“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 health, armor, and shield classes have damage type modifiers that modify how much damage is inflicted by a particular damage type. Sources of damage type modifiers stack multiplicatively with each other and may be referred to as resistances, vulnerabilities (not to be confused with sources of damage vulnerability), or damage reduction in-game. Mechanics[] For a more in-depth explanation, see Damage#Damage Calculation. External buffs and debuffs (from mods or other sources) can change these modifiers down to a minimum of -100% and up to a maximum of +100% (0x and 2x damage multipliers respectively). Armor classes are not affected by these effects, thus they will always have their initial damage type modifiers. Note that damage type modifiers are independent of sources of Damage Reduction and Damage Vulnerability. Health and Shields[] Every health and shield class has a set of damage modifiers that modify the multiplier in which damage is dealt. For example, a +75% modifier to  Viral damage done to Cloned Flesh means that incoming  Viral damage will deal 1.75x more damage to that particular health class. Conversely, a -50% modifier will cause inflicted damage to deal 0.5x of its initial value. Damage type modifiers of health and shield classes can also be expressed in terms of vulnerabilities or resistances. In the above example, Cloned Flesh has a -75% resistance to  Viral and is 50% more resistant to  Gas damage. Alternatively, Cloned Flesh has a +75% vulnerability to  Viral and is 50% less vulnerable to  Gas damage. Armor[] Main article: Armor Because armor does not have explicit hit points unlike health and shields, damage type modifiers interact with damage against armored health differently. The resultant damage multiplier will depend on both the amount of armor the target has, the damage type modifiers of its health class, and the damage type modifiers of its armor class: Resultant Damage Multiplier = 300 300 + AR ( 1 − A M ) ( 1 + A M ) ( 1 + H M ) {\displaystyle { \text{Resultant Damage Multiplier} = \frac{300}{300 + \text{AR}(1 - AM)}(1 + AM)(1 + HM) } } AM is the damage modifier against the armor class, HM is the damage modifier against the health class, and AR is the target's armor after all reductions from debuffs (e.g.  Corrosive Projection,  Corrosive procs,  Terrify, etc.). Damage type modifiers of armor classes have a two-fold effect: 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)) Sources of Damage Type Resistance[] Abilities Versatile and resilient,  Caliban and allies within his Affinity Range gain Adaptive Armor that builds damage resistance against the highest damage type received from enemy attacks, stacking 5% per hit up to a cap of 50%. If Caliban or his allies do not receive damage for 5 seconds, their Adaptive Armor loses 2% per second until fully removed. Passive bonus value is displayed as a Buff icon beside Caliban's hitpoint indicators.  Impact,  Puncture,  Slash,  Cold,  Electricity,  Heat,  Toxin,  Blast,  Corrosive,  Magnetic,  Radiation,  Viral, and  Tau damage types stack their respective resistances separately, and will have different icons in the status bar. Damage over time from procs (such as  Slash or  Toxin for example) will not contribute nor maintain damage resistance. Adaptive Armor does not stack with  Adaptation. The damage reduction provided to Caliban (or his allies) equipped with Adaptation will be the higher of the two values. Mods Others Tenno Shield (-50% damage type modifier for all damage types) Innodem's Incarnon Resilience buff on finishers (-10% damage type modifier for all damage types, stacks multiplicatively 4 times) Enemies Guardian Eximus aura (-90% damage type modifier for all damage types)Grineer Prosecutor aura (Sets damage type modifier for physical and primary elemental damage types to -100%. -85% damage type modifier for combined elemental damage types)Toxic Ancient aura (-80% damage type modifier for  Toxin damage) Sources of Damage Type Fragility[] Abilities 375 Petrify Atlas' hardened gaze will fossilize foes, heal Rumblers, and create Petrified Bulwarks. When shattered, petrified enemies drop healing Rubble for Atlas. Introduced in Update 17.5 (2015-10-01)  Strength:100% (Rumbler heal)  Duration:5 / 10 / 15 / 20 s  Range:10 / 11 / 12 / 14 m (cone length) Misc: 60° (FOV)+50% (damage type modifier)1 (Rubble dropped per enemy) Subsumable to Helminth Info Atlas expends 75 energy to unleash his hardened gaze in a conical burst of energy 10 / 11 / 12 / 14 meters long within a 60° field of view. All enemies caught within the cone are instantly turned into stone. Petrified enemies have their damage type modifiers increased by +50% and are incapacitated for 5 / 10 / 15 / 20 seconds. Petrify will not solidify enemies behind obstacles in the environment unless Atlas has line of sight. Damage type modifier works by increasing modifiers by +50%, up to +100%. This is additive with existing values, for example: Cloned Flesh is 75% weak (+75%) to  Viral and 50% resistant (-50%) to  Gas. Once petrified, it becomes 100% weak (+100%) to  Viral and 0% resistant (+0%) to  Gas; a 14.3% increase in  Viral damage, and a 100% increase in  Gas damage. More effective on resistant enemies, less effective on already vulnerable enemies. Does not apply to armor, where it would have a multiplicative effect.  True damage type modifier is also increased. Ability Synergy: Killing petrified enemies will drop 1 piece of Rubble for Atlas to pick up, restoring 50 health or provides 50 bonus armor.  Tectonics's Bulwark hardens into a Petrified Bulwark that gains increased rolling velocity, rolling distance, and bonus damage when launched as a boulder.  Rumblers' health pool is instantly restored to 100%. Petrified enemies are not immune to new status effects. Any duration-based status effect, such as a  Slash proc, that is applied before an enemy is petrified will run its normal duration. If enemies are unaware once hit by Petrify, they will retain their unaware status upon being petrified. Bosses and Capture targets can not be petrified. Enemies protected by Overguard can not be petrified, and will not have their damage type modifiers increased. Frozen enemies can not be petrified. Enemies will turn a darker tone and obtain a stone texture upon being petrified. Using Petrify on an enemy that is currently solidified will not refresh the stone duration. Once the enemy breaks free, it can be petrified once again. Casting Petrify will interrupt Atlas' actions and movement. Subsuming Atlas to the Helminth will offer Petrify and its augments to be used by other Warframes. However, enemies petrified by other Warframes do not drop Rubble.Augment Main article: Ore Gaze Ore Gaze is a Warframe Augment Mod for  Atlas that modifies  Petrify to cause enemies turned to stone to be scanned into the Codex and have a chance to make them drop extra loot. Ore GazeTips & Tricks Since Petrify's cone is created at the end of the casting animation,  Natural Talent and/or  Speed Drift can speed up the process to produce a nearly instant flash. While the default casting animation is playing, the player can move the aiming reticle to reorient Atlas to keep moving enemies in his field of view before the flash occurs. Petrify enemies to amplify all damage dealt to them, including damage from weapons and abilities. This can further empower damage dealt by  Landslide punch combos, Tectonics' boulder rolling and explosion, and Rumblers' punch, rock throw, and detonation. Although Bulwark can block line of sight to enemies, casting Petrify directly after creating a Bulwark will freeze enemies behind it due to line of sight mechanic rules. Enemies within a few seconds of being seen by Atlas or have noticed Atlas in that time are considered still in sight. Petrify gives Atlas an effective form of crowd control and also allows him to heal himself with Rubble. Use Petrify on Tectonics to create a Petrified Bulwark that rolls faster, rolls farther, and deals more damage when launched as a boulder. When  Rumblers have taken damage, use Petrify on them to fully heal them to maximum health. Fully healed Rumblers ensure that their dropped Rubble provide the highest healing or bonus armor possible. Petrify enemies to keep them in place for Rumblers to beat down, since Rumbler's punch or stone throw will stagger or ragdoll enemies backward. Petrified enemies that are killed cannot be broken into multiple pieces even with +100% Gore chance from Amalgam Ripkas True Steel. This means Nekros can only desecrate an enemy that was killed while petrified once. 250 Containment Wall Contain the threat. Qorvex summons walls that slam together, damaging all enemies caught between them and inflicting Radiation Status. Introduced in Update 35.0 (2023-12-13)  Strength:125 / 150 / 175 / 200  Radiation damage per tick2,000 / 2,500 / 3,000 / 3,500  Impact damage on smash+25% damage type modifier  Duration:N/A  Range:14 / 16 / 18 / 20 m walls length Misc: 2 parallel walls2 m placement distance10 m walls gap3m length x 1m width x 3m height segment dimensionsLight  Stagger on segment creation1 s assembly time Radiation status per hit0.125 s damage interval7  Radiation damage ticksEnemy linear displacement on smashLarge  Stagger on smashMelee finisher prompt∞ damage vuln. debuff duration Info Qorvex expends 50 Energy to construct then collapse 2 Containment Walls comprised of numerous irradiated concrete segments. On cast, Qorvex takes a step forward as the concrete segments solidify into existence one-by-one simultaneously for both walls; the starting segments are placed 2 meters in front of Qorvex, and positioned parallel to each other leaving a 10 meter wide gap in between. Each Concrete Segment is an intangible stationary object 3 meters long, 1 meter wide, and 3 meters tall. Enemies standing inside a solidifying concrete segment will receive a light  Stagger effect. On cast while airborne, Qorvex descends diagonally toward the nearest horizontal surface, similar to a Melee Slam Attack. The Containment Wall only begins construction upon landing. Concrete segments will attempt to adhere to the changes in terrain elevation as the walls assemble, by forming on top of horizontal surfaces several meters above or below the open space where the next segment connects to the previous. If no solid surface is available, the next segment forms connected to the previous segment. Concrete segments allow allied entities and attacks to phase through them. Segments can form inside obstacles in the environment and phase through when the walls compress. Qorvex fully assembles the Containment Walls in the span of 1 second to reach their full length of 14 / 16 / 18 / 20 meters. During assembly, radioactive waves leak into the gap between every pair of parallel concrete segments, inflicting 125 / 150 / 175 / 200  Radiation damage with a guaranteed Status Effect every 0.125 seconds, up to 7 instances of damage and status to all enemies inside. The corresponding concrete segments from each wall will always spawn parallel to each other. Each segment has its own individual hitbox to compress enemies inward, and the empty space in between also has a large invisible hitbox to inflict damage per tick. Containment Wall's radioactive waves damage and break destructible Objects such as crates and resource caches. On the eighth damage interval, Qorvex forcibly compresses the walls together until they collide and collapse away, while violently pushing enemies toward the collision point and inflicting 2,000 / 2,500 / 3,000 / 3,500  Impact damage with a guaranteed  Radiation status on the smashed enemies. Smashed enemies also receive a large  Stagger effect that causes a longer recovery animation, prompt Melee Finisher Attack (default X ), and have their damage type modifiers permanently increased by +25%. Damage type vulnerability does not stack against debuffed enemies on repeated casts. Ability Synergy: Qorvex's Core Exposure Passive benefits from Containment Wall aligning enemies into a straight line. Empower  Chyrinka Pillar by compressing Containment Wall on it. Affected pillars remain empowered for 5 seconds, during which their radioactive cores glow brightly and the pulses hasten to emit once every 0.75 seconds. Containment Wall's 8 stacks of  Radiation status effects drastically increase  Disometric Guard's chance to gain status immunity stacks on kills and assists, as well as amplify  Crucible Blast's explosion damage per  Radiation status.Augment Main article: Wrecking Wall Wrecking Wall is a Warframe Augment Mod for  Qorvex's  Containment Wall that grants it Armor and Shield strip. Additionally, hitting 5 or more enemies will refresh  Chyrinka Pillar's duration while empowering it. Wrecking WallTips & Tricks Use Containment Wall's long reach to irradiate and align far away enemies into a narrow queue, then attack with guns amplified by Qorvex's Core Exposure Passive or  Crucible Blast to utilize their Punch Through properties. Cast from the air to descend quickly. If aiming straight down, the walls construct toward where Qorvex's model is facing on landing. Among Qorvex's abilities, Containment Wall and Crucible Blast both stack  Radiation procs rapidly. Use this quick accumulation to make irradiated enemies deal more damage to their former allies, raise the status immunity stack chance for  Disometric Guard, and amplify Crucible Blast's explosion damage. Other Sources of Modifier Type Changes[] These are relevant in changing the health class of Vulpaphyla and Predasite Companions. Patch History[] Update 30.5 (2021-07-06) Damage Resistance Mod Math Changes: The following changes occurred due to the following scenario being shared: A player reported that combining Umbral Mods + Adaptation + Lightning Rod on any Warframe made them fully immune to all damage from the Hydrolyst Eidolon. Prior to this discovery, we already made sure we couldn’t reach 100% Damage Resistance because that would just be excessive in all cases. You can see this in action when we capped the ‘In Air’ Damage Resistance Mods. Even though the Mods theoretically could reach 100% Damage Resistance, there is a hard cap at 90%. In response and to avoid future oversights, we have changed the way Damage Resistance works. It now works on ‘Damage Remaining’ instead of having all the Modifiers combined and operating at once. Example: Consider the case of: 4x 25% Damage Resistance Mods WAS: (25% + 25% + 25% + 25%) = 100% Damage Reduction NEW: Take 25% Less Damage = Only take 75% Damage 0.75 x 0.75 x 0.75 x 0.75 = 31.5% damage taken AKA 68.5% damage reduction (Undocumented) removed 90% cap.