Armor

Armor is an attribute that reduces damage taken to health but not to shields. Not all enemies possess armor; Warframes, most bosses, and all Grineer do, but normal Corpus and Infested enemies do not have any. For a given Warframe, its armor value can be found in the Arsenal. Armored enemies have their base armor values listed in the Codex but this value increases when they spawn with higher levels due to Enemy Level Scaling.
In combat, enemies with more than one point of armor have their health bars displayed yellow instead of red. It is possible to strip away armor value through certain abilities or damage Status Effects, turning those enemies' health bars back to red.
==Effects==
When damage is inflicted to an armored target, incoming damage is reduced by armor value according to a damage reduction formula.
:See also: Damage Calculation
===Tenno Damage Reduction Formula===
The damage reduction from armor is as follows:
\text{Tenno Damage Reduction}=\frac{\text{Net Armor}}{\text{Net Armor}+300}
A net armor value of 300 will reduce incoming damage by , so only half of the weapon's damage is inflicted in total. At 600, you receive only 33% (reduction is ) of a weapon's outgoing damage. At 900 armor, inflicted damage is only 25% (reduction ), and so on.
===Enemy Damage Reduction Formula===
The damage reduction from armor for enemies is as follows:
\text{Enemy Damage Reduction}=90\% \cdot \sqrt{\frac{\text{Net Armor}}{2700}}
When damage is reduced from armor, each damage type has a minimum damage of 1.
E.g. a will always do a minimum of 3 damage against an armored target regardless of how high their armor value is, as it has 3 different damage types.
Non-Armor sources of damage reduction do not have such a behavior.
==Effective Health==
Effective health is the concept that each single point of health you have actually absorbs more than one point of damage, so you effectively have more hit points than indicated. Therefore, there are two ways that armor functionality can be imagined: either as a reduction to damage, or as an increase of effective health and incoming heals.
An alternative way to think of armor transforms the above equation to the following:
\text{Effective Health}=\frac{\text{Nominal Health}}{1-\text{Damage Reduction}}
*Nominal Health means "health in name", referring to the Health points in your screen's upper right corner.
*Effective Health is your "health in effect", reflecting a "truer" measurement of survivability.
Or in terms of armor:
\text{Effective Health}=\text{Nominal Health}\times\frac{\text{Net Armor}+300}{300}
Example 1: If you have 1000 Nominal Health and 100 armor, your Effective Health would be:
\text{Damage Reduction}=\frac{\text{Net Armor}}{\text{Net Armor}+300}=\frac{100}{100+300}=0.25=25%
\text{Effective Health}=\frac{\text{Nominal Health}}{1-\text{Damage Reduction}}=\frac{1000}{1-0.25} \approx 1,333
Or
\text{Effective Health}=\text{Nominal Health}\times\frac{\text{Net Armor}+300}{300}=1000\times\frac{100+300}{300} \approx 1,333
Example 2: If you have 1000 Nominal Health and 600 armor, your Effective Health would be:
\text{Damage Reduction}=\frac{\text{Net Armor}}{\text{Net Armor}+300}=\frac{600}{600+300} \approx 0.67=67%
\text{Effective Health}=\frac{\text{Nominal Health}}{1-\text{Damage Reduction}}=\frac{1000}{1-0.67} \approx 3,000
Or
\text{Effective Health}=\text{Nominal Health}\times\frac{\text{Net Armor}+300}{300}=1000\times\frac{600+300}{300} \approx 3,000
==Increasing Armor==
===Mods===
StandUnitedMod.png|link=Stand United|
ArmoredAgilityMod.png|link=Armored Agility|
SteelFiberMod.png|link=Steel Fiber|
UmbralFiberMod.png|link=Umbral Fiber|
CarnisCarapaceMod.png|link=Carnis Carapace|
Amar'sHatredMod.png|
GladiatorAegisMod.png|link=Gladiator Aegis|
JugulusCarapaceMod.png|link=Jugulus Carapace|
MechaPulseMod.png|link=Mecha Pulse|
SaxumCarapaceMod.png|link=Saxum Carapace|
HealthConversionMod.png|link=Health Conversion|
HallowedReckoningMod.png|link=Hallowed Reckoning|
IroncladChargeMod.png|link=Ironclad Charge|
ShepherdMod.png|link=Shepherd| (Companion only)
LinkFiberMod.png|link=Link Fiber| (Companion only)
MetalFiberMod.png|link=Metal Fiber| (Companion only)
SynthFiberMod.png|link=Synth Fiber| (Companion only)
 and increase armor value when equipped. As a percentage modifier, Warframes with higher base armor values have a higher benefit from it. Like with most other stats, armor gains from mods stack additively together before being multiplied with the Warframe's base armor:
\text{Total Armor}=\text{Base Armor}(1+\text{Mod Multiplier})
* Mod Multiplier refers to the value on the mods equipped. It is 1.0 at max rank Steel Fiber, 0.45 at max rank Armored Agility, and 1.55 with both equipped.
===Abilities===
===Arcanes===
ArcaneGuardian.png|link=Arcane Guardian|
ArcaneReaper.png|link=Arcane Reaper|
ArcaneTanker.png|link=Arcane Tanker|
ArcaneUltimatum.png|link=Arcane Ultimatum|
MeleeFortification.png|link=Melee Fortification|
MagusHusk.png|link= Magus Husk| (Operator only)
Armor bonus from Arcanes stack additively after mods:
\text{Total Armor}=\text{Base Armor}(1+\text{Mod Multiplier})+\text{Arcane Bonus}
===Focus===
===Archon Shards===
 +150 Armor each.
 +225 Armor each.
==Effect Of Armor On Effective Health==
Neglecting damage type modifiers, the relative increase in effective health from this mod is exactly proportional to the armor increase. Let us call E the effective health, H nominal health, A armor, and R effective health multiplier, and use \Delta X to denote the discrete increase in some variable X, then:
{
\begin{aligned}
E &= \frac{H}{1-\text{Damage Reduction}} = HR
\end{aligned}
}
Now we first find the change in E as a result of a change in H, and then the change in E as a result of the change in A. The total change in E is the sum of these two changes:
{
\begin{aligned}
\Delta E &= R \Delta H + H \Delta R \\
\qquad &= (\frac{300+A}{300}) \Delta H + H \frac{\Delta A}{300} \\
\qquad &= (\frac{300+A}{300}) \Delta H + \frac{H}{300}\Delta A
\end{aligned}
}
Now ignoring any increases in the nominal health (i.e. \Delta H=0):
{
\begin{aligned}
\Delta E &= \frac{H}{300}\Delta A
\end{aligned}
}
Since H is a constant we end up with effective health being proportional to armor:
{
\begin{aligned}
\Delta E \propto \Delta A
\end{aligned}
}
Where most algebraic simplification was omitted and to make the notation cleaner, we have set:
{
\begin{aligned}
R &= \frac{1}{1-\text{Damage Reduction}} = \frac{300+A}{300}
\end{aligned}
}
It is also worth noting that this is only including individual, independent variations in H and A. If we were to vary them at the same time, a different and much more involved analysis has to be carried out.
In-Depth Analysis
Let us begin by redefining our variation in the arbitrary variable X as \delta X. This is purely due to convention and is just a "relabeling". 
Given E as a function of H and A (written more compactly as E(H,A)) we need to find \delta E (\delta H, \delta A). Therefore, we carry on by considering the sum of E and its variation in terms of H and A with their respective variations and then isolating the variations 
{
\begin{aligned}
E &= H\frac{300+A}{300} \qquad \text{(Initial equation)} \\
\\
E + \delta E &= (H + \delta H)\frac{300+(A+ \delta A)}{300} \qquad \text{(Substituting in the variations)} \\
\\
E + \delta E &= (H + \delta H)(\frac{300+A}{300}+\frac{\delta A}{300}) \qquad \text{(Expanding out the fraction)} \\
\\
E + \delta E &= H \frac{300+A}{300}+ \delta H \frac{300+A}{300} + H\frac{\delta A}{300} + \frac{\delta H\delta A}{300} \qquad \text{(Simplifying)} \\
\\
E + \delta E &= E + \delta H \frac{300+A}{300} + H\frac{\delta A}{300} + \frac{\delta H\delta A}{300} \qquad \text{(By definition of E)} \\
\\
\delta E &= \delta H \frac{300+A}{300} + H\frac{\delta A}{300} + \frac{\delta H\delta A}{300} \qquad \text{(Subtracting E from both sides)}
\end{aligned}
}
This equation is the variation equation we wanted; it is the same as the one obtained in the first analysis but with the extra correction term (\delta H\delta A)/300.
When varying the terms independently, this term will evaluate to zero (since one of the variations would be zero) and we recover the equation from the previous analysis, and all the results that follow from it. It is good to note that at the moment, this equation is currently unnecessary for most of the applications it has in-game since the preceding equation is pretty much always sufficient. At the moment, the game has no circumstances where the nominal health is a function of its armor and vice versa, this is more for mathematical rigor.
For example, for Warframes with the common base armor value of 125, a maxed Steel Fiber increases effective health by only about +32.4%, whereas the benefit of a maxed at level 30 is +246.7%. Valkyr, at 600 base armor, still only gets +73.3% out of a maxed Steel Fiber. However, the effective health increases from Steel Fiber apply as gains from sources of healing—that is to say, increasing armor increases the effective healing received, whereas simply increasing max nominal health does not.
 is the equivalent mod for Sentinels and MOAs, while Kavats and Kubrows can increase armor via , as well as via the Kavasa Prime Collar for the latter. Link Fiber increases their armor by a percentage of the Warframe's total armor, which means that equipping Steel Fiber or Armored Agility on a Warframe directly increases the armor of its Kavat or Kubrow companion; the Kavasa Prime Collar gives a flat +100 armor bonus.
==Warframe Armor and Effective Health==
Unlike health and shield, a Warframe's base armor doesn't change as it advances from Rank 0 to Rank 30, with the exception of , , and .
===Armor Calculator	===
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==Abilities Benefiting from Armor ==
Some abilities have values which are increased by the armor of the Warframe casting them. These are outlined below:
==Enemy Armor Scaling==
Enemy base armor values are displayed under the codex and infobox, but scale to the enemy's level. Generally, only Grineer and boss enemies have armor, while the only Corpus and Infested units to possess armor are Bursa units, Oxium Osprey, and the Juggernaut. When the enemy health bars are yellow, armor is in effect and damage will be reduced.
==Removing Enemy Armor (Armor Stripping)==
Most armor strip effects removes a percentage of the maximum value. For and , it is based on the current value, and thus has diminishing returns. Warframe abilities are based on the total; for example, an ability that strips 50% armor will remove it in just two casts.
===Percentage From Total Armor===
====Mods====
CorrosiveProjectionMod.png|link=Corrosive Projection| is an Aura mod that decreases armor by 18%, up to 72% when paired with a full squad.
SharpenedClawsMod.png|link=Sharpened Claws| is a Kavat mod that allows the Kavat to perform a highly damaging strike while removing 120% armor.
File:ViciousBondMod.png| is a Companion mod that allows the Companion to remove 15% armor with melee attacks
====Abilities====
====Focus====
===Percentage From Current Armor===
====Heat Status Procs====
 status effects remove 50% of a target's current armor amount temporarily, for the duration of the status effect.
====Corrosive Status Procs====
 status effects remove 26% of a target's armor amount for 8 seconds. This stacks up to 10 times, with each subsequent proc removing 6% armor for a total of 80%.
===Flat Value From Base Armor===
Sources that armor strip based on the base armor value of an enemy will remove a flat value from the base armor. This will affect the total armor an enemy will have.
ShatteringImpactMod.png|link=Shattering Impact| is a melee mod that removes 6 base armor when dealing damage.
AmalgamArgonakMetalAugerMod.png|link=Amalgam Argonak Metal Auger| is an Amalgam Weapon Augment mod exclusive for the that removes 6 base armor when attacking with single daggers.
==Media==
==Patch History==
==See Also==
*Attributes
*Enemy Level Scaling
*Health
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Category:Armor
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