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(https://warframe.fandom.com/wiki/WARFRAME_Wiki:Projects) Current Wiki Projects Contents 1 Effects 2 Modifying Maximum Health 2.1 Mods 2.2 Abilities 2.3 Other 2.4 Health Reduction 3 Healing 4 Bleedout & Death 5 Effective Health 5.1 Calculation 6 Enemy Health Scaling 6.1 Grineer 6.2 Corpus 6.3 Infested 6.4 Corrupted 6.5 Murmur, Sentient, and Unaffiliated 6.6 Eximus 6.7 Enemy EHP 6.7.1 For Enemies with Health only 6.7.2 For Enemies with Health and Shields 6.7.3 For Enemies with Health and Armor 6.7.4 For Enemies with Health, Shields, and Armor 7 References (/wiki/Health?veaction=edit) in: (/wiki/Category:Mechanics) (Category:Mechanics) Mechanics , (/wiki/Category:Damage_2.0) (Category:Damage 2.0) Damage 2.0 English (https://warframe.fandom.com/es/wiki/Salud) Español (https://warframe.fandom.com/fr/wiki/Sant%C3%A9) Français Health 25 (/wiki/Health?veaction=edit) Edit (/wiki/Health?action=edit) Edit source (/wiki/Health?action=history) History (/wiki/Talk:Health?action=edit&redlink=1) Talk (0) (?action=edit§ion=0) (Edit intro) Edit intro Health (https://static.wikia.nocookie.net/warframe/images/9/94/Health_01.png/revision/latest?cb=20160422033240) () () The top right of the screen shows your health and (/wiki/Shield) (Shield) shield , as well as that of your (/wiki/Companions) (Companions) companions and (/wiki/Squad) (Squad) squad members. Total amount of Damage a Warframe can take before going into Bleedout. —In-game Description Critical to Railjack integrity. When the Hull goes, the Railjack goes. —In-game Description Health (Hull for (/wiki/Railjack) (Railjack) Railjacks ) is a value that represents how much (/wiki/Damage) (Damage) damage an entity can sustain; if the value is reduced to zero, the entity will be incapacitated in some manner. (/wiki/Warframe) (Warframe) Warframes , Railjacks, (/wiki/Companion) (Companion) Companions , (/wiki/Rescue) (Rescue) Rescue targets, and certain enemies will enter "(/wiki/Bleedout) (Bleedout) bleedout " when their health values are reduced to zero, while all other entities will instead be killed. A Warframe's health is indicated as a red number at the top right of the screen. The health of other entities can be displayed over their heads, should the player aim directly at them. While a Warframe is losing health, the screen's edges will begin to flash red at a pulse. Once the Warframe reaches 10% health or below, a loud, heartbeat-like sound will play, and a slight ringing can be heard. This sound also plays when bleeding out and when dead. Contents 1 Effects 2 Modifying Maximum Health 2.1 Mods 2.2 Abilities 2.3 Other 2.4 Health Reduction 3 Healing 4 Bleedout & Death 5 Effective Health 5.1 Calculation 6 Enemy Health Scaling 6.1 Grineer 6.2 Corpus 6.3 Infested 6.4 Corrupted 6.5 Murmur, Sentient, and Unaffiliated 6.6 Eximus 6.7 Enemy EHP 6.7.1 For Enemies with Health only 6.7.2 For Enemies with Health and Shields 6.7.3 For Enemies with Health and Armor 6.7.4 For Enemies with Health, Shields, and Armor 7 References Effects [ (/wiki/Health?veaction=edit§ion=1) (Edit section: Effects) ] Health determines the amount of damage the user can sustain and is the last line of defense for all entities. Once the value is depleted, most enemies will die, while Warframes and certain characters will enter a weakened state called (/wiki/Bleedout) (Bleedout) bleedout in which they must be revived within a few seconds or be killed. Health receives damage mitigation from (/wiki/Armor) (Armor) armor . Most attacks will only damage health after the entity's (/wiki/Shields) (Shields) shields have been fully drained, but there are a few exceptions. (/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin damage will bypass shields and strike the target's health directly. (/wiki/Damage/Viral_Damage) (DmgViralSmall64) (/wiki/Damage/Viral_Damage) Viral (/wiki/Status_Effect) (Status Effect) Status Effect also increases damage dealt towards health. Modifying Maximum Health [ (/wiki/Health?veaction=edit§ion=2) (Edit section: Modifying Maximum Health) ] Mods [ (/wiki/Health?veaction=edit§ion=3) (Edit section: Mods) ] (/wiki/Physique) (Physique (173 KB)) (Physique (173 KB)) (Physique) (Physique (173 KB)) (Physique) (/wiki/Physique) (Mod TT 20px) (/wiki/Physique) Physique (/wiki/Shepherd) (Shepherd (169 KB)) (Shepherd (169 KB)) (Shepherd (Only benefits companions)) (Shepherd (169 KB)) (Shepherd (Only benefits companions)) (/wiki/Shepherd) (Mod TT 20px) (/wiki/Shepherd) Shepherd (Only benefits companions) (/wiki/Vitality) (Vitality (165 KB)) (Vitality (165 KB)) (Vitality) (Vitality (165 KB)) (Vitality) (/wiki/Vitality) (Mod TT 20px) (/wiki/Vitality) Vitality (/wiki/Vigor) (Vigor (169 KB)) (Vigor (169 KB)) (Vigor) (Vigor (169 KB)) (Vigor) (/wiki/Vigor) (Mod TT 20px) (/wiki/Vigor) Vigor (/wiki/Primed_Vigor) (Primed Vigor (167 KB)) (Primed Vigor (167 KB)) (Primed Vigor) (Primed Vigor (167 KB)) (Primed Vigor) (/wiki/Primed_Vigor) (Mod TT 20px) (/wiki/Primed_Vigor) Primed Vigor (/wiki/Carnis_Carapace) (Carnis Carapace (162 KB)) (Carnis Carapace (162 KB)) (Carnis Carapace) (Carnis Carapace (162 KB)) (Carnis Carapace) (/wiki/Carnis_Carapace) (Mod TT 20px) (/wiki/Carnis_Carapace) Carnis Carapace (/wiki/Gladiator_Resolve) (Gladiator Resolve (168 KB)) (Gladiator Resolve (168 KB)) (Gladiator Resolve) (Gladiator Resolve (168 KB)) (Gladiator Resolve) (/wiki/Gladiator_Resolve) (Mod TT 20px) (/wiki/Gladiator_Resolve) Gladiator Resolve (/wiki/Jugulus_Carapace) (Jugulus Carapace (168 KB)) (Jugulus Carapace (168 KB)) (Jugulus Carapace) (Jugulus Carapace (168 KB)) (Jugulus Carapace) (/wiki/Jugulus_Carapace) (Mod TT 20px) (/wiki/Jugulus_Carapace) Jugulus Carapace (/wiki/Saxum_Carapace) (Saxum Carapace (162 KB)) (Saxum Carapace (162 KB)) (Saxum Carapace) (Saxum Carapace (162 KB)) (Saxum Carapace) (/wiki/Saxum_Carapace) (Mod TT 20px) (/wiki/Saxum_Carapace) Saxum Carapace (/wiki/Umbral_Vitality) (Umbral Vitality (165 KB)) (Umbral Vitality (165 KB)) (Umbral Vitality) (Umbral Vitality (165 KB)) (Umbral Vitality) (/wiki/Umbral_Vitality) (Mod TT 20px) (/wiki/Umbral_Vitality) Umbral Vitality (/wiki/Archon_Vitality) (Archon Vitality (179 KB)) (Archon Vitality (179 KB)) (Archon Vitality) (Archon Vitality (179 KB)) (Archon Vitality) (/wiki/Archon_Vitality) (Mod TT 20px) (/wiki/Archon_Vitality) Archon Vitality (/wiki/Enhanced_Vitality) (Enhanced Vitality (153 KB)) (Enhanced Vitality (153 KB)) (Enhanced Vitality (Companion only)) (Enhanced Vitality (153 KB)) (Enhanced Vitality (Companion only)) (/wiki/Enhanced_Vitality) (Mod TT 20px) (/wiki/Enhanced_Vitality) Enhanced Vitality (Companion only) (/wiki/Link_Vitality) (Link Vitality (185 KB)) (Link Vitality (185 KB)) (Link Vitality (Companion only)) (Link Vitality (185 KB)) (Link Vitality (Companion only)) (/wiki/Link_Vitality) (Mod TT 20px) (/wiki/Link_Vitality) Link Vitality (Companion only) (/wiki/Adept_Surge) (Adept Surge (43 KB)) (Adept Surge (43 KB)) (Adept Surge (Conclave only)) (Adept Surge (43 KB)) (Adept Surge (Conclave only)) (/wiki/Adept_Surge) (Mod TT 20px) (/wiki/Adept_Surge) Adept Surge ((/wiki/Conclave) (Conclave) Conclave only) (/wiki/Calculated_Spring) (Calculated Spring (181 KB)) (Calculated Spring (181 KB)) (Calculated Spring (Conclave only)) (Calculated Spring (181 KB)) (Calculated Spring (Conclave only)) (/wiki/Calculated_Spring) (Mod TT 20px) (/wiki/Calculated_Spring) Calculated Spring ((/wiki/Conclave) (Conclave) Conclave only) (/wiki/File:Nira%27sHatredMod.png) (Nira'sHatredMod.png (165 KB)) (Nira'sHatredMod.png (165 KB)) (Nira's Hatred) (Nira'sHatredMod.png (165 KB)) (Nira's Hatred) (/wiki/Nira%27s_Hatred) (Mod TT 20px) (/wiki/Nira%27s_Hatred) Nira's Hatred Abilities [ (/wiki/Health?veaction=edit§ion=4) (Edit section: Abilities) ] Innate Augmented Chroma Wisp (/wiki/Elemental_Ward) (Elemental Ward) (ElementalWardModx256) (/wiki/Elemental_Ward) (Elemental Ward) (ElementalWard130xWhite) (/wiki/Key_Bindings) (Key Bindings) 2 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 50 (/wiki/Elemental_Ward) Elemental Ward Depending on Chroma's elemental alignment, an offensive area-of-effect is created. Chroma and his nearby allies are imbued with defensive energy. Introduced in (/wiki/Update_16#Update_16.0) (Update 16) Update 16.0 (2015-03-19) Heat Electricity Toxin Cold (/wiki/Ability_Strength) (Ability Strength) Strength : 25 / 50 / 75 / 100 ((/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat damage per second)15 / 20 / 30 / 55 % (health bonus) (/wiki/Ability_Duration) (Ability Duration) Duration : 10 / 15 / 20 / 25 s (/wiki/Ability_Range) (Ability Range) Range : 6 / 8 / 10 / 12 m (aura range) Misc: 2 / 5 / 7 / 10 % ((/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat (/wiki/Status_chance) (Status chance) status chance )5 m (burn radius) (/wiki/Ability_Strength) (Ability Strength) Strength : 2.5 / 3 / 5 / 10 x (damage reflection multiplier)10 / 15 / 20 / 30 % (shield bonus)10 / 15 / 20 / 25 % ((/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity (/wiki/Status_chance) (Status chance) status chance )50 / 60 / 100 / 200 (minimum (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity damage) (/wiki/Ability_Duration) (Ability Duration) Duration : 10 / 15 / 20 / 25 s (/wiki/Ability_Range) (Ability Range) Range : 6 / 8 / 10 / 12 m (aura range)5 / 6 / 8 / 10 m (discharge range) (/wiki/Ability_Strength) (Ability Strength) Strength : 25 / 35 / 40 / 50 % ((/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin damage chance per second)15 / 25 / 30 / 35 % (holster damage) (/wiki/Ability_Duration) (Ability Duration) Duration : 10 / 15 / 20 / 25 s? / ? / 3 / 3 s (holster damage duration)15 / 25 / 30 / 35 % (reload speed bonus) (/wiki/Ability_Range) (Ability Range) Range : 6 / 8 / 10 / 12 m (aura range) Misc: 5 m (poison radius)5 % (enemy health to (/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin damage)100 % ((/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin status chance) (/wiki/Ability_Strength) (Ability Strength) Strength : 1.5 / 2 / 2.5 / 3 x (damage reflection multiplier)25 / 70 / 90 / 145 % (armor bonus)10 / 15 / 20 / 25 % ((/wiki/Damage/Cold_Damage) (DmgColdSmall64) (/wiki/Damage/Cold_Damage) Cold (/wiki/Status_chance) (Status chance) status chance ) (/wiki/Ability_Duration) (Ability Duration) Duration : 10 / 15 / 20 / 25 s (/wiki/Ability_Range) (Ability Range) Range : 6 / 8 / 10 / 12 m (aura range) (/wiki/Helminth#Ability_Replacement) (Helminth) Subsumable to Helminth Info Augment Tips & Tricks Bugs Info Chroma expends (/wiki/Ability_Efficiency) (EnergyOrb) 50 (/wiki/Energy) (Energy) Energy to emit an aura of elemental energy, empowering himself and nearby allies within (/wiki/Ability_Range) (AbilityRangeBuff) 6 / 8 / 10 / 12 meters for (/wiki/Ability_Duration) (AbilityDurationBuff) 10 / 15 / 20 / 25 seconds, providing both offensive and defensive buffs. Energy cost is affected by (/wiki/Ability_Efficiency) (Ability Efficiency) Ability Efficiency . Duration is affected by (/wiki/Ability_Duration) (Ability Duration) Ability Duration . Aura radius is affected by (/wiki/Ability_Range) (Ability Range) Ability Range . Elemental Ward exhibits different effects depending on Chroma's current elemental alignment, determined by Chroma's primary emission color or the selected element of (/wiki/Spectral_Scream) (SpectralScream130xWhite) (/wiki/Spectral_Scream) Spectral Scream . Heat Electricity Toxin Cold Heat Generates a flame aura around Chroma and affected allies that increases base Health by (/wiki/Ability_Strength) (AbilityStrengthBuff) 15% / 20% / 30% / 55% and inflicts (/wiki/Ability_Strength) (AbilityStrengthBuff) 25 / 50 / 75 / 100 (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat damage per second within a radius of 5 meters with a 2% / 5% / 7% / 10% (/wiki/Status_chance) (Status chance) status chance . The radius of this damage effect is not increased with ability range. The health bonus stacks additively with base health modifiers. A rank-3 Elemental Ward with (/wiki/Intensify) (Mod TT 20px) (/wiki/Intensify) Intensify and a maxed (/wiki/Vitality) (Mod TT 20px) (/wiki/Vitality) Vitality will increase Chroma's health to ⌊370 × (1 + 1 + 0.55 × 1.3)⌋ = 1,004 . Damage bypasses obstacles in the environment and decreases with distance. Electricity Infuses Chroma and affected allies with an electric current that increases base (/wiki/Shields) (Shields) Shields by (/wiki/Ability_Strength) (AbilityStrengthBuff) 10% / 15% / 20% / 30% and converts incoming damage into arc discharges. An arc discharge inflicts (/wiki/Ability_Strength) (AbilityStrengthBuff) 250% / 300% / 500% / 1,000% incoming damage as (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity damage to a single target within (/wiki/Ability_Range) (AbilityRangeBuff) 5 / 6 / 8 / 10 meters with a (/wiki/Ability_Strength) (AbilityStrengthBuff) 10% / 15% / 20% / 25% (/wiki/Status_chance) (Status chance) status chance . Arc discharges will inflict a minimum of (/wiki/Ability_Strength) (AbilityStrengthBuff) 50 / 60 / 100 / 200 (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity damage. The shield bonus stacks additively with base shield modifiers. A rank-3 Elemental Ward with (/wiki/Intensify) (Mod TT 20px) (/wiki/Intensify) Intensify and a maxed (/wiki/Redirection) (Mod TT 20px) (/wiki/Redirection) Redirection will increase Chroma's shield capacity to ⌊370 × (1 + 1 + 0.3 × 1.3)⌋ = 884 . Arc damage bypasses obstacles in the environment. The final damage of an arc discharge is determined by the amount of shields and/or health lost by incoming damage. For example with a maxed (/wiki/Intensify) (Mod TT 20px) (/wiki/Intensify) Intensify , losing 100 shields from a single instance of damage will produce an arc that inflicts 100 × 10 × 1.3 = 1,300 (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity damage at rank 3 to a single target as long as it's within range. Damage from environmental hazards can also be converted into arc discharges. Arcs can strike the same target multiple times, and arcs can be produced in quick succession should Chroma and allies receive multiple instances of damage that exceed the minimum threshold. Toxin Emits an aura of noxious fumes around Chroma and affected allies that increases base (/wiki/Reload_Speed) (Reload Speed) Reload Speed by (/wiki/Ability_Duration) (AbilityDurationBuff) 15% / 25% / 30% / 35% , as well as weapon damage when (/wiki/Holster) (Holster) Holstering by (/wiki/Ability_Strength) (AbilityStrengthBuff) 15% / 25% / 30% / 35% for (/wiki/Ability_Duration) (AbilityDurationBuff) ? / ? / 3 / 3 seconds. Within a radius of 5 meters, the noxious fumes also have a 25% / 35% / 40% / 50% chance per second to deal 5% of an enemy's maximum health as (/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin damage with a 100% (/wiki/Status_chance) (Status chance) status chance . The Toxin damage will only be applied to an enemy if it is not already affected by a Toxin proc, but can occur as soon as an existing Toxin proc expires. As such, its effect cannot stack with itself but can refresh itself every 7 seconds. Damage bypasses obstacles in the environment and does not decrease with distance. Cold Encases Chroma and affected allies in a layer of frost that increases base (/wiki/Armor) (Armor) Armor by (/wiki/Ability_Strength) (AbilityStrengthBuff) 25% / 70% / 90% / 145% and creates an ice shield that reflects incoming gunfire back to its source. Reflected damage is increased by (/wiki/Ability_Strength) (AbilityStrengthBuff) 150% / 200% / 250% / 300% and has a (/wiki/Ability_Strength) (AbilityStrengthBuff) 10% / 15% / 20% / 25% (/wiki/Status_chance) (Status chance) status chance . The armor bonus stacks additively with base armor modifiers. A rank-3 Elemental Ward with (/wiki/Intensify) (Mod TT 20px) (/wiki/Intensify) Intensify and a maxed (/wiki/Steel_Fiber) (Mod TT 20px) (/wiki/Steel_Fiber) Steel Fiber will increase Chroma's armor to ⌊370 × (1 + 1 + 1.45 × (1 + 0.3))⌋ = 1,437 . As with all other additive armor bonuses, Elemental Ward's bonus is applied before multiplicative armor bonuses. Incoming hitscan and non-hitscan projectiles are physically redirected after hitting Chroma. As such, obstacles in the environment can prevent reflected damage from hitting enemies. Hitscan projectiles are reflected directly to the source enemy regardless of distance from Chroma. Melee attacks are not reflected. Non-hitscan projectiles are reflected in the direction of the source enemy. Does not prevent damage to Chroma aside from the additional armor bonus and other (/wiki/Damage_Reduction) (Damage Reduction) damage reduction rules; Chroma will be hit normally before reflecting weapons fire. Elemental Auras of any type from two or more Chromas do not stack and only the first aura will apply its benefits as long as the player is within buff range. For example, two (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat auras do not increase damage nor health values, and possessing a (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat aura will negate receiving a (/wiki/Damage/Cold_Damage) (DmgColdSmall64) (/wiki/Damage/Cold_Damage) Cold aura. Has a casting delay of 1 second. The animation interrupts movement and other actions. Elemental Ward cannot be recast while active. Elemental Ward does not work on Nekros' Shadows. Subsuming Chroma to the (/wiki/Helminth) (Helminth) Helminth will offer Elemental Ward and its augments to be used by other Warframes. The Ward's effects are determined by the Warframe's primary emission color. Augment (https://static.wikia.nocookie.net/warframe/images/8/87/EverlastingWardMod.png/revision/latest?cb=20180328130830) (EverlastingWardMod) Main article: (/wiki/Everlasting_Ward) (Everlasting Ward) Everlasting Ward Everlasting Ward is a (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod for (/wiki/Chroma) (ChromaIcon272) (/wiki/Chroma) Chroma that allows allies to retain (/wiki/Elemental_Ward) (ElementalWard130xWhite) (/wiki/Elemental_Ward) Elemental Ward 's effects upon moving out of its range, lasting for a percentage of Elemental Ward's remaining duration. (/wiki/Everlasting_Ward) (Everlasting Ward) Everlasting Ward Tips & Tricks Heat Electricity Toxin Cold Heat In a pinch, the bonus Health provided by the Ward can be used as a quick heal, as the Health granted is automatically added to your remaining health and is not reduced from your remaining health when Elemental Ward wears off. The Ward is capable of damaging containers and hazards, albeit fairly slowly. Combining Elemental Ward with Spectral Scream and range mods will make for a useful farming tool so long as you have the energy to maintain it. Electricity Can be used to great effect on (/wiki/Survival) (Survival) Survival and (/wiki/Exterminate) (Exterminate) Exterminate missions where enemies approach you from all directions and are often difficult to locate or target. At maximum Ability Strength, the damage reflected can easily finish off weaker enemies and potentially stun any survivors. Toxin Works very well with weapons that require you to reload frequently or have long reload times. Its damage increase is considered as a Universal base damage increase, same as (/wiki/Vex_Armor) (VexArmor130xWhite) (/wiki/Vex_Armor) Vex Armor and (/wiki/Arcane_Arachne) (ArcaneArachne) (/wiki/Arcane_Arachne) Arcane Arachne Can reduce recharge delay for (/wiki/Cycron) (Cycron) (/wiki/Cycron) Cycron or a Kitgun equipped with (/wiki/Pax_Charge) (PaxCharge) (/wiki/Pax_Charge) Pax Charge , however, it does not affect recharge rate. Cold Properly modded, a (/wiki/Damage/Cold_Damage) (DmgColdSmall64) (/wiki/Damage/Cold_Damage) Cold -oriented Ward can provide an armor bonus high enough that can counteract the armor penalty generated when casting (/wiki/Effigy) (Effigy130xWhite) (/wiki/Effigy) Effigy . The damage reflection is calculated using the damage before any damage reduction. Bugs Allies who enter, leave, then re-enter the radius of (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat -oriented Ward will not regain the buff on the same cast of Elemental Ward. This results in an empty space where the bonus health should have been, even if they took no damage at all. This causes (/wiki/Medi-Ray) (Mod TT 20px) (/wiki/Medi-Ray) Medi-Ray and other healing abilities to attempt to heal the player, but if the player gets out of Elemental Ward's range, their health will return to normal again, wasting the health restored in the process. The in-game UI shows the armor bonus from the (/wiki/Damage/Cold_Damage) (DmgColdSmall64) (/wiki/Damage/Cold_Damage) Cold aura as a flat bonus rather than a percentage. (Expand/Collapse) (Expand/Collapse) (/wiki/Reservoirs) (Reservoirs) (Reservoirs) (/wiki/Reservoirs) (Reservoirs) (Reservoirs130xWhite) (/wiki/Key_Bindings) (Key Bindings) 1 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 25 (/wiki/Reservoirs) Reservoirs Choose and summon a Reservoir filled with Motes that attach to and aid Wisp and her allies. Haste Mote grants increased movement and attack speed. Vitality Mote increases maximum health and heals over time. Shock Mote stuns nearby enemies. Introduced in (/wiki/Update_25#Update_25.0) (Update 25) Update 25.0 (2019-05-22) Vitality Haste Shock (/wiki/Ability_Strength) (Ability Strength) Strength : 300 (max health)30 s-1 (heal over time) (/wiki/Ability_Duration) (Ability Duration) Duration : 19 / 22 / 26 / 30 s (Mote lifespan) (/wiki/Ability_Range) (Ability Range) Range : 5 m (Reservoir range) Misc: ∞ (Reservoir lifespan)6 (max reservoirs active)25 % (Sol Gate damage buff) (/wiki/Ability_Strength) (Ability Strength) Strength : 20 % (movement speed)20 % (attack speed)30 % (fire rate) (/wiki/Ability_Duration) (Ability Duration) Duration : 19 / 22 / 26 / 30 s (Mote lifespan) (/wiki/Ability_Range) (Ability Range) Range : 5 m (Reservoir range) Misc: ∞ (Reservoir lifespan)6 (max reservoirs active)100 % (Sol Gate (/wiki/Damage/Corrosive_Damage) (DmgCorrosiveSmall64) (/wiki/Damage/Corrosive_Damage) Corrosive status chance) (/wiki/Ability_Strength) (Ability Strength) Strength : 10 ((/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity damage) (/wiki/Ability_Duration) (Ability Duration) Duration : 19 / 22 / 26 / 30 s (Mote lifespan) (/wiki/Ability_Range) (Ability Range) Range : 5 m (Reservoir range)15 m (Shock range) Misc: ∞ (Reservoir lifespan)6 (max reservoirs active)100 % ((/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity status chance)5 (number of targets)3 s (Shock cooldown)25 % (Sol Gate damage buff) Info Augment Tips & Tricks Info Birthed from Wisp's dimensional habitat, three species of Reservoir pods nursing friendly Motes can be selectively summoned by Wisp. Tap the ability key to freely cycle the selection wheel between the Vitality, Haste, and Shock reservoirs. Hold down the ability key to summon the selected reservoir from a portal above Wisp for (/wiki/Ability_Efficiency) (EnergyOrb) 25 (/wiki/Energy) (Energy) energy , placing the pod directly in front of her. The reservoir pods have a range of (/wiki/Ability_Range) (AbilityRangeBuff) 5 meters and last indefinitely , while the motes retrieved from the pods lasts (/wiki/Ability_Duration) (AbilityDurationBuff) 19 / 22/ 26 / 30 seconds while outside of the reservoirs. Wisp can summon a maximum of 6 reservoir pods. Casting additional reservoir pods will replace the oldest pod. Up to three different reservoir types can be unlocked as the ability is (/wiki/Warframes#Leveling_Up) (Warframes) ranked up : Vitality : unlocked by default (Unranked Warframe) Haste : unlocked at rank 1 (Warframe Rank 7) Shock : unlocked at rank 2 (Warframe Rank 14) Reservoir selection wheel is displayed above the ability icons. The icon for the currently selected type is enlarged and shown on the left of the wheel. Tapping the ability key (default 1 ) will cycle between the reservoir types, while holding the key will deploy the selected reservoir (tap/hold functions can be inverted in the (/wiki/Settings) (Settings) Settings ). Pods & Motes Vitality Haste Shock Reservoir pods are invulnerable static floating objects that are permanently placed until removed by Wisp or by colliding with (/wiki/Nullifier_Crewman) (Nullifier Crewman) Nullifier Crewman bubbles. Each reservoir pod spawns a floating Mote above it, which can be plucked an infinite amount of times by Wisp, other Warframes, (/wiki/Companions) (Companions) Companions , summoned allied units such as (/wiki/Specter) (Specter) Specters and (/wiki/Railjack) (Railjack) Railjack (/wiki/Railjack/Crew) (Railjack/Crew) Crews , allied (/wiki/Invasion) (Invasion) Invasion units, (/wiki/Rescue) (Rescue) Hostages , converted (/wiki/Kuva_Lich) (Kuva Lich) Liches and (/wiki/Sisters_of_Parvos) (Sisters of Parvos) Sisters , (/wiki/Kavor_Defector) (Kavor Defector) Kavor Defectors , (/wiki/Sortie) (Sortie) Sortie and (/wiki/Arbitrations) (Arbitrations) Arbitrations Defense Operatives, and (/wiki/Defense_Objects) (Defense Objects) Defense Objects coming into the reservoir's range. This includes at least some allies spawned via Warframe abilities such as (/wiki/Nidus) (NidusIcon272) (/wiki/Nidus) Nidus 's Maggots via his (/wiki/Ravenous) (Ravenous130xWhite) (/wiki/Ravenous) Ravenous ability. Motes attach to the entity that plucked them, floating in orbit and following their target wherever they go. Motes grant the affected entity a specialized buff based on the reservoir type. Motes respawn from their reservoirs after a brief cooldown if taken by an entity. Motes last for a duration, with their timers able to be refreshed and paused indefinitely while the buffed entities are standing in range of the respective reservoir type. Reservoir pods take on Wisp's (/wiki/Ability_Strength) (Ability Strength) Ability Strength when placed, and will remain at that Ability Strength percentage indefinitely. If there are multiple reservoir pods, the pod with the highest buff value will take effect, with its corresponding duration. A lower-value pod will still refresh the duration of a higher-value pod. Each entity is limited to 1 active Mote buff per reservoir type. The Vitality Mote increases maximum Health by (/wiki/Ability_Strength) (AbilityStrengthBuff) 300 and restores (/wiki/Ability_Strength) (AbilityStrengthBuff) 30 health per second. Vitality Mote appears made of Infested flesh and sinew, shaped similar to a beetle shell with a red U-shaped crown. Vitality Reservoir appears as a three-petalled plant with a red crown at its base. It constantly emits a flame-like energy particle effect. The Haste Mote increases (/wiki/Movement_Speed) (Movement Speed) Movement Speed and melee (/wiki/Attack_Speed) (Attack Speed) Attack Speed by (/wiki/Ability_Strength) (AbilityStrengthBuff) 20% and (/wiki/Fire_Rate) (Fire Rate) Fire Rate by (/wiki/Ability_Strength) (AbilityStrengthBuff) 30% . Haste Mote appears made of Infested flesh and sinew, shaped similar to a beetle shell with a green oval-shaped crown. Haste Reservoir appears as a three-petalled plant with a green crown at its base. It constantly emits a liquid-like energy particle effect. The Shock Mote stores an electrical charge that zaps up to 5 enemies within (/wiki/Ability_Range) (AbilityRangeBuff) 15 meters with chain lightning every 3 seconds, dealing (/wiki/Ability_Strength) (AbilityStrengthBuff) 10 (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity damage with a guaranteed (/wiki/Status_Effect) (Status Effect) Status Effect to stun enemies. The electric charge shows as electricity surging around the Shock Mote when ready to discharge. Shock Mote appears made of Infested flesh and sinew, shaped similar to a beetle shell with a blue hammer-like crown. Shock Reservoir appears as a three-petalled plant with a blue crown at its base. It constantly emits an electrical spark particle effect. Ability Synergy: Casting (/wiki/Breach_Surge) (BreachSurge130xWhite) (/wiki/Breach_Surge) Breach Surge on an active reservoir pod will teleport Wisp to its location and double Breach Surge's range. Targeting a reservoir pod with the reticle will encircle it with Wisp's chosen energy color to indicate Breach Surge's ability to be cast on it and can be used at any range, provided there is line of sight. Reservoir pods can be targeted through solid surfaces provided there is vision of them (e.g. windows). Wisp cannot teleport to a pod while within less than 10 meters of it. Currently obtained Motes provide additional properties to (/wiki/Sol_Gate) (SolGate130xWhite) (/wiki/Sol_Gate) Sol Gate . Vitality: Provides a 25% damage increase. Haste: Allows Sol Gate to deal (/wiki/Damage/Corrosive_Damage) (DmgCorrosiveSmall64) (/wiki/Damage/Corrosive_Damage) Corrosive procs on every damage instance. Does not gain (/wiki/Damage/Corrosive_Damage) (DmgCorrosiveSmall64) (/wiki/Damage/Corrosive_Damage) Corrosive damage. Shock: Provides a 25% damage increase. Augment (https://static.wikia.nocookie.net/warframe/images/b/b9/FusedReservoirMod.png/revision/latest?cb=20230224004648) (FusedReservoirMod) Main article: (/wiki/Fused_Reservoir) (Fused Reservoir) Fused Reservoir Fused Reservoir is a (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod /(/wiki/Category:Exilus_Mods) (Category:Exilus Mods) Exilus Mod for (/wiki/Wisp) (WispIcon272) (/wiki/Wisp) Wisp that allows her to spawn a fourth (/wiki/Reservoirs) (Reservoirs130xWhite) (/wiki/Reservoirs) Reservoir with all three buffs at an increased energy cost. (/wiki/Fused_Reservoir) (Fused Reservoir) Fused Reservoir Tips & Tricks Avoid using Shock Motes in (/wiki/Spy) (Spy) Spy missions, as it can hit (/wiki/Grineer) (Grineer) Grineer (/wiki/Sensor_Regulator) (Sensor Regulator) Sensor Regulators and alert them. Because motes will refresh the duration of any other mote buff (regardless of power), you can make very effective use of temporary (/wiki/Ability_Strength) (Ability Strength) Ability Strength buffs such as (/wiki/Growing_Power) (Growing Power) Growing Power , (/wiki/Energy_Conversion) (Energy Conversion) Energy Conversion , or (especially) the power increase from a (/wiki/Void_Fissure) (Void Fissure) Void Fissure mission. You can put down reservoirs while under these effects, acquire more powerful reservoir buffs, and then endlessly refresh their duration using regular-strength reservoirs. This makes any buff to power strength effectively infinite in duration, so long as you do not let your reservoir buffs expire (or get nullified). Similarly, if there are multiple Wisps in a mission, they can space their reservoirs out to effectively gain all the buff benefits of the strongest Wisp, while also increasing the area covered. (Expand/Collapse) (Expand/Collapse) Nidus (https://static.wikia.nocookie.net/warframe/images/b/bc/ParasiticVitalityMod.png/revision/latest?cb=20240327230501) (ParasiticVitalityMod) (https://static.wikia.nocookie.net/warframe/images/b/bc/ParasiticVitalityMod.png/revision/latest?cb=20240327230501) (ParasiticVitalityMod) Main article: (/wiki/Parasitic_Vitality) (Parasitic Vitality) Parasitic Vitality Other [ (/wiki/Health?veaction=edit§ion=5) (Edit section: Other) ] (/wiki/Thrak_Rhino_Helmet) (Thrak Rhino Helmet (226 KB)) (Thrak Rhino Helmet (226 KB)) (Arcane Thrak Rhino Helmet) (Thrak Rhino Helmet (226 KB)) (Arcane Thrak Rhino Helmet) (/wiki/Rhino_Thrak_Helmet#Arcane_Variant) (Rhino Thrak Helmet) Arcane Thrak Rhino Helmet (/wiki/Backdraft_Ember_Helmet) (Backdraft Ember Helmet (267 KB)) (Backdraft Ember Helmet (267 KB)) (Arcane Backdraft Ember Helmet) (Backdraft Ember Helmet (267 KB)) (Arcane Backdraft Ember Helmet) (/wiki/Ember_Backdraft_Helmet#Arcane_Variant) (Ember Backdraft Helmet) Arcane Backdraft Ember Helmet (/wiki/Purity) (Purity (25 KB)) (Purity (25 KB)) (Purity) (Purity (25 KB)) (Purity) (/wiki/Purity) (Purity) Purity (/wiki/Magus_Vigor) (Magus Vigor (166 KB)) (Magus Vigor (166 KB)) (Magus Vigor (Operator only)) (Magus Vigor (166 KB)) (Magus Vigor (Operator only)) (/wiki/Magus_Vigor) (MagusVigor) (/wiki/Magus_Vigor) Magus Vigor (Operator only) (/wiki/Enduring_Tides) (Enduring Tides (8 KB)) (Enduring Tides (8 KB)) (Vazarin's Enduring Tides (Operator only)) (Enduring Tides (8 KB)) (Vazarin's Enduring Tides (Operator only)) Vazarin's (/wiki/Enduring_Tides) (Enduring Tides) Enduring Tides (Operator only) (/wiki/Azure_Archon_Shard) (Azure Archon Shard (18 KB)) (Azure Archon Shard (18 KB)) (Azure Archon Shard  Tauforged Azure Archon Shard) (Azure Archon Shard (18 KB)) (Azure Archon Shard  Tauforged Azure Archon Shard) (/wiki/Archon_Shard) (AzureArchonShard) (/wiki/Archon_Shard) Azure Archon Shard (/wiki/Archon_Shard) (TauforgedAzureArchonShard) (/wiki/Archon_Shard) Tauforged Azure Archon Shard (/wiki/File:ArcaneBlessing.png) (ArcaneBlessing.png (166 KB)) (ArcaneBlessing.png (166 KB)) (Arcane Blessing) (ArcaneBlessing.png (166 KB)) (Arcane Blessing) (/wiki/Arcane_Blessing) (ArcaneBlessing) (/wiki/Arcane_Blessing) Arcane Blessing (/wiki/File:ArcaneIntention.png) (ArcaneIntention.png (169 KB)) (ArcaneIntention.png (169 KB)) (Arcane Intention) (ArcaneIntention.png (169 KB)) (Arcane Intention) (/wiki/Arcane_Intention) (ArcaneIntention) (/wiki/Arcane_Intention) Arcane Intention Like most attribute values, Health is increased by single multiplier formed from effects that additively stack with each other. The health gained from leveling is an exception, stacking additively with base health before multipliers Total Health = (Base Health + Warframe Rank Bonuses) × (1 + Modifier from Mods) + Other Bonuses Base Health refers to the Warframe's health at Rank 0. Warframe Rank Bonuses are increases to a Warframe's health that apply as the Warframe goes from rank 0 to 30. These are normally +100 at rank 30, though there are exceptions. Importantly, unlike capacity, they are not impacted by mastery rank, meaning that two players with newly built frames will always have the same bonuses regardless of their mastery. Modifier from Mods is from mods such as (/wiki/Vitality) (Mod TT 20px) (/wiki/Vitality) Vitality and (/wiki/Vigor) (Mod TT 20px) (/wiki/Vigor) Vigor , increasing the Health by 100% and 50% at their maximum ranks, respectively. The (/wiki/Physique) (Mod TT 20px) (/wiki/Physique) Physique (/wiki/Aura) (Aura) Aura mod increases it by 20% at maximum rank. Each additional (/wiki/Squad) (Squad) squad member that brings Physique will increase your Modifier by an additional 20%, to a maximum 80% addition in a four-player mission, which can be further increased with (/wiki/Coaction_Drift) (Mod TT 20px) (/wiki/Coaction_Drift) Coaction Drift . Lastly, the bonus from some (/wiki/Category:Helmet) (Category:Helmet) Arcane helmets contribute to this modifier. Health Reduction [ (/wiki/Health?veaction=edit§ion=6) (Edit section: Health Reduction) ] (https://static.wikia.nocookie.net/warframe/images/c/c4/BleedingDragonKeySymbol.jpg/revision/latest?cb=20180712180608) (BleedingDragonKeySymbol) Having equipped a (/wiki/Dragon_Key) (Dragon Key) Bleeding Dragon Key reduces total health by 75%, after all other calculations. During missions, this is indicated by a symbol to the left of the shield/health bar (shown on the right). Healing [ (/wiki/Health?veaction=edit§ion=7) (Edit section: Healing) ] Main article: (/wiki/Healing) (Healing) Healing Unlike shields, health does not naturally regenerate over time, except when either the (/wiki/Rejuvenation) (Mod TT 20px) (/wiki/Rejuvenation) Rejuvenation or (/wiki/Dreamer%27s_Bond) (Mod TT 20px) (/wiki/Dreamer%27s_Bond) Dreamer's Bond (/wiki/Aura) (Aura) Aura mod is equipped by at least one member of the (/wiki/Squad) (Squad) squad . Otherwise, damage inflicted upon health must actively be healed by picking up (/wiki/Health_Orb) (Health Orb) Health Orbs , by receiving the effects of certain Warframe abilities, or by using certain mods, weapons, consumable equipment, or (/wiki/Arcane_Enhancement) (Arcane Enhancement) Arcane Enhancements . Bleedout & Death [ (/wiki/Health?veaction=edit§ion=8) (Edit section: Bleedout & Death) ] Main article: (/wiki/Death) (Death) Death When health is reduced to 0, Warframes enter the (/wiki/Bleedout) (Bleedout) Bleedout state. In bleedout, Warframes can barely move and are restricted to firing their (/wiki/Category:Secondary_Weapons) (Category:Secondary Weapons) sidearm . If they do not receive the appropriate attention from an ally within 20 seconds, they are killed in action. It is quite difficult to complete missions successfully when all players are dead, so players typically strive to keep health above 0 at all times. Effective Health [ (/wiki/Health?veaction=edit§ion=9) (Edit section: Effective Health) ] Damage calculations get complicated when damage resistances are involved. Effective health (EHP) is a common (https://en.wikipedia.org/wiki/metagaming) (wikipedia:metagaming) metagame concept which states that because each hit point you have actually absorbs more than one point of damage, you effectively have more hit points than indicated. In (/wiki/WARFRAME) (WARFRAME) WARFRAME , effective health can be increased by (/wiki/Armor) (Armor) armor , sources of (/wiki/Damage_Reduction) (Damage Reduction) damage reduction , negative (/wiki/Damage_Type_Modifier) (Damage Type Modifier) damage type modifiers , (/wiki/Category:Resistance_Mods) (Category:Resistance Mods) resistance mods , and health classes. Calculation [ (/wiki/Health?veaction=edit§ion=10) (Edit section: Calculation) ] Effective health against a particular damage type can be calculated as such: EHP = Nominal Health ⋅ Net Armor + 300 300 ⋅ 1 1 − Net Damage Reduction ⋅ 1 1 + Damage Type Modifier = Nominal Health ⋅ ( Net Armor + 300 ) 300 ( 1 − Net Damage Reduction ) ( 1 + Damage Type Modifier ) {\displaystyle { \begin{aligned} \text{EHP} &= \text{Nominal Health} \cdot \frac{\text{Net Armor} + 300}{300} \cdot \frac{1}{1 - \text{Net Damage Reduction} } \cdot \frac{1}{1 + \text{Damage Type Modifier} } \\ \qquad &= \frac{ \text{Nominal Health} \cdot (\text{Net Armor} + 300) }{ 300(1- \text{Net Damage Reduction})(1 + \text{Damage Type Modifier}) } \end{aligned} } } ({\displaystyle {\begin{aligned}{\text{EHP}}&={\text{Nominal Health}}\cdot {\frac {{\text{Net Armor}}+300}{300}}\cdot {\frac {1}{1-{\text{Net Damage Reduction}}}}\cdot {\frac {1}{1+{\text{Damage Type Modifier}}}}\\\qquad &={\frac {{\text{Nominal Health}}\cdot ({\text{Net Armor}}+300)}{300(1-{\text{Net Damage Reduction}})(1+{\text{Damage Type Modifier}})}}\end{aligned}}}) Nominal health refers to listed health points as displayed in-game; in other words, it is the total health after mods and buffs are applied Net damage reduction refers to total damage reduction outside of armor Enemy Health Scaling [ (/wiki/Health?veaction=edit§ion=11) (Edit section: Enemy Health Scaling) ] Main article: (/wiki/Enemy_Level_Scaling) (Enemy Level Scaling) Enemy Level Scaling For health, the ranges of level differences from base to current level at which scaling transitions is between 70 & 80. Grineer [ (/wiki/Enemy_Level_Scaling?veaction=edit§ion=T-1) (Edit section: Grineer) ] The formula by which Grineer health scales is as follows: f 1 ( x ) = 1 + 0.015 ( x − Base Level ) 2.12 {\displaystyle f_{1}(x)=1+0.015(x-{\text{Base Level}})^{2.12}} ({\displaystyle f_{1}(x)=1+0.015(x-{\text{Base Level}})^{2.12}}) When Current Level - Base Level < 70 f 2 ( x ) = 1 + 24 5 5 ( x − Base Level ) 0.72 {\displaystyle f_{2}(x)=1+{\frac {24{\sqrt {5}}}{5}}(x-{\text{Base Level}})^{0.72}} ({\displaystyle f_{2}(x)=1+{\frac {24{\sqrt {5}}}{5}}(x-{\text{Base Level}})^{0.72}}) When Current Level - Base Level > 80 Corpus [ (/wiki/Enemy_Level_Scaling?veaction=edit§ion=T-2) (Edit section: Corpus) ] The formula by which Corpus health scales is as follows: f 1 ( x ) = 1 + 0.015 ( x − Base Level ) 2.12 {\displaystyle f_{1}(x)=1+0.015(x-{\text{Base Level}})^{2.12}} ({\displaystyle f_{1}(x)=1+0.015(x-{\text{Base Level}})^{2.12}}) When Current Level - Base Level < 70 f 2 ( x ) = 1 + 30 5 5 ( x − Base Level ) 0.55 {\displaystyle f_{2}(x)=1+{\frac {30{\sqrt {5}}}{5}}(x-{\text{Base Level}})^{0.55}} ({\displaystyle f_{2}(x)=1+{\frac {30{\sqrt {5}}}{5}}(x-{\text{Base Level}})^{0.55}}) When Current Level - Base Level > 80 Infested [ (/wiki/Enemy_Level_Scaling?veaction=edit§ion=T-3) (Edit section: Infested) ] The formula by which Infested health scales is as follows: f 1 ( x ) = 1 + 0.0225 ( x − Base Level ) 2.12 {\displaystyle f_{1}(x)=1+0.0225(x-{\text{Base Level}})^{2.12}} ({\displaystyle f_{1}(x)=1+0.0225(x-{\text{Base Level}})^{2.12}}) When Current Level - Base Level < 70 f 2 ( x ) = 1 + 36 5 5 ( x − Base Level ) 0.72 {\displaystyle f_{2}(x)=1+{\frac {36{\sqrt {5}}}{5}}(x-{\text{Base Level}})^{0.72}} ({\displaystyle f_{2}(x)=1+{\frac {36{\sqrt {5}}}{5}}(x-{\text{Base Level}})^{0.72}}) When Current Level - Base Level > 80 Corrupted [ (/wiki/Enemy_Level_Scaling?veaction=edit§ion=T-4) (Edit section: Corrupted) ] The formula by which Corrupted health scales is as follows: f 1 ( x ) = 1 + 0.015 ( x − Base Level ) 2.1 {\displaystyle f_{1}(x)=1+0.015(x-{\text{Base Level}})^{2.1}} ({\displaystyle f_{1}(x)=1+0.015(x-{\text{Base Level}})^{2.1}}) When Current Level - Base Level < 70 f 2 ( x ) = 1 + 24 5 5 ( x − Base Level ) 0.685 {\displaystyle f_{2}(x)=1+{\frac {24{\sqrt {5}}}{5}}(x-{\text{Base Level}})^{0.685}} ({\displaystyle f_{2}(x)=1+{\frac {24{\sqrt {5}}}{5}}(x-{\text{Base Level}})^{0.685}}) When Current Level - Base Level > 80 Murmur, Sentient, and Unaffiliated [ (/wiki/Enemy_Level_Scaling?veaction=edit§ion=T-5) (Edit section: Murmur, Sentient, and Unaffiliated) ] The formula by which enemy health scales is as follows: f 1 ( x ) = 1 + 0.015 ( x − Base Level ) 2 {\displaystyle f_1(x) = 1 + 0.015(x - \text{Base Level})^2} ({\displaystyle f_{1}(x)=1+0.015(x-{\text{Base Level}})^{2}}) When Current Level - Base Level < 70 f 2 ( x ) = 1 + 24 5 5 ( x − Base Level ) 0.5 {\displaystyle f_2(x) = 1 + \frac{24 \sqrt{5} }{5}(x - \text{Base Level})^{0.5}} ({\displaystyle f_{2}(x)=1+{\frac {24{\sqrt {5}}}{5}}(x-{\text{Base Level}})^{0.5}}) When Current Level - Base Level > 80 Eximus [ (/wiki/Enemy_Level_Scaling?veaction=edit§ion=T-6) (Edit section: Eximus) ] Eximus health scaling is the same across all factions The formula by which eximus health scales is as follows: f 1 ( x ) = 1 + 0.015 ( x − Base Level ) 2 {\displaystyle f_1(x) = 1 + 0.015(x - \text{Base Level})^2} ({\displaystyle f_{1}(x)=1+0.015(x-{\text{Base Level}})^{2}}) When Current Level - Base Level < 70 f 2 ( x ) = 1 + 24 5 5 ( x − Base Level ) 0.5 {\displaystyle f_2(x) = 1 + \frac{24 \sqrt{5} }{5}(x - \text{Base Level})^{0.5}} ({\displaystyle f_{2}(x)=1+{\frac {24{\sqrt {5}}}{5}}(x-{\text{Base Level}})^{0.5}}) When Current Level - Base Level > 80 In addition, the base health is also increased between certain breakpoints: Between level differences 0 inclusive and 15 inclusive, base health stays the same as listed in the (/wiki/Codex) (Codex) Codex . Between level differences 15 exclusive and 25 inclusive, base health is linearly increased from +0% to +25% (e.g. for each level, enemy gains 2.5% base health). Between level differences 25 exclusive and 35 inclusive, base health is linearly increased from +25% to +150% (e.g. for each level, enemy gains 12.5% base health). Between level differences 35 exclusive and 50 inclusive, base health is linearly increased from +150% to +350% (e.g. for each level, enemy gains 13.33% base health). Between level differences 50 exclusive and 100 inclusive, base health is linearly increased from +350% to +500% (e.g. for each level, enemy gains 3% base health). Above level difference of 100, base health will stay +500% (6x) of its Codex value. Health Multiplier = { f 1 ( x ) , x ≤ 15 ( 1 + 0.025 ∗ ( x − 15 ) ) ∗ f 1 ( x ) , 15 < x ≤ 25 ( 1.25 + 0.125 ∗ ( x − 25 ) ) ∗ f 1 ( x ) , 25 < x ≤ 35 ( 2.5 + 2 / 15 ∗ ( x − 35 ) ) ∗ f 1 ( x ) , 35 < x ≤ 50 ( 4.5 + 0.03 ∗ ( x − 50 ) ) ∗ [ f 1 ( x ) × ( 1 − S 1 ( x ) ) + f 2 ( x ) × S 1 ( x ) ] 50 < x ≤ 100 6 ∗ f 2 ( x ) , 100 > x {\displaystyle {{\text{Health Multiplier}}={\begin{cases}f_{1}(x),\;&x\leq 15\\(1+0.025*(x-15))*f_{1}(x),\;&15x\\\end{cases}}}} ({\displaystyle {{\text{Health Multiplier}}={\begin{cases}f_{1}(x),\;&x\leq 15\\(1+0.025*(x-15))*f_{1}(x),\;&15x\\\end{cases}}}}) Where the Health Multiplier is the value that multiplies an enemy's base health to its current health. (https://static.wikia.nocookie.net/warframe/images/7/79/HealthScaling.png/revision/latest?cb=20220520031337) (HealthScaling) (https://static.wikia.nocookie.net/warframe/images/7/79/HealthScaling.png/revision/latest?cb=20220520031337) (HealthScaling) Current health scaling at Base Level = 1. Enemy EHP [ (/wiki/Health?veaction=edit§ion=12) (Edit section: Enemy EHP) ] Effective Hit-points is a stat that indicates how much gross damage must be dealt to a target until the net damage thereby inflicted depletes its entire health pool. Effective Hit-points is not a fixed stat for any given enemy, it is heavily dependent on the damage type used against the target, as well as the various buffs and debuffs in effect for both the attacker and the enemy in question. For the following considerations, however, these influences are disregarded, as they do not alter the course of the graphs except for clinching or stretching them as a whole, which manifests as a scaling of the Y-axis. For Enemies with Health only [ (/wiki/Enemy_Level_Scaling?veaction=edit§ion=T-1) (Edit section: For Enemies with Health only) ] For targets without shields and armor, the standardized effective hit-point scaling is synonymous with standardized health scaling, the health graph and formula apply. For Enemies with Health and Shields [ (/wiki/Enemy_Level_Scaling?veaction=edit§ion=T-2) (Edit section: For Enemies with Health and Shields) ] The standardized effective hit-points of shielded enemies are simply the sum of their shields and health, except for the case when the (/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin damage portion of the gross damage depletes the target's health faster than the rest of the gross damage depletes its shield. Exact effective hit-point calculations considering damage types also become significantly more complex if (/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin damage is involved, but this is disregarded here. The level scaling of standardized effective hit-points of shielded enemies is influenced by the ratio of base shields to base health: EHP Multiplier = Health Multiplier + Shield Multiplier × Base Shields Base Health {\displaystyle \text{EHP Multiplier} = \text{Health Multiplier} + \text{Shield Multiplier}\times\frac{\text{Base Shields}}{\text{Base Health}}} ({\displaystyle {\text{EHP Multiplier}}={\text{Health Multiplier}}+{\text{Shield Multiplier}}\times {\frac {\text{Base Shields}}{\text{Base Health}}}}) In the cases where you are trying to one-shot shielded enemies without (/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin damage, their effective hit-points will actually be higher due to their (/wiki/Shield#Shield_Gating) (Shield) shield gate mechanic. Only 5% of total damage dealt will only damage the enemy's health when their shield gate is active. However, attacking enemy weakpoints ignores the shield gate. (https://static.wikia.nocookie.net/warframe/images/7/7e/ShieldEHP.png/revision/latest?cb=20230630011244) (ShieldEHP) (https://static.wikia.nocookie.net/warframe/images/7/7e/ShieldEHP.png/revision/latest?cb=20230630011244) (ShieldEHP) Current EHP scaling with only Health and Shields at Base Level = 1. For Enemies with Health and Armor [ (/wiki/Enemy_Level_Scaling?veaction=edit§ion=T-3) (Edit section: For Enemies with Health and Armor) ] The standardized effective hit-points of armored enemies are simply the health divided by the compliment of the damage reduction granted from armor. Because armor adds damage reduction to incoming damage on health the level scaling of standardized effective hit-points of armored enemies is influenced by the base armor itself: EHP Multiplier = Health Multiplier × ( 1 + Base Armor × Armor Multiplier 300 ) {\displaystyle \text{EHP Multiplier} = \text{Health Multiplier}\times\left( 1 + \frac{\text{Base Armor}\times\text{Armor Multiplier}}{300} \right)} ({\displaystyle {\text{EHP Multiplier}}={\text{Health Multiplier}}\times \left(1+{\frac {{\text{Base Armor}}\times {\text{Armor Multiplier}}}{300}}\right)}) (https://static.wikia.nocookie.net/warframe/images/b/b3/ArmorEHP.png/revision/latest?cb=20220520030433) (ArmorEHP) (https://static.wikia.nocookie.net/warframe/images/b/b3/ArmorEHP.png/revision/latest?cb=20220520030433) (ArmorEHP) Current EHP scaling with only Health and Armor at Base Level = 1. For Enemies with Health, Shields, and Armor [ (/wiki/Enemy_Level_Scaling?veaction=edit§ion=T-4) (Edit section: For Enemies with Health, Shields, and Armor) ] The standardized effective hit-points of enemies that are both armored and shielded are more complex than the simple EHP cases from the previous sections above. The level scaling of standardized effective hit-points of these enemies is influenced by the ratio of base shields to base health and base armor, making the formula at least 3 variable: EHP Multiplier = Health Multiplier × ( 1 + Base Armor × Armor Multiplier 300 ) + Shield Multiplier × Base Shields Base Health {\displaystyle \text{EHP Multiplier} = \text{Health Multiplier}\times\left( 1 + \frac{\text{Base Armor}\times\text{Armor Multiplier}}{300} \right) + \text{Shield Multiplier}\times\frac{\text{Base Shields}}{\text{Base Health}}} ({\displaystyle {\text{EHP Multiplier}}={\text{Health Multiplier}}\times \left(1+{\frac {{\text{Base Armor}}\times {\text{Armor Multiplier}}}{300}}\right)+{\text{Shield Multiplier}}\times {\frac {\text{Base Shields}}{\text{Base Health}}}}) References [ (/wiki/Health?veaction=edit§ion=13) (Edit section: References) ] Collapse (/wiki/Damage) (Damage) Damage Mechanics (https://warframe.fandom.com/wiki/Template:DamageNav?action=edit) Edit Offense 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