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(https://warframe.fandom.com/wiki/WARFRAME_Wiki:Projects) Current Wiki Projects Contents 1 Damage Display 2 Overview Table 3 Damage Types 3.1 Physical Damage 3.2 Primary Elemental Damage 3.3 Secondary Elemental Damage 3.3.1 Modding 3.3.2 Possible Combinations 3.4 Unique Damage 3.5 Empyrean 3.6 Conclave-Specific (PvP) 4 Status Effect 5 Damage Over Time 6 Enemy Damage Scaling 7 Increasing Base Damage 8 Decreasing Base Damage 9 Media 9.1 Visual Effects 10 References 11 See Also 12 Patch History (/wiki/Damage?veaction=edit) in: (/wiki/Category:Damage_3.0) (Category:Damage 3.0) Damage 3.0 , (/wiki/Category:Speculation) (Category:Speculation) Speculation , (/wiki/Category:Updateme) (Category:Updateme) Updateme , and 2 more (/wiki/Category:Mechanics) (Category:Mechanics) Mechanics (/wiki/Category:Update_36) (Category:Update 36) Update 36 English (https://warframe.fandom.com/de/wiki/Schaden_3.0) Deutsch (https://warframe.fandom.com/es/wiki/Da%C3%B1o) Español (https://warframe.fandom.com/fr/wiki/D%C3%A9g%C3%A2ts/OngletTout) Français Damage 7 (/wiki/Damage?veaction=edit) Edit (/wiki/Damage?action=edit) Edit source (/wiki/Damage?action=history) History (/wiki/Talk:Damage?action=edit&redlink=1) Talk (0) (?action=edit§ion=0) (Edit intro) Edit intro Damage (/wiki/Damage/Calculation) (Damage/Calculation) Calculation (/wiki/Damage/Overview_Table) (Damage/Overview Table) Overview Table Preceded by (/wiki/Damage_2.0) (Damage 2.0) Damage 2.0 since (/wiki/Update_36#Update_36.0) (Update 36) Update 36.0 (2024-06-18) Damage (https://static.wikia.nocookie.net/warframe/images/2/2d/DamageModBundleIcon.png/revision/latest?cb=20191103222507) (DamageModBundleIcon) (DamageModBundleIcon) Contents 1 Damage Display 2 Overview Table 3 Damage Types 3.1 Physical Damage 3.2 Primary Elemental Damage 3.3 Secondary Elemental Damage 3.3.1 Modding 3.3.2 Possible Combinations 3.4 Unique Damage 3.5 Empyrean 3.6 Conclave-Specific (PvP) 4 Status Effect 5 Damage Over Time 6 Enemy Damage Scaling 7 Increasing Base Damage 8 Decreasing Base Damage 9 Media 9.1 Visual Effects 10 References 11 See Also 12 Patch History Damage (version 3.0) is a system that determines the damage done to a certain target by a given attacker. Damage results are modified by several mechanics – (/wiki/Damage_Type_Modifier) (Damage Type Modifier) damage type modifiers (main content of this article), (/wiki/Armor) (Armor) armor , (/wiki/Critical_Hit) (Critical Hit) critical hit bonuses , (/wiki/Stealth) (Stealth) stealth bonuses , (/wiki/Warframes) (Warframes) Warframe ability debuffs , (/wiki/Enemy_Body_Parts) (Enemy Body Parts) body part modifiers , (/wiki/Category:Faction_Damage_Mods) (Category:Faction Damage Mods) faction modifiers , and other sources of (/wiki/Damage_Reduction) (Damage Reduction) damage reduction – which are discussed below and on their respective pages. All damage dealt by any weapon or ability belongs to a certain damage type, and every target has specific resistances and vulnerabilities to different damage types. In-game, enemy resistances and vulnerabilities can be seen in the player's (/wiki/Codex) (Codex) Codex after scanning at least one enemy of a particular type or by aiming at an enemy using the (/wiki/Synthesis_Scanner) (Synthesis Scanner) Synthesis Scanner with the Data-Parse Widget . Exploiting enemy vulnerabilities and avoiding resistances by means of weapon selection and mod installation may significantly improve players' damage output. Since its predecessor (/wiki/Damage_2.0) (Damage 2.0) Damage 2.0 , all different Health, Armor, and Shield types have been simplified into one type for each (e.g. Grineer's (/wiki/Cloned_Flesh) Cloned Flesh and (/wiki/Machinery) Machinery is now just "Health", (/wiki/Ferrite_Armor) Ferrite Armor and (/wiki/Alloy_Armor) Alloy Armor is now just "Armor", and (/wiki/Shield_(Health)) Shield and (/wiki/Proto_Shield) Proto Shield is now just "Shield"). Vulnerabilities and resistances have also been decoupled from health types and are now solely based on the enemy (/wiki/Faction) (Faction) Faction (e.g. all (/wiki/Damage/Grineer) Grineer are now exclusively vulnerable to (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact and (/wiki/Damage/Corrosive_Damage) (DmgCorrosiveSmall64) (/wiki/Damage/Corrosive_Damage) Corrosive at all times, regardless of the presence of armor or shields, and no longer have any resistances). Damage Display [ (/wiki/Damage?veaction=edit§ion=1) (Edit section: Damage Display) ] Damage dealt from players to enemies is displayed on the (/wiki/HUD) (HUD) HUD as numbers near the point of impact on an enemy. Damage dealt from enemies to players is displayed on the HUD both as a bent strip to indicate its direction of origin and as a reduction in shield or health hitpoints to indicate its quantity. Each individual projectile or melee attack will display a single damage instance whose value is rounded to the nearest integer. Weapons with multiple projectiles like shotguns or rifles with (/wiki/Multishot) (Multishot) Multishot will display a damage instance for each individual projectile. Weapons that fire continuously will display a damage instance at a constant rate depending on the fire rate of the weapon. (https://static.wikia.nocookie.net/warframe/images/b/ba/Crit_numbers.png/revision/latest?cb=20180916002641) (Crit numbers) (https://static.wikia.nocookie.net/warframe/images/b/ba/Crit_numbers.png/revision/latest?cb=20180916002641) (Crit numbers) Three different color tiers of critical hits along with normal damage color Damage indicators are color-coded using the following system (default UI colors): Damage appears by default in white (◼ ). (/wiki/Ability) (Ability) Ability damage appears by default in purple (◼ ). (/wiki/Critical_Hit) (Critical Hit) Critical hits and (/wiki/Stealth) (Stealth) stealth attacks are in yellow (◼ ). (/wiki/Critical_Hit#Critical_Levels) (Critical Hit) Orange crits , appear in orange (◼ ). These are stronger than yellow crits. (/wiki/Critical_Hit#Critical_Levels) (Critical Hit) Red crits , as their name suggests, appear in red (◼ ). These are stronger than orange crits. Damage against (/wiki/Shields) (Shields) shields and (/wiki/Overshields) (Overshields) overshields appears in blue (◼ ), regardless of other factors such as critical hits. Attempts to damage an invulnerable enemy appear in grey (◼ ). Overview Table [ (/wiki/Damage?veaction=edit§ion=2) (Edit section: Overview Table) ] This section is (https://en.wikipedia.org/wiki/Help:Transclusion) (wikipedia:Help:Transclusion) transcluded from (/wiki/Damage/Overview_Table) (Damage/Overview Table) Damage/Overview Table . To change it, please (https://warframe.fandom.com/wiki/Damage/Overview_Table?action=edit) edit the transcluded page . As of (/wiki/Update_36#Update_36.0) (Update 36) Update 36.0 (2024-06-18), Vulnerable (+) = x1.5 and Resistant (-) = x0.5 incoming damage multiplier. Damage Type (/wiki/Damage/Tenno) Tenno (/wiki/Damage/Grineer) Grineer (/wiki/Damage/Kuva_Grineer) Kuva Grineer (/wiki/Damage/Corpus) Corpus (/wiki/Damage/Corpus_Amalgam) Corpus Amalgam (/wiki/Damage/Infested) Infested (/wiki/Damage/Infested_Deimos) Infested Deimos (/wiki/Damage/Orokin) Orokin (/wiki/Damage/Sentient) Sentient (/wiki/Damage/Narmer) Narmer (/wiki/Damage/The_Murmur) The Murmur (/wiki/Damage/Zariman) Zariman (/wiki/Damage/Scaldra) Scaldra (/wiki/Damage/Techrot) Techrot Status Effects Physical (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact + + + StaggerIncrease Parazon Mercy threshold (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture + + Enemy Damage ReducedAmplified Crit Chance (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) (/wiki/Damage/Slash_Damage) Slash + + Bleed (DoT)Ignores Armor Primary Elemental (/wiki/Damage/Cold_Damage) (DmgColdSmall64) (/wiki/Damage/Cold_Damage) Cold + - Slow/FreezeAmplified Crit Damage (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity + + Tesla Chain (DoT)Stun (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat - + Burn (DoT)PanicReduce Armor (/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin + Poison (DoT)Ignores Shields Secondary Elemental (/wiki/Damage/Blast_Damage) (DmgBlastSmall64) (/wiki/Damage/Blast_Damage) Blast ((/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat + (/wiki/Damage/Cold_Damage) (DmgColdSmall64) (/wiki/Damage/Cold_Damage) Cold ) - + Multiple Explosions (/wiki/Damage/Corrosive_Damage) (DmgCorrosiveSmall64) (/wiki/Damage/Corrosive_Damage) Corrosive ((/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity + (/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin ) + + - + Reduce Armor (/wiki/Damage/Gas_Damage) (DmgGasSmall64) (/wiki/Damage/Gas_Damage) Gas ((/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat + (/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin ) + - + Gas Cloud (AOE DoT) (/wiki/Damage/Magnetic_Damage) (DmgMagneticSmall64) (/wiki/Damage/Magnetic_Damage) Magnetic ((/wiki/Damage/Cold_Damage) (DmgColdSmall64) (/wiki/Damage/Cold_Damage) Cold + (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity ) + + - + Amplified Damage to Shields,Overguard, and Nullifier BubblesNegates Shield Regeneration (/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation ((/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat + (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity ) - + + Friendly Fire (/wiki/Damage/Viral_Damage) (DmgViralSmall64) (/wiki/Damage/Viral_Damage) Viral ((/wiki/Damage/Cold_Damage) (DmgColdSmall64) (/wiki/Damage/Cold_Damage) Cold + (/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin ) - + - Amplified Damage to Health Special (/wiki/Damage/Void_Damage) (DmgVoidSmall64) (/wiki/Damage/Void_Damage) Void + Bullet Attract (/wiki/Damage/Tau_Damage) (DmgTauSmall64) (/wiki/Damage/Tau_Damage) Tau Status Vulnerability (/wiki/Damage/True_Damage) (DmgTrueSmall64) (/wiki/Damage/True_Damage) True Damage Types [ (/wiki/Damage?veaction=edit§ion=3) (Edit section: Damage Types) ] Every weapon, ability or method of dealing damage is classified as one or more types of damage. Through mods or abilities, further types of damage can be added to attacks. When multiple damage types are present on an attack, all of them will deal their respective amounts independent of each other, but only one damage number calculated from the combined value of the damage types will show. With each shown damage value, there is also a chance of a (/wiki/Status_Effect) (Status Effect) Status Effect occurring; the likelihood of which type of damage this Status Effect is based on depends on the percent distribution of the damage types on the weapon. Physical Damage [ (/wiki/Damage?veaction=edit§ion=4) (Edit section: Physical Damage) ] Most weapons' base damage is made up of a combination of three physical damage types: (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact , (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture , and (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) (/wiki/Damage/Slash_Damage) Slash . The overall physical damage of any given weapon is the sum of Impact, Puncture, and Slash damage. This is sometimes referred to as IPS . Damage Type Damage Type Internal Name (/wiki/Status_Chance) (Status Chance) Status Effects Status Effect Internal Name (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact DT_IMPACT Knockback Universal: Causes target to flinch and staggers movement for 1 second with higher stacks causing longer stagger duration. For 6 seconds, increases the health threshold for a (/wiki/Parazon) (Parazon) Parazon finisher by 8% per stack, up to 5 stacks for 80% (100% on Corpus with all their shields removed) of their total health. Each stack has its own duration. PT_KNOCKBACK (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture DT_PUNCTURE Weakened Universal: Reduces damage dealt by the target by 40% and increases received (/wiki/Critical_Chance) (Critical Chance) Critical Chance by 5% for 6 seconds. Subsequent Puncture Status effects add +10% weakening, leading to up to 80% reduced damage and 25% critical chance at 5 stacks. Each stack has its own duration. PT_FRAILTY (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) (/wiki/Damage/Slash_Damage) Slash DT_SLASH Bleed Universal: Deals 35% of the base damage as (/wiki/Damage/Cinematic_Damage) (Damage/Cinematic Damage) Cinematic damage per second for 6 seconds after a 1 second delay. Stacks are not limited. Each stack has its own duration. PT_BLEEDING Although most weapons have varying proportions of (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact , (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture , and (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) (/wiki/Damage/Slash_Damage) Slash , some weapons (such as the (/wiki/Glaxion) (Glaxion) (/wiki/Glaxion) Glaxion or (/wiki/Phage) (Phage) (/wiki/Phage) Phage ) can have no physical damage at all. Other weapons (like the (/wiki/Plinx) (Plinx) (/wiki/Plinx) Plinx or (/wiki/Tysis) (Tysis) (/wiki/Tysis) Tysis ) can deal a combination of physical and elemental, or combo elemental damage. Unlike elemental, or combo elemental damage types which can be added via mods, physical damage cannot be added to weapons already lacking them. Weapons that do not have one or more components of physical damage are not affected by the respective (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact , (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture , or (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) (/wiki/Damage/Slash_Damage) Slash (/wiki/Mods) (Mods) mods . General damage increasing mods such as (/wiki/Serration) (Mod TT 20px) (/wiki/Serration) Serration affect all the base damage types of a weapon. Additionally, (/wiki/Faction_Damage_Mods) (Faction Damage Mods) Faction Damage Mods such as (/wiki/Expel_Grineer) (Mod TT 20px) (/wiki/Expel_Grineer) Expel Grineer also affect damage as a total damage multiplier against the faction in question. Primary Elemental Damage [ (/wiki/Damage?veaction=edit§ion=5) (Edit section: Primary Elemental Damage) ] Elemental Damage can be applied on top of a weapon’s base damage depending on what Elemental Mods are applied. There are four primary Elemental Damage types: (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat , (/wiki/Damage/Cold_Damage) (DmgColdSmall64) (/wiki/Damage/Cold_Damage) Cold , (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity , and (/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin . Damage Type Damage Type Internal Name (/wiki/Status_Chance) (Status Chance) Status Effects Status Effect Internal Name (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat DT_FIRE Ignite On Enemy: Deals 50% of the base damage as (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat damage per second over 6 seconds after a 1 second delay (can be refreshed) while causing the target to panic for 4 seconds and stripping up to 50% (/wiki/Armor) (Armor) Armor over 2 seconds. Stacks are not limited.On Player: Deals 50% base (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat damage over 6 seconds and strips up to 50% Armor over 2 seconds. PT_IMMOLATION (/wiki/Damage/Cold_Damage) (DmgColdSmall64) (/wiki/Damage/Cold_Damage) Cold DT_FREEZE Freeze On Enemy: Reduces Movement Speed, (/wiki/Fire_Rate) (Fire Rate) Fire Rate , and (/wiki/Attack_Speed) (Attack Speed) Attack Speed by 50% , and increases (/wiki/Critical_Multiplier) (Critical Multiplier) Critical Multiplier received by +0.1 , for 6 seconds. Stacks up to 10 times, with subsequent procs increasing slow by 5% to a total of 90% , and critical multiplier by +0.05 to a total of +0.5 . Each stack has its own duration. On the 10th stack, the enemy becomes Frozen for 3 seconds, completely freezing them in place, negating (/wiki/Shield) (Shield) Shield recharge, and increases critical multiplier to +1.0 ; upon thawing, 3 (/wiki/Damage/Cold_Damage) (DmgColdSmall64) (/wiki/Damage/Cold_Damage) Cold stacks will remain.On Player: Reduces Movement Speed, Fire Rate, and Attack Speed by 25% for 6 seconds. PT_CHILLED (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity DT_ELECTRICITY Tesla Chain On Enemy: Deals 50% of the base damage as (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity damage per second over 6 seconds to enemies within 3 meters of the target and stuns the affected target for 3 seconds. Each stack has its own duration.On Player: Deals 50% base (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity damage to allies within 3 meters of the target. PT_ELECTROCUTION (/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin DT_POISON Poison Universal: Deals 50% of the base damage as (/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin damage over 6 seconds after a 1 second delay (bypasses (/wiki/Shield) (Shield) Shield ). Stacks are not limited. Each stack has its own duration. PT_POISONED A single primary Elemental Damage type can be applied alone, but if a second primary Elemental Damage type is introduced they will combine into a secondary Elemental Damage type. Secondary Elemental Damage [ (/wiki/Damage?veaction=edit§ion=6) (Edit section: Secondary Elemental Damage) ] Creating these secondary elements requires mixing two primary elements together. (https://static.wikia.nocookie.net/warframe/images/7/75/Elementsnew.png/revision/latest?cb=20170309101314) (Elementsnew) Combined Damage Type Elemental Damage Types Damage Type Internal Name (/wiki/Status_Chance) (Status Chance) Status Effects Status Effect Internal Name (/wiki/Damage/Blast_Damage) (DmgBlastSmall64) (/wiki/Damage/Blast_Damage) Blast (/wiki/Damage/Cold_Damage) (DmgColdSmall64) (/wiki/Damage/Cold_Damage) Cold + (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat DT_EXPLOSION Blast The status effect of Blast damage is Detonate . It causes a miniature explosion inflicting 30% of base damage after 1.5 seconds. If the effect is forced to end early, either by reaching the maximum 10 stacks or when the target dies, all stacks are dealt simultaneously and enemies within 5 meters are dealt 300% of base damage. The radius is unaffected by (/wiki/Firestorm) (Firestorm) Firestorm or (/wiki/Fulmination) (Fulmination) Fulmination . PT_FLASHBANG (/wiki/Damage/Corrosive_Damage) (DmgCorrosiveSmall64) (/wiki/Damage/Corrosive_Damage) Corrosive (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity + (/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin DT_CORROSIVE Corrosion On Enemy: Reduces current (/wiki/Armor) (Armor) Armor by 26% for 8 seconds. Stacks for a maximum of 10 stacks and 80% reduced armor. Each stack has its own duration.On Player: Reduces armor by 26% for 8 seconds. PT_CAUSTIC_BURN (/wiki/Damage/Gas_Damage) (DmgGasSmall64) (/wiki/Damage/Gas_Damage) Gas (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat + (/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin DT_GAS Gas Cloud Universal: Creates a 3 meter radius effect which deals 50% of base damage as (/wiki/Damage/Gas_Damage) (DmgGasSmall64) (/wiki/Damage/Gas_Damage) Gas damage per second for 6 seconds to targets inside. Stacks for a maximum of 10 stacks and a 6 meter radius. Each stack has its own duration. The effect stays for its duration even if the affected enemy dies. PT_ASPHYXIATION (/wiki/Damage/Magnetic_Damage) (DmgMagneticSmall64) (/wiki/Damage/Magnetic_Damage) Magnetic (/wiki/Damage/Cold_Damage) (DmgColdSmall64) (/wiki/Damage/Cold_Damage) Cold + (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity DT_MAGNETIC Disrupt On Enemy: Any instance of damage dealt to target's (/wiki/Shield) (Shield) Shields and (/wiki/Overguard) Overguard will deal +100% additional damage for 6 seconds. Stacks for a maximum of 10 stacks and +325% additional damage. Each stack has its own duration. Enemies under this effect also cannot regenerate shields naturally. When Shields/Overguard break, the target receives (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity damage and status equal to 3% of the target's maximum Shields/Overguard per (/wiki/Damage/Magnetic_Damage) (DmgMagneticSmall64) (/wiki/Damage/Magnetic_Damage) Magnetic stack up to 30% .On Player: Amplifies damage dealt to shields by 100%, nullifies shield regeneration, and deals 20 Energy Drain damage per second and scrambles the interface for 4 seconds. PT_MAGNETIZED (/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity + (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat DT_RADIATION Confusion On Enemy: Attacks any closest enemy with +100% bonus damage to allies and will be attacked in return for 12 seconds. Also applies +100% damage dealt to allied units. Stacks for a maximum of 10 stacks and +550% damage against allied units. Each stack has its own duration.Bosses: Increases damage received from other units. Stacks for a maximum of 4 stacks and +250% damage received. Does not make the Boss attack allied units.On Player: Reduces firing Accuracy, able to damage and be damaged by allies for 4 seconds. PT_RAD_TOX (/wiki/Damage/Viral_Damage) (DmgViralSmall64) (/wiki/Damage/Viral_Damage) Viral (/wiki/Damage/Cold_Damage) (DmgColdSmall64) (/wiki/Damage/Cold_Damage) Cold + (/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin DT_VIRAL Virus On Enemy: Any instance of damage dealt to target's (/wiki/Health) (Health) Health will deal +100% additional damage for 6 seconds. Stacks for a maximum of 10 stacks and +325% additional damage. Each stack has its own duration.On Player: Amplifies damage dealt to health by 100% for 6 seconds. PT_INFECTED Elemental Damage is applied in addition to a weapon's physical damage types. Weapon Damage = ((/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact + (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture + (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) (/wiki/Damage/Slash_Damage) Slash ) + (Elemental Damage Types) Note that a primary elemental damage type that has been combined into a secondary type will no longer be dealt to the weapon's targets, nor its status effect will be applied to the targets either. For example, a weapon dealing (/wiki/Damage/Blast_Damage) (DmgBlastSmall64) (/wiki/Damage/Blast_Damage) Blast damage that is created by combining (/wiki/Damage/Cold_Damage) (DmgColdSmall64) (/wiki/Damage/Cold_Damage) Cold + (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat will no longer deal (/wiki/Damage/Cold_Damage) (DmgColdSmall64) (/wiki/Damage/Cold_Damage) Cold damage or cause its Freeze effect, nor (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat damage or its Ignite effect to this weapon's targets. Modding [ (/wiki/Damage?veaction=edit§ion=7) (Edit section: Modding) ] Elemental Damage Combinations are made by following a mod placement hierarchy. This hierarchy is from closest to top left (first to be considered) to the bottom right (last to be considered) on the mod layout. Innate weapon elemental damages are considered the very last in any hierarchy, with one exception: some Kuva and Tenet weapons from (/wiki/Kuva_Lich) (Kuva Lich) Kuva Liches or (/wiki/Sisters_of_Parvos) (Sisters of Parvos) Sisters of Parvos are capable of having two base elemental damages (one from the weapon, one from the Valence damage of the Progenitor Warframe that made the Lich/Sister). In these cases, whichever of the two primary elements comes first in this element order - (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat > (/wiki/Damage/Cold_Damage) (DmgColdSmall64) (/wiki/Damage/Cold_Damage) Cold > (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity > (/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin , or "HCET" for short - will be placed second to last in the element combine order, while the other primary element will be placed last in the combine order. However, a weapon's innate elemental damage can be forced into a different position in the hierarchy (and thus be combined into a secondary element earlier) if the player has equipped a mod of the same element as the innate element. As well, when using multiple mods with the same element, the first position that element is placed in establishes its hierarchy and where it's combined. For example, putting (/wiki/Stormbringer) (Mod TT 20px) (/wiki/Stormbringer) Stormbringer on the top left slot of an (/wiki/Amprex) (Amprex) (/wiki/Amprex) Amprex will change the position of its innate (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity damage from last in hierarchy to first in hierarchy. Similarly, placing (/wiki/Thermite_Rounds) (Mod TT 20px) (/wiki/Thermite_Rounds) Thermite Rounds earlier in the hierarchy before placing (/wiki/Hellfire) (Mod TT 20px) (/wiki/Hellfire) Hellfire will still count the (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat damage where it was first placed. A weapon's innate elemental damage will contribute to elemental combinations, as long as the combination has been established earlier in the hierarchy. It can also combine with the last uncombined elemental mod in the hierarchy to form a secondary element. (https://static.wikia.nocookie.net/warframe/images/a/a8/LoadOrder.png/revision/latest?cb=20170818173137) (LoadOrder) (https://static.wikia.nocookie.net/warframe/images/a/a8/LoadOrder.png/revision/latest?cb=20170818173137) (LoadOrder) Load Order For example: when modding a weapon with (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity such as the (/wiki/Prova) (Prova) (/wiki/Prova) Prova or the (/wiki/Lecta) (Lecta) (/wiki/Lecta) Lecta , then adding (/wiki/Damage/Cold_Damage) (DmgColdSmall64) (/wiki/Damage/Cold_Damage) Cold , (/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin , and (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat in 1, 2 and 3 respectively get: (/wiki/Damage/Viral_Damage) (DmgViralSmall64) (/wiki/Damage/Viral_Damage) Viral ((/wiki/Damage/Cold_Damage) (DmgColdSmall64) (/wiki/Damage/Cold_Damage) Cold + (/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin ) and (/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation ((/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat + (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity ). In the case of (/wiki/Riven_Mods) (Riven Mods) Riven Mods where there is more than one elemental stat present, the hierarchy priority will be given to the last elemental stat listed on the Riven mod. For example, a Riven mod with a bonus of +100% (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity damage first and +90% (/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin damage last, will enable the (/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin damage to combine with an elemental mod higher up in the hierarchy, and the (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity damage will combine with an elemental damage type lower in the hierarchy. If no other elemental damage mods are present, the elements on the Riven mod will combine with itself. Weapons with innate secondary elements such as (/wiki/Ogris) (Ogris) (/wiki/Ogris) Ogris ((/wiki/Damage/Blast_Damage) (DmgBlastSmall64) (/wiki/Damage/Blast_Damage) Blast ), (/wiki/Penta) (Penta) (/wiki/Penta) Penta ((/wiki/Damage/Blast_Damage) (DmgBlastSmall64) (/wiki/Damage/Blast_Damage) Blast ), (/wiki/Stug) (Stug) (/wiki/Stug) Stug ((/wiki/Damage/Corrosive_Damage) (DmgCorrosiveSmall64) (/wiki/Damage/Corrosive_Damage) Corrosive ), (/wiki/Nukor) (Nukor) (/wiki/Nukor) Nukor ((/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation ) and (/wiki/Detron) (Detron) (/wiki/Detron) Detron ((/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation ) will always have that damage type, regardless of mods used. On weapons like these, basic elemental damage mods will combine and function independently of the innate secondary elements, as basic elements cannot combine with a weapon's already combined innate damage type. (/wiki/Category:Kuva_Lich_Weapons) (Category:Kuva Lich Weapons) Kuva Lich Weapons and (/wiki/Category:Tenet_Weapons) (Category:Tenet Weapons) Tenet Weapons will follow this behavior too. For example, a (/wiki/Tenet_Detron) (TenetDetron) (/wiki/Tenet_Detron) Tenet Detron ((/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation ) can come with an additional (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity Progenitor damage bonus that will not add onto the innate (/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation damage. (https://static.wikia.nocookie.net/warframe/images/5/5c/Elemental_additionals.png/revision/latest?cb=20131121140555) (Elemental additionals) (https://static.wikia.nocookie.net/warframe/images/5/5c/Elemental_additionals.png/revision/latest?cb=20131121140555) (Elemental additionals) This is an example of a secondary elemental with the combination elemental. Possible Combinations [ (/wiki/Damage?veaction=edit§ion=8) (Edit section: Possible Combinations) ] Except for weapons with innate secondary elemental damage, it is impossible to add more than two elemental damage types on a single weapon, because there are only four types of primary elemental damage and every two types of primary damage will be automatically combined into a secondary type. Because of this mechanic, the following combinations of added elemental damage are possible on a single weapon: Type 1 \ Type 2 (/wiki/Damage/Cold_Damage) (DmgColdSmall64) (/wiki/Damage/Cold_Damage) Cold (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat (/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin (/wiki/Damage/Blast_Damage) (DmgBlastSmall64) (/wiki/Damage/Blast_Damage) Blast (/wiki/Damage/Corrosive_Damage) (DmgCorrosiveSmall64) (/wiki/Damage/Corrosive_Damage) Corrosive (/wiki/Damage/Gas_Damage) (DmgGasSmall64) (/wiki/Damage/Gas_Damage) Gas (/wiki/Damage/Magnetic_Damage) (DmgMagneticSmall64) (/wiki/Damage/Magnetic_Damage) Magnetic (/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation (/wiki/Damage/Viral_Damage) (DmgViralSmall64) (/wiki/Damage/Viral_Damage) Viral (/wiki/Damage/Cold_Damage) (DmgColdSmall64) (/wiki/Damage/Cold_Damage) Cold ✓ ✓ ✓ (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity ✓ ✓ ✓ (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat ✓ ✓ ✓ (/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin ✓ ✓ ✓ (/wiki/Damage/Blast_Damage) (DmgBlastSmall64) (/wiki/Damage/Blast_Damage) Blast ✓ ✓ ✓ (/wiki/Damage/Corrosive_Damage) (DmgCorrosiveSmall64) (/wiki/Damage/Corrosive_Damage) Corrosive ✓ ✓ ✓ (/wiki/Damage/Gas_Damage) (DmgGasSmall64) (/wiki/Damage/Gas_Damage) Gas ✓ ✓ ✓ (/wiki/Damage/Magnetic_Damage) (DmgMagneticSmall64) (/wiki/Damage/Magnetic_Damage) Magnetic ✓ ✓ ✓ (/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation ✓ ✓ ✓ (/wiki/Damage/Viral_Damage) (DmgViralSmall64) (/wiki/Damage/Viral_Damage) Viral ✓ ✓ ✓ Unique Damage [ (/wiki/Damage?veaction=edit§ion=9) (Edit section: Unique Damage) ] (/wiki/Sgt._Nef_Anyo) (Sgt. Nef Anyo) (Sgt Nef AnyoIcon) “Orokin secrets cannot remain secret forever! Start talking!” The following article/section is conjecture . Content is subjected to change/removal as the game progresses. Please do not use this article for critical in-game information. (Minimize) (Dismiss) x (/wiki/Lotus) (Lotus) (Photo-4) “It's taking longer than I calculated.” This page is actively being worked on and may not be completely correct. Please assist in making this page accurate. See (/wiki/WARFRAME_Wiki:Research) (WARFRAME Wiki:Research) WARFRAME Wiki:Research on ways to perform research on this game. (https://warframe.fandom.com/wiki/Damage?action=edit) Click here to add more info .More research on unique damage types needed (Minimize) (Dismiss) x These damage types are unique as they are not available as base damage types for any typical weapons nor can they be added through mods. Damage Type Damage Type Internal Name Description (/wiki/Status_Chance) (Status Chance) Status Effects Status Effect Internal Name Finisher DT_FINISHER A damage type that can be applied through (/wiki/Finisher) (Finisher) finishers . Ignores armor's damage reduction and has neutral modifiers. N/A N/A (/wiki/Damage/Void_Damage) (DmgVoidSmall64) (/wiki/Damage/Void_Damage) Void DT_RADIANT A damage type that can be used by the (/wiki/Operator) (Operator) Operator after completing (/wiki/The_War_Within) (The War Within) The War Within or by players controlling the Warframe (/wiki/Xaku) (XakuIcon272) (/wiki/Xaku) Xaku . It deals increased damage to (/wiki/Damage/Zariman) Zariman but is neutral towards all other factions. It also possesses special properties and effects against certain (/wiki/Sentient) (Sentient) Sentient enemies. Bullet Attract : A 2.5 meter radius field will be centered around where target is shot at for 3 seconds, redirecting all bullets and projectiles to its center. PT_RADIANT (/wiki/Damage/Tau_Damage) (DmgTauSmall64) (/wiki/Damage/Tau_Damage) Tau DT_SENTIENT A damage type unique to the energy attacks of (/wiki/Sentient) (Sentient) Sentients and the warframe (/wiki/Caliban) (CalibanIcon) (/wiki/Caliban) Caliban Increased Status Vulnerability : Those inflicted by Tau are 10% more likely to receive a status effect. Tau can stack up to 10 times, capping the status chance multiplier at 100%. N/A (/wiki/Damage/Cinematic_Damage) (Damage/Cinematic Damage) Cinematic DT_CINEMATIC A damage type that can be applied through (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) (/wiki/Damage/Slash_Damage) Slash (/wiki/Status_Effect) (Status Effect) procs . Ignores armor's damage reduction and has neutral modifiers. N/A N/A (/wiki/Damage/Shield_Drain_Damage) (Damage/Shield Drain Damage) Shield Drain DT_SHIELD_DRAIN A damage type that can be applied through certain Warframe abilities. N/A N/A (/wiki/Damage/True_Damage) (DmgTrueSmall64) (/wiki/Damage/True_Damage) True DT_HEALTH_DRAIN A damage type that can be applied through certain Warframe abilities and some weapons. Only applies to (/wiki/Health) (Health) health and (/wiki/Overguard) (Overguard) overguard , and bypasses armor's damage reduction. N/A N/A (/wiki/Damage/Energy_Drain_Damage) (Damage/Energy Drain Damage) Energy Drain DT_ENERGY_DRAIN Applied by (/wiki/Damage/Magnetic_Damage) (DmgMagneticSmall64) (/wiki/Damage/Magnetic_Damage) Magnetic procs and (/wiki/Ancient_Disruptor) (Ancient Disruptor) Ancient Disruptor 's aura. Drains energy equal to the damage dealt. Unaffected by most sources of (/wiki/Damage_Reduction) (Damage Reduction) Damage Reduction . N/A N/A Suicide DT_SUICIDE Special damage type applied by typing /kill ? N/A N/A Physical DT_PHYSICAL Possibly a generic wrapper class for physical damage. N/A N/A Base Elemental DT_BASE_ELEMENTAL Possibly a generic wrapper class for primary elemental damage. N/A N/A Compound Elemental DT_COMPOUND_ELEMENTAL Possibly a generic wrapper class for secondary elemental damage. N/A N/A Any DT_ANY Unknown N/A N/A Invalid DT_INVALID Unknown N/A N/A Empyrean [ (/wiki/Damage?veaction=edit§ion=10) (Edit section: Empyrean) ] (/wiki/Empyrean) (Empyrean) Empyrean gamemode and (/wiki/Railjack) (Railjack) Railjacks use a slightly altered system of the currently existing damage system. (/wiki/Archgun) (Archgun) Archguns and (/wiki/Archmelee) (Archmelee) Archmelees deal 90.91% (10/11) reduced damage to space enemies (or 9.09% of its arsenal damage) while Railjack Armaments and (/wiki/Plexus) (Plexus) 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 ((/wiki/Damage/Blast_Damage) (DmgBlastSmall64) (/wiki/Damage/Blast_Damage) Blast , (/wiki/Damage/Corrosive_Damage) (DmgCorrosiveSmall64) (/wiki/Damage/Corrosive_Damage) Corrosive , (/wiki/Damage/Gas_Damage) (DmgGasSmall64) (/wiki/Damage/Gas_Damage) Gas , (/wiki/Damage/Magnetic_Damage) (DmgMagneticSmall64) (/wiki/Damage/Magnetic_Damage) Magnetic , (/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation , and (/wiki/Damage/Viral_Damage) (DmgViralSmall64) (/wiki/Damage/Viral_Damage) 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 (/wiki/Ramsled) (Ramsled) Ramsled boarding parties, and (/wiki/Crewship) (Crewship) Crewship and Points of Interest personnel, who will take damage and status as per normal. Damage Type Empyrean-only (/wiki/Status_Chance) (Status Chance) Status Effects (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact Concuss Crew within a gunship have reduced aim and damage for 6 seconds. Additional procs refresh duration. (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture Decompress Temporarily reduces target ship's (/wiki/Shield) (Shield) shields by ?% and current (/wiki/Armor) (Armor) armor by 10% for 20 seconds. Additional procs stack multiplicatively. (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) (/wiki/Damage/Slash_Damage) Slash Tear Target ship receives 7.5% increased damage for 20 seconds. Additional procs stack multiplicatively with itself. (/wiki/Damage/Cold_Damage) (DmgColdSmall64) (/wiki/Damage/Cold_Damage) Cold Immobilize Target ship's weapons are disabled and it slows down to a complete stop. Lasts for 6 seconds. Additional procs refresh duration. (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity Scramble Target ship spirals erratically for 6 seconds, being unable to attack while moving in a straight line. Additional procs refresh duration. (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat Sear Target ship receives damage over time for 6 seconds. Additional procs increase damage dealt over time. (/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin Intoxicate Target ship attacks any closest enemy and will be attacked in return for 12 seconds. Additional procs refresh duration. Conclave-Specific (PvP) [ (/wiki/Damage?veaction=edit§ion=11) (Edit section: Conclave-Specific (PvP)) ] Main article: (/wiki/Conclave#Damage_Mechanics) (Conclave) Conclave#Damage Mechanics Status Effect [ (/wiki/Damage?veaction=edit§ion=12) (Edit section: Status Effect) ] Main article: (/wiki/Status_Effect) (Status Effect) Status Effect A Status Effect , also known as proc , is an additional effect that may be triggered at random by a hit from a weapon, while Status Chance is the probability that a hit will inflict a Status Effect. Each damage type has a unique Status Effect associated with it. It is a common misconception that status effects determine the damage type dealt to the enemy when in fact a weapon will always (with every shot) deal any elemental and physical damage installed, regardless of the corresponding status triggering or not. In other words, status chance/effects are independent from the actual damage types dealt. Damage Over Time [ (/wiki/Damage?veaction=edit§ion=13) (Edit section: Damage Over Time) ] Damage over Time (DoT) is a type of damage dealt to targets over a duration. Throughout the duration, a target will take "ticks" of damage periodically. These ticks of damage will sum to be the total damage dealt over the duration, which is the value described when referring to DoT. This section is (https://en.wikipedia.org/wiki/Help:Transclusion) (wikipedia:Help:Transclusion) transcluded from (/wiki/Status_Effect#Damage_Over_Time) (Status Effect) Status Effect § Damage Over Time . To change it, please (https://warframe.fandom.com/wiki/Status_Effect?action=edit) edit the transcluded page . For example, when an ability is described to deal 600 damage per tick and it ticks twice per second, it means the ability will deal 1,200 damage per second. Or more concisely, the ability has a DoT of 1,200. Tick rates vary across DoT sources. In the example above the tick rate was 2s-1 , which is a common rate for DoT from Warframe abilities. But in the case of a (/wiki/Slash) (Slash) Bleed DoT , damage ticks 6 times over a 6 second duration. This results in a tick rate of 1s-1 , and the same applies to all DoT from Status Effects. If the tick rate does not divide into the total duration evenly, the total number of ticks dealt is rounded down. For example, with a tick rate of 2s-1 and a total duration of 3.4s, the first tick will occur at 0 seconds, with each subsequent tick occurring every 0.5 seconds until 3 seconds have passed. The last tick occurs here because the 3.4 second duration ends before the next tick can occur at the 3.5 second mark. As such, the total number of ticks that occurred is 7. More generally, this can be expressed as: Total Ticks = ⌊ Tick Rate × ( Duration − Delay Time ) ⌋ + 1 {\displaystyle { \text{Total Ticks} = \lfloor \text{Tick Rate} \times (\text{Duration} - \text{Delay Time}) \rfloor + 1 }} ({\displaystyle {{\text{Total Ticks}}=\lfloor {\text{Tick Rate}}\times ({\text{Duration}}-{\text{Delay Time}})\rfloor +1}}) Altering the total duration does not affect the tick rate of the DoT, it will only affect the total number of ticks dealt, and in turn, the total damage dealt. For example, at base (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) (/wiki/Damage/Slash_Damage) Slash procs have a tick rate of 1s-1 and a duration of 6 seconds. If the duration is increased to 7.8s, the total number of ticks then becomes floor(1 × (7.8 - 1)) + 1 = 7 . For the sake of damage calculation, DoT will hit enemy torsos or their torso-equilvalent. The targeted (/wiki/Enemy_Body_Parts) (Enemy Body Parts) Enemy Body Parts will differ from enemy to enemy, but DoT will be affected by any damage multipliers on the enemy's torso. Note that any DoT will still inherit the headshot multiplier bonus if the initial shot that procs the DoT damages the enemy's head. Enemy Damage Scaling [ (/wiki/Damage?veaction=edit§ion=14) (Edit section: Enemy Damage Scaling) ] Main article: (/wiki/Enemy_Level_Scaling) (Enemy Level Scaling) Enemy Level Scaling The formula enemy damage scales at is as follows: Damage Multiplier = 1 + 0.015 × ( Current Level − Base Level ) 1.55 {\displaystyle \text{Damage Multiplier} = 1 + 0.015\times(\text{Current Level} - \text{Base Level})^{1.55}} ({\displaystyle {\text{Damage Multiplier}}=1+0.015\times ({\text{Current Level}}-{\text{Base Level}})^{1.55}}) (https://static.wikia.nocookie.net/warframe/images/7/76/DamageScaling.png/revision/latest?cb=20220520031422) (DamageScaling) (https://static.wikia.nocookie.net/warframe/images/7/76/DamageScaling.png/revision/latest?cb=20220520031422) (DamageScaling) Current damage scaling at Base Level = 1. Increasing Base Damage [ (/wiki/Damage?veaction=edit§ion=15) (Edit section: Increasing Base Damage) ] Primary Secondary Melee Archgun Archmelee (/wiki/Amalgam_Serration) (Amalgam Serration (348 KB)) (Amalgam Serration (348 KB)) (Amalgam Serration) (Amalgam Serration (348 KB)) (Amalgam Serration) (/wiki/Amalgam_Serration) (Mod TT 20px) (/wiki/Amalgam_Serration) Amalgam Serration (/wiki/Blaze) (Blaze (322 KB)) (Blaze (322 KB)) (Blaze) (Blaze (322 KB)) (Blaze) (/wiki/Blaze) (Mod TT 20px) (/wiki/Blaze) Blaze (/wiki/Heavy_Caliber) (Heavy Caliber (180 KB)) (Heavy Caliber (180 KB)) (Heavy Caliber) (Heavy Caliber (180 KB)) (Heavy Caliber) (/wiki/Heavy_Caliber) (Mod TT 20px) (/wiki/Heavy_Caliber) Heavy Caliber (/wiki/Semi-Rifle_Cannonade) (Semi-Rifle Cannonade (172 KB)) (Semi-Rifle Cannonade (172 KB)) (Semi-Rifle Cannonade) (Semi-Rifle Cannonade (172 KB)) (Semi-Rifle Cannonade) (/wiki/Semi-Rifle_Cannonade) (Mod TT 20px) (/wiki/Semi-Rifle_Cannonade) Semi-Rifle Cannonade (/wiki/Serration) (Serration (229 KB)) (Serration (229 KB)) (Serration) (Serration (229 KB)) (Serration) (/wiki/Serration) (Mod TT 20px) (/wiki/Serration) Serration (/wiki/Point_Blank) (Point Blank (37 KB)) (Point Blank (37 KB)) (Point Blank) (Point Blank (37 KB)) (Point Blank) (/wiki/Point_Blank) (Mod TT 20px) (/wiki/Point_Blank) Point Blank (/wiki/Primed_Point_Blank) (Primed Point Blank (173 KB)) (Primed Point Blank (173 KB)) (Primed Point Blank) (Primed Point Blank (173 KB)) (Primed Point Blank) (/wiki/Primed_Point_Blank) (Mod TT 20px) (/wiki/Primed_Point_Blank) Primed Point Blank (/wiki/Semi-Shotgun_Cannonade) (Semi-Shotgun Cannonade (175 KB)) (Semi-Shotgun Cannonade (175 KB)) (Semi-Shotgun Cannonade) (Semi-Shotgun Cannonade (175 KB)) (Semi-Shotgun Cannonade) (/wiki/Semi-Shotgun_Cannonade) (Mod TT 20px) (/wiki/Semi-Shotgun_Cannonade) Semi-Shotgun Cannonade (/wiki/Vicious_Spread) (Vicious Spread (153 KB)) (Vicious Spread (153 KB)) (Vicious Spread) (Vicious Spread (153 KB)) (Vicious Spread) (/wiki/Vicious_Spread) (Mod TT 20px) (/wiki/Vicious_Spread) Vicious Spread (/wiki/Arcane_Rise) (Arcane Rise (159 KB)) (Arcane Rise (159 KB)) (Arcane Rise) (Arcane Rise (159 KB)) (Arcane Rise) (/wiki/Arcane_Rise) (ArcaneRise) (/wiki/Arcane_Rise) Arcane Rise (/wiki/Arcane_Primary_Charger) (Arcane Primary Charger (161 KB)) (Arcane Primary Charger (161 KB)) (Arcane Primary Charger) (Arcane Primary Charger (161 KB)) (Arcane Primary Charger) (/wiki/Arcane_Primary_Charger) (ArcanePrimaryCharger) (/wiki/Arcane_Primary_Charger) Arcane Primary Charger (/wiki/Arcane_Rage) (Arcane Rage (169 KB)) (Arcane Rage (169 KB)) (Arcane Rage) (Arcane Rage (169 KB)) (Arcane Rage) (/wiki/Arcane_Rage) (ArcaneRage) (/wiki/Arcane_Rage) Arcane Rage (/wiki/Primary_Deadhead) (Primary Deadhead (149 KB)) (Primary Deadhead (149 KB)) (Primary Deadhead) (Primary Deadhead (149 KB)) (Primary Deadhead) (/wiki/Primary_Deadhead) (PrimaryDeadhead) (/wiki/Primary_Deadhead) Primary Deadhead (/wiki/Primary_Dexterity) (Primary 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Sacrificial Pressure (/wiki/Spoiled_Strike) (Spoiled Strike (164 KB)) (Spoiled Strike (164 KB)) (Spoiled Strike) (Spoiled Strike (164 KB)) (Spoiled Strike) (/wiki/Spoiled_Strike) (Mod TT 20px) (/wiki/Spoiled_Strike) Spoiled Strike (/wiki/Arcane_Blade_Charger) (Arcane Blade Charger (171 KB)) (Arcane Blade Charger (171 KB)) (Arcane Blade Charger) (Arcane Blade Charger (171 KB)) (Arcane Blade Charger) (/wiki/Arcane_Blade_Charger) (ArcaneBladeCharger) (/wiki/Arcane_Blade_Charger) Arcane Blade Charger (/wiki/Arcane_Fury) (Arcane Fury (152 KB)) (Arcane Fury (152 KB)) (Arcane Fury) (Arcane Fury (152 KB)) (Arcane Fury) (/wiki/Arcane_Fury) (ArcaneFury) (/wiki/Arcane_Fury) Arcane Fury (/wiki/Primed_Rubedo-Lined_Barrel) (Primed Rubedo-Lined Barrel (320 KB)) (Primed Rubedo-Lined Barrel (320 KB)) (Primed Rubedo-Lined Barrel) (Primed Rubedo-Lined Barrel (320 KB)) (Primed Rubedo-Lined Barrel) (/wiki/Primed_Rubedo-Lined_Barrel) (Mod TT 20px) (/wiki/Primed_Rubedo-Lined_Barrel) Primed Rubedo-Lined Barrel (/wiki/Rubedo-Lined_Barrel) (Rubedo-Lined Barrel (158 KB)) (Rubedo-Lined Barrel (158 KB)) (Rubedo-Lined Barrel) (Rubedo-Lined Barrel (158 KB)) (Rubedo-Lined Barrel) (/wiki/Rubedo-Lined_Barrel) (Mod TT 20px) (/wiki/Rubedo-Lined_Barrel) Rubedo-Lined Barrel (/wiki/Sabot_Rounds) (Sabot Rounds (39 KB)) (Sabot Rounds (39 KB)) (Sabot Rounds) (Sabot Rounds (39 KB)) (Sabot Rounds) (/wiki/Sabot_Rounds) (Mod TT 20px) (/wiki/Sabot_Rounds) Sabot Rounds (/wiki/Cutting_Edge) (Cutting Edge (144 KB)) (Cutting Edge (144 KB)) (Cutting Edge) (Cutting Edge (144 KB)) (Cutting Edge) (/wiki/Cutting_Edge) (Mod TT 20px) (/wiki/Cutting_Edge) Cutting Edge (/wiki/The_Index) (The Index (24 KB)) (The Index (24 KB)) (Financial Stress debuff) (The Index (24 KB)) (Financial Stress debuff) Financial Stress debuff (/wiki/Arcane_Arachne) (Arcane Arachne (150 KB)) (Arcane Arachne (150 KB)) (Arcane Arachne) (Arcane Arachne (150 KB)) (Arcane Arachne) (/wiki/Arcane_Arachne) (ArcaneArachne) (/wiki/Arcane_Arachne) Arcane Arachne (/wiki/Theorem_Demulcent) (Theorem Demulcent (156 KB)) (Theorem Demulcent (156 KB)) (Theorem Demulcent) (Theorem Demulcent (156 KB)) (Theorem Demulcent) (/wiki/Theorem_Demulcent) (TheoremDemulcent) (/wiki/Theorem_Demulcent) Theorem Demulcent Decreasing Base Damage [ (/wiki/Damage?veaction=edit§ion=16) (Edit section: Decreasing Base Damage) ] (/wiki/File:ExtinguishedDragonKey.png) (ExtinguishedDragonKey.png (73 KB)) (ExtinguishedDragonKey.png (73 KB)) (Having equipped an Extinguished Dragon Key reduces damage by 75%.) (ExtinguishedDragonKey.png (73 KB)) (Having equipped an Extinguished Dragon Key reduces damage by 75%.) Having equipped an (/wiki/Dragon_Key) (Dragon Key) Extinguished Dragon Key reduces damage by 75%. (/wiki/Frail_Momentum) (Frail Momentum (44 KB)) (Frail Momentum (44 KB)) (Frail Momentum) (Frail Momentum (44 KB)) (Frail Momentum) (/wiki/Frail_Momentum) (Mod TT 20px) (/wiki/Frail_Momentum) Frail Momentum (/wiki/Hollow_Point) (Hollow Point (317 KB)) (Hollow Point (317 KB)) (Hollow Point) (Hollow Point (317 KB)) (Hollow Point) (/wiki/Hollow_Point) (Mod TT 20px) (/wiki/Hollow_Point) Hollow Point (/wiki/Puncture_Damage) (Puncture Damage (229 KB)) (Puncture Damage (229 KB)) (Being affected by  Puncture proc) (Puncture Damage (229 KB)) (Being affected by  Puncture proc) Being affected by (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture proc (/wiki/Shrapnel_Rounds) (Shrapnel Rounds (205 KB)) (Shrapnel Rounds (205 KB)) (Shrapnel Rounds) (Shrapnel Rounds (205 KB)) (Shrapnel Rounds) (/wiki/Shrapnel_Rounds) (Mod TT 20px) (/wiki/Shrapnel_Rounds) Shrapnel Rounds (/wiki/Vile_Acceleration) (Vile Acceleration (40 KB)) (Vile Acceleration (40 KB)) (Vile Acceleration) (Vile Acceleration (40 KB)) (Vile Acceleration) (/wiki/Vile_Acceleration) (Mod TT 20px) (/wiki/Vile_Acceleration) Vile Acceleration (/wiki/File:AnemicAgilityMod.png) (AnemicAgilityMod.png (44 KB)) (AnemicAgilityMod.png (44 KB)) (Anemic Agility) (AnemicAgilityMod.png (44 KB)) (Anemic Agility) (/wiki/Anemic_Agility) (Mod TT 20px) (/wiki/Anemic_Agility) Anemic Agility Media [ (/wiki/Damage?veaction=edit§ion=17) (Edit section: Media) ] (Play video) Impact, Puncture, Slash Warframe Damage Rundown (2020) (Correction: Impact procs also increase health threshold for mercy kills) (Play video) All damage types explained (Updated for 2024) Visual Effects [ (/wiki/Damage?veaction=edit§ion=18) (Edit section: Visual Effects) ] (Play video) Status Effects before Warframe Revised U27.2- Warframe Archive (Play video) Warframe: New Status Effect Visuals References [ (/wiki/Damage?veaction=edit§ion=19) (Edit section: References) ] See Also [ (/wiki/Damage?veaction=edit§ion=20) (Edit section: See Also) ] (/wiki/Category:User_Research_(Damage)) (Category:User Research (Damage)) Category:User_Research_(Damage) Patch History [ (/wiki/Damage?veaction=edit§ion=21) (Edit section: Patch History) ] (/wiki/Update_37#Update_37.0) (Update 37) Update 37.0 (2024-10-02) Damage stat tool tips will no longer show unknown Factions as “???” if the player has yet to encounter them. For example, if you haven’t yet unlocked Albrecht’s Laboratories instead of the Murmur Faction appearing as “???” in the tool tip, it will now just not appear. (/wiki/Update_36#Hotfix_36.0.3) (Update 36) Hotfix 36.0.3 (2024-06-20) Updated Damage type icons in Status Damage tooltips to their colored version. (/wiki/Update_36#Update_36.0) (Update 36) Update 36.0 (2024-06-18) RESISTANCES AND STATUS REWORK As discussed over the last two months, across both Devstreams 179 and 180, we’ve overhauled Warframe’s Health Types and Resistances alongside a select few Status Effects! To help players revisit their builds following these changes, an inbox containing 3x Forma will be sent to all players today (June 18th) at 12pm ET today. New Health Types Previously, enemy resistances and vulnerabilities were split between 13 Health Types: Each of these Health Types had unique interactions with the various Status Types: Optimizing builds to make use of this system required players to memorize health types per enemy (not just per Faction) and their resistances/vulnerabilities. Our goal is to reduce the friction necessary to engage in optimal play, so we’ve: a) Simplified the number of Health Types b) Redesigned how Faction Resistances work c) Increased the visibility of the new vulnerabilities in normal gameplay flow Instead of having 13 Health Types, we have simplified them into 4: Health Armor Shields Overguard Now, these Health Types only serve to differentiate between Status Effects and Abilities that affect them, such as Magnetic hindering Shields, Corrosive stripping Armor, or Viral amplifying Health damage. We’ve changed the system so that Resistances and Vulnerabilities are no longer tied to the previous Health Types . Resistances and Vulnerabilities are now based upon the Faction a player is engaging with. Star Chart “Suggested Damage” Vulnerabilities are now listed in The Star Chart mission nodes! Here, we aim to recommend the appropriate per-Faction Resistances, which will then universally affect that specific group. The Star Chart now shows Faction Resistances per node. Aligned with the present Faction, Vulnerabilities and Resistances will be listed to communicate the “Suggested Damage” options best used against any specific Faction or location. Sub-Factions will also have different Vulnerabilities and Resistances from their primary counterpart. The three main Sub-Factions are: Kuva Grineer Corpus Amalgam Deimos Infested Viewing Faction Vulnerabilities and Resistances now also depends on where the player is within Warframe’s Story. The Factions (and Sub-Factions) will be unlocked via: Factions: Grineer: Unlocked by default. Corpus: Unlocked by default. Infested: Unlocked by default. Orokin: Unlocked after Phobos Junction. Sentient: Unlocked after The Second Dream Quest completion. Narmer: Unlocked after The New War Quest completion. Zariman: Unlocked after Angels of the Zariman Quest completion. Murmur: Unlocked after Whispers in the Walls Quest completion. Sub-Factions: Kuva Grineer: Unlocked after The War Within Quest completion. Corpus Amalgam: Unlocked after Jupiter Junction. Deimos Infested: Unlocked after Heart of Deimos Quest completion. Simplified Faction Resistances With the removal of Resistances/Vulnerabilities being tied to Health Type, they will now be Faction-specific. Default Faction Vulnerabilities and Resistances: Grineer: Vulnerable to Impact and Corrosive Corpus: Vulnerable to Puncture and Magnetic Infested: Vulnerable to Slash and Heat Factions by Quest Vulnerabilities and Resistances: Orokin: Vulnerable to Puncture and Viral Resistant to Radiation Sentient: Vulnerable to Cold and Radiation Resistant to Corrosive Narmer: Vulnerable to Slash and Toxin Resistant to Magnetic. Zariman: Vulnerable to Void The Murmur: Vulnerable to Electric and Radiation Resistant to Viral Rogue Necramechs also fall under these Vulnerabilities and Resistances. With these Resistance and Vulnerability changes, we’ve made a notable decision to make Impact deadlier towards the Grineer , while making Puncture deadlier towards the Corpus . This is a departure from the previous system, however, we believe that these two Statuses are more suited for these specific Factions. Since Impact Status Effects enables Mercy actions, we found that it wasn’t all too effective against Corpus due to their lower Health counts compared to their Shields , while Mercy killing Grineer is more accessible due to their innate tankiness. The Corpus can deliver incredibly high amounts of raw damage, allowing for Puncture to naturally play effectively into limiting their damage potential. General UI Changes & Fixes Damage Numbers have received an overhaul to make it easier to see while damaging an enemy. Damage number “flyoffs” (the way the numbers appear and move off of damaged enemies) will now “fly” further based on distance from target, to ensure you can aim to hit the target easily without numbers blocking your view The last “Cloud” iteration of damage numbers (bunched around the reticle) is still available to use if preferred in the Interface Options > Show Damage Numbers. (/wiki/Update_33#Hotfix_33.6.1) (Update 33) Hotfix 33.6.1 (2023-07-31) Fixed Enhanced Damage Numbers missing their outline. Missed Notes: With the new Ability Damage qualifier with the Enhanced Damage Numbers system, some players may think that certain Warframe abilities have had their Critical Chance nerfed. In truth, some Warframe abilities had a Critical Chance multiplier simply to add “oomph” to their damage numbers, without having an actual impact on Damage output. With this new Enhanced Damage System, that extra oomph is no longer needed, so those non-functional Critical Change values were removed, but the overall damage of these abilities are unchanged. (/wiki/Update_33#Update_33.6) (Update 33) Update 33.6 (2023-07-27) Enhanced Damage Numbers Warframe is a numbers game, whether you’re Modding your Warframe or your Weapons to do as much damage as possible. With that in mind, we have introduced a new Enhanced Damage Number setting with the goal of properly communicating the impact of your attacks and increasing the overall legibility of damage numbers in-game. This new setting can be found in the Interface: HUD Category of your Settings Menu under “Show Damage Numbers.” You can cycle between the new Enhanced system and the familiar Legacy system or turn off damage numbers altogether! Overall Damage Number Changes: Whether you are using Legacy or Enhanced Damage Numbers, these new settings will be available with Echoes of Duviri: Damage Number Scale Custom scaling of your damage number text size, from 50 to 300! Additionally, Damage numbers will no longer scale with HUD scale setting as they used to. So you can customize the HUD and the numbers separately. Compact Damage Numbers This Toggle will shorten large numbers for legibility (i.e. 100,357 would be shortened to 100k) Enhanced Damage Numbers Setting With this new setting toggled on, players can expect to see the following: Refreshed Damage Number Appearance A punchier presentation of damage numbers, with an updated font treatment to improve legibility. For reference of what this looks like in action, refer to Pablo’s video above. Prioritized Critical Hits Player damage output varies wildly from damage over time (DOT) from Status Effects to powerful Critical Hits. Previously all types of Damage were treated the same in the Damage Number cycle: meaning, Critical Hit Damage Numbers often disappeared quickly if there were a lot of small DOT procs happening concurrently. From a gameplay side, this had no impact on the actual damage done to your enemies, but it meant the true impact of your Critical Hits was not always communicated to you as clearly as we would like. Now, your Critical Hits will be prioritized over smaller damage numbers. Those smaller numbers will still appear but now disappear sooner if higher-priority damage is done. Additionally, this prioritization system applies to Critical Hit Tiers as well, meaning Super Critical Hit Damage Numbers will linger longer than regular Critical Hits. Custom Ability Damage Treatment Since your Abilities traditionally cannot Crit, these attacks tend to have less oomph. Now Ability Damage has its own Damage Color so that it will stand out amongst the rest! Like all other Damage Numbers, you can customize Ability Damage colors in the “Customize Hud Colors” menu (found in the Interface category of your Accessibility Settings). Melee Damage Numbers With Legacy settings, Damage Numbers appear at the point of contact, often off-screen or otherwise obstructed by Melee attacks. With Enhanced settings, Melee Damage numbers will now travel with you to improve visibility and will travel with the attack movement as well. Again, this is best illustrated in Pablo’s video for those who want to see this in action! (/wiki/Update_32#Hotfix_32.2.1) (Update 32) Hotfix 32.2.1 (2022-11-30) Added a new backer to the new enemy damage resistance icons to improve visibility. (/wiki/Update_32#Update_32.2) (Update 32) Update 32.2 (2022-11-30)HUD Improvements: The following changes have been made to better communicate an enemy’s state to players via HUD improvements. Elemental Damage Resistance Icons (Soft Launch): These new icons help indicate when Elemental Damage resistances are active on enemies. For each active resistance, the corresponding icon will now appear to the right of the enemy’s Health bar. Since this new feature is still in its infancy stages, the following enemies are the only ones that currently use these new icons: Infested Alad V, Hyekka Masters, Hyena Pack, and Sentients. Resistance from armor/health types (e.g. Ferrite Armor) are not included as it would clutter the UI too much. (/wiki/Update_27#Update_27.2) (Update 27) Update 27.2 (2020-03-05) Armor and Damage Changes (Enemy): This section will go over before and after scenarios with our enemy Armor, Health, and Shield changes. Reading this section should give you a conceptual and on-paper understanding of what we’re changing and why, but practical experiences will tell the full story here. You may need to refresh some aspects of your Builds to truly optimize your power against your enemies. Before: Armor, Shields and Health on an Exponential Curve After: Armor Shields and Health on an S curve Damage Changes: Enemy Damage output should still be close to what is currently on the Live version of the game, but we have made a few changes that will affect how players take Damage in-game. Damage-Type Changes: Slash Status now does not bypass Shields and instead deals damage over time to Shields. Slash Status still bypasses Armor. Toxin Damage used to apply to Armor with a 25% bonus. Now it is neutral. For role distinction, Toxin bypasses Shields (but not Armor) where as Slash Status bypasses Armor but not Shields. Player Changes: Player Shields, Health, and Armor used to be shared with all AI, so they had all the weaknesses and resistances that their AI counterparts did. Now Players have their own unique Shield, Health, and Armor type classified as TENNO! These have all weaknesses and resistances neutralized (for now). Player Shields now reduce 25% of incoming damage. Player Shields now recharge with custom player-only logic. Shield recharge delays are based on depleted or partial depleted shields. Partially depleted shields (any amount) is a 1 second recharge delay. Full depletion is a 4 second recharge delay. These changes to Player shields are in addition to coming Shield Gating changes, which you can read about in our Shield Gating section! Why: Armor Scaling and enemy Damage Reduction was the nucleus for this change. For years Tenno have had the tools to deal with these things, but the tools were uniform: Use Corrosive Projection, or else. While this is a simplification, it removed the feeling of choice. With these changes, we hope players experience a feeling of variety and choice when taking on enemies. By changing the scaling for Armor, we could consistently change the scaling for all! Stacking Status Effects: But wait - THERE’S MORE! In addition to being able to achieve two Status Effects on a single shot with >100% Status, we are also adding new meaning if you get a duplicate Status Effect on an enemy overall. This section will outline exactly what this means for each Status type, including information on how multiple Status Effects behaved with stacking prior to this Hotfix: (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) 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). (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) 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. (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) (/wiki/Damage/Slash_Damage) 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 (/wiki/Damage/Cold_Damage) (DmgColdSmall64) (/wiki/Damage/Cold_Damage) 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. (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat : No Change. (/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin : See Slash, plus the base duration of a Toxin Status Effect now matches Slash for 6 seconds. (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity : AoE Electricity Damage that is part of the Status Effect can now reoccur while the target is still under the stun animation of another Electricity Status Effect. (/wiki/Damage/Blast_Damage) (DmgBlastSmall64) (/wiki/Damage/Blast_Damage) 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. (/wiki/Damage/Corrosive_Damage) (DmgCorrosiveSmall64) (/wiki/Damage/Corrosive_Damage) 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. (/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) 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. (/wiki/Damage/Magnetic_Damage) (DmgMagneticSmall64) (/wiki/Damage/Magnetic_Damage) 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. (/wiki/Damage/Viral_Damage) (DmgViralSmall64) (/wiki/Damage/Viral_Damage) 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. (/wiki/Damage/Gas_Damage) (DmgGasSmall64) (/wiki/Damage/Gas_Damage) 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. (/wiki/Update_27#Hotfix_27.0.9) (Update 27) Hotfix 27.0.9 (2020-01-09) Weapon & Proc Adjustments The idea of ‘one damage type to rule them all’ is one we want to avoid in Railjack’s early days. We are rebalancing aspects of certain Damage types to ensure there’s balanced choices. The Armor changes in conjunction with this means this is a combined effort of finding the right place for all damage types, not just one leader. Please bear with us as we navigate this particular space - with your help, hopefully everyone will get to put their favourites from their Arsenal to use! Decreased the effectiveness of the Particle proc but increased its Duration Reduced to 7.5% damage bonus per hit, still stacks, and lasts 20 seconds. The exponential growth and short duration meant this was far more beneficial to rapid-fire guns than anything else. Increased the effectiveness of the Incendiary proc but decreased its Duration Double the damage per tick but half the duration; same total damage but in less time to feel more relevant. Fixed Ballistic and Particle damage icons being swapped in-game. (/wiki/Update_25#Hotfix_25.7.5) (Update 25) Hotfix 25.7.5 (2019-09-09) Updated terminology for Damage Types in Portuguese. (/wiki/Update_11#Update_11.2) (Update 11) Update 11.2 (2013-12-04) Tweaked Radiation Proc to not last as long on players and is more obvious when active. (/wiki/Update_11#Update_11.0) (Update 11) Update 11.0 (2013-11-20) Damage 2.0 Introduced Source: (https://forums.warframe.com/topic/132366-information-on-damage-20/) https://forums.warframe.com/topic/132366-information-on-damage-20/ This new damage system introduces a number of new terms. This post will take you through introducing and explaining these terms, then elaborating on what they mean for combat. Keep in mind that things are subject to change, that some terms may be placeholder. Physical Damage: Impact Puncture Slash Every weapon in the game is made up of a combination of these three damage types. The overall damage of any given weapon is the sum of Impact, Puncture, and Slash damage. Weapons will exhibit a variety of combinations on the Impact, Puncture, and Slash damage spectrum. Mods will affect damage types as decided by the player by their loadout. In short, Weapon Damage = (Impact + Puncture + Slash) Real-life Firearm Metaphor: Impact = Slug; Puncture = Armor Piercing; Slash = Hollow-point. When assigning physical damage aspects to weapons we avoid making them 'pure' (100% in one direction). This ensures you can damage all enemies in the game. Elemental Damage: In addition to the 3 base damage types, Elemental Damage can be applied on top of a weapon’s base damage depending on what Elemental Mods are applied. For some rare weapons, elemental damage is all they have. There are four primary Elemental Damage types: Heat Cold Electric Toxin Elemental Damage can be applied alone but if you combine primary elements they create new combined elemental damage types! This opens up new possibilities, reduces 'rainbow build' problems and reduces some of the confusing effects like 'frozen guy is on fire'. Combined Elemental Types: To create these combined elements requires mixing two primary elements together: Blast (Fire + Cold) Gas (Fire + Toxin) Radiation (Fire + Electricity) Magnetic (Cold + Electricity) Viral (Cold + Toxin) Corrosive (Electricity + Toxin) Elemental Damage is applied in addition to a weapon’s physical damage types. Weapon Damage = (Impact + Puncture + Slash) + (Elemental). Elemental Damage Hierarchy & Combining Elementals Elemental damage combinations are made by following a strict order. Fire, Cold, Electric, Toxin. As an example: If you want Fire damage + Magnetic damage (Cold + Electricity), you will need to split it between weapons because when a Fire Mod enters the mod loadout any other elementals will combine with it as it is first in the hierarchy. Elemental Damage & Combining Elements: CHANGES! After reviewing this thread and working things out with combinations, we have changes to report to Elemental Combinations. Elemental combinations will no longer be based on a predetermined elemental hierarchy, but instead a MOD PLACEMENT hierarchy. This hierarchy is from closest to top left (first to be considered) to closest to bottom right (last to be considered) on the Mod Layout. If you place Cold, Toxin, Fire, and, Electric, in that order from top left to bottom right, you will get: (Cold + Toxin) and (Electric + Fire). Status Effects ('Procs') All damage types have a chance to inflict a status on the target – including you! Impact: Knockback Puncture: Weakened (reduced damage output) Slash: Bleed (health reduced over time, healing blocked) Fire: Ignited (fire damage over time) Cold: Slowed Electric: Chain Electricity Damage Toxin: Poison Damage over time to health. Blast: Stun Gas: Poison in area Radiation: Confusion (difficulties targeting) Magnetic: Shield reduction Viral: Sickened Corrosive: Armor Damage Enemy Levels Enemy levels now fall in a more compressed scale. Level 1 enemies are still the easiest, but the difficulty of a Level 40 enemy in Damage 2.0 will be comparable to a Level 100 enemy in Damage 1.0. Infinite mission types will still feature ever increasing enemy levels. Enemies will be wielding weapons that can inflict different types of damage and Procs on the Tenno, meaning the difficulty will come from a combination of their loadouts and their level. Know your enemy. Enemies will react to damage types differently. Begin hunting your enemies to discover the best way to approach different faction and enemies. With your Primary, Secondary, and Melee weapon, you will be able to take on the fiercest foes with many different combinations. Significance of Change Damage 2.0 is a very significant change to Warframe. We are standing by to receive feedback and experiences on this new Damage system when it is released. Thank you for reading, everyone! 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