Damage/Blast Damage

Damage is one of the six secondary elemental damage types, composed of and elements. Deals increased damage to , but reduced on . Its status effect causes enemies to detonate an area of effect.
==Status Effects==
===General===
The status effect of damage is Detonate. It causes a miniature explosion inflicting 30% of base damage after 1.5 seconds. On maximum 10 stacks or when the target dies, the fuse will forcibly end early 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. The radius is unaffected by or .
Enemies affected by a proc will have a small jet of sparks (like those from a firework) appear where the attack impacted.
====Status Damage====
Upon expiring normally, each proc deals damage equal to:
{
\begin{aligned}
\text{Modded Base Damage} &= \text{Base Damage} \times (1 + \text{Base Damage Bonuses}) \times (1 + \text{Faction Damage Bonuses})
\end{aligned}
}Notice that modded base damage calculation used for proc damage is not the same as normal damage calculations, ignoring physical and elemental damage bonuses.
{
\begin{aligned}
\text{Blast Proc Damage} &= 0.3 \times \text{Modded Base Damage} \times \\
& (1 + \text{Faction Damage Bonuses}) \times (1 + \text{Status Damage Bonuses}) \times \\
& \text{Additional Multipliers}
\end{aligned}
}
Upon expiring early, either by reaching maximum stacks or by killing the target, each proc will also deal damage in a 5m radius:
{
\begin{aligned}
\text{Radial Damage} &= 3 \times \text{Modded Base Damage} \times \\
& (1 + \text{Faction Damage Bonuses}) \times (1 + \text{Status Damage Bonuses}) \times \\
& \text{Additional Multipliers}
\end{aligned}
}Additional Multipliers include modded critical multiplier on Critical Hit and multipliers on Enemy Body Parts; these stack multiplicatively with each other.The radial damage of all procs will be combined into one damage instance. This radial damage does not affect the initial target, which will only take the normal expiration damage of all procs.
Status Duration affects the fuse timer. Unlike other forms of Status Damage, will always deal damage even if total Status Duration is below 0%. Additionally, killing blows that inflict at least 1 proc will still activate the full 5 meter, 300% damage explosion.
===Railjack===
 does not have a Railjack space counterpart and is thus not able to proc any status effect nor is it included in calculations for status proc weighting.
==Blast Sources==
===Weapons===
Corinth.png|link=Corinth|(Alternate Fire)
CorinthPrime.png|link=Corinth Prime|(Alternate Fire)
Quanta.png|link=Quanta|(Alternate Fire)
QuantaVandal.png|link=Quanta Vandal|(Alternate Fire)
VaykorHek.png|link=Vaykor Hek|(Justice effect)
Zarr.png|link=Zarr|(Primary Fire)
VaykorMarelok.png|link=Vaykor Marelok|(Justice Effect)
Glaive.png|link=Glaive|(Throw Attacks)
GlaivePrime.png|link=Glaive Prime|(Throw Attacks)
Halikar.png|link=Halikar|(Throw Attacks)
JatKittag.png|link=Jat Kittag|(Slam Radial Damage)
JatKusar.png|link=Jat Kusar|(Heavy Attack Radial Damage)
Kestrel.png|link=Kestrel|(Throw Attacks)
Orthos.png|link=Orthos|(Slam Radial Damage)
OrthosPrime.png|link=Orthos Prime|(Slam Radial Damage)
Redeemer.png|link=Redeemer|(Charge Attack)
RedeemerPrime.png|link=Redeemer Prime|(Charge Attack)
Serro.png|link=Serro|(Slam Radial Damage)
Sydon.png|link=Sydon|(Slam Radial Damage)
VaykorSydon.png|link=Vaykor Sydon|(Slam Radial Damage)
===Enemies===
===Mods===
ConcealedExplosivesMod.png|link=Concealed Explosives|
ConcentratedArrowMod.png|link=Concentrated Arrow|
JusticeBladesMod.png|link=Justice Blades|
NeutralizingJusticeMod.png|link=Neutralizing Justice|
ScatteredJusticeMod.png|link=Scattered Justice|
ShatteringJusticeMod.png|link=Shattering Justice|
ThunderboltMod.png|link=Thunderbolt|
===Abilities===
SeekerVolleyMod.png|link=Seeker Volley|
ShatterBurstMod.png|link=Shatter Burst|
TetherMod.png|link=Tether|
==Additional Effects==
Some mods add additional effects when a occurs or for dealing damage.
AfterburnerMod.png|link=Afterburner|
TopazArchonShard.png|link=Topaz Archon Shard|
==Trivia==
*The property of the mixture of and is likely a reference to the thermite ice bomb; where thermite can burn so hot that it will melt the ice, boil the water, and ultimately decompose the vapor into hydrogen and oxygen. This in turn fuels the fire and cues the explosive property.
**It could also be thermal shock, a fracturing that happens when cold items are rapidly heated or hot things are rapidly cooled. On the molecular level, solid objects expand when heated and contract when cooled, and if subject to a huge temperature change in a short period of time, many materials break down from the energetic motion. This phenomenon commonly occurs (violently) when rinsing a hot glass in a cold sink.
==Media==
Screenshot_504.png|Blast visuals on a melee weapon
Screenshot_507.png
BlastStatusVisual.png|Blast proc on an enemy. Notice the sparks; the number of sparks will increase as more stacks of Blast status are applied.
 
==Patch History==
==See also==
*Justice
es:Daño Explosión
fr:Dégâts/Dégâts Explosif
Category:Blast Damage
Category:Damage 3.0
Category:Mechanics
Category:Update 36