","Rarity":"Rare","Link":"Primary Merciless","Description":"+30% Damage for 4s. Stacks up to 12x. +30% Reload Speed","UpgradeTypes":["WEAPON_DAMAGE_AMOUNT","WEAPON_RELOAD_SPEED"],"MaxRank":"5","Icon":"PrimaryMerciless64x.png","Criteria":"On Kill/Passive","Image":"PrimaryMerciless.png","Name":"Primary Merciless","Introduced":"30.5","IsRefreshable":true,"Dissolution":"20","InternalName":"/Lotus/Upgrades/CosmeticEnhancers/Offensive/PrimaryDamageOnKill","CodexSecret":true}
Primary Plated Round{"Type":"Primary","Rarity":"Rare","Link":"Primary Plated Round","Description":"Deal increased damage per round loaded based on max magazine size. Lasts for 10s.","Icon":"PrimaryPlatedRound64x.png","MaxRank":"5","IncompatibilityTags":["BATTERY"],"Dissolution":"24","Image":"PrimaryPlatedRound.png","Name":"Primary Plated Round","Introduced":"32.3","IsRefreshable":true,"Criteria":"On Reload","InternalName":"/Lotus/Upgrades/CosmeticEnhancers/Offensive/PrimaryDamagePerAmmoOnReload","CodexSecret":false}
Eximus Advantage{"Transmutable":false,"Type":"Zylok","Description":"Headshots on Eximus enemies increase Secondary Damage by +600% for 10 secs.","Tradable":true,"UpgradeTypes":["WEAPON_DAMAGE_AMOUNT"],"BaseDrain":"2","MaxRank":"5","InternalName":"/Lotus/Upgrades/Mods/Rifle/Event/Nightwave/NightwaveZylokAugmentMod","Link":"Eximus Advantage","Image":"EximusAdvantageMod.png","Name":"Eximus Advantage","Introduced":"32.2","Polarity":"Madurai","Rarity":"Rare","Icon":"EximusAdvantage.png","CodexSecret":false}
Magnum Force{"Transmutable":false,"Type":"Pistol","Description":"+165% Damage\r\n-55% Accuracy","Tradable":true,"UpgradeTypes":["WEAPON_DAMAGE_AMOUNT","WEAPON_SPREAD"],"BaseDrain":"4","MaxRank":"10","Icon":"MagnumForce.png","Link":"Magnum Force","Image":"MagnumForceMod.png","Name":"Magnum Force","Introduced":"10.3","Polarity":"Madurai","Rarity":"Rare","InternalName":"/Lotus/Upgrades/Mods/Pistol/DualStat/CorruptedDamageRecoilPistol","CodexSecret":false}
Arcane Awakening{"Rarity":"Uncommon","Type":"Warframe","Description":"60% chance for +150% Damage to Pistols for 24s","Link":"Arcane Awakening","Icon":"ArcaneAwakening64x.png","UpgradeTypes":["WEAPON_DAMAGE_AMOUNT","GAMEPLAY_FREE_REVIVE_COUNT"],"MaxRank":"5","IncompatibilityTags":["OPERATOR_SUIT"],"Dissolution":"21","Image":"ArcaneAwakening.png","Name":"Arcane Awakening","Introduced":"16","IsRefreshable":true,"Criteria":"On Reload","InternalName":"/Lotus/Upgrades/CosmeticEnhancers/Utility/PistolDamageOnReload","CodexSecret":true}
Arcane Precision{"Rarity":"Rare","Type":"Warframe","Description":"+300% Damage for 18s on Secondary Weapon","Link":"Arcane Precision","Icon":"ArcanePrecision64x.png","UpgradeTypes":["WEAPON_DAMAGE_AMOUNT","GAMEPLAY_FREE_REVIVE_COUNT"],"MaxRank":"5","IncompatibilityTags":["OPERATOR_SUIT"],"Dissolution":"28","Image":"ArcanePrecision.png","Name":"Arcane Precision","Introduced":"17.9.1","IsRefreshable":false,"Criteria":"On Headshot","InternalName":"/Lotus/Upgrades/CosmeticEnhancers/Offensive/GolemArcanePistolDamageOnHeadshot","CodexSecret":true}
Cascadia Flare{"Type":"Secondary","Rarity":"Rare","Link":"Cascadia Flare","Description":"+12% Damage for 10s. Stacks up to 480%.","UpgradeTypes":["WEAPON_DAMAGE_AMOUNT"],"MaxRank":"5","Icon":"CascadiaFlare64x.png","Criteria":"On <DT_FIRE_COLOR>Heat Status Effect","Image":"CascadiaFlare.png","Name":"Cascadia Flare","Introduced":"31.6","IsRefreshable":true,"Dissolution":"22","InternalName":"/Lotus/Upgrades/CosmeticEnhancers/Offensive/SecondaryDamageOnHeatProc","CodexSecret":false}
Secondary Deadhead{"Rarity":"Rare","Type":"Secondary","Description":"+120% Damage for 24s. Stacks up to 3x. +30% to Headshot Multiplier -50% Weapon Recoil","Link":"Secondary Deadhead","Icon":"SecondaryDeadhead64x.png","UpgradeTypes":["WEAPON_DAMAGE_AMOUNT","WEAPON_HEADSHOT_MULTIPLIER","WEAPON_RECOIL"],"MaxRank":"5","IncompatibilityTags":["OPERATOR_SUIT"],"Dissolution":"20","Image":"SecondaryDeadhead.png","Name":"Secondary Deadhead","Introduced":"30.5","IsRefreshable":true,"Criteria":"On Precision Headshot Kill/Passive","InternalName":"/Lotus/Upgrades/CosmeticEnhancers/Offensive/SecondaryDamageOnNoMelee","CodexSecret":true}
Secondary Dexterity{"Type":"Secondary","Rarity":"Rare","Link":"Secondary Dexterity","Description":"+60% Damage for 20s. Stacks up to 6x. +7.5s Combo Duration","UpgradeTypes":["WEAPON_DAMAGE_AMOUNT","WEAPON_MELEE_COMBO_DURATION_BONUS"],"MaxRank":"5","Icon":"SecondaryDexterity64x.png","Criteria":"On Melee Kill/Passive","Image":"SecondaryDexterity.png","Name":"Secondary Dexterity","Introduced":"30.5","IsRefreshable":true,"Dissolution":"20","InternalName":"/Lotus/Upgrades/CosmeticEnhancers/Offensive/SecondaryDamageOnMeleeKill","CodexSecret":true}
Secondary Merciless{"Type":"Secondary","Rarity":"Rare","Link":"Secondary Merciless","Description":"+30% Damage for 4s. Stacks up to 12x. +30% Reload Speed","UpgradeTypes":["WEAPON_DAMAGE_AMOUNT","WEAPON_RELOAD_SPEED"],"MaxRank":"5","Icon":"SecondaryMerciless64x.png","Criteria":"On Kill/Passive","Image":"SecondaryMerciless.png","Name":"Secondary Merciless","Introduced":"30.5","IsRefreshable":true,"Dissolution":"20","InternalName":"/Lotus/Upgrades/CosmeticEnhancers/Offensive/SecondaryDamageOnKill","CodexSecret":true}
Arcane Arachne{"Rarity":"Rare","Type":"Warframe","Description":"+150% Damage for 30s","Link":"Arcane Arachne","Icon":"ArcaneArachne64x.png","UpgradeTypes":["WEAPON_DAMAGE_AMOUNT","GAMEPLAY_FREE_REVIVE_COUNT"],"MaxRank":"5","IncompatibilityTags":["OPERATOR_SUIT"],"Dissolution":"28","Image":"ArcaneArachne.png","Name":"Arcane Arachne","Introduced":"17.9.1","IsRefreshable":false,"Criteria":"On Wall Latch","InternalName":"/Lotus/Upgrades/CosmeticEnhancers/Utility/GolemArcaneBonusDamageOnWallLatch","CodexSecret":true}
Theorem Demulcent{"Rarity":"Rare","Type":"Warframe","Description":"Standing in a zone created by a Residual Arcane increases weapon damage by 12%/s stacking up to 15x. Effect persists for 20s upon leaving the zone.","Link":"Theorem Demulcent","Icon":"TheoremDemulcent64x.png","UpgradeTypes":["GAMEPLAY_FREE_REVIVE_COUNT"],"MaxRank":"5","IncompatibilityTags":["OPERATOR_SUIT","TNJETTURBINEPISTOL"],"Dissolution":"24","Image":"TheoremDemulcent.png","Name":"Theorem Demulcent","Introduced":"29.5","IsRefreshable":true,"Criteria":"","InternalName":"/Lotus/Upgrades/CosmeticEnhancers/Offensive/WeaponDamageOnResidualContact","CodexSecret":true}
Vile Acceleration{"Transmutable":false,"Type":"Rifle","Description":"+90% Fire Rate (x2 for Bows)\r\n-15% Damage","Tradable":true,"UpgradeTypes":["WEAPON_FIRE_RATE","WEAPON_DAMAGE_AMOUNT"],"BaseDrain":"4","MaxRank":"5","Icon":"VileAcceleration.png","Link":"Vile Acceleration","Image":"VileAccelerationMod.png","Name":"Vile Acceleration","Introduced":"15","Polarity":"Naramon","Rarity":"Rare","InternalName":"/Lotus/Upgrades/Mods/Rifle/DualStat/CorruptedFireRateDamageRifle","CodexSecret":false}
Anemic Agility{"Transmutable":false,"Type":"Pistol","Description":"+90% Fire Rate\r\n-15% Damage","Tradable":true,"UpgradeTypes":["WEAPON_FIRE_RATE","WEAPON_DAMAGE_AMOUNT"],"BaseDrain":"4","MaxRank":"5","InternalName":"/Lotus/Upgrades/Mods/Pistol/DualStat/CorruptedFireRateDamagePistol","Link":"Anemic Agility","Image":"AnemicAgilityMod.png","Name":"Anemic Agility","Introduced":"15","Polarity":"Naramon","Rarity":"Rare","Icon":"AnemicAgility.png","CodexSecret":false}
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)
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.
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!
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.
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.
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.
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.
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.
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.
Knockback{"GlyphImage":"EssentialImpactGlyph.png","Link":"Damage/Impact Damage","Color":"#3d5e5e","ColorBorder":"#486061","Icon":"DmgImpactSmall64.png","DarkModeColor":"#80c4c4","CSSBackgroundColorClass":"var(--dt-impact-background-color)","CSSTextColorClass":"var(--dt-impact-text-color)","Name":"Knockback","ColorBackground":"#cad8d8","Status":["Stagger","Increased health threshold for Mercy finisher"],"StatusNotes":["1","2"],"InternalName":"PT_KNOCKBACK","CSSBorderColorClass":"var(--dt-impact-border-color)"} • Weakened{"GlyphImage":"EssentialPunctureGlyph.png","Link":"Damage/Puncture Damage","Color":"#5c5247","ColorBorder":"#615448","DarkModeColor":"#c6b098","CSSBackgroundColorClass":"var(--dt-puncture-background-color)","Icon":"DmgPunctureSmall64.png","Name":"Weakened","CSSBorderColorClass":"var(--dt-puncture-border-color)","Status":["Target deals reduced damage"],"ColorBackground":"#d8d1ca","InternalName":"PT_FRAILTY","CSSTextColorClass":"var(--dt-puncture-text-color)"} • Bleed{"GlyphImage":"EssentialSlashGlyph.png","Link":"Damage/Slash Damage","Color":"#7a5254","ColorBorder":"#614849","DarkModeColor":"#e69ca0","CSSBackgroundColorClass":"var(--dt-slash-background-color)","Icon":"DmgSlashSmall64.png","Name":"Bleed","CSSBorderColorClass":"var(--dt-slash-border-color)","Status":["Bleed DoT as True damage"],"ColorBackground":"#d8cacb","InternalName":"PT_BLEEDING","CSSTextColorClass":"var(--dt-slash-text-color)"}
Elemental
Primary
Ignite{"GlyphImage":"HeatModBundleIcon.png","Link":"Damage/Heat Damage","Color":"#994d00","ColorBorder":"#8d501c","Icon":"DmgFireSmall64.png","DarkModeColor":"#fb9733","CSSBackgroundColorClass":"var(--dt-heat-background-color)","CSSTextColorClass":"var(--dt-heat-text-color)","Name":"Ignite","ColorBackground":"#dfd0c3","Status":["Fire DoT as Heat damage","Panic","Armor reduction"],"StatusNotes":["1","2","3"],"InternalName":"PT_IMMOLATION","CSSBorderColorClass":"var(--dt-heat-border-color)"} • Freeze{"GlyphImage":"ColdModBundleIcon.png","Link":"Damage/Cold Damage","Color":"#17658c","ColorBorder":"#1c638d","DarkModeColor":"#5bbcec","CSSBackgroundColorClass":"var(--dt-cold-background-color)","Icon":"DmgColdSmall64.png","Name":"Freeze","CSSBorderColorClass":"var(--dt-cold-border-color)","Status":["Slower movement and attack speed"],"ColorBackground":"#c3d5df","InternalName":"PT_CHILLED","CSSTextColorClass":"var(--dt-cold-text-color)"} • Tesla Chain{"GlyphImage":"ElectricModBundleIcon.png","Link":"Damage/Electricity Damage","Color":"#610fb3","ColorBorder":"#561c8d","Icon":"DmgElectricitySmall64.png","DarkModeColor":"#c4a2e6","CSSBackgroundColorClass":"var(--dt-electricity-background-color)","CSSTextColorClass":"var(--dt-electricity-text-color)","Name":"Tesla Chain","ColorBackground":"#d2c3df","Status":["Tesla Chain","Stun","Electric DoT as Electricity damage"],"StatusNotes":["1","2"],"InternalName":"PT_ELECTROCUTION","CSSBorderColorClass":"var(--dt-electricity-border-color)"} • Poison{"ColorBorder":"#1c8d30","GlyphImage":"ToxinModBundleIcon.png","Link":"Damage/Toxin Damage","Color":"#061","Bypass":["Tenno Shield"],"CSSBorderColorClass":"var(--dt-toxin-border-color)","DarkModeColor":"#0c2","CSSBackgroundColorClass":"var(--dt-toxin-background-color)","ColorBackground":"#c3dfc8","Name":"Poison","CSSTextColorClass":"var(--dt-toxin-text-color)","Status":["Poison DoT as Toxin damage"],"BypassNotes":["5"],"InternalName":"PT_POISONED","Icon":"DmgToxinSmall64.png"}
Secondary
Detonate{"Link":"Damage/Blast Damage","Color":"#b32a00","ColorBorder":"#8d361c","DarkModeColor":"#dd704e","CSSBackgroundColorClass":"var(--dt-blast-background-color)","Icon":"DmgBlastSmall64.png","CSSTextColorClass":"var(--dt-blast-text-color)","CSSBorderColorClass":"var(--dt-blast-border-color)","Status":["Mini explosion"],"ColorBackground":"#dfcac3","InternalName":"","Name":"Detonate"} • Corrosion{"GlyphImage":"EssentialCorrosiveGlyph.png","Link":"Damage/Corrosive Damage","Color":"#4d6600","ColorBorder":"#708d1c","DarkModeColor":"#93c203","CSSBackgroundColorClass":"var(--dt-corrosive-background-color)","Icon":"DmgCorrosiveSmall64.png","Name":"Corrosion","CSSBorderColorClass":"var(--dt-corrosive-border-color)","Status":["Armor reduction"],"ColorBackground":"#d8dfc3","InternalName":"PT_CAUSTIC_BURN","CSSTextColorClass":"var(--dt-corrosive-text-color)"} • Gas Cloud{"GlyphImage":"EssentialGasGlyph.png","Link":"Damage/Gas Damage","Color":"#063","ColorBorder":"#1c8d5a","DarkModeColor":"#0c6","CSSBackgroundColorClass":"var(--dt-gas-background-color)","Icon":"DmgGasSmall64.png","Name":"Gas Cloud","CSSBorderColorClass":"var(--dt-gas-border-color)","Status":["Gas Cloud that deals DoT as Gas damage"],"ColorBackground":"#c3dfd2","InternalName":"PT_ASPHYXIATION","CSSTextColorClass":"var(--dt-gas-text-color)"} • Disrupt{"GlyphImage":"EssentialMagneticGlyph.png","Link":"Damage/Magnetic Damage","Color":"#4747d1","ColorBorder":"#201c8d","DarkModeColor":"#9797e6","CSSBackgroundColorClass":"var(--dt-magnetic-background-color)","Icon":"DmgMagneticSmall64.png","Name":"Disrupt","CSSBorderColorClass":"var(--dt-magnetic-border-color)","Status":["Additional damage against Shields","Delays natural shield regeneration","Electricity DoT on Shield/Overguard break"],"ColorBackground":"#c4c3df","InternalName":"PT_MAGNETIZED","CSSTextColorClass":"var(--dt-magnetic-text-color)"} • Confusion{"GlyphImage":"EssentialRadiationGlyph.png","Link":"Damage/Radiation Damage","Color":"#806000","ColorBorder":"#8d701c","Icon":"DmgRadiationSmall64.png","DarkModeColor":"#dda600","CSSBackgroundColorClass":"var(--dt-radiation-background-color)","CSSTextColorClass":"var(--dt-radiation-text-color)","Name":"Confusion","ColorBackground":"#dfd8c3","Status":["Friendly fire"],"StatusNotes":["1"],"InternalName":"PT_RAD_TOX","CSSBorderColorClass":"var(--dt-radiation-border-color)"} • Virus{"GlyphImage":"EssentialViralGlyph.png","Link":"Damage/Viral Damage","Color":"#b71658","ColorBorder":"#8d1c4b","DarkModeColor":"#f093b9","CSSBackgroundColorClass":"var(--dt-viral-background-color)","Icon":"DmgViralSmall64.png","Name":"Virus","CSSBorderColorClass":"var(--dt-viral-border-color)","Status":["Increased damage against Health"],"ColorBackground":"#dfc3cf","InternalName":"PT_INFECTED","CSSTextColorClass":"var(--dt-viral-text-color)"}
Special
Status Vulnerability{"GlyphImage":"EssentialTauGlyph.png","Link":"Damage/Tau Damage","Color":"#b30000","ColorBorder":"#8d1c1f","DarkModeColor":"#f06666","CSSBackgroundColorClass":"var(--dt-tau-background-color)","Icon":"DmgTauSmall64.png","Name":"Status Vulnerability","CSSBorderColorClass":"var(--dt-tau-border-color)","Status":["Increased likelihood of Status procs on target"],"ColorBackground":"#dfc3c4","InternalName":"PT_SENTIENT","CSSTextColorClass":"var(--dt-tau-text-color)"} • Bullet Attractor{"GlyphImage":"EssentialVoidGlyph.png","Link":"Damage/Void Damage","Color":"#085e50","ColorBorder":"#1c8d76","DarkModeColor":"#15c8ab","CSSBackgroundColorClass":"var(--dt-void-background-color)","Icon":"DmgVoidSmall64.png","Name":"Bullet Attractor","CSSBorderColorClass":"var(--dt-void-border-color)","Status":["Spawn a bullet attraction field on target"],"ColorBackground":"#c3dfd9","InternalName":"PT_RADIANT","CSSTextColorClass":"var(--dt-void-text-color)"}
Effect Only
Big Stagger{"Link":"Stagger","Color":"#5d5d5d","DarkModeColor":"#d5d5d5","CSSBackgroundColorClass":"var(--dt-default-background-color)","CSSTextColorClass":"var(--dt-default-text-color)","CSSBorderColorClass":"var(--dt-default-border-color)","Status":["Longer stagger effect"],"Icon":"UnidentifiedItem.png","InternalName":"PT_BIG_STAGGER","Name":"Big Stagger"} • Disarmed{"Link":"Disarm","Color":"#5d5d5d","DarkModeColor":"#d5d5d5","CSSBackgroundColorClass":"var(--dt-default-background-color)","CSSTextColorClass":"var(--dt-default-text-color)","CSSBorderColorClass":"var(--dt-default-border-color)","Status":["Equipped weapon is disarmed"],"Icon":"Halikar.png","InternalName":"PT_DISARMED","Name":"Disarmed"} • Impair{"Link":"Impair","Color":"#5d5d5d","DarkModeColor":"#d5d5d5","CSSBackgroundColorClass":"var(--dt-default-background-color)","CSSTextColorClass":"var(--dt-default-text-color)","CSSBorderColorClass":"var(--dt-default-border-color)","Status":["Disables jumping, bullet jump, and sprinting"],"Icon":"DmgImpairSmall64.png","InternalName":"PT_ROOTS","Name":"Impair"} (PvP only) • Knockdown{"Link":"Knockdown","Color":"#5d5d5d","DarkModeColor":"#d5d5d5","CSSBackgroundColorClass":"var(--dt-default-background-color)","CSSTextColorClass":"var(--dt-default-text-color)","CSSBorderColorClass":"var(--dt-default-border-color)","Status":["Knock down enemy, opening them up to ground finishers"],"Icon":"Knockdown_b.png","InternalName":"PT_KNOCKED_DOWN","Name":"Knockdown"} • Lifted{"Link":"Lifted","Color":"#5d5d5d","DarkModeColor":"#d5d5d5","CSSBackgroundColorClass":"var(--dt-default-background-color)","CSSTextColorClass":"var(--dt-default-text-color)","CSSBorderColorClass":"var(--dt-default-border-color)","Status":["Immobilized in mid-air"],"Icon":"Lifted_b.png","InternalName":"PT_LIFT_HIT","Name":"Lifted"} • Microwave{"Link":"Nukor","Color":"#5d5d5d","DarkModeColor":"#d5d5d5","CSSBackgroundColorClass":"var(--dt-default-background-color)","CSSTextColorClass":"var(--dt-default-text-color)","CSSBorderColorClass":"var(--dt-default-border-color)","Status":["Enlarged body parts"],"Icon":"Nukor.png","InternalName":"PT_MICROWAVE_BURN","Name":"Microwave"} • Parried{"Link":"Parry","Color":"#5d5d5d","DarkModeColor":"#d5d5d5","CSSBackgroundColorClass":"var(--dt-default-background-color)","CSSTextColorClass":"var(--dt-default-text-color)","CSSBorderColorClass":"var(--dt-default-border-color)","Status":["Opens enemy up to a counter-finisher"],"Icon":"UnidentifiedItem.png","InternalName":"PT_PARRIED","Name":"Parried"} • Ragdoll{"Link":"Ragdoll","Color":"#5d5d5d","DarkModeColor":"#d5d5d5","CSSBackgroundColorClass":"var(--dt-default-background-color)","CSSTextColorClass":"var(--dt-default-text-color)","CSSBorderColorClass":"var(--dt-default-border-color)","Status":["Ragdolls the enemy"],"Icon":"Ragdoll b.png","InternalName":"PT_RAGDOLL","Name":"Ragdoll"} • Silence{"Link":"Silence","Color":"#5d5d5d","DarkModeColor":"#d5d5d5","CSSBackgroundColorClass":"var(--dt-default-background-color)","CSSTextColorClass":"var(--dt-default-text-color)","CSSBorderColorClass":"var(--dt-default-border-color)","Status":["Deafens the enemy and disables most active abilities"],"Icon":"Silence130xDark.png","InternalName":"PT_SILENCED","Name":"Silence"} • Sleep{"Link":"Sleep","Color":"#5d5d5d","DarkModeColor":"#d5d5d5","CSSBackgroundColorClass":"var(--dt-default-background-color)","CSSTextColorClass":"var(--dt-default-text-color)","CSSBorderColorClass":"var(--dt-default-border-color)","Status":["Puts enemy to sleep, preserving their alert state and opening them to finishers"],"Icon":"RestRage130xDark.png","InternalName":"PT_SLEEP","Name":"Sleep"} • Slow{"Link":"Slow","Color":"#5d5d5d","DarkModeColor":"#d5d5d5","CSSBackgroundColorClass":"var(--dt-default-background-color)","CSSTextColorClass":"var(--dt-default-text-color)","CSSBorderColorClass":"var(--dt-default-border-color)","Status":["Slows the enemy"],"Icon":"UnidentifiedItem.png","InternalName":"PT_GLUE","Name":"Slow"} • Stagger{"Link":"Stagger","Color":"#5d5d5d","DarkModeColor":"#d5d5d5","CSSBackgroundColorClass":"var(--dt-default-background-color)","CSSTextColorClass":"var(--dt-default-text-color)","CSSBorderColorClass":"var(--dt-default-border-color)","Status":["Staggers the enemy, interrupting many actions"],"Icon":"RollingDroneAvatar.png","InternalName":"PT_STAGGERED","Name":"Stagger"} • Stun{"Link":"Stagger","Color":"#5d5d5d","DarkModeColor":"#d5d5d5","CSSBackgroundColorClass":"var(--dt-default-background-color)","CSSTextColorClass":"var(--dt-default-text-color)","CSSBorderColorClass":"var(--dt-default-border-color)","Status":["Stuns the enemy, interrupting many actions for a time"],"Icon":"StunIcon_b.png","InternalName":"PT_STUNNED","Name":"Stun"}
Credits{"Type":"Currency","Description":"Warframe's standard currency. Obtain Blueprints, Equipment, and other Credit items from the Market.\r\n\r\nEarn Credits by playing Warframe.","Link":"Credits","SellPrice":"1","Image":"Credits.png","Name":"Credits","Introduced":"Vanilla","InternalName":"","Tradable":false} • Orokin Ducats{"Image":"OrokinDucats.png","Description":"Currency exchanged for Prime components and used to purchase items from the Void Trader.","Introduced":"15.6","Link":"Orokin Ducats","Name":"Orokin Ducats","InternalName":"/Lotus/Types/Items/MiscItems/PrimeBucks","Type":"Currency"} • Endo{"Link":"Endo","Type":"Currency","Description":"Consumed in the fusion process to power up existing Mods.","Introduced":"The Silver Grove","Tradable":false,"Name":"Endo","InternalName":"","Image":"Endo.png"} • Platinum{"Link":"Platinum","Type":"Currency","Description":"Warframe's premium currency.\r\nGain instant access to Warframes, Weapons, Cosmetics & more.\r\n\r\nSelect to open the Platinum store.","Introduced":"Vanilla","Tradable":true,"Name":"Platinum","InternalName":"PlatinumCredits","Image":"PlatinumLarge.png"} • Aya{"Introduced":"30.9.4","Type":"Currency","Description":"Raw Orokin memory plasma. Varzia's Foundry can consume Aya to create Void Relics.","Amount":["1","1"],"Name":"Aya","Link":"Aya","InternalName":"/Lotus/Types/Items/MiscItems/SchismKey","Image":"Aya.png"} • Regal Aya{"Image":"RegalAya.png","Description":"Premium quality Aya, available from the Market. Varzia uses Regal Aya to reconstruct Prime Warframes and equipment. ","Introduced":"30.9.4","Link":"Regal Aya","Name":"Regal Aya","InternalName":"PrimeToken","Type":"Currency"} • Standing{"Link":"Standing","Type":"Currency","Description":"","Introduced":"15","Tradable":false,"Name":"Standing","InternalName":"","Image":"ReputationLarge.png"}
Corpus{"Image":"IconCorpusOn.png","Description":"The Corpus embody the cold vacuum of space - heartless and bent on taking anything left unprotected. Driven by profits, the Corpus Board’s small numbers are supplemented by their legion of robot proxies, optimized for quick and efficient destruction.","Introduced":"Vanilla","Link":"Corpus","Name":"Corpus"} • Grineer{"Image":"IconGrineerOn.png","Description":"They say there is power in numbers - the Grineer are living proof. Wretched from centuries of cloning that has left their genetics in decay, this horde expands their vile empire through brute force, conquering anyone who tries to stop them.","Introduced":"Vanilla","Link":"Grineer","Name":"Grineer"} • Infested{"Image":"Infestation_w.svg","Description":"The Infestation is more than a disease - it is a horror of twisted flesh, monsters made into reality. The blight consumes its victims, transforming them into unrecognizable atrocities controlled by rabid impulse.","Introduced":"Vanilla","Link":"Infested","Name":"Infested"} • Orokin{"Image":"IconOrokinOn.png","Description":"The highly revered Orokin civilization built sovereignty on a culture of art, technology and architecture. To prove oneself worthy of elevated social status, one must face Orokin trials in the golden and majestic Halls of Ascension. At one time a utopian society of omniscient leadership, the great Orokin Era ended in a divine realization of their own ignorance.","Introduced":"8","Link":"Orokin","Name":"Orokin"} • Sentient{"Image":"SentientFactionIcon.png","Description":"Whispers from the Old War have begun to escape the deepest shadows. What terrible secret calls out to be discovered?","Introduced":"17","Link":"Sentient","Name":"Sentient"} • Narmer{"Image":"IconNarmer.png","Description":"A nightmare is over. Finally we see clearly. Finally we speak freely. Savor the taste of liberty, my friends. Don't ever relax your vigilance. All as one. Future generations won't remember the Tenno oppression, but we do. We bear the scars, we mourn the dead, and we must never allow ourselves to forget. All as one.","Introduced":"31","Link":"Narmer","Name":"Narmer"} • The Murmur{"Image":"MurmurIcon.png","Description":"Known by many names, The Murmur are the hands, feet, and eyes of The Indifference. They are attempting to break through Albrecht’s Laboratories into the Origin System - something Tenno will need to stop at all costs.","Introduced":"35","Link":"The Murmur","Name":"The Murmur"} • Scaldra{"Image":"ScaldraIcon.png","Description":"Ruthless aggression was Höllvania's answer to the Techrot. Wielding highly corrosive Efervon, Scaldra soldiers now patrol the streets to purge any Infestation. With martial law now declared, the Scaldra have total control. Led by Major Neci Rusalka, her command brings the entire military might of Höllvania to bear against you.","Introduced":"38","Link":"Scaldra","Name":"Scaldra"} • Techrot{"Image":"TechrotIcon.png","Description":"Left to fester in Höllvania's underground, the rapidly mutating Infested has created all new threat varieties capable of wreaking havoc on the unprepared.","Introduced":"38","Link":"Techrot","Name":"Techrot"} • Duviri{"Image":"DuviriIcon.png","Description":"","Introduced":"33","Link":"Duviri","Name":"Duviri"} • Wild{"Introduced":"9.5","Image":"IconWild.png","Name":"Wild","Link":"Wild"} • Tenno{"Image":"TennoIcon.png","Description":"They were called Tenno. Warriors of blade and gun: masters of the Warframe armor. Those that survived the old war were left drifting among the ruins. Now they are needed once more.","Introduced":"Vanilla","Link":"Tenno","Name":"Tenno"}
Critical Hit{"CssClasses":"light-invert","Image":"CriticalDamageBuff.png","Description":"Critical Hit Damage is multiplied by this value. The added Damage is doubled for orange Critical Hits, and tripled for red.","Link":"Critical Hit"} • Damage{"CssClasses":"light-invert","Image":"DamageBuff.png","Description":"Damage dealt to a certain target. Damage results are modified by several mechanics – damage type modifiers, armor, critical hit bonuses, stealth bonuses, Warframe ability debuffs, body part modifiers, faction modifiers, and other sources of damage reduction.","Link":"Damage"} • Damage Redirection • Damage Reduction{"CssClasses":"light-invert","Image":"DamageReductionBuff.png","Description":"When a player or enemy deals damage to their targets' health or shields, that damage may be mitigated by sources of damage reduction. In other words, players may deal less damage than the listed Arsenal value due to armor; damage type modifiers from different health, armor, and shield classes; and/or other sources of damage reduction.","Link":"Damage Reduction"} • Damage Reflection • Damage Type Modifier • Damage Vulnerability • Health{"CssClasses":"","Image":"HealOrb.png","Description":"Total amount of Damage a Warframe can take before going into Bleedout.","Link":"Health"} • Self-Damage • Status Effect
Attributes (Armor{"CssClasses":"light-invert","Image":"ArmorBuff.png","Description":"Reduces damage to Health by <AMOUNT>%. Shields are not affected by armor.","Link":"Armor"}, Energy{"CssClasses":"","Image":"EnergyOrb.png","Description":"Used to cast Abilities and can be replenished during missions.","Link":"Energy Capacity"}, Health{"CssClasses":"","Image":"HealOrb.png","Description":"Total amount of Damage a Warframe can take before going into Bleedout.","Link":"Health"}, Shield{"CssClasses":"","Image":"IconShield.png","Description":"Shields reduce Damage by 50% for all Damage Types except {{D|Toxin}}, which bypasses shields.","Link":"Shield"}, Sprint Speed) • Abilities (Augment, Casting Speed, Helminth System, Passives, Duration{"CssClasses":"light-invert","Image":"AbilityDurationBuff.png","Description":"Modifies the Duration of Warframe Abilities and the Energy cost of toggled Abilities. Hover over each Ability to see how its stats are affected.","Link":"Ability Duration"}, Efficiency{"CssClasses":"","Image":"EnergyOrb.png","Description":"Modifies the Energy cost of Warframe abilities. The minimum Energy cost is 1/4 of the Base value.","Link":"Ability Efficiency"}, Range{"CssClasses":"light-invert","Image":"AbilityRangeBuff.png","Description":"Modifies the Range of Warframe Abilities. Hover over each Ability to see how its stats are affected.","Link":"Ability Range"}, Strength{"CssClasses":"light-invert","Image":"AbilityStrengthBuff.png","Description":"Modifies the Strength of Warframe Abilities. Hover over each Ability to see how its stats are affected.","Link":"Ability Strength"})
Amp • Focus (Madurai{"SealImage":"SealMaduraiCloud_b.png","Image":"FocusLensMadurai_b.png","Description":"They followed the path of Engage The Enemy. Their swift, uncompromising onslaught, holding nothing back and recklessly attacking their foes, could vanquish an opponent before he had the chance to steel himself. Speed and savagery characterized this school.","Link":"Focus/Madurai","InternalName":"/Lotus/Upgrades/Focus/Attack/AttackFocusAbility","Name":"Madurai"}, Vazarin{"SealImage":"SealVazarinWave_b.png","Image":"FocusLensVazarin_b.png","Description":"They trained to Counter the Enemy, and move with an opponent's attacks in order to nullify them. They maintained constant awareness in order to defend against all aggression.","Link":"Focus/Vazarin","InternalName":"/Lotus/Upgrades/Focus/Defense/DefenseFocusAbility","Name":"Vazarin"}, Naramon{"SealImage":"SealNaramonTree_b.png","Image":"FocusLensNaramon_b.png","Description":"This discipline focused on Knowing the Enemy, and the tacticians of Naramon believed that to truly understand a foe would confer the greatest advantage upon a warrior.","Link":"Focus/Naramon","InternalName":"/Lotus/Upgrades/Focus/Tactic/TacticFocusAbility","Name":"Naramon"}, Unairu{"SealImage":"SealUnairuMountain_b.png","Image":"FocusLensUnairu_b.png","Description":"They pushed themselves to Outlast the Enemy, to withstand all aggression without retreat. They believed that if the enemy could not match their endurance, then a battle could be won without having even commenced.","Link":"Focus/Unairu","InternalName":"/Lotus/Upgrades/Focus/Ward/WardFocusAbility","Name":"Unairu"}, Zenurik{"SealImage":"SealZenurikCrystal_b.png","Image":"FocusLensZenurik_b.png","Description":"They believed the clearest path to victory was to Dominate the Enemy. They sought to choke an opponent of all resources; that sheer strength could erase any resistance.","Link":"Focus/Zenurik","InternalName":"/Lotus/Upgrades/Focus/Power/PowerFocusAbility","Name":"Zenurik"}) • Lens