1 00:00:00,080 --> 00:00:04,360 With the release of Jade Shadows, all damage\h has changed forever. The types that were\h\h 2 00:00:04,360 --> 00:00:08,960 good and bad have shifted, the nature of\h various procs overhauled. Fair warning,\h\h 3 00:00:08,960 --> 00:00:13,320 talking about damage in full like this means\h talking at times about quest locked content,\h\h 4 00:00:13,320 --> 00:00:16,240 so there will be spoilers\h up to Whispers in the Wall. 5 00:00:16,240 --> 00:00:18,040 I'll walk you through how every damage type and\h\h 6 00:00:18,040 --> 00:00:21,600 its associated status proc works so\h you can get the most out of them. 7 00:00:21,600 --> 00:00:24,045 I'm TheKengineer, let's solve a practical problem. 8 00:00:24,031 --> 00:00:29,040 [Intro Music] 9 00:00:29,040 --> 00:00:32,960 You know what's also new? The brand new launch\h of my merch store where you can get mugs,\h\h 10 00:00:32,960 --> 00:00:36,120 mousepads, pins and more. Support the channel with\h\h 11 00:00:36,120 --> 00:00:39,800 a practical purchase. Right,\h on with the damage types. 12 00:00:39,800 --> 00:00:44,120 The available types hasn't changed with\h this update. There are still 15 ish types\h\h 13 00:00:44,120 --> 00:00:49,880 of damage you can deal across different weapons,\h features, and abilities. However all enemy health,\h\h 14 00:00:49,880 --> 00:00:55,720 shield, and armor types are now gone.\h Instead each enemy faction or subfaction\h\h 15 00:00:55,720 --> 00:01:00,080 has their own weaknesses and occasionally\h resistance to a handful of damage types,\h\h 16 00:01:00,080 --> 00:01:03,960 affecting their entire hitpoint pool.\h These damage types then can be broken\h\h 17 00:01:03,960 --> 00:01:08,960 down into the physical, basic element,\h combined element, and exotic types. 18 00:01:08,960 --> 00:01:13,440 Physical comprises Impact, Puncture,\h and Slash. Most weapons will contain\h\h 19 00:01:13,440 --> 00:01:17,520 some spread of these types, occasionally\h having only one or two types but typically\h\h 20 00:01:17,520 --> 00:01:22,040 using all three with different weightings.\h If a weapon lacks a physical damage type,\h\h 21 00:01:22,040 --> 00:01:25,920 that type cannot be added to the weapon\h through ordinary modding by any means,\h\h 22 00:01:25,920 --> 00:01:30,160 including the physical mods. Physical\h mods are in effect weaker elemental mods,\h\h 23 00:01:30,160 --> 00:01:34,320 acting identically except for only\h enhancing their matching base damage type. 24 00:01:34,320 --> 00:01:39,840 Impact damage, a blunt force approach to killing,\h offers a damage bonus against all Grineer enemies.\h\h 25 00:01:39,840 --> 00:01:44,440 This is a change from the past where it used to be\h bonused against shields. Due to this bonus you'll\h\h 26 00:01:44,440 --> 00:01:49,480 deal 50% more damage with the impact portion of\h a weapon than with other non bonused damage types\h\h 27 00:01:49,480 --> 00:01:55,280 against the Grineer. However, the old effect of\h a damage bonus ignoring part of enemy armor has\h\h 28 00:01:55,280 --> 00:02:01,280 been removed. It's a simple 50% damage bonus\h now. Pure impact damage will now kill Grineer\h\h 29 00:02:01,280 --> 00:02:06,480 twice as fast as it did before the update, while\h dispatching some Corpus only slightly slower. 30 00:02:06,480 --> 00:02:12,400 The impact proc causes a stagger effect on most\h enemies, effectively a brief stun. In addition,\h\h 31 00:02:12,400 --> 00:02:17,000 it increases the hitpoint threshold at which\h heavy units like Eximus can be mercy killed\h\h 32 00:02:17,000 --> 00:02:21,720 as shown by the moving marker on their health\h bar. You can therefore use impact procs to help\h\h 33 00:02:21,720 --> 00:02:24,920 dispatch of heavy units without needing\h the damage output to quickly kill them,\h\h 34 00:02:25,600 --> 00:02:30,080 letting you punch above your weight. This also\h makes it easier for you to get the benefits of\h\h 35 00:02:30,080 --> 00:02:35,640 mercy kills such as from Parazon mercy mods.\h Impact procs are hard capped at 5 effects,\h\h 36 00:02:35,640 --> 00:02:39,520 with the 6th effect applied replacing\h the oldest proc on the target. 37 00:02:39,520 --> 00:02:42,000 Puncture damage, a piercing stab or shot,\h\h 38 00:02:42,000 --> 00:02:46,160 offers a damage bonus against normal Corpus\h enemies as well as Corrupted enemies,\h\h 39 00:02:46,160 --> 00:02:51,520 recorded in the UI as Orokin faction. This bonus\h will apply against both shields and health,\h\h 40 00:02:51,520 --> 00:02:56,520 granting a 50% damage bonus to the puncture\h portion. Special Corpus enemies, specifically\h\h 41 00:02:56,520 --> 00:03:01,000 the Corpus found on Jupiter, are not weak to\h Puncture damage. Puncture will now kill some\h\h 42 00:03:01,000 --> 00:03:06,320 Corpus enemies substantially faster than before,\h but is weaker against all Grineer, all Murmur,\h\h 43 00:03:06,320 --> 00:03:11,600 and some Infested and Sentients. Pure puncture\h will take up to three times longer to kill\h\h 44 00:03:11,600 --> 00:03:16,600 enemies previously considered Ferrite Armored,\h though the new armor cap will mitigate that. 45 00:03:16,600 --> 00:03:21,040 The puncture status effect is weakness,\h causing the target to deal substantially\h\h 46 00:03:21,040 --> 00:03:26,240 lower damage. At its smallest this applies\h a 40% damage reduction debuff and this is\h\h 47 00:03:26,240 --> 00:03:30,400 applied twice multiplicatively to status\h effect damage. With a single proc then,\h\h 48 00:03:30,400 --> 00:03:35,440 on an enemy or a player, their status\h effects will deal only 36% of the damage\h\h 49 00:03:35,440 --> 00:03:41,120 they were doing without the puncture effect.\h Additional procs increase the penalty by 10%\h\h 50 00:03:41,120 --> 00:03:48,040 to a max of 80% with 5 procs, consequently\h reducing status proc damage to just 4%. 51 00:03:48,040 --> 00:03:52,840 Puncture effects also apply a flat bonus to\h critical chance for attacks against the target.\h\h 52 00:03:52,840 --> 00:03:58,800 Every puncture proc applies a 5% bonus to critical\h chance for incoming attacks, calculated as a final\h\h 53 00:03:58,800 --> 00:04:03,480 value after all other bonuses. If the attacker\h would normally have a 10% critical chance,\h\h 54 00:04:03,480 --> 00:04:09,200 and the target has the full 5 puncture procs\h on them, the critical chance climbs to 35%. 55 00:04:09,200 --> 00:04:13,760 Despite being an increase to critical chance,\h seeking to add puncture to a setup is likely to be\h\h 56 00:04:13,760 --> 00:04:19,440 worse for damage than focusing on other options.\h You cannot add puncture to a weapon that lacks it,\h\h 57 00:04:19,440 --> 00:04:24,160 and investing in puncture where it already exists\h is always at the expense of increasing something\h\h 58 00:04:24,160 --> 00:04:29,720 else instead. For that reason puncture shouldn't\h be modded for, merely enjoyed when it exists. 59 00:04:30,480 --> 00:04:35,960 Last of the physical types is Slash, the cutting\h and slicing approach. Slash damage has a bonus\h\h 60 00:04:35,960 --> 00:04:41,360 against ordinary Infested and the Narmer faction,\h a threat after the New War quest. Classically\h\h 61 00:04:41,360 --> 00:04:46,000 Infested are not resilient, and Narmer are found\h in exceptionally few places, making the slash\h\h 62 00:04:46,000 --> 00:04:52,040 bonus itself relatively weak. However, compared\h to how things were before Slash has actually been\h\h 63 00:04:52,040 --> 00:04:56,800 buffed further than this. Slash damage used to\h be massively reduced in effectiveness against\h\h 64 00:04:56,800 --> 00:05:01,440 all Grineer and Murmur faction enemies, as well\h as a handful of Corpus enemies. All of those\h\h 65 00:05:01,440 --> 00:05:07,400 resistances have been wiped out, buffing pure\h slash damage as a result. Pure slash against\h\h 66 00:05:07,400 --> 00:05:12,720 heavy Grineer units like Bombard for example\h should kill them over twice as fast as before. 67 00:05:12,720 --> 00:05:18,600 Slash status effect is bleed, causing the target\h to repeatedly take damage over time every second\h\h 68 00:05:18,600 --> 00:05:24,080 for six seconds, starting 1 second after the\h proc lands. This damage over time is based on\h\h 69 00:05:24,080 --> 00:05:29,920 your weapon's damage with all bonuses included\h except for any elemental and physical mods.\h\h 70 00:05:29,920 --> 00:05:35,120 The total value is then multiplied by 0.35,\h further multiplied by any faction bonus you have,\h\h 71 00:05:35,120 --> 00:05:39,560 and damages the enemy for this value\h every second while ignoring armor. 72 00:05:39,560 --> 00:05:42,960 As the calculation ignores your weapon's\h physical mods, applying slash mods to\h\h 73 00:05:42,960 --> 00:05:47,160 your weapon will increase slash damage and the\h chance a status proc you land is a slash proc,\h\h 74 00:05:47,160 --> 00:05:51,400 but it does nothing to increase the\h damage of the slash status effect itself. 75 00:05:51,400 --> 00:05:55,920 On the flip side, it ignoring armor means that\h with no elemental or physical mods involved,\h\h 76 00:05:55,920 --> 00:05:59,640 the slash status effect will deal more\h damage every second than the direct hit\h\h 77 00:05:59,640 --> 00:06:06,200 of your weapon if the target has any more than\h 65% damage resistance, such as from 1409 armor. 78 00:06:06,200 --> 00:06:10,080 While slash procs usually only come from\h slash weighted weapons, you can force them\h\h 79 00:06:10,080 --> 00:06:14,840 to occur in various ways, such as using the\h Internal Bleeding mod, Hunter Munitions mod,\h\h 80 00:06:14,840 --> 00:06:20,080 or certain melee moves and stances. As slash proc\h damage is based on your weapon's overall damage,\h\h 81 00:06:20,080 --> 00:06:25,400 not just the slash portion, a slash proc from\h a non-slash weapon still works just fine. 82 00:06:25,400 --> 00:06:29,320 Out of all the physical types, the lack of\h being able to mod for them directly means you\h\h 83 00:06:29,320 --> 00:06:34,040 cannot directly choose which type you're using\h without choosing an entirely different weapon.\h\h 84 00:06:34,040 --> 00:06:38,600 The flattening of damage type modifers and capping\h of high level armor also means that type selection\h\h 85 00:06:38,600 --> 00:06:44,240 for physical damage is even less important. While\h a 50% damage bonus is noticeable, choosing it at\h\h 86 00:06:44,240 --> 00:06:48,840 the cost of an otherwise worse weapon for the\h job will make the net effect relatively low.\h\h 87 00:06:48,840 --> 00:06:53,160 Whether that's a weapon that's less powerful,\h or a weapon that's less fun, picking it up is\h\h 88 00:06:53,160 --> 00:06:58,640 not as important. The exception to this is Slash\h weighted weapons as they remain the higher damage\h\h 89 00:06:58,640 --> 00:07:04,000 option in almost all circumstances due to having\h the only damaging proc from physical damage. 90 00:07:04,000 --> 00:07:08,960 Onto the basic elements. Here we have\h Heat, Cold, Electric, and Toxin. It's\h\h 91 00:07:08,960 --> 00:07:12,800 important to remember them in that order,\h known as HCET, due to how they function in\h\h 92 00:07:12,800 --> 00:07:17,280 modding. I've covered HCET in its own video,\h so let's just focus on what these types do. 93 00:07:17,280 --> 00:07:22,240 Heat damage has a 50% damage bonus against\h normal Infested, but deals half damage to\h\h 94 00:07:22,240 --> 00:07:27,360 Kuva Grineer. At first glance this may seem like\h Heat is overall lacking. After all, what use is\h\h 95 00:07:27,360 --> 00:07:32,560 a damage bonus against the weakest enemies and a\h damage nerf against some of the tankiest? Well for\h\h 96 00:07:32,560 --> 00:07:38,480 heat damage itself that is the whole story. The\h true power of heat is all in its status effect. 97 00:07:38,480 --> 00:07:42,960 The heat effect is unsurprisingly to\h burn enemies. Burning causes targets\h\h 98 00:07:42,960 --> 00:07:47,560 to panic for a moment, effectively stunning\h them. Burning also deals damage over time,\h\h 99 00:07:47,560 --> 00:07:53,480 based on your weapon damage similar to slash\h but applying 50% of the value rather than 35%,\h\h 100 00:07:53,480 --> 00:07:58,760 plus it benefits from any modded heat bonus. The\h burning effect also reduces the target's armor. 101 00:07:58,760 --> 00:08:03,360 "How much armor?" you might ask. Heat\h temporarily removes half of an enemy's\h\h 102 00:08:03,360 --> 00:08:07,280 existing armor over the course of\h two seconds. Existing armor here\h\h 103 00:08:07,280 --> 00:08:11,120 refers to whatever is left after\h reductions such as from abilities. 104 00:08:11,120 --> 00:08:15,760 Historically enemies could have as low\h as 5 armor or climb well into the tens\h\h 105 00:08:15,760 --> 00:08:22,800 of thousands. In extreme cases you could even\h face off against over 100,000 armor. That has\h\h 106 00:08:22,800 --> 00:08:29,760 changed. Now all enemies that spawn with armor\h have a minimum of 200 and a maximum of 2700. 107 00:08:29,760 --> 00:08:33,280 Not only that but the way their armor\h protects them has changed. Instead of\h\h 108 00:08:33,280 --> 00:08:37,480 using the Tenno formula which is\h Armor divided by Armor plus 300,\h\h 109 00:08:37,480 --> 00:08:43,320 enemies have a brand new equation. For\h them it's Armor times three, square rooted,\h\h 110 00:08:43,320 --> 00:08:48,360 then divided by 100. I've put the two curves\h these equations produce side by side here. 111 00:08:48,360 --> 00:08:53,480 Basically enemies with really low armor,\h like Butchers, now have merely low armor\h\h 112 00:08:53,480 --> 00:08:58,320 rather than functionally non-existent. Enemies\h with really high armor, like Heavy Gunners,\h\h 113 00:08:58,320 --> 00:09:03,480 quickly reach a cap and just stop getting more\h resistant, growing only in hitpoints. Enemies\h\h 114 00:09:03,480 --> 00:09:08,200 with middle ground armor between the two caps are\h all weaker than before in the armor department,\h\h 115 00:09:08,200 --> 00:09:12,320 taking up to twice the damage they did\h before at that same level of armor. 116 00:09:12,320 --> 00:09:17,640 Under this new system enemies will take as little\h as 10% more damage if they have the minimum armor,\h\h 117 00:09:17,640 --> 00:09:23,920 and as much as 264% more damage if they have\h the maximum armor. If you're on Steel Path,\h\h 118 00:09:23,920 --> 00:09:29,680 almost every Grineer unit – and I must\h stress, almost – will have over 2000 armor.\h\h 119 00:09:29,680 --> 00:09:33,520 For them, heat will cause them to take\h at least twice as much damage from all\h\h 120 00:09:33,520 --> 00:09:38,080 sources. In the majority of cases they'll\h be taking over three times as much damage\h\h 121 00:09:38,080 --> 00:09:42,280 as without the heat proc. The downside\h is you have to wait two seconds for the\h\h 122 00:09:42,280 --> 00:09:46,600 full bonus which in Warframe terms\h is a long time to kill most enemies. 123 00:09:46,600 --> 00:09:50,960 Heat has some additional quirks that\h further cement its power. Unlike every\h\h 124 00:09:50,960 --> 00:09:55,000 other status effect in the game, applying a\h new heat proc will cause all existing heat\h\h 125 00:09:55,000 --> 00:09:59,400 procs to refresh their duration. This\h means heat can be stacked indefinitely,\h\h 126 00:09:59,400 --> 00:10:02,480 at least on enemies which don't cap\h the status effects they receive. 127 00:10:02,480 --> 00:10:07,440 This refreshing nature also causes something\h strange in the damage calculation. The first heat\h\h 128 00:10:07,440 --> 00:10:12,840 proc on an enemy applies as I've explained, using\h the heat mods of the source it came from. However\h\h 129 00:10:12,840 --> 00:10:18,560 all subsequent heat procs applied while that one\h is running will use those same heat mod bonuses,\h\h 130 00:10:18,560 --> 00:10:23,400 even if they came from a different source, even\h another player. This is a mechanic known as Heat\h\h 131 00:10:23,400 --> 00:10:28,360 Inherit. If the first heat proc comes from a\h weaker source, such as an ability from Ember,\h\h 132 00:10:28,360 --> 00:10:33,200 then all following procs will be weaker too. If\h the first proc comes from a stronger source, such\h\h 133 00:10:33,200 --> 00:10:38,400 as an ability from Lavos with Valence Formation\h active, then all following procs will be stronger. 134 00:10:38,400 --> 00:10:42,960 To top it off, the owner of the first heat proc\h also becomes the owner of all following heat\h\h 135 00:10:42,960 --> 00:10:48,200 procs until the whole stack is extinguished.\h This means a player who ignites an enemy will\h\h 136 00:10:48,200 --> 00:10:52,240 get the kill credit for that enemy if\h the enemy dies from heat proc damage,\h\h 137 00:10:52,240 --> 00:10:56,200 even if another player applies the\h necessary power to secure the kill. 138 00:10:56,200 --> 00:11:00,040 We're getting into the really arcane details\h here, but someone would be mad if I didn't at\h\h 139 00:11:00,040 --> 00:11:05,080 least point this out. The main thing is heat\h burns all and laughs at armor in the process. 140 00:11:05,080 --> 00:11:09,840 The next basic element is Cold. Cold\h damage has a 50% bonus against only\h\h 141 00:11:09,840 --> 00:11:15,360 Sentients and no damage penalties. This makes\h it damage wise an exceptionally neutral type,\h\h 142 00:11:15,360 --> 00:11:19,240 dealing lower damage to some Grineer and\h Corpus than it did prior to the update. 143 00:11:19,240 --> 00:11:24,640 Its status proc however is stronger than\h ever before. Able to stack up to 10 times,\h\h 144 00:11:24,640 --> 00:11:27,480 it applies a series of scaling effects. 145 00:11:27,480 --> 00:11:32,120 Firstly it'll slow enemies down, inhibiting\h their movement, attack speed, fire rate,\h\h 146 00:11:32,120 --> 00:11:37,080 and even ability animations. This starts\h at a 50% slow and increases with every\h\h 147 00:11:37,080 --> 00:11:43,160 proc up to the 9th for a max of 90% slowing\h effect. Overguarded enemies resist cold,\h\h 148 00:11:43,160 --> 00:11:47,640 preventing more than 4 stacks being applied\h but still getting significantly slowed. 149 00:11:47,640 --> 00:11:52,200 The second effect is a critical damage bonus.\h The first cold proc will increase the critical\h\h 150 00:11:52,200 --> 00:11:57,800 damage multiplier of incoming attacks by\h 0.1 x. This isn't a multiplicative bonus,\h\h 151 00:11:57,800 --> 00:12:03,000 but instead a flat increase to your critical\h bonus after all mods are considered. Every\h\h 152 00:12:03,000 --> 00:12:10,880 extra proc up to the 9th will again increase this\h effect by 0.05 x for a maximum of 0.5 x bonus. 153 00:12:10,880 --> 00:12:16,360 The third effect is a compound benefit on hitting\h that 10th cold proc. The critical damage bonus\h\h 154 00:12:16,360 --> 00:12:22,320 jumps from 0.5 x to 1.0 x, the slow effect\h is replaced with a full freeze of the enemy,\h\h 155 00:12:22,320 --> 00:12:26,680 and the enemy becomes unable to regenerate\h their own shields while frozen. This effect\h\h 156 00:12:26,680 --> 00:12:30,840 wears off after only 3 seconds rather\h than the usual 6 seconds for status\h\h 157 00:12:30,840 --> 00:12:35,400 effects. Once worn off, the enemy sheds\h all but three of the cold procs on them. 158 00:12:35,400 --> 00:12:41,160 As the cold critical damage bonus is a fixed\h flat value, it's comparatively less effective\h\h 159 00:12:41,160 --> 00:12:46,680 the more built for critical hits your weapon\h is. However the defensive aspect never changes,\h\h 160 00:12:46,680 --> 00:12:51,760 slowing enemies to impede their attacks while\h also making it much easier to aim at the enemy,\h\h 161 00:12:51,760 --> 00:12:57,640 especially at weak points. Cold is a\h valuable support type to go alongside others. 162 00:12:57,640 --> 00:13:03,160 Electric is the third basic element, zapping\h enemies. It has a 50% damage bonus against\h\h 163 00:13:03,160 --> 00:13:08,600 both the Murmur as well as the Corpus Amalgam,\h unique to Jupiter missions. Just like with Cold\h\h 164 00:13:08,600 --> 00:13:14,520 it also has no penalties, making it a relatively\h niche but useful element for damage purposes. 165 00:13:14,520 --> 00:13:18,840 The electric status effect can apply\h significantly more damage. It deals\h\h 166 00:13:18,840 --> 00:13:23,800 50% of the weapon damage plus electric\h mod bonuses every second for six seconds,\h\h 167 00:13:23,800 --> 00:13:29,120 similar to heat. Unlike heat however, electric\h doesn't strip armor, doesn't self refresh,\h\h 168 00:13:29,120 --> 00:13:33,600 nor does it wait around. Instead its\h damage over time starts straight away,\h\h 169 00:13:33,600 --> 00:13:38,320 damaging both the target it is applied to\h and all other enemies within 3 metres. This\h\h 170 00:13:38,320 --> 00:13:43,440 can give it a lot of damage if used on a tight\h cluster of enemies, potentially far exceeding\h\h 171 00:13:43,440 --> 00:13:48,440 the stated damage of the weapon or source\h itself. However in anything but extremely\h\h 172 00:13:48,440 --> 00:13:53,960 high enemy density, such as grouping them or\h tight chokes, the AoE will see limited value. 173 00:13:53,960 --> 00:13:57,120 Electric procs also briefly stun\h most targets that receive them,\h\h 174 00:13:57,120 --> 00:13:59,040 causing them to shake as they're electrified. 175 00:13:59,640 --> 00:14:04,920 Finally toxin is the fourth basic element,\h poisoning enemies. It has a damage bonus\h\h 176 00:14:04,920 --> 00:14:10,240 only against Narmer making it functionally damage\h neutral. However despite its neutral modifiers,\h\h 177 00:14:10,240 --> 00:14:14,640 it has the unique trait of bypassing\h all normal shields. Some enemies like\h\h 178 00:14:14,640 --> 00:14:19,240 Treasurers ignore this rule, but largely\h most corpus units will take toxin damage\h\h 179 00:14:19,240 --> 00:14:23,640 straight to their health allowing you to\h bypass their unique regenerating defense. 180 00:14:23,640 --> 00:14:28,400 Toxin status effects are very similar to some\h of the others, applying toxin damage over time\h\h 181 00:14:28,400 --> 00:14:33,600 every second for 6 seconds. This toxin damage is\h half the weapon's damage before elemental mods,\h\h 182 00:14:33,600 --> 00:14:37,400 buffed by the toxin mods specifically\h on the weapon. As the toxin proc is\h\h 183 00:14:37,400 --> 00:14:42,360 dealing toxin damage, this too will\h bypass enemy shields in most cases. 184 00:14:42,360 --> 00:14:47,160 Despite having no numerical bonus against the\h Corpus, toxin remains an exceptionally powerful\h\h 185 00:14:47,160 --> 00:14:51,920 weapon against them for the shield bypass.\h Against other factions it's still capable\h\h 186 00:14:51,920 --> 00:14:57,880 as a damage dealer too, only losing favour due to\h losing the opportunity for other elements instead. 187 00:14:57,880 --> 00:15:01,560 Beyond the basic elements we have the\h combined elements. I know there's some\h\h 188 00:15:01,560 --> 00:15:05,320 people cringing at the phrase combined\h elements as elements are, by definition,\h\h 189 00:15:05,320 --> 00:15:09,040 supposed to be elementary but it's the\h naming convention they've become stuck with. 190 00:15:09,040 --> 00:15:12,280 All combined elements can be\h made from two basic elements,\h\h 191 00:15:12,280 --> 00:15:17,680 though they can each also be present natively on\h their own. These six combined forms are Blast,\h\h 192 00:15:17,680 --> 00:15:21,880 Corrosive, Gas, Magnetic, Radiation, and Viral. 193 00:15:21,880 --> 00:15:27,040 Blast is formed of Cold and Heat, producing\h explosive waves. Real world physics doesn't\h\h 194 00:15:27,040 --> 00:15:30,280 really apply to Warframe's blast,\h so forget what you think you know. 195 00:15:30,280 --> 00:15:34,360 Blast damage itself has a bonus against\h Deimos Infested, specifically the ones\h\h 196 00:15:34,360 --> 00:15:38,360 in the Cambion Drift, while having\h a penalty against Corpus Amalgam on\h\h 197 00:15:38,360 --> 00:15:43,720 Jupiter. This makes it relatively neutral\h as a damage type, only weaker on Jupiter. 198 00:15:43,720 --> 00:15:49,280 The blast proc is both brand new\h and completely unique. Firstly it\h\h 199 00:15:49,280 --> 00:15:55,920 has only a 1.5 second duration instead of the\h usual 6 seconds. Secondly it has two forms. 200 00:15:55,920 --> 00:16:01,840 The first form is if that 1.5 seconds expires\h without the enemy dying. This activates the pop\h\h 201 00:16:01,840 --> 00:16:07,120 effect, dealing damage to that enemy equal to\h 30% of your weapon damage without any elemental\h\h 202 00:16:07,120 --> 00:16:12,000 mods from the triggering hit. Like all damaging\h status effects, this damage will reapply any\h\h 203 00:16:12,000 --> 00:16:18,240 faction modifiers you have too. As 30% with no\h elemental bonuses is exceptionally low this is\h\h 204 00:16:18,240 --> 00:16:24,320 far from the result you'll want. Further still,\h once the damage is dealt the blast proc is gone. 205 00:16:24,320 --> 00:16:28,320 The second form happens should you either\h reach 10 blast procs on the target at once,\h\h 206 00:16:28,320 --> 00:16:35,360 or the target dies while a blast proc is on them.\h This activates the boom effect. Just to be clear,\h\h 207 00:16:35,360 --> 00:16:39,960 DE didn't give the two effects names,\h I'm just doing it for clarity. The boom\h\h 208 00:16:39,960 --> 00:16:46,160 effect deals 300% of the weapon damage of all\h triggering hits accumulated, rather than the\h\h 209 00:16:46,160 --> 00:16:50,960 30% if those blast procs would have timed\h out. Not only is this ten times stronger,\h\h 210 00:16:50,960 --> 00:16:56,640 this same damage is applied with no fall off\h to all enemies within 5 metres of the target. 211 00:16:56,640 --> 00:17:01,360 In a way, this is similar to the Marked for\h Death ability. The blast proc is the mark and\h\h 212 00:17:01,360 --> 00:17:05,880 killing the enemy in time is the explosion.\h What's different is that it only counts the\h\h 213 00:17:05,880 --> 00:17:11,120 damaging instances that procced blast, and there's\h absolutely no limit on how much damage that can\h\h 214 00:17:11,120 --> 00:17:16,280 be. If you shoot a 100 hitpoint enemy with a 1\h million damage shot that procs blast – somehow\h\h 215 00:17:16,280 --> 00:17:21,480 with no elemental modifiers – then not only does\h that enemy die, all enemies in that 5 metre range\h\h 216 00:17:21,480 --> 00:17:26,920 around it will take 3 million damage from the\h boom effect immediately. Usually triggering\h\h 217 00:17:26,920 --> 00:17:32,160 blast requires modding blast into your weapon, and\h usually you can't get a blast proc on every hit,\h\h 218 00:17:32,160 --> 00:17:37,400 so that will reduce both the reliability and\h scale of the AoE compared to your direct hits. 219 00:17:37,400 --> 00:17:40,600 To be very clear on the damage, and\h this applies to all status procs,\h\h 220 00:17:40,600 --> 00:17:45,760 it is only reduced by armor on the target\h taking a given instance of damage. If you\h\h 221 00:17:45,760 --> 00:17:50,400 hit and kill a target with 90% damage reduction\h from armor, the explosion hitting other enemies\h\h 222 00:17:50,400 --> 00:17:55,000 with the same armor will be reduced by their\h own armor but not by the original target's\h\h 223 00:17:55,000 --> 00:18:00,560 armor. More or less armor on one enemy does\h not affect the damage that others receive. 224 00:18:00,560 --> 00:18:05,480 The big downside for blast procs is the range.\h At 5 metres it's nearly twice the range of\h\h 225 00:18:05,480 --> 00:18:10,880 electric procs but still shorter than some melee\h weapon's reach. Without well grouped enemies,\h\h 226 00:18:10,880 --> 00:18:14,520 the general effect can often be\h limited. To get the most out of\h\h 227 00:18:14,520 --> 00:18:19,560 blast you need reliable status procs,\h rapid kills, and clustered targets. 228 00:18:19,560 --> 00:18:25,520 Next up we have corrosive, formed of electric\h and toxin. Corrosive damage has a 50% bonus\h\h 229 00:18:25,520 --> 00:18:31,280 against all Grineer, but deals only half damage\h to Sentients. This is a significant change from\h\h 230 00:18:31,280 --> 00:18:35,840 the older system where most non-boss Sentients\h were actually vulnerable to Corrosive. It's also\h\h 231 00:18:35,840 --> 00:18:41,760 a damage nerf against the Grineer in general.\h Previously corrosive had a 75% bonus against\h\h 232 00:18:41,760 --> 00:18:46,920 roughly half of Grineer units in a mission due\h to their ferrite armor. This bonus also ignored\h\h 233 00:18:46,920 --> 00:18:54,120 75% of their armor. In higher levels this could\h mean between 5 and 7 times extra damage. While\h\h 234 00:18:54,120 --> 00:18:58,800 the other half of Grineer units gave no bonus to\h Corrosive damage, that still averaged to around 3\h\h 235 00:18:58,800 --> 00:19:04,760 times damage vs lesser types. In effect Corrosive\h is now half as effective against Grineer. 236 00:19:04,760 --> 00:19:11,000 Corrosive procs reduce a target's armor. The\h first proc reduces armor by 26%, and then each\h\h 237 00:19:11,000 --> 00:19:17,560 subsequent proc removes another 6%. Typically\h Corrosive will max out at 10 procs for an 80%\h\h 238 00:19:17,560 --> 00:19:23,320 removal, though boss type enemies typically\h only allow up to 4 procs for 44% removal.\h\h 239 00:19:23,320 --> 00:19:28,760 Emerald Archon Shards can raise these caps to\h allow for greater or even total armor removal. 240 00:19:28,760 --> 00:19:32,680 Uniquely, corrosive procs last 8\h seconds rather than the usual 6,\h\h 241 00:19:32,680 --> 00:19:35,880 restoring enemy armor to\h normal instantly on expiring. 242 00:19:35,880 --> 00:19:39,400 With the rebalance to enemy armor,\h a small amount of armor removal is\h\h 243 00:19:39,400 --> 00:19:43,960 far more significant than before. Previously\h with enemy armor able to scale indefinitely,\h\h 244 00:19:43,960 --> 00:19:49,280 even run of the mill units like Elite Lancers\h could exceed 5000 armor. A single corrosive\h\h 245 00:19:49,280 --> 00:19:54,080 proc on that unit would allow you to\h deal just 32.5% more damage due to\h\h 246 00:19:54,080 --> 00:19:59,040 the front loaded curve on armor value.\h Now that same single proc on an enemy\h\h 247 00:19:59,040 --> 00:20:05,960 with max armor will provide you a 125% damage\h bonus. For smaller amounts of armor the effect\h\h 248 00:20:05,960 --> 00:20:11,280 gets considerably smaller quickly due to the enemy\h taking significantly more damage at full armor\h\h 249 00:20:11,280 --> 00:20:16,960 already. Still, even against Elite Lancers level\h 114 and above, or in the case of heavier units\h\h 250 00:20:16,960 --> 00:20:23,240 like Heavy Gunners by merely level 57 and above,\h corrosive procs can provide that full power. 251 00:20:23,240 --> 00:20:28,720 For the same reason, using emerald archon shards\h for a full strip is less important. In the old\h\h 252 00:20:28,720 --> 00:20:34,720 system, removing 80% of the armor from a 5000\h armor unit would still leave them with 1000 armor,\h\h 253 00:20:34,720 --> 00:20:40,400 granting still 76.9% damage resistance.\h Removing that final 20% of armor would\h\h 254 00:20:40,400 --> 00:20:46,360 more than quadruple your damage. Today against\h the highest armor possible, 80% removal reduces\h\h 255 00:20:46,360 --> 00:20:52,280 their damage reduction to just 40.2%. Removing\h that final 20% of armor would give you a roughly\h\h 256 00:20:52,280 --> 00:20:57,440 two thirds damage increase. Effectively using\h emerald shards for full removal via corrosive\h\h 257 00:20:57,440 --> 00:21:03,400 procs has become at best 5 times less effective\h on base Steel Path, even lower as you climb up the\h\h 258 00:21:03,400 --> 00:21:09,120 levels. Extra corrosive procs still grant you a\h damage bonus, just nowhere near as much as before. 259 00:21:09,120 --> 00:21:15,640 Onto Gas, coming from heat and toxin. Gas damage\h has a 50% bonus only against the Deimos Infested,\h\h 260 00:21:15,640 --> 00:21:20,760 specifically the ones in the Cambion Drift.\h However, it now has no penalties to damage\h\h 261 00:21:20,760 --> 00:21:25,760 anywhere. Previously Gas damage dealt more damage\h to only basic infested units, the ones that didn't\h\h 262 00:21:25,760 --> 00:21:32,040 need help dying. It also did significantly lower\h damage to Grineer and Corpus enemies. In effect\h\h 263 00:21:32,040 --> 00:21:37,240 Gas has been triple buffed in exchange for not\h overkilling basic Infested quite so easily. 264 00:21:37,240 --> 00:21:42,120 The Gas status effect creates a lingering\h poisonous cloud. I don't know how it chokes\h\h 265 00:21:42,120 --> 00:21:47,480 machinery but let's not worry about that.\h This cloud has a base radius of 3 metres,\h\h 266 00:21:47,480 --> 00:21:52,760 growing to 6 metres with additional procs.\h Enemies within the cloud will take damage every\h\h 267 00:21:52,760 --> 00:21:59,000 second equal to 50% of the weapon's base damage\h without elemental modifiers, boosted by gas mods.\h\h 268 00:21:59,000 --> 00:22:04,840 I must be very clear here, the damage is\h NOT boosted by heat mods and toxin mods,\h\h 269 00:22:04,840 --> 00:22:10,080 even when they work together to create gas.\h The only elemental mods to improve the gas\h\h 270 00:22:10,080 --> 00:22:16,160 cloud damage are gas mods which currently do\h not exist for any weapons. The sole source\h\h 271 00:22:16,160 --> 00:22:22,200 of such a buff is Lavos' Valence Formation\h augment when used to imbue gas into weapons. 272 00:22:22,200 --> 00:22:27,520 Unlike electric procs which also cause area damage\h every second, gas procs will linger after the\h\h 273 00:22:27,520 --> 00:22:33,640 target dies. In exchange, gas procs can only scale\h up to ten status procs on a target. If you apply\h\h 274 00:22:33,640 --> 00:22:39,080 an 11th proc, the oldest gas proc on the target\h will immediately vanish even if it was a higher\h\h 275 00:22:39,080 --> 00:22:44,920 damage one. Any source of extra gas procs will do\h this, such that if you apply one big gas proc but\h\h 276 00:22:44,920 --> 00:22:50,800 then your allies apply ten more tiny ones to the\h target, your big damage moment will be wasted. 277 00:22:50,800 --> 00:22:56,080 As a result gas can be theoretically powerful\h but needs a controlled situation to really\h\h 278 00:22:56,080 --> 00:23:00,280 shine. This means either grouping enemies\h forcefully into the procs, or ensuring\h\h 279 00:23:00,280 --> 00:23:05,600 enemies die in useful choke points with high\h damage procs on them so others walk into it. 280 00:23:05,600 --> 00:23:11,880 The fourth combined element is Magnetic, formed\h from cold and electric. It has a 50% damage bonus\h\h 281 00:23:11,880 --> 00:23:17,320 against all Corpus units, but suffers a 50%\h reduction when used against Narmer. While the\h\h 282 00:23:17,320 --> 00:23:23,640 50% bonus is lower than the previous 75% against\h Corpus shields, this damage bonus also now applies\h\h 283 00:23:23,640 --> 00:23:28,600 to Corpus health. Where the Corpus unit has no\h more than twice as many shields as health points,\h\h 284 00:23:28,600 --> 00:23:34,400 this is a net damage buff. Magnetic also no longer\h struggles against many armored units like Grineer. 285 00:23:34,400 --> 00:23:37,640 The magnetic status effect\h does a lot of different things. 286 00:23:37,640 --> 00:23:40,440 Against us Tenno, it causes our\h shields to take more damage,\h\h 287 00:23:40,440 --> 00:23:42,640 prevents shields regenerating of their own accord,\h\h 288 00:23:42,640 --> 00:23:48,680 drains our energy at 30 energy per second for\h 3 seconds, and scrambles our UI for 3 seconds. 289 00:23:48,680 --> 00:23:54,000 Against enemies, magnetic procs will not drain\h their energy nor scramble their UI as they have\h\h 290 00:23:54,000 --> 00:23:59,080 neither. Instead it still applies that damage\h bonus against their shields and overguard.\h\h 291 00:23:59,080 --> 00:24:03,680 Incoming damage will deal 100% more on\h the first proc, plus a further 25% more\h\h 292 00:24:03,680 --> 00:24:10,800 for each subsequent proc up to the 10 proc\h cap. At 10 procs it's a 325% damage bonus. 293 00:24:10,800 --> 00:24:15,280 What's more, when an enemy's shield or overguard\h is reduced to zero while under a magnetic status\h\h 294 00:24:15,280 --> 00:24:19,640 effect, they will be immediately struck\h with electric damage with a forced proc.\h\h 295 00:24:19,640 --> 00:24:23,880 The amount of this damage is scaled based on\h the number of magnetic effects on the target. 296 00:24:23,880 --> 00:24:29,080 The amount of damage according to the in game tool\h tip is 3% of the enemy's max shield or overguard\h\h 297 00:24:29,080 --> 00:24:34,160 per magnetic stack. I would love to confirm\h whether this is true or not but at time of writing\h\h 298 00:24:34,160 --> 00:24:38,920 it appears to be significantly bugged, such that\h the weapon or source used to break the target's\h\h 299 00:24:38,920 --> 00:24:44,040 overguard changes how much damage is actually\h dealt. Even when controlling for all modding,\h\h 300 00:24:44,040 --> 00:24:49,320 target level, target type and so on, the\h damage continues to vary between sources.\h\h 301 00:24:49,320 --> 00:24:53,840 I'll put a pinned comment on this video as\h and when this is both fixed and clarified. 302 00:24:53,840 --> 00:24:58,440 Beyond the electric damage, it also guarantees\h an electric proc on the target when the shield or\h\h 303 00:24:58,440 --> 00:25:03,320 overguard is broken. Just like an ordinary\h electric proc, this will deal half the base damage\h\h 304 00:25:03,320 --> 00:25:08,640 caused by the break as extra damage every second.\h Also just like ordinary electric, this half will\h\h 305 00:25:08,640 --> 00:25:13,040 be buffed by your equipped electric mods on the\h triggering weapon, even if those electric mods are\h\h 306 00:25:13,040 --> 00:25:18,480 otherwise combined into a different damage type\h such as magnetic or corrosive. With over 100%\h\h 307 00:25:18,480 --> 00:25:23,920 modded electric bonus on your weapon, the status\h proc from a magnetic break will deal more damage\h\h 308 00:25:23,920 --> 00:25:29,760 than the initial hit itself. Still, how good\h this really is will have to wait on that bug fix. 309 00:25:29,760 --> 00:25:35,800 Next then is Radiation, made of heat and electric.\h Radiation damage has a 50% damage bonus to both\h\h 310 00:25:35,800 --> 00:25:40,920 Sentients and Murmur, while dealing half\h damage to Corrupted units, ie Orokin. 311 00:25:40,920 --> 00:25:44,440 Previously most Sentients were\h slightly vulnerable to radiation,\h\h 312 00:25:44,440 --> 00:25:49,360 making this a slight improvement. Some\h heavier Sentients however, like Eidolons,\h\h 313 00:25:49,360 --> 00:25:53,200 took significantly more damage from\h radiation due to how it bypassed most\h\h 314 00:25:53,200 --> 00:25:58,360 of their armor. This portion of the effect is\h now gone, a comparative nerf to damage there. 315 00:25:58,360 --> 00:26:03,200 As for the Murmur, unarmored Murmur used\h to take 75% extra damage from radiation,\h\h 316 00:26:03,200 --> 00:26:07,360 making this slightly weaker than before.\h Armored Murmur on the other hand took no\h\h 317 00:26:07,360 --> 00:26:12,160 extra damage from radiation, broadly levelling\h the result against that faction in most missions. 318 00:26:12,160 --> 00:26:17,760 Of particular note though is that radiation no\h longer has a huge penalty against many of the\h\h 319 00:26:17,760 --> 00:26:21,880 strongest Infested, allowing it to be used\h much more effectively in places such as the\h\h 320 00:26:21,880 --> 00:26:28,400 Cambion Drift. In some cases it will now deal\h around 7x more damage to those enemies than\h\h 321 00:26:28,400 --> 00:26:33,800 before. In exchange however, radiation no\h longer has an up to 7x damage bonus against\h\h 322 00:26:33,800 --> 00:26:38,600 alloy armored units making it much worse at\h taking down enemies like Elite Lancers and\h\h 323 00:26:38,600 --> 00:26:44,040 Bombards. It's not 7 times worse than other\h choices, just no longer a powerful option. 324 00:26:44,040 --> 00:26:48,440 Radiation's status effect causes enemies\h to become confused, forgetting who their\h\h 325 00:26:48,440 --> 00:26:52,680 allies are and opening fire on whatever\h seems most threatening to them nearby.\h\h 326 00:26:52,680 --> 00:26:58,200 Confused enemies will also deal additional\h damage to other enemies, starting at 100% and\h\h 327 00:26:58,200 --> 00:27:04,680 increasing by 50% per additional proc up to\h the cap of 10 procs for a 550% damage boost. 328 00:27:04,680 --> 00:27:09,960 Generally speaking enemy on enemy damage is\h poor. They have low damage and high hitpoints\h\h 329 00:27:09,960 --> 00:27:13,960 to balance against our comparatively\h high damage and low hitpoints. Having\h\h 330 00:27:13,960 --> 00:27:17,840 enemies shoot each other is mostly about\h getting them to not be shooting at you,\h\h 331 00:27:17,840 --> 00:27:23,560 a crowd control effect. Do be aware that\h boss type enemies will not get confused. 332 00:27:23,560 --> 00:27:29,640 Radiation uniquely also has a 12 second status\h proc duration rather than the usual 6 seconds,\h\h 333 00:27:29,640 --> 00:27:33,040 helping to keep enemies controlled\h and confused for a longer time. 334 00:27:33,040 --> 00:27:38,640 The final combined element is Viral, formed from\h cold and toxin. Viral damage only has a bonus\h\h 335 00:27:38,640 --> 00:27:44,320 against Orokin faction, the corrupted enemies,\h while uniquely having two penalties to damage.\h\h 336 00:27:44,320 --> 00:27:49,760 Viral damage is halved against both the Murmur\h and the Infested Deimos on the Cambion Drift. 337 00:27:49,760 --> 00:27:54,440 Previously, Viral also used to have a damage\h bonus against the Grineer and Corpus biological\h\h 338 00:27:54,440 --> 00:27:58,120 enemies. With that removed, it's lost a\h small portion of damage against Corpus\h\h 339 00:27:58,640 --> 00:28:01,320 and nearly half its damage against Grineer. 340 00:28:01,320 --> 00:28:06,320 However, that is not the important use of\h viral. Viral is still one of the strongest\h\h 341 00:28:06,320 --> 00:28:11,360 types in the game because of its status\h effect. With a single proc on an enemy,\h\h 342 00:28:11,360 --> 00:28:16,840 that target will take 100% additional damage to\h their health. For each additional proc up to 10,\h\h 343 00:28:16,840 --> 00:28:22,480 the enemy takes a further 25%\h damage, to a max bonus of 325%. 344 00:28:22,480 --> 00:28:26,400 Every single enemy in the game they are\h alive when they have health remaining\h\h 345 00:28:26,400 --> 00:28:30,600 and dead when they do not. No amount\h of shields or overguard will prevent\h\h 346 00:28:30,600 --> 00:28:35,040 an enemy on 0 health from being dead.\h As a result, a damage bonus to that\h\h 347 00:28:35,040 --> 00:28:40,320 one hitpoint type that every single\h enemy has is naturally very powerful. 348 00:28:40,320 --> 00:28:44,560 The damage negative against the Murmur and\h Cambion Drift enemies also does not interfere\h\h 349 00:28:44,560 --> 00:28:48,880 with this bonus. So long as an enemy isn't\h immune to viral procs – which many of them\h\h 350 00:28:48,880 --> 00:28:53,880 are because it's just that strong – it is always\h going to be a powerful addition to your setup. 351 00:28:53,880 --> 00:28:58,320 Beyond these damage types there remains a few\h miscellaneous ones which we might as well call\h\h 352 00:28:58,320 --> 00:29:00,400 exotic to hype them up a bit. 353 00:29:00,400 --> 00:29:05,560 Void damage is, well, the power of the\h Void. It has a 50% bonus against overguard,\h\h 354 00:29:05,560 --> 00:29:10,920 a 900% bonus against Thrax in their\h spectral form, and unique interactions\h\h 355 00:29:10,920 --> 00:29:15,200 with various niche aspects of the game\h such as resetting sentient resistances. 356 00:29:15,200 --> 00:29:18,680 Void damage is usually only\h available through Operator Amps,\h\h 357 00:29:18,680 --> 00:29:21,720 though a discount version of it can\h be applied through Xaku's ability\h\h 358 00:29:21,720 --> 00:29:25,960 Xata's Whisper. It's discount in that it\h doesn't interact with some of those niche\h\h 359 00:29:25,960 --> 00:29:30,440 interactions including being unable to\h damage Eidolon shields or spectral Thrax. 360 00:29:30,440 --> 00:29:34,360 The void damage status proc creates\h an attraction bubble on an enemy,\h\h 361 00:29:34,360 --> 00:29:39,360 redirecting all projectiles that strike the bubble\h towards the enemy's head, though not with perfect\h\h 362 00:29:39,360 --> 00:29:45,120 accuracy. This includes shots fired by that\h enemy itself, causing them to harm themselves. 363 00:29:45,120 --> 00:29:49,080 Generally speaking, Void damage isn't\h something you need to seek out. Instead\h\h 364 00:29:49,080 --> 00:29:53,000 it's attached to various features in the\h game and you either have it or you don't. 365 00:29:53,000 --> 00:29:58,280 Tau damage is a unique damage type dealt by\h many Sentients. It has no known status effect,\h\h 366 00:29:58,280 --> 00:30:01,600 no known strengths, is resisted\h by the Umbral mod set, and is\h\h 367 00:30:01,600 --> 00:30:05,480 otherwise a fancy way of saying\h they're different from you and I. 368 00:30:05,480 --> 00:30:12,040 Then lastly we have True damage. Well, kind\h of. We have true damage, cinematic damage,\h\h 369 00:30:12,040 --> 00:30:17,240 and shield drain damage, all of which may be\h referred to as true damage by the community.\h\h 370 00:30:17,240 --> 00:30:22,240 All three of these are typeless in that\h they are unresisted by faction nor by armor,\h\h 371 00:30:22,240 --> 00:30:25,120 and all of them have no associated status effect. 372 00:30:25,120 --> 00:30:27,680 Cinematic damage is the one you may normally know\h\h 373 00:30:27,680 --> 00:30:31,840 as true damage. It applies damage\h to shields, health, and overguard,\h\h 374 00:30:31,840 --> 00:30:37,720 whichever is the top layer at the time. Slash\h status effects actually deal cinematic damage. 375 00:30:37,720 --> 00:30:43,040 True damage ignores shields as well as armor,\h applying either to overguard or directly to\h\h 376 00:30:43,040 --> 00:30:48,960 health. Some abilities use this type such as\h Trinity's Energy Vampire or Inaros' Dessication. 377 00:30:48,960 --> 00:30:53,680 Shield drain damage, as the name might\h suggest, is specific to shields. It will\h\h 378 00:30:53,680 --> 00:30:58,400 only damage shields and overguard,\h ignoring other health hitpoints. 379 00:30:58,400 --> 00:31:02,840 These three types are usually not a concern\h as individuals so you do not need to memorise\h\h 380 00:31:02,840 --> 00:31:08,080 them. About the only frame they become relevant\h on is Kullervo as his Collective Curse ability\h\h 381 00:31:08,080 --> 00:31:12,920 will deal damage to nearby targets based on the\h hitpoints you damage directly to trigger it.\h\h 382 00:31:12,920 --> 00:31:17,360 I've covered that more in his specific guide if\h you want to smash your mind against that. 31 16 383 00:31:17,360 --> 00:31:22,280 These are all the usable damage types for normal\h Warframe gameplay. Some, like toxin and radiation,\h\h 384 00:31:22,280 --> 00:31:27,560 are more effective directly but have beneficial\h staus effects. Others shine brightest as status\h\h 385 00:31:27,560 --> 00:31:33,240 effects without relying on damage, like cold and\h viral. Yet others need a hybrid combo of damage\h\h 386 00:31:33,240 --> 00:31:39,240 and status chance to do their best work, like\h heat and blast. Very broadly you want corrosive\h\h 387 00:31:39,240 --> 00:31:44,160 against the grineer, magnetic or toxin against\h the corpus, heat against the infested, viral\h\h 388 00:31:44,160 --> 00:31:49,440 against the orokin, cold against sentients, and\h electric against the murmur. However using other\h\h 389 00:31:49,440 --> 00:31:55,200 damage types is plenty acceptable, especially\h if the status effect is more beneficial to you. 390 00:31:55,200 --> 00:31:59,840 Now while there are all the damage types you\h can encounter during normal Warframe gameplay,\h\h 391 00:31:59,840 --> 00:32:04,880 there is a selection of damage procs and modifiers\h that exist in their own strange little bubble in\h\h 392 00:32:04,880 --> 00:32:10,080 Railjack. I would go into detail about those\h except they don't matter, the turrets aren't\h\h 393 00:32:10,080 --> 00:32:15,240 moddable, and damage type isn't going to matter\h for the space portions of all encounters there. 394 00:32:15,240 --> 00:32:19,800 So rather than waste your time explaining that\h bundle of nothing much, you can spend that time\h\h 395 00:32:19,800 --> 00:32:24,520 instead hitting the subscribe button to catch more\h videos as they go live or support the channel with\h\h 396 00:32:24,520 --> 00:32:29,520 the links down below. In any case, you're now\h fully armed with all the details you'll need to\h\h 397 00:32:29,520 --> 00:32:37,920 tackle damage types in Warframe so as always,\h mod types, land procs, and fight well Tenno.