Status Effect

:This page is in reference to the Damage 2.0 system.
A Status Effect, or commonly called a Proc, is an additional effect which may be triggered at random by a hit from a weapon or Warframe ability. Status Chance is the probability that a hit will inflict a status effect. The base duration of the Proc will depend on its type, and whether the target is an enemy or another Tenno. Warframe abilities usually have a high chance to proc, or in some cases, greater than or equal to 100% chance to inflict their status effect (e.g. 's ability).
Each damage type is associated with a status effect. Weapons that deal multiple damage types will have a separate chance to inflict its associated status effect on a target, and only one damage type can proc per hit, unless status chance is over 100%.
For example, a weapon such as an unmodified deals solely damage. In addition to its damage, the Staticor also has a 28% status chance on each shot to cause a proc. On a successful proc, the enemy will receive the Radiation status effect, which causes Confusion over the duration of the effect.
Enemies also possess the ability to inflict status effects on Tenno. For example, a Grineer Scorch has a chance to inflict the Ignited status effect with the damage from his . Similarly, enemies are also able to inflict physical procs such as Bleeding (associated with damage) bypassing the player's armor. Several Warframe abilities will grant immunity to status, (e.g. 's ability). Any amount of overguard will grant immunity as well. 
==Status Effects==
===General===
Damage Type	Status Effect Internal Name	Status Effects
 	PT_KNOCKBACK 	KnockbackOn Enemy: Causes target to flinch and staggers movement for 1 second and increases the health threshold at which they can be Parazon Mercy Killed by 8% per proc. Stacks up to 5 times.On Player: No effect.
 	PT_FRAILTY 	WeakenedOn Enemy: Reduces any damage dealt by 40% for 10 seconds. Stacks up to 5 times, with subsequent procs reducing damage by 10% to a total of 80%. The victim receives 5% increased weapon Critical Chance per proc up to 25% at max stacks. This bonus is additive after mods, but does not apply to area of effect damage or Warframe abilities.On Player: Reduces any damage dealt to 30% for 10 seconds.
 	PT_BLEEDING 	BleedOn Enemy: Deals 35% of the base damage per second over 6 seconds. This damage bypasses Armor.On Player: Deals 10% of the base damage per second over 6 seconds. This damage bypasses Armor.
 	PT_IMMOLATION 	IgniteOn Enemy: Deals 50% of the base damage as damage per second over 6 seconds while causing the target to panic for 4 seconds and gradually stripping up to 50% Armor.On Player: Deals 50% base damage over 6 seconds and strips up to 50% Armor.
 	PT_CHILLED 	FreezeOn Enemy: Reduces Movement Speed, Fire Rate, and Attack Speed by 50% for 6 seconds. Stacks up to 10 times, with subsequent procs increasing slow by 5% to a total of 90% on the 9th stack. The target receives +0.1 increased Critical Multiplier on initial proc and +0.05 per subsequent proc to a maximum of +0.5 on the 9th stack. This bonus is additive after mods, but does not apply to area of effect damage. On the 10th stack, enemies become frozen solid, their Shield recharge is negated, and their received Critical Multiplier is increased to +1.0, for 3 seconds.On Player: Reduces Movement Speed, Fire Rate, and Attack Speed by 25% for 6 seconds.
 	PT_ELECTROCUTION 	Tesla ChainOn Enemy: Deals 50% of the base damage as damage per second over 6 seconds to enemies within 3 meters of the target and stuns the affected target for 3 seconds.On Player: Deals 50% base damage to allies within 3 meters of the target.
 	PT_POISONED 	PoisonUniversal: Deals 50% of the base damage as damage per second over 6 seconds. This damage can bypass Shields.
 	PT_FLASHBANG 	DetonateOn Enemy: Deals 30% of base damage after 1.5 seconds. On maximum 10 stacks or when the target dies, premature detonation occurs and all stacks are dealt simultaneously as enemies within 5 meters are dealt 300% of base damage per proc. The increased damage from premature detonation only applies to surrounding enemies hit by the explosion, but not the initial target.
 	PT_CAUSTIC_BURN 	CorrosionOn Enemy: Reduces armor by 26% for 8 seconds. Stacks up to 10 times, with subsequent procs reducing armor by 6% to a total of 80%.On Player: Reduces armor by 26% for 8 seconds.
 	PT_ASPHYXIATION 	Gas CloudUniversal: Deals 50% of the base damage as damage per second over 6 seconds in a 3 meter radius. Stacks up to 10 times, with subsequent procs increasing radius by 0.3 meters to a total of 6 meters.
 	PT_MAGNETIZED 	DisruptOn Enemy: Amplifies damage dealt to Shields and by 100% and nullifies shield regeneration for 6 seconds. Stacks up to 10 times, with subsequent procs increasing damage to shields by 25% to a total of 325%. On removing Shields or Overguard, inflict an proc equal to 3% of the target's maximum shields/overguard per stack to a maximum of 30%.On Player: Amplifies damage dealt to shields by 100%, nullifies shield regeneration, drains 20 Energy per second and scrambles the interface for 4 seconds. Due to player overguard granting status immunity, procs do not result in additional damage.
 	PT_RAD_TOX 	ConfusionOn Enemy: Attacks any closest enemy and will be attacked in return while dealing 100% additional damage to allied units for 12 seconds. Stacks up to 10 times, with subsequent procs increasing damage by 50% to a total of 550%.On Player: Reduces firing accuracy, able to damage and be damaged by allies for 4 seconds.
 	PT_INFECTED 	VirusOn Enemy: Amplifies damage dealt to health by 100% for 6 seconds. Stacks up to 10 times, with subsequent procs increasing damage to health by 25% to a total of 325%.On Player: Amplifies damage dealt to health by 100% for 6 seconds.
 	PT_RADIANT 	Bullet AttractorOn Enemy: Creates a 2.5 meter radius field which attracts projectiles for 3 seconds.
 	PT_SENTIENT 	Status VulnerabilityOn Enemy: The victim receives 10% increased Status Chance per proc for 8 seconds up to 100% at 10 stacks.
 	N/A 	No status effect.
===Independent from Damage===
Status Effect	Internal Name 	Description
 	PT_BIG_STAGGER 	Universal: Target is staggered for a longer duration? Can be applied by , , , and .
 	PT_DISARMED 	Universal: Target is disarmed of their equipped weapon. Can be applied by and ?
(PvP only) 	PT_ROOTS 	Universal: Restricts the target's movement for 2 seconds, disabling jumps and decreases movement speed. After Impair duration ends, players will be immune to the same status effect and knockdowns for 2 seconds.
 	PT_KNOCKED_DOWN 	Universal: Players and enemies fall to the ground. Counts as an individual status for , ,  , and .
 	PT_LIFT_HIT 	Universal: Briefly suspends targets in mid-air. Counts as an individual status for , , , and .
 	PT_MICROWAVE_BURN	Universal: Enlarges an enemy's body part when shot at. Has infinite duration and counts as an individual status for , , , and . Exclusive to and .
 	PT_PARRIED 	Universal: Target is open to finishers? Can be applied through ?
 	PT_RAGDOLL 	Universal: Body is launched into the air, incapacitating the player or enemy.
 	PT_SILENCED 	Universal: Active abilities are deactivated?
 	PT_SLEEP 	On enemy: Target is temporarily put to sleep.
 	PT_GLUE 	
 	PT_STAGGERED 	Universal: Players and enemies get staggered for a brief moment.
 	PT_STUNNED 	Universal: Players and enemies get stunned in-place temporarily and cannot move or shoot.
? 	PT_VOID 	
===Empyrean===
==Status Chance==
Status chance can be a key factor in deciding on a weapon of choice. Some effects are very powerful responses to certain enemies, while others may be less beneficial. For example, procs are valued highly against heavily armored foes, but procs have no benefit to enemies that lack shields or overguard.
The chance that a proc will occur can be directly increased with mods such as . One can also increase the number of projectiles fired through multishot mods such as ; this effectively increases the opportunities for an enemy to be procced per a given attack, and is reflected in the weapon's attributes box in the Arsenal screen, but does not change the status chance for each individual hit. Another indirect way of increasing the amount of procs is to increase fire rate, this also doesn't change the likelihood that a proc will occur per hit, but increases the number of possible procs in a given time frame.
When a weapon achieves a status chance higher than 100%, each hit may apply additional status effects. The type of each proc is independently drawn, so it is possible to apply the same status several times in one hit.
==Damage Distribution==
Damage procs will occur in proportion to the amount of base damage dealt by each of the present damage types on the weapon. For example, an unmodded 's highest physical damage type is , thus it inflicts mostly knockback procs.
Increasing the physical or elemental damage of a weapon does not increase the duration of the associated proc (e.g. enemies won't be confused longer if damage is increased).
When a hit procs, the chance for an individual damage type to proc in relation to the others is:
For example, if a weapon's damage is composed of 20 , 5 , 10 , 25 , and 50 , then its total damage is . Therefore, the chance for the individual damage types to proc will be:
 	Impact	Puncture	Slash	Heat 	Corrosive
Damage 	20 	5 	10 	25 	50
Proc Type Chance	18.18%	4.55% 	9.09%	22.73%	45.45%
=== Status Immunity Interactions ===
Proc type chances are not altered by enemy resistances or weaknesses to the damage components used in their computation; however, they are modified by enemy status immunities. When an attack procs a status effect on an enemy which is immune to a particular proc type, the respective damage type is excluded from proc type chance calculations for status effects on that enemy.
For example, if the weapon outlined above were used against an enemy with Corrosion status immunity (regardless of whether that enemy is also immune to damage), the chances for the individual damage types to proc would change to the following values:
 	Impact	Puncture	Slash 	Heat 	Corrosive
Damage 	20 	5 	10 	25 	50
Proc Type Chance	33.33%	8.33% 	16.67%	41.67%	N/A
==DoT Damage Scaling==
If the initial hit is affected by the following, a resulting, damage-dealing effect will also benefit accordingly:
*Damage Buffs and relevant Mods
**This includes for example total damage multipliers like or , additive damage bonuses like or , and enemy debuffs like and . However, weakspots generated by or only increase the initial hit, not the resulting proc damage.
*Critical Hits and Stealth Damage Bonus
*Status Damage
*Melee Combo Counter and Sniper Combo Counter
*Body part multipliers
*Faction Damage mods and 
**Due to the nature of Faction Damage bonuses, they are applied once more during the calculation of damaging status effects, even though they already affect the initial hit. For example, for a weapon with an innate 100 damage modded with and , a proc will deal the following damage per tick:
:
==Status Duration==
Status effects have a duration over which they apply to their target, and some of them even deal damage over time. A status effect's duration can be increased or decreased with mods that affect status duration (e.g. ).
Damage-dealing status effects will benefit from modifiers on headshots and critical hits.
Damage duration can be negative (over -100% duration through Riven Mods). This causes all proc effects which have a duration or deal damage over time to be nullified. All instant procs or those who deal instant damage occur. The collapsed table shows this in more detail:
Damage Type	Nullified Effect 	Occurs Normally
 	Stagger 	-
 	Weakened 	-
 	Bleed 	-
 	Freeze 	-
 	Stun 	Tesla Chain
 	Ignite 	Panic animation occurs (but no flame)
 	Poison 	-
 	Inaccuracy 	-
 	Corrosion 	-
 	Toxin Cloud 	-
 	Increased shield damage	Visual effects
 	Confusion 	-
 	Increased health damage	Visual effects
Note: The information above is based on this forum post from EDFScout and may need further confirmation. Non-consistent observations as mentioned in the post have been changed to the more likely effect, i.e. for impact stagger should not appear, but knockback, and for electricity stun should not be triggered.
==Status Damage==
, , , , and all deal damage over time. They have a base duration of 6 seconds, during which they will deal a tick of damage for every second that the effect is active. Area of effect statuses ( and ) will always start dealing damage ticks the moment it is procced on an enemy, while single target status effects (, , ) will have a 1 second delay before dealing their damage ticks. The table below illustrates this mechanic.
 Damage Tick and Proc Duration
Time From Initial Proc	Time From Initial Proc	0s	1s	2s	3s	4s	5s	6s
Damage Tick Occurred? 	 	❌ 	✔️	✔️	✔️	✔️	✔️	✔️
Damage Tick Occurred? 	 	❌ 	✔️	✔️	✔️	✔️	✔️	✔️
Damage Tick Occurred? 	 	❌ 	✔️	✔️	✔️	✔️	✔️	✔️
Damage Tick Occurred? 	 	✔️	✔️	✔️	✔️	✔️	✔️	❌
Damage Tick Occurred? 	 	✔️	✔️	✔️	✔️	✔️	✔️	❌
==Forced Procs==
Forced procsDespite not being formally used in-game, internally the developers do use the term to refer to guaranteed procs independent from chance are status effects that are guaranteed to occur regardless of the status chance and damage distribution of the weapon. They are independent from normally occurring procs which can also take place alongside forced procs.
Note that this is not the same as having 100% status chance.
Forced procs have negative interactions with some warframe abilities such as Zephyr's Tornado where forced procs do not apply to enemies caught within the tornados, and instead apply to the tornados themselves. 
==Multishot==
When firing multiple pellets in a single attack, the status chance on a listed weapon in the Arsenal is the probability that each pellet will individually proc. For example, the displays a 12% status chance, so each of its ten pellets has a 12% chance to individually proc.
===Average Procs===
When you might apply more than one kind of status effect, or the applied effect is one which benefits from multiple applications in the same shot (e.g. procs), it is helpful to know the average quantity of status effects triggered per shot (i.e. from a single click of the fire button). This value can be determined with the following formula:
A table with example values to display the relation of status chance and multishot.
 	Arsenal Status Chance 	Arsenal Status Chance 	Arsenal Status Chance 	Arsenal Status Chance 	Arsenal Status Chance 	Arsenal Status Chance 	Arsenal Status Chance 	Arsenal Status Chance
 	150% 	100% 	99% 	80% 	150% 	100% 	99% 	80%
Multishot 	Chance per Pellet/Projectile	Chance per Pellet/Projectile	Chance per Pellet/Projectile	Chance per Pellet/Projectile	Average Procs per Shot	Average Procs per Shot	Average Procs per Shot	Average Procs per Shot
1.9(using )	150% 	100% 	99% 	80% 	2.85 	1.9 	1.88 	1.52
3(e.g.) 	150% 	100% 	99% 	80% 	4.5 	3 	2.97 	2.4
5(e.g.) 	150% 	100% 	99% 	80% 	7.5 	5 	4.95 	4
10(e.g.) 	150% 	100% 	99% 	80% 	15 	10 	9.9 	8
20 	150% 	100% 	99% 	80% 	30 	20 	19.8 	16
===Continuous Weapons===
Despite Continuous Weapons firing only one beam after adding multishot (with damage instances merged), it will still proc status effects as if more than one projectile was visually present. This means that multishot benefits the average status chance of continuous weapons like any other weapon.
==Status Mods==
Status chance mods affect the base status chance of the weapon, i.e. the status chance value displayed in the Codex that is the probability, for the unmodded weapon, that each projectile will inflict a status effect.
===Status Chance===
===Status Damage===
Boreal'sContemptMod.png|link=Boreal's Contempt|
BurningHateMod.png|link=Burning Hate|
EmpoweredBladesMod.png|link=Empowered Blades|
GalvanizedElementalistMod.png|link=Galvanized Elementalist|
ImmunityResistanceMod.png|link=Immunity Resistance|
MeleeElementalistMod.png|link=Melee Elementalist|
PistolElementalistMod.png|link=Pistol Elementalist|
RifleElementalistMod.png|link=Rifle Elementalist|
ShotgunElementalistMod.png|link=Shotgun Elementalist|
===Status Duration===
AugurSeekerMod.png|link=Augur Seeker|
ContinuousMiseryMod.png|link=Continuous Misery|
FrenziedPostureMod.png|link=Frenzied Posture|
HunterTrackMod.png|link=Hunter Track|
LastingStingMod.png|link=Lasting Sting|
LingeringTormentMod.png|link=Lingering Torment|
PerpetualAgonyMod.png|link=Perpetual Agony|
RapidResilienceMod.png|link=Rapid Resilience|
ToxicSequenceMod.png|link=Toxic Sequence|
==Status Immunity==
Players can achieve temporary total status immunity by equipping the below mods or using these abilities. For immunity towards individual status effects, please navigate towards the respective damage type page. Status immunity prevents new status effects from being applied to players, but does not remove existing status effects.
Note that sources of Invulnerability and Overguard also protect against status effects. 
===Sources of Status Immunity===
;Abilities
<tabber>
|-|Helminth = 
|-|Revenant = 
|-|Inaros = 
|-|Lavos = 
|-|Nezha =
 
|-|Oberon = 
|-|Nidus = 
|-|Qorvex = 
|-|Titania = 
|-|Trinity = 
|-|Voruna = 
|-|Amesha = 
</tabber>
;Mods
EmpoweredQuiverMod.png|link=Empowered Quiver|
HeartyNourishmentMod.png|link=Hearty Nourishment|
NegateMod.png|link=Negate|
PurifyingFlamesMod.png|link=Purifying Flames|
ShieldofShadowsMod.png|link=Shield of Shadows|
TidalImpunityMod.png|link=Tidal Impunity|
CarnisMandibleMod.png|link=Carnis Mandible|
CarnisCarapaceMod.png|link=Carnis Carapace|
CarnisStingerMod.png|link=Carnis Stinger|
;Miscellaneous
HealerAncientDE.png|link=Ancient Healer|Ancient Healer Specter
===Sources of Status Effect Cleansing===
Status effect cleansing removes active status effects on the player.
;Abilities
<tabber>
|-|Garuda=
|-|Hildryn=
|-|Nezha=
|-|Oberon=
|-|Qorvex=
|-|Revenant=
|-|Saryn=
|-|Titania=
|-|Wukong=
 
</tabber>
;Mods
HeartyNourishmentMod.png|link=Hearty Nourishment|
PurgingSlashMod.png|link=Purging Slash|
RollingGuardMod.png|link=Rolling Guard|
SafeguardSwitchMod.png|link=Safeguard Switch|
TidalImpunityMod.png|link=Tidal Impunity|
===Status Resistance===
Unlike sources of status immunity, these provide a percent chance to ignore an incoming proc on the player.
SanctiMagistar.png|link=Sancti Magistar|Holding , 20% to resist any incoming procs
EmpoweredQuiverMod.png|link=Empowered Quiver|(chance affected by ability strength and mod rank)
FortitudeMod.png|link=Fortitude|
MotusImpactMod.png|link=Motus Impact|
MotusSetupMod.png|link=Motus Setup|
MotusSignalMod.png|link=Motus Signal|
PowerDriftMod.png|link=Power Drift|
PrimedSureFootedMod.png|link=Primed Sure Footed|
ResoluteFocusMod.png|link=Resolute Focus|
SureFootedMod.png|link=Sure Footed|
ArcaneDeflection.png|link=Arcane Deflection|
ArcaneHealing.png|link=Arcane Healing|
ArcaneIce.png|link=Arcane Ice|
ArcaneNullifier.png|link=Arcane Nullifier|
ArcaneResistance.png|link=Arcane Resistance|
ArcaneWarmth.png|link=Arcane Warmth|
==Status Immune Enemies==
===Full Immunity===
RegulatorDE.png|Regulator
DesertSkateDE.png|Desert Skate
Teralyst.png|Eidolons, including Vomvalysts
ExploiterOrb.png|Exploiter Orb
ProfitTakerOrb.png|Profit-Taker Orb
Ropalolyst.png|Ropalolyst
ArbiterDrone.png|Arbitration Shield Drone
TuskThumper.png|Tusk Thumper
TuskThumperBull.png|Tusk Thumper Bull
TuskThumperDoma.png|Tusk Thumper Doma
===Partial Immunity===
; To procs
CodexAmbulas.png|link=Ambulas|Ambulas
AshenAvatar.png|link=Deimos Carnis|Deimos Carnis
InfestedBigDropShipAvatar.png|link=Deimos Genetrix|Deimos Genetrix
BoneBladeAvatar.png|link=Deimos Jugulus|Deimos Jugulus
AncientTankMicroPlanetAvatar.png|link=Leaping Thrasher|Deimos Leaping Thrasher
AncientShellAvatar.png|link=Deimos Therid|Deimos Therid
InfestedFemurAvatar.png|link=Deimos Saxum|Deimos Saxum
DemolisherBoiler.png|link=Boiler|Demolisher Boiler
DemolisherThrasher.png|link=Leaping Thrasher|Demolisher Leaping Thrasher
==Trivia==
*Prior to , a status effect's duration could be increased or decreased, along with the total number of ticks in the case of damage-over-time procs, if the target's speed was altered by a Warframe power (such as or ) according to the following formulas:
**For slowing effects: 
**For speeding effects: 
*Prior to , physical procs were weighted four times more than elemental ones.
*Prior to , shotguns' status chance per pellet were calculated differently, instead of being the exact status chance shown in the Arsenal: 
**In other words, the status chance shown in the Arsenal represented the calculated probability that at least one of the weapon's pellets would proc.
**This meant that shotguns that could reach 100% status chance in the Arsenal (before Multishot mods) benefited significantly more from a status build since each pellet would proc as a result of the above equation.
**However, a shotgun that only reaches shy of 100% status chance when modded would see significantly diminished results.
***For example, a 99% status chance on a 10 pellet weapon would result in a 36.9% status chance per pellet.
A table with example values to display the relation of status chance and multishot.
 	Arsenal Status Chance	Arsenal Status Chance	Arsenal Status Chance	Arsenal Status Chance 	Arsenal Status Chance 	Arsenal Status Chance
 	100% 	99% 	80% 	100% 	99% 	80%
Pellets	Chance per Pellet 	Chance per Pellet 	Chance per Pellet 	Average Amount per Shot	Average Amount per Shot	Average Amount per Shot
3 	100% 	78.5% 	41.5% 	3 	2.4 	1.25
5 	100% 	60.2% 	27.5% 	5 	3.0 	1.38
10 	100% 	36.9% 	14.9% 	10 	3.7 	1.5
20 	100% 	20.6% 	7.7% 	20 	4.1 	1.6
==Media==
thumb|center|300 px
==Patch History==
es:Efecto de estado
it:Effetto Stato
fr:Effet de Statut
Category:Mechanics
Category:Update 11