1 00:00:00,240 --> 00:00:02,629 welcome to warframe damage rundown your 2 00:00:02,629 --> 00:00:02,639 welcome to warframe damage rundown your 3 00:00:02,639 --> 00:00:04,550 welcome to warframe damage rundown your quick and easy guide to the damage types 4 00:00:04,550 --> 00:00:04,560 quick and easy guide to the damage types 5 00:00:04,560 --> 00:00:05,670 quick and easy guide to the damage types in warframe 6 00:00:05,670 --> 00:00:05,680 in warframe 7 00:00:05,680 --> 00:00:07,829 in warframe in this episode we will be going over 8 00:00:07,829 --> 00:00:07,839 in this episode we will be going over 9 00:00:07,839 --> 00:00:09,589 in this episode we will be going over the three physical damage types in 10 00:00:09,589 --> 00:00:09,599 the three physical damage types in 11 00:00:09,599 --> 00:00:10,310 the three physical damage types in warframe 12 00:00:10,310 --> 00:00:10,320 warframe 13 00:00:10,320 --> 00:00:11,990 warframe which are typically associated with 14 00:00:11,990 --> 00:00:12,000 which are typically associated with 15 00:00:12,000 --> 00:00:13,910 which are typically associated with standard weaponry and include 16 00:00:13,910 --> 00:00:13,920 standard weaponry and include 17 00:00:13,920 --> 00:00:18,310 standard weaponry and include impact puncture and slash damage 18 00:00:18,310 --> 00:00:18,320 impact puncture and slash damage 19 00:00:18,320 --> 00:00:20,150 impact puncture and slash damage impact damage is effective against 20 00:00:20,150 --> 00:00:20,160 impact damage is effective against 21 00:00:20,160 --> 00:00:22,230 impact damage is effective against energy shielding and can be considered 22 00:00:22,230 --> 00:00:22,240 energy shielding and can be considered 23 00:00:22,240 --> 00:00:24,950 energy shielding and can be considered an anti-corpus damage type as a result 24 00:00:24,950 --> 00:00:24,960 an anti-corpus damage type as a result 25 00:00:24,960 --> 00:00:26,950 an anti-corpus damage type as a result employing physical force this type of 26 00:00:26,950 --> 00:00:26,960 employing physical force this type of 27 00:00:26,960 --> 00:00:28,790 employing physical force this type of damage is particularly weak against the 28 00:00:28,790 --> 00:00:28,800 damage is particularly weak against the 29 00:00:28,800 --> 00:00:29,589 damage is particularly weak against the grineer 30 00:00:29,589 --> 00:00:29,599 grineer 31 00:00:29,599 --> 00:00:31,509 grineer being reduced by their armor first 32 00:00:31,509 --> 00:00:31,519 being reduced by their armor first 33 00:00:31,519 --> 00:00:33,350 being reduced by their armor first before suffering a 25 34 00:00:33,350 --> 00:00:33,360 before suffering a 25 35 00:00:33,360 --> 00:00:35,910 before suffering a 25 reduction penalty to their health making 36 00:00:35,910 --> 00:00:35,920 reduction penalty to their health making 37 00:00:35,920 --> 00:00:37,750 reduction penalty to their health making this a poor damage type against this 38 00:00:37,750 --> 00:00:37,760 this a poor damage type against this 39 00:00:37,760 --> 00:00:38,310 this a poor damage type against this faction 40 00:00:38,310 --> 00:00:38,320 faction 41 00:00:38,320 --> 00:00:40,630 faction though it does get a good 25 damage 42 00:00:40,630 --> 00:00:40,640 though it does get a good 25 damage 43 00:00:40,640 --> 00:00:42,470 though it does get a good 25 damage bonus against already weak roller 44 00:00:42,470 --> 00:00:42,480 bonus against already weak roller 45 00:00:42,480 --> 00:00:43,030 bonus against already weak roller enemies 46 00:00:43,030 --> 00:00:43,040 enemies 47 00:00:43,040 --> 00:00:44,950 enemies as they are part of the machinery health 48 00:00:44,950 --> 00:00:44,960 as they are part of the machinery health 49 00:00:44,960 --> 00:00:47,029 as they are part of the machinery health type 50 00:00:47,029 --> 00:00:47,039 type 51 00:00:47,039 --> 00:00:48,869 type and while this damage type has a great 52 00:00:48,869 --> 00:00:48,879 and while this damage type has a great 53 00:00:48,879 --> 00:00:50,069 and while this damage type has a great bonus of 50 54 00:00:50,069 --> 00:00:50,079 bonus of 50 55 00:00:50,079 --> 00:00:52,389 bonus of 50 to standard energy shielding and a mild 56 00:00:52,389 --> 00:00:52,399 to standard energy shielding and a mild 57 00:00:52,399 --> 00:00:53,110 to standard energy shielding and a mild 15 58 00:00:53,110 --> 00:00:53,120 15 59 00:00:53,120 --> 00:00:54,950 15 bonus against more advanced proto 60 00:00:54,950 --> 00:00:54,960 bonus against more advanced proto 61 00:00:54,960 --> 00:00:57,270 bonus against more advanced proto shielding this damage type also suffers 62 00:00:57,270 --> 00:00:57,280 shielding this damage type also suffers 63 00:00:57,280 --> 00:00:58,229 shielding this damage type also suffers a 25 64 00:00:58,229 --> 00:00:58,239 a 25 65 00:00:58,239 --> 00:01:00,310 a 25 reduction to corpus health once shields 66 00:01:00,310 --> 00:01:00,320 reduction to corpus health once shields 67 00:01:00,320 --> 00:01:01,349 reduction to corpus health once shields are down 68 00:01:01,349 --> 00:01:01,359 are down 69 00:01:01,359 --> 00:01:03,270 are down impact damage is one of the few damage 70 00:01:03,270 --> 00:01:03,280 impact damage is one of the few damage 71 00:01:03,280 --> 00:01:04,710 impact damage is one of the few damage types that is neutral against the 72 00:01:04,710 --> 00:01:04,720 types that is neutral against the 73 00:01:04,720 --> 00:01:05,830 types that is neutral against the infested faction 74 00:01:05,830 --> 00:01:05,840 infested faction 75 00:01:05,840 --> 00:01:09,030 infested faction dealing flat damage to all units 76 00:01:09,030 --> 00:01:09,040 dealing flat damage to all units 77 00:01:09,040 --> 00:01:11,750 dealing flat damage to all units impact status effect is stagger making 78 00:01:11,750 --> 00:01:11,760 impact status effect is stagger making 79 00:01:11,760 --> 00:01:13,590 impact status effect is stagger making most enemies stagger or flinch 80 00:01:13,590 --> 00:01:13,600 most enemies stagger or flinch 81 00:01:13,600 --> 00:01:15,270 most enemies stagger or flinch while also slightly increasing the 82 00:01:15,270 --> 00:01:15,280 while also slightly increasing the 83 00:01:15,280 --> 00:01:17,190 while also slightly increasing the chance that nearly dead enemies will 84 00:01:17,190 --> 00:01:17,200 chance that nearly dead enemies will 85 00:01:17,200 --> 00:01:19,190 chance that nearly dead enemies will enable parazon finisher moves 86 00:01:19,190 --> 00:01:19,200 enable parazon finisher moves 87 00:01:19,200 --> 00:01:22,070 enable parazon finisher moves instantly killing them puncture damage 88 00:01:22,070 --> 00:01:22,080 instantly killing them puncture damage 89 00:01:22,080 --> 00:01:23,030 instantly killing them puncture damage is effective against 90 00:01:23,030 --> 00:01:23,040 is effective against 91 00:01:23,040 --> 00:01:24,469 is effective against armor and can be considered an 92 00:01:24,469 --> 00:01:24,479 armor and can be considered an 93 00:01:24,479 --> 00:01:27,030 armor and can be considered an anti-grineer damage type as a result 94 00:01:27,030 --> 00:01:27,040 anti-grineer damage type as a result 95 00:01:27,040 --> 00:01:29,109 anti-grineer damage type as a result employing a piercing force this type of 96 00:01:29,109 --> 00:01:29,119 employing a piercing force this type of 97 00:01:29,119 --> 00:01:31,429 employing a piercing force this type of damage is more easily resisted by energy 98 00:01:31,429 --> 00:01:31,439 damage is more easily resisted by energy 99 00:01:31,439 --> 00:01:32,390 damage is more easily resisted by energy shielding however 100 00:01:32,390 --> 00:01:32,400 shielding however 101 00:01:32,400 --> 00:01:34,149 shielding however making this damage type particularly 102 00:01:34,149 --> 00:01:34,159 making this damage type particularly 103 00:01:34,159 --> 00:01:35,749 making this damage type particularly weak against the corpus 104 00:01:35,749 --> 00:01:35,759 weak against the corpus 105 00:01:35,759 --> 00:01:37,590 weak against the corpus puncture damage gains a great bonus of 106 00:01:37,590 --> 00:01:37,600 puncture damage gains a great bonus of 107 00:01:37,600 --> 00:01:40,630 puncture damage gains a great bonus of 50 percent ferrite armor and a mild 15 108 00:01:40,630 --> 00:01:40,640 50 percent ferrite armor and a mild 15 109 00:01:40,640 --> 00:01:42,870 50 percent ferrite armor and a mild 15 bonus to alloy armor though enemy armor 110 00:01:42,870 --> 00:01:42,880 bonus to alloy armor though enemy armor 111 00:01:42,880 --> 00:01:45,109 bonus to alloy armor though enemy armor will still reduce the incoming damage if 112 00:01:45,109 --> 00:01:45,119 will still reduce the incoming damage if 113 00:01:45,119 --> 00:01:46,230 will still reduce the incoming damage if it is high enough 114 00:01:46,230 --> 00:01:46,240 it is high enough 115 00:01:46,240 --> 00:01:48,469 it is high enough puncture suffers a 20 reduction to 116 00:01:48,469 --> 00:01:48,479 puncture suffers a 20 reduction to 117 00:01:48,479 --> 00:01:49,510 puncture suffers a 20 reduction to standard shielding 118 00:01:49,510 --> 00:01:49,520 standard shielding 119 00:01:49,520 --> 00:01:51,990 standard shielding and a larger 50 reduction to proto 120 00:01:51,990 --> 00:01:52,000 and a larger 50 reduction to proto 121 00:01:52,000 --> 00:01:52,550 and a larger 50 reduction to proto shields 122 00:01:52,550 --> 00:01:52,560 shields 123 00:01:52,560 --> 00:01:54,469 shields making it a poor choice to use against 124 00:01:54,469 --> 00:01:54,479 making it a poor choice to use against 125 00:01:54,479 --> 00:01:55,749 making it a poor choice to use against shielding however 126 00:01:55,749 --> 00:01:55,759 shielding however 127 00:01:55,759 --> 00:01:58,310 shielding however it does deal a 25 damage increase to 128 00:01:58,310 --> 00:01:58,320 it does deal a 25 damage increase to 129 00:01:58,320 --> 00:01:59,590 it does deal a 25 damage increase to robotic health types 130 00:01:59,590 --> 00:01:59,600 robotic health types 131 00:01:59,600 --> 00:02:01,190 robotic health types making it effective against corpus 132 00:02:01,190 --> 00:02:01,200 making it effective against corpus 133 00:02:01,200 --> 00:02:03,109 making it effective against corpus robotics once shields are down 134 00:02:03,109 --> 00:02:03,119 robotics once shields are down 135 00:02:03,119 --> 00:02:04,950 robotics once shields are down puncture damage is largely neutral 136 00:02:04,950 --> 00:02:04,960 puncture damage is largely neutral 137 00:02:04,960 --> 00:02:06,230 puncture damage is largely neutral against the infested 138 00:02:06,230 --> 00:02:06,240 against the infested 139 00:02:06,240 --> 00:02:09,190 against the infested with the exception of 25 bonus damage to 140 00:02:09,190 --> 00:02:09,200 with the exception of 25 bonus damage to 141 00:02:09,200 --> 00:02:09,749 with the exception of 25 bonus damage to sunu 142 00:02:09,749 --> 00:02:09,759 sunu 143 00:02:09,759 --> 00:02:11,830 sunu which is primarily reserved for the hema 144 00:02:11,830 --> 00:02:11,840 which is primarily reserved for the hema 145 00:02:11,840 --> 00:02:13,990 which is primarily reserved for the hema site boss during plague star events on 146 00:02:13,990 --> 00:02:14,000 site boss during plague star events on 147 00:02:14,000 --> 00:02:15,030 site boss during plague star events on cetus 148 00:02:15,030 --> 00:02:15,040 cetus 149 00:02:15,040 --> 00:02:16,790 cetus puncture damage status effect is 150 00:02:16,790 --> 00:02:16,800 puncture damage status effect is 151 00:02:16,800 --> 00:02:19,030 puncture damage status effect is weakened causing enemy attacks to deal 152 00:02:19,030 --> 00:02:19,040 weakened causing enemy attacks to deal 153 00:02:19,040 --> 00:02:21,510 weakened causing enemy attacks to deal 30 percent less damage over six seconds 154 00:02:21,510 --> 00:02:21,520 30 percent less damage over six seconds 155 00:02:21,520 --> 00:02:23,190 30 percent less damage over six seconds with subsequent procs adding an 156 00:02:23,190 --> 00:02:23,200 with subsequent procs adding an 157 00:02:23,200 --> 00:02:25,510 with subsequent procs adding an additional 5 percent and stacking up to 158 00:02:25,510 --> 00:02:25,520 additional 5 percent and stacking up to 159 00:02:25,520 --> 00:02:26,550 additional 5 percent and stacking up to 75 percent 160 00:02:26,550 --> 00:02:26,560 75 percent 161 00:02:26,560 --> 00:02:29,830 75 percent reduced damage slash damage is effective 162 00:02:29,830 --> 00:02:29,840 reduced damage slash damage is effective 163 00:02:29,840 --> 00:02:31,430 reduced damage slash damage is effective against most flush types 164 00:02:31,430 --> 00:02:31,440 against most flush types 165 00:02:31,440 --> 00:02:33,430 against most flush types with its biggest drawback is its 166 00:02:33,430 --> 00:02:33,440 with its biggest drawback is its 167 00:02:33,440 --> 00:02:35,190 with its biggest drawback is its weakness to heavy armor 168 00:02:35,190 --> 00:02:35,200 weakness to heavy armor 169 00:02:35,200 --> 00:02:37,910 weakness to heavy armor employing razor sharp forces this damage 170 00:02:37,910 --> 00:02:37,920 employing razor sharp forces this damage 171 00:02:37,920 --> 00:02:39,910 employing razor sharp forces this damage is effective against nearly all exposed 172 00:02:39,910 --> 00:02:39,920 is effective against nearly all exposed 173 00:02:39,920 --> 00:02:40,630 is effective against nearly all exposed flesh 174 00:02:40,630 --> 00:02:40,640 flesh 175 00:02:40,640 --> 00:02:42,710 flesh being effective against all factions but 176 00:02:42,710 --> 00:02:42,720 being effective against all factions but 177 00:02:42,720 --> 00:02:44,309 being effective against all factions but primarily focused on being the 178 00:02:44,309 --> 00:02:44,319 primarily focused on being the 179 00:02:44,319 --> 00:02:46,869 primarily focused on being the anti-infested damage type 180 00:02:46,869 --> 00:02:46,879 anti-infested damage type 181 00:02:46,879 --> 00:02:49,750 anti-infested damage type slash damage gains a 25 bonus to clone 182 00:02:49,750 --> 00:02:49,760 slash damage gains a 25 bonus to clone 183 00:02:49,760 --> 00:02:50,869 slash damage gains a 25 bonus to clone grineer flesh 184 00:02:50,869 --> 00:02:50,879 grineer flesh 185 00:02:50,879 --> 00:02:53,350 grineer flesh while being reduced by 15 towards 186 00:02:53,350 --> 00:02:53,360 while being reduced by 15 towards 187 00:02:53,360 --> 00:02:54,390 while being reduced by 15 towards ferrite armor 188 00:02:54,390 --> 00:02:54,400 ferrite armor 189 00:02:54,400 --> 00:02:56,550 ferrite armor and a large 50 percent reduction in 190 00:02:56,550 --> 00:02:56,560 and a large 50 percent reduction in 191 00:02:56,560 --> 00:02:58,550 and a large 50 percent reduction in damage towards alloy armor 192 00:02:58,550 --> 00:02:58,560 damage towards alloy armor 193 00:02:58,560 --> 00:03:00,869 damage towards alloy armor like most damage it is also reduced by 194 00:03:00,869 --> 00:03:00,879 like most damage it is also reduced by 195 00:03:00,879 --> 00:03:02,390 like most damage it is also reduced by the armor rating itself 196 00:03:02,390 --> 00:03:02,400 the armor rating itself 197 00:03:02,400 --> 00:03:04,470 the armor rating itself making slash very weak against heavy 198 00:03:04,470 --> 00:03:04,480 making slash very weak against heavy 199 00:03:04,480 --> 00:03:05,509 making slash very weak against heavy armor 200 00:03:05,509 --> 00:03:05,519 armor 201 00:03:05,519 --> 00:03:08,390 armor slash gains a 25 bonus to corpus flesh 202 00:03:08,390 --> 00:03:08,400 slash gains a 25 bonus to corpus flesh 203 00:03:08,400 --> 00:03:09,110 slash gains a 25 bonus to corpus flesh as well 204 00:03:09,110 --> 00:03:09,120 as well 205 00:03:09,120 --> 00:03:11,750 as well however robotic enemies take 25 percent 206 00:03:11,750 --> 00:03:11,760 however robotic enemies take 25 percent 207 00:03:11,760 --> 00:03:13,750 however robotic enemies take 25 percent less damage from slash 208 00:03:13,750 --> 00:03:13,760 less damage from slash 209 00:03:13,760 --> 00:03:16,070 less damage from slash the infested are the weakest slash 210 00:03:16,070 --> 00:03:16,080 the infested are the weakest slash 211 00:03:16,080 --> 00:03:17,350 the infested are the weakest slash dealing 25 212 00:03:17,350 --> 00:03:17,360 dealing 25 213 00:03:17,360 --> 00:03:20,710 dealing 25 bonus damage the infested health type 50 214 00:03:20,710 --> 00:03:20,720 bonus damage the infested health type 50 215 00:03:20,720 --> 00:03:23,110 bonus damage the infested health type 50 bonus to the infested flush health type 216 00:03:23,110 --> 00:03:23,120 bonus to the infested flush health type 217 00:03:23,120 --> 00:03:23,910 bonus to the infested flush health type and a small 218 00:03:23,910 --> 00:03:23,920 and a small 219 00:03:23,920 --> 00:03:27,350 and a small 15 bonus to the fossilized health type 220 00:03:27,350 --> 00:03:27,360 15 bonus to the fossilized health type 221 00:03:27,360 --> 00:03:29,589 15 bonus to the fossilized health type slash damage status effect is bleed 222 00:03:29,589 --> 00:03:29,599 slash damage status effect is bleed 223 00:03:29,599 --> 00:03:31,589 slash damage status effect is bleed applying a damage over time effect that 224 00:03:31,589 --> 00:03:31,599 applying a damage over time effect that 225 00:03:31,599 --> 00:03:32,630 applying a damage over time effect that ignores armor 226 00:03:32,630 --> 00:03:32,640 ignores armor 227 00:03:32,640 --> 00:03:35,190 ignores armor that is equal to 35 of your weapons 228 00:03:35,190 --> 00:03:35,200 that is equal to 35 of your weapons 229 00:03:35,200 --> 00:03:36,630 that is equal to 35 of your weapons modded base damage 230 00:03:36,630 --> 00:03:36,640 modded base damage 231 00:03:36,640 --> 00:03:38,789 modded base damage excluding added elemental or physical 232 00:03:38,789 --> 00:03:38,799 excluding added elemental or physical 233 00:03:38,799 --> 00:03:40,070 excluding added elemental or physical damage increases 234 00:03:40,070 --> 00:03:40,080 damage increases 235 00:03:40,080 --> 00:03:42,949 damage increases dealing damage over six seconds multiple 236 00:03:42,949 --> 00:03:42,959 dealing damage over six seconds multiple 237 00:03:42,959 --> 00:03:44,949 dealing damage over six seconds multiple slash procs can appear on a target 238 00:03:44,949 --> 00:03:44,959 slash procs can appear on a target 239 00:03:44,959 --> 00:03:47,190 slash procs can appear on a target but visually only 10 instances of the 240 00:03:47,190 --> 00:03:47,200 but visually only 10 instances of the 241 00:03:47,200 --> 00:03:48,309 but visually only 10 instances of the damage will appear 242 00:03:48,309 --> 00:03:48,319 damage will appear 243 00:03:48,319 --> 00:03:51,270 damage will appear for performance reasons enemies killed 244 00:03:51,270 --> 00:03:51,280 for performance reasons enemies killed 245 00:03:51,280 --> 00:03:53,350 for performance reasons enemies killed by a weapon with slash as its highest 246 00:03:53,350 --> 00:03:53,360 by a weapon with slash as its highest 247 00:03:53,360 --> 00:03:54,309 by a weapon with slash as its highest physical damage 248 00:03:54,309 --> 00:03:54,319 physical damage 249 00:03:54,319 --> 00:03:56,710 physical damage will be cut into pieces on death making 250 00:03:56,710 --> 00:03:56,720 will be cut into pieces on death making 251 00:03:56,720 --> 00:03:59,270 will be cut into pieces on death making it useful for nekros's desecrate ability 252 00:03:59,270 --> 00:03:59,280 it useful for nekros's desecrate ability 253 00:03:59,280 --> 00:04:02,550 it useful for nekros's desecrate ability to gain more loot and that is warframe 254 00:04:02,550 --> 00:04:02,560 to gain more loot and that is warframe 255 00:04:02,560 --> 00:04:03,670 to gain more loot and that is warframe damage rundown 256 00:04:03,670 --> 00:04:03,680 damage rundown 257 00:04:03,680 --> 00:04:06,070 damage rundown physical damage tune in to the next 258 00:04:06,070 --> 00:04:06,080 physical damage tune in to the next 259 00:04:06,080 --> 00:04:06,869 physical damage tune in to the next episodes 260 00:04:06,869 --> 00:04:06,879 episodes 261 00:04:06,879 --> 00:04:08,789 episodes where we will tackle basic elemental 262 00:04:08,789 --> 00:04:08,799 where we will tackle basic elemental 263 00:04:08,799 --> 00:04:12,959 where we will tackle basic elemental damage thank you for watching