- This page is in reference to the Damage 2.0 system.
A Status Effect, or commonly called a Proc, is an additional effect which may be triggered at random by a hit from a weapon or Warframe ability. Status Chance is the probability that a hit will inflict a status effect. The base duration of the Proc will depend on its type, and whether the target is an enemy or another Tenno. Warframe abilities usually have a high chance to proc, or in some cases, greater than or equal to 100% chance to inflict their status effect (e.g. Frost's
Ice Wave ability).
Each damage type is associated with a status effect. Weapons that deal multiple damage types will have a separate chance to inflict its associated status effect on a target, and only one damage type can proc per hit, unless status chance is over 100%.
For example, a weapon such as an unmodified Staticor deals solely
Radiation damage. In addition to its damage, the Staticor also has a 28% status chance on each shot to cause a proc. On a successful proc, the enemy will receive the Radiation status effect, which causes Confusion over the duration of the effect.
Enemies also possess the ability to inflict status effects on Tenno. For example, a Grineer Scorch has a chance to inflict the Ignited status effect with the Heat damage from his
Ignis. Similarly, enemies are also able to inflict physical procs such as Bleeding (associated with
Slash damage) bypassing the player's armor. Several Warframe abilities will grant immunity to status, (e.g.
Oberon's
Hallowed Ground ability). Any amount of overguard will grant immunity as well.
Status Effects[]
General[]
Damage Type | Status Effect Internal Name | Status Effects |
---|---|---|
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PT_KNOCKBACK
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Knockback On Enemy: Causes target to flinch and staggers movement for 1 second and increases the health threshold at which they can be Parazon Mercy Killed by 8% per proc. Stacks up to 5 times. On Player: No effect. |
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PT_FRAILTY
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Weakened On Enemy: Reduces any damage dealt by 40% for 6 seconds. Stacks up to 5 times, with subsequent procs reducing damage by 10% to a total of 80%. The victim receives 5% increased 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. On Player: Reduces any damage dealt to 30% for 6 seconds. |
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PT_BLEEDING
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Bleed On Enemy: Deals 35% of the base damage per second over 6 seconds (bypasses Armor). On Player: Deals 10% of the base damage per second over 6 seconds (bypasses Armor). |
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N/A | No status effect. |
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PT_IMMOLATION
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Ignite On Enemy: Deals 50% of the base damage as ![]() On Player: Deals 50% base ![]() |
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PT_CHILLED
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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%. The target receives +0.1 increased Critical Multiplier on initial proc and +0.05 per subsequent proc to a maximum of +0.5, additive after mods. On Player: Reduces Movement Speed, Fire Rate, and Attack Speed by 25% for 6 seconds. |
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PT_ELECTROCUTION
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Tesla Chain On Enemy: Deals 50% of the base damage as ![]() On Player: Deals 50% base ![]() |
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PT_POISONED
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Poison Universal: Deals 50% of the base damage as ![]() |
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PT_RADIANT
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Bullet Attractor On Enemy: Creates a 2.5 meter radius field which attracts projectiles for 3 seconds. |
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N/A | No status effect. |
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PT_FLASHBANG
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Detonate On Enemy: Deals 30% of base damage after 1.5 seconds. On maximum 10 stacks or when the target dies, premature detonation occurs and all stacks are dealt simultaneously as enemies within 5 meters are dealt 300% of base damage per proc. The increased damage from premature detonation only applies to surrounding enemies hit by the explosion, but not the initial target. |
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PT_CAUSTIC_BURN
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Corrosion On Enemy: Reduces armor by 26% for 8 seconds. Stacks up to 10 times, with subsequent procs reducing armor by 6% to a total of 80%. On Player: Reduces armor by 26% for 8 seconds. |
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PT_ASPHYXIATION
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Gas Cloud Universal: Deals 50% of the base damage as ![]() |
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PT_MAGNETIZED
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Disrupt On Enemy: Amplifies damage dealt to shields and overguard by 100% and nullifies shield regeneration for 6 seconds. Stacks up to 10 times, with subsequent procs increasing damage to shields by 25% to a total of 325%. On Player: Amplifies damage dealt to shields by 100%, nullifies shield regeneration, drains 20 Energy per second and scrambles the interface for 4 seconds. Due to player overguard granting status immunity, procs do not result in additional damage. |
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PT_RAD_TOX
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Confusion On Enemy: Attacks any closest enemy and will be attacked in return while dealing 100% additional damage to allied units for 12 seconds. Stacks up to 10 times, with subsequent procs increasing damage by 50% to a total of 550%. On Player: Reduces firing accuracy, able to damage and be damaged by allies for 4 seconds. |
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PT_INFECTED
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Virus On Enemy: Amplifies damage dealt to health by 100% for 6 seconds. Stacks up to 10 times, with subsequent procs increasing damage to health by 25% to a total of 325%. On Player: Amplifies damage dealt to health by 100% for 6 seconds. |
Independent from Damage[]
Status Effect | Internal Name | Description |
---|---|---|
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PT_BIG_STAGGER
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Universal: Target is staggered for a longer duration? Can be applied by ![]() ![]() ![]() ![]() |
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PT_DISARMED
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Universal: Target is disarmed of their equipped weapon. Can be applied by ![]() ![]() |
![]() (PvP only) |
PT_ROOTS
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Universal: Restricts the target's movement for 2 seconds, disabling jumps and decreases movement speed. After Impair duration ends, players will be immune to the same status effect and knockdowns for 2 seconds. |
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PT_KNOCKED_DOWN
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Universal: Players and enemies fall to the ground. Counts as an individual status for ![]() ![]() ![]() ![]() |
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PT_LIFT_HIT
|
Universal: Briefly suspends targets in mid-air. Counts as an individual status for ![]() ![]() ![]() ![]() |
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PT_MICROWAVE_BURN
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Universal: Enlarges an enemy's body part when shot at. Has infinite duration and counts as an individual status for ![]() ![]() ![]() ![]() ![]() ![]() |
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PT_PARRIED
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Universal: Target is open to finishers? Can be applied through ![]() |
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PT_RAGDOLL
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Universal: Body is launched into the air, incapacitating the player or enemy. |
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PT_SILENCED
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Universal: Active abilities are deactivated? |
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PT_SLEEP
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On enemy: Target is temporarily put to sleep. |
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PT_GLUE
|
|
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PT_STAGGERED
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Universal: Players and enemies get staggered for a brief moment. |
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PT_STUNNED
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Universal: Players and enemies get stunned in-place temporarily and cannot move or shoot. |
? | PT_VOID
|
Empyrean[]
Empyrean gamemode and Railjacks use a slightly altered system of the currently existing damage system. Archguns and Archmelees deal 90.91% (10/11) reduced damage to space enemies (or 9.09% of its arsenal damage) while Railjack Armaments and Tactical mods deal their full listed damage to them before accounting for hit point resistances and vulnerabilities.
Primary physical and elemental damage types have different status effects against space enemies outlined in the chart below. Secondary elemental damage types ( Blast,
Corrosive,
Gas,
Magnetic,
Radiation, and
Viral) do not have altered status effects and cannot proc against space enemies, but Archguns and Archmelees modded for secondary elementals will still increase total damage.
This system does not apply to on-foot enemies, such as Ramsled boarding parties, and Crewship and Points of Interest personnel, who will take damage and status as per normal.
Damage Type | Empyrean-only Status Effects |
---|---|
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Concuss Crew within a gunship have reduced aim and damage for 6 seconds. Additional procs refresh duration. |
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Decompress Temporarily reduces target ship's shields by ?% and current armor by 10% for 20 seconds. Additional procs stack multiplicatively. |
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Tear Target ship receives 7.5% increased damage for 20 seconds. Additional procs stack multiplicatively with itself. |
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Immobilize Target ship's weapons are disabled and it slows down to a complete stop. Lasts for 6 seconds. Additional procs refresh duration. |
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Scramble Target ship spirals erratically for 6 seconds, being unable to attack while moving in a straight line. Additional procs refresh duration. |
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Sear Target ship receives damage over time for 6 seconds. Additional procs increase damage dealt over time. |
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Intoxicate Target ship attacks any closest enemy and will be attacked in return for 12 seconds. Additional procs refresh duration. |
Status Chance[]
Status chance can be a key factor in deciding on a weapon of choice. Some effects are very powerful responses to certain enemies, while others may be less beneficial. For example, Corrosive procs are valued highly against heavily armored foes, but
Magnetic procs have no benefit to enemies that lack shields or overguard.
The chance that a proc will occur can be directly increased with mods such as Rifle Aptitude. One can also increase the number of projectiles fired through multishot mods such as
Split Chamber; this effectively increases the opportunities for an enemy to be procced per a given attack, and is reflected in the weapon's attributes box in the Arsenal screen, but does not change the status chance for each individual hit. Another indirect way of increasing the amount of procs is to increase fire rate, this also doesn't change the likelihood that a proc will occur per hit, but increases the number of possible procs in a given time frame.
When a weapon achieves a status chance higher than 100%, each hit may apply additional status effects. The type of each proc is independently drawn, so it is possible to apply the same status several times in one hit.
Damage Distribution[]
Damage procs will occur in proportion to the amount of base damage dealt by each of the present damage types on the weapon. For example, an unmodded Strun's highest physical damage type is
Impact, thus it inflicts mostly knockback procs.
Increasing the physical or elemental damage of a weapon does not increase the duration of the associated proc (e.g. enemies won't be confused longer if Radiation damage is increased).
When a hit procs, the chance for an individual damage type to proc in relation to the others is:
Proc Type Chance = Damage ÷ Total Damage
For example, if a weapon's damage is composed of 20 Impact, 5
Puncture, 10
Slash, 25
Heat, and 50
Corrosive, then its total damage is 20 + 5 + 10 + 25 + 50 = 110. Therefore, the chance for the individual damage types to proc will be:
Impact | Puncture | Slash | Heat | Corrosive | |
Damage | 20 | 5 | 10 | 25 | 50 |
Proc Type Chance | 18.18% | 4.55% | 9.09% | 22.73% | 45.45% |
Status Immunity Interactions[]
Proc type chances are not altered by enemy resistances or weaknesses to the damage components used in their computation; however, they are modified by enemy status immunities. When an attack procs a status effect on an enemy which is immune to a particular proc type, the respective damage type is excluded from proc type chance calculations for status effects on that enemy.
For example, if the weapon outlined above were used against an enemy with Corrosion status immunity (regardless of whether that enemy is also immune to Corrosive damage), the chances for the individual damage types to proc would change to the following values:
Impact | Puncture | Slash | Heat | Corrosive | |
Damage | 20 | 5 | 10 | 25 | 50 |
Proc Type Chance | 33.33% | 8.33% | 16.67% | 41.67% | N/A |
DoT Damage Scaling[]
If the initial hit is affected by the following, a resulting, damage-dealing effect will also benefit accordingly:
- Damage Buffs and relevant Mods
- This includes for example total damage multipliers like
Furious Javelin or
Eclipse, additive damage bonuses like
Serration or
Vex Armor, and enemy debuffs like
Molecular Prime and
Rest & Rage. However, weakspots generated by
Sonar or
Detect Vulnerability only increase the initial hit, not the resulting proc damage.
- This includes for example total damage multipliers like
- Critical Hits and Stealth Damage Bonus
- Melee Combo Counter and Sniper Combo Counter
- Body part multipliers
- Faction Damage mods and
Roar
- Due to the nature of Faction Damage bonuses, they are applied once more during the calculation of damaging status effects, even though they already affect the initial hit. For example, for a weapon with an innate 100 damage modded with
Serration and
Bane of Grineer, a
Slash proc will deal the following damage per tick:
- Due to the nature of Faction Damage bonuses, they are applied once more during the calculation of damaging status effects, even though they already affect the initial hit. For example, for a weapon with an innate 100 damage modded with
Status Duration[]
Status effects have a duration over which they apply to their target, and some of them even deal damage over time. A status effect's duration can be increased or decreased with mods that affect status duration (e.g. Lasting Sting).
Damage-dealing status effects will benefit from modifiers on headshots and critical hits.
Damage duration can be negative (over -100% duration through Riven Mods). This causes all proc effects which have a duration or deal damage over time to be nullified. All instant procs or those who deal instant damage occur. The collapsed table shows this in more detail:
Note: The information above is based on this forum post from EDFScout and may need further confirmation. Non-consistent observations as mentioned in the post have been changed to the more likely effect, i.e. for impact stagger should not appear, but knockback, and for electricity stun should not be triggered.
Damage Over Time[]
Status effects that deal damage over time will have a base duration of 6 seconds, during which they will deal a tick of damage for every second that the effect is active. AoE status effects, such as Electricity and
Gas will always start dealing damage ticks the moment it is procced on an enemy. Single target status effects will have a 1 second delay before dealing their damage ticks. The table below illustrates this mechanic.
Time From Initial Proc | 0s | 1s | 2s | 3s | 4s | 5s | 6s | |
---|---|---|---|---|---|---|---|---|
Damage Tick Occurred? | ![]() |
❌ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ |
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❌ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | |
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❌ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | |
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✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ❌ | |
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✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ❌ |
Forced Procs[]
Forced procs[1] are status effects that are guaranteed to occur regardless of the status chance and damage distribution of the weapon. They are independent from normally occurring procs which can also take place alongside forced procs.
Note that this is not the same as having 100% status chance.
Forced procs have negative interactions with some warframe abilities such as Zephyr's Tornado where forced procs do not apply to enemies caught within the tornados, and instead apply to the tornados themselves.
Multishot[]
When firing multiple pellets in a single attack, the status chance on a listed weapon in the Arsenal is the probability that each pellet will individually proc. For example, the Strun Wraith displays a 12% status chance, so each of its ten pellets has a 12% chance to individually proc.
Average Procs[]
When you might apply more than one kind of status effect, or the applied effect is one which benefits from multiple applications in the same shot (e.g. Corrosive procs), it is helpful to know the average quantity of status effects triggered per shot (i.e. from a single click of the fire button). This value can be determined with the following formula:
Average Number of Procs Per Shot = Multishot × (Number of Forced Procs + Status Chance per Projectile)
Average Number of Procs per Second = Average Number of Procs Per Shot × Fire Rate
A table with example values to display the relation of status chance and multishot.
Arsenal Status Chance | ||||||||
150% | 100% | 99% | 80% | 150% | 100% | 99% | 80% | |
Multishot | Chance per Pellet/Projectile | Average Procs per Shot | ||||||
1.9 (using ![]() |
150% | 100% | 99% | 80% | 2.85 | 1.9 | 1.88 | 1.52 |
3 (e.g. ![]() |
150% | 100% | 99% | 80% | 4.5 | 3 | 2.97 | 2.4 |
5 (e.g. ![]() |
150% | 100% | 99% | 80% | 7.5 | 5 | 4.95 | 4 |
10 (e.g. ![]() |
150% | 100% | 99% | 80% | 15 | 10 | 9.9 | 8 |
20 | 150% | 100% | 99% | 80% | 30 | 20 | 19.8 | 16 |
Continuous Weapons[]
Despite Continuous Weapons firing only one beam after adding multishot (with damage instances merged), it will still proc status effects as if more than one projectile was visually present. This means that multishot benefits the average status chance of continuous weapons like any other weapon.
Status Mods[]
Status chance mods affect the base status chance of the weapon, i.e. the status chance value displayed in the Codex that is the probability, for the unmodded weapon, that each projectile will inflict a status effect.
Status Chance[]
Status Damage[]
Status Duration[]
Last updated: Update 29.5 (2020-11-19)
Status Immunity[]
Players can achieve temporary total status immunity by equipping the below mods or using these abilities. For immunity towards individual status effects, please navigate towards the respective damage type page. Status immunity prevents new status effects from being applied to players, but does not remove existing status effects.
Note that sources of Invulnerability and Overguard also protect against status effects.
Sources of Status Immunity[]
- Abilities
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![]() N/A ![]() |
Hideous Resistance Grant yourself immunity to Status effects. Introduced in Update 30.5 (2021-07-06) |
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Subsumable to Helminth |
- Mods
- Miscellaneous
Sources of Status Effect Cleansing[]
Status effect cleansing removes active status effects on the player.
- Abilities
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Bloodletting Garuda sacrifices her health to generate energy. Introduced in Update 24.0 (2018-11-08) |
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![]() 18 / 22 / 30 / 40 % (energy gain) | |||
Misc:
-50% (health deducted) |
- Mods
Status Resistance[]
Unlike sources of status immunity, these provide a percent chance to ignore an incoming proc on the player.


Status Immune Enemies[]
Full Immunity[]
Partial Immunity[]
- To
Viral procs
Trivia[]
- Prior to Update 25.7 (2019-08-29), a status effect's duration could be increased or decreased, along with the total number of ticks in the case of damage-over-time procs, if the target's speed was altered by a Warframe power (such as
Molecular Prime or
Rest & Rage) according to the following formulas:
- For slowing effects: Effective status duration = (base status duration) ÷ (1 − slow % in decimals)
- For speeding effects: Effective status duration = (base status duration) ÷ (1 + speed up % in decimals)
- Prior to Update 27.2 (2020-03-05), physical procs were weighted four times more than elemental ones.
- Prior to Update 27.2 (2020-03-05), shotguns' status chance per pellet were calculated differently, instead of being the exact status chance shown in the Arsenal: Chance per Pellet = 1 − (1 − Status Chance)(1 ÷ Pellet Count)
- In other words, the status chance shown in the Arsenal represented the calculated probability that at least one of the weapon's pellets would proc.
- This meant that shotguns that could reach 100% status chance in the Arsenal (before Multishot mods) benefited significantly more from a status build since each pellet would proc as a result of the above equation.
- However, a shotgun that only reaches shy of 100% status chance when modded would see significantly diminished results.
- For example, a 99% status chance on a 10 pellet weapon would result in a 36.9% status chance per pellet.
Media[]
Patch History[]
Update 35.0 (2023-12-13)
- Fixed icons of currently inflicted Status Effects not appearing over enemy heads with the “Show Enemy Names” setting toggled off.
Update 34.0 (2023-10-18)
- Fixed Status Proc icons appearing under squadmate username when aiming over their player avatar. Now these icons will appear beside their name to improve legibility.
Update 33.6 (2023-07-27)
- Status Changes
With the variety of Status effects in Warframe, there are certain types that may be seen as less favorable than others. Cold, Puncture, and Impact tend to have a lesser impact on the battlefield, so we felt it was time to revisit the value they added to player kits:
Puncture Changes:
Weakened Status Effect Buffs:
- Increased the debuff to enemy attacks from 30% to 40% on the first stack.
- Reduced the maximum amount of stacks from 10 to 5.
- Increased per-stack debuff from 5% to 10%.
- Increased the total debuff at Max Stacks from 75% to 80%.
Weakened Status Effect Additions:
- Increases Critical Chance threshold on enemy by 5% per Stack, to a maximum of 25% at 5 Stacks. This is additive after mods, not before. Does not apply to Abilities or AOE damage.
Impact Changes:
Stagger Status Effect Changes:
- Reduced the maximum amount of stacks from 10 to 5.
- Increased the Mercy Threshold from 4% to 8% per stack.
Functionally, this allows for players to trigger early Mercy kills with less stacks required!
NOTE: These changes should not affect the functionality of Impact Stacks for Mods such as Internal Bleeding or Hemorrhage.
Cold Changes:
Freeze Status Effect Changes:
- Increased the maximum amount of stacks from 8 to 9.
- Increased the additional per-stack Slow from 3.5% to 5%.
- Increased the maximum Slow effect from 75% to 90%.
- While we previously mentioned buffing Cold Slow Effect to 85% in our Citrine’s Last Wish update, we mistakenly only increased it to 75% instead.
Freeze Status Effect Additions:
- Increased the Critical Damage taken by an enemy by 10% on initial Status Effect Subsequent Stacks increase this debuff by 5%, up to a maximum of 50%. This is additive after mods, not before.
Update 33.0 (2023-04-26)
- Fixed issues with enemies affected by Status Effects not behaving as intended when the game is paused.
Update 32.3 (2023-02-15)
- Cold Status Effect Changes:
Cold Damage has traditionally been one of the lesser-used and valued Status Effects within the community, as its effect on foes may not be as noticeable compared to its peers. As a result, we’ve decided to to make the following changes:
- Increased base Slow from 25% to 50%.
- Max stacks reduced from from 10 to 8.
Final result of the above is an overall increase in the Max Slow from 70% to 85%.
Update 31.5 (2022-04-27)
- Removed potential rare specific scenarios where Status Effects could potentially do unintended critical damage.
Update 27.2 (2020-03-05)
- 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.
- Greater than 100% Status having meaning
Years ago we added Orange and Red Critical Damage numbers when you land a Critical with greater than 100%. For years, Status being greater than 100% has done nothing except guarantee Status - which is good, just not an added incentive to go over 100%. We are changing that this update.
When you hit a Status Chance greater than 100%, a single damage instance will be able to create two Status Effects. This means if you have a Shot with 200% Status Chance modded with both Blast and Toxin Damage, that single shot will result in both Status Effects!
It is worth noting we are fixing a UI inconsistency that is ‘Display Only’. Right now the Arsenal shows Status Chance affected by Multishot, which makes reading the new >100% value confusing. For example, the Arsenal might say 120% but really the Status Chance is 80%. We don’t have Multishot affect any Critical Stats (Chance or Multiplier), so we are fixing this display inconsistency. Multishot now has its own Stat.
Shotguns have a unique Role here based on a very patch-work history with how they interact with Status Chance. A Shotgun that shoots 99% Status Chance would give you 35% (roughly) status per pellet. 100% Status Gives you 100% Status per pellet. This huge jump in performance happens with just a 1% gain - why? Well, to answer that we have to look at our choice to make what the UI conveys reality. It would feel broken to shoot a Shotgun with 100% Status and not see a perfect spread of Effects. In reality, to make Status consistent we have to treat Shotguns as a special case.
Shotguns as a special case means we have buffed the Status Chance of all Shotguns by x3 or greater. The UI now behaves to show the reality that you are determining Status Chance per pellet.
- Stacking Status Effects
But wait - THERE’S MORE! In addition to being able to achieve two Status Effects on a single shot with >100% Status, we are also adding new meaning if you get a duplicate Status Effect on an enemy overall.
This section will outline exactly what this means for each Status type, including information on how multiple Status Effects behaved with stacking prior to this Hotfix:
Impact: Repeat single-target Impact Status Effects will escalate the efficacy of the Impact Status (removed previous change of adding Ragdoll as maximum Stagger consequence).
Puncture: The first Puncture Status Effect has an enemy deal 30% less Damage. Subsequent Puncture Status add +5% weakening, leading to up to 75% (capped). Each Puncture Status has a duration of 6 Seconds.
Slash: Each Slash Status has its own duration, but now we only show a maximum of 10 damage numbers in the HUD, damage is unaffected, but reducing how many damage events we show helps with performance
Cold: The first Cold Status Effect deals 25% slow. Subsequent Cold Status Effects deal +5% slow for a total of 70% slow at 10 procs. Each Cold Status has a duration of 6 seconds.
Heat: No Change.
Toxin: See Slash, plus the base duration of a Toxin Status Effect now matches Slash for 6 seconds.
Electricity: AoE Electric Damage that is part of the Status Effect can now reoccur while the target is still under the stun animation of another Electric 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.
Players - aka Tenno - can only have a Maximum of 1 Stack on them - you cannot receive Stacked Status Effects as a player from enemies, fear not!
Why: The inclusion of enhanced or different stacking of Duplicate Status Effects is one to refresh the appeal of Status.
In addition, we’ve removed 0.25x Multiplier for Elemental Status Effects, meaning all Elemental Status Effects are 4x more likely.
Why: Critical has long been king - and while we are leaving Critical as is, our goal is to bring Status into the Arsenals in a new light for all Primary, Secondary, and Melee weapons. Our long-term goal with this change is to build upon this series of changes to eventually allow Status to impact bigger threats like Liches and Eidolons.
Update 27.1 (2020-02-04)
- Fixed projectile explosion & embed damage not properly using Status Chance upgrades.
Update 25.7 (2019-08-29)
- Reduced Status Effect light FX intensity further to compensate for stacking procs (Gas multiprocs, etc.)
- If you freeze enemies with things like Frost, Atlas, or Gara’s abilities, you can now immediately apply other Status Effects! Before these powers would prevent Status Effects from being added. Read more on that here: https://forums.warframe.com/topic/1119134-cold-status-effects-how-they-block-new-status-effects-coming-changes/
- Fixed Status FX not applying to ragdolled enemies.
- Fixed sometimes seeing duplicate corpses if the enemy died from a Slash Status Effect.
Update 11.7 (2014-01-15)
- Continued Changes to proc/status logic with Continuous Fire weapons:
- Their proc/status is now determined per second – the Arsenal will display the “Status per second” value. Continuous fire weapons that had a weaker proc chance before should be yielding reasonable proc/status per second with this calculation.
Hotfix 11.0.2 (2013-11-20)
- Added more visibilty to Proc/status on enemies when dealing damage. Proc/status icons added to damage numbers.
Update 11.0 (2013-11-20)
- New Damage Model 2.0! More information here: https://forums.warframe.com/index.php?/topic/132366-information-on-damage-20/
- Stun Chance mods (Pistol, Rifle, Shotgun, Melee) are now Status Effect mods in accordance with new damage system
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- ↑ Despite not being formally used in-game, internally the developers do use the term to refer to guaranteed procs independent from chance
204 comments
Pre-Rework.
Still lists the old version of blast proc
There really need a section dedicated to which weapons have forced procs.
^This.
I wonder, is there any warframe that can increase status chance?
Voruna's 1 adds 100% flat status chance on melee weapons
Citrine
Murmur Fragmented Boss needs to be on the viral immune list
Still shows Hydroid's Undertow lol
That some status effects have a max cap on each enemy and others do not is a big deal regarding how to mod weapons and yet that topic is sorta glossed over. In other words as REALLY good as viral is, there are reasons to use toxin if you have status hose type weapon. And there are reasons to make viral and corrosive your 2ndary status effect rather than your first status effect because you want those effects but they have caps so you want them lower on your weapon.
Viral is only really good if you also have slash too. And slash without viral is not all that great.
Missing Carnis set mods (Carapace, Mandible, Stinger) which make you status immune.
Still no update for Puncture and Cold?
If my weapon has 10% status chance, should i just slam multishot and fire rate instead of chance mods?
Most of the time you'll want to use the mods that give you 60% elemental damage and 60% status chance.
No, if your weapon has 10% SC you should dump it..
All of those mod types will increase your status procs per second, multiplicatively with each other.
Im using electricity and toxin mods in my ignis wraith . but why i only have 1 combined status (corrosive) detected ?
Electricity + Toxin = Corrosive
If it isn't showing there's Heat, then rearrange the mods in different slots. Aside from that I couldn't say why it isn't showing.
It's about the order of your elemental mods
The base element will be mixed like last element mod in the mod order.
Thumpers are listed as fully status immune enemies, but I absolutely have slowed them to a snail's pace. This also, hilariously, makes them slow-mo jump like Free Willy
Slowing effects are not "true" status effects are they?
Voruna's Fangs of Raksh passive should be added somewhere, it grants 100% status resistance (not immunity, which would remove active status effects)
Oh so there is mechanical difference between status resistance and immunity according to the game?
I guess they mean that the Fangs of Rakhs passive doesn't cleanse active statuses? But I have no idea if 100% resistance/immunity/cleanses with duration are even consistent keywords ingame.
I understand and agree with OG that Voruna's passive should get put somewhere esp under the Status Resistance.
Because her passive work as 100% resist the status to apply, not a Cleansing a status and not prevent the status damage.
So she can't be on status immunity or cleansing status Effect
And status resistance and status immunity seem work differently.
Acolytes are immune to viral procs if they come from the host of the squad. so fun to play solo SP.
Does having more status effects means less chance to trigger one?
You have to elaborate what you mean by more status effects. If you are asking if having more status effects on an enemy makes it so that the next proc is less likely to happen, then no.
Garuda's Bloodletting ability also cleanses active status effects now.
Hi again, I don't know how to do this, but @Cephalon Scientia can you put the Galvanized Mod on the mod section? ty and sorry for asking this again xd
Added, thanks.
If the status chance was over 100%, what would happen?
You have a chance to proc two status effects instead of one.
Awesome, thank you! :)
Regarding "3.1 Status Immunity Interactions": If an enemy is already at their maximum 10 stacks of a certain status, does that count as the enemy being immune to that status or not for the calculation? I've tried doing some small-scale testing of this myself with Ignis Wraith and Fire+Corrosive on the Grineer Dropships on the Plains, but couldn't work out if it actually was working or just me seeing what I want to; I felt like there was an increase in the amount of Fire stacks once it did hit 10 corrosive, but not enough to make up for if Corrosive had dropped off the table entirely (it was about half the damage with my previous setup).
Microwave effect from both of the Nukors should be added & researched. As far as I know, it's a permanent effect, does nothing to health directly, and adds a temporary visual effect to the enemy. Currently no idea if it has a 10 proc cap or stacks infinitely