Damage

Damage (version 3.0) is a system that determines the damage done to a certain target by a given attacker. Damage results are modified by several mechanics – damage type modifiers (main content of this article), armor, critical hit bonuses, stealth bonuses, Warframe ability debuffs, body part modifiers, faction modifiers, and other sources of damage reduction – which are discussed below and on their respective pages. 
All damage dealt by any weapon or ability belongs to a certain damage type, and every target has specific resistances and vulnerabilities to different damage types. In-game, enemy resistances and vulnerabilities can be seen in the player's Codex after scanning at least one enemy of a particular type or by aiming at an enemy using the Synthesis Scanner with the Data-Parse Widget. Exploiting enemy vulnerabilities and avoiding resistances by means of weapon selection and mod installation may significantly improve players' damage output.
Since its predecessor Damage 2.0, all different Health, Armor, and Shield types have been simplified into one type for each (e.g. Grineer's and is now just "Health", and is now just "Armor", and and is now just "Shield"). Vulnerabilities and resistances have also been decoupled from health types and are now solely based on the enemy Faction (e.g. all are now exclusively vulnerable to and at all times, regardless of the presence of armor or shields, and no longer have any resistances).
==Damage Display==
Damage dealt from players to enemies is displayed on the HUD as numbers near the point of impact on an enemy. Damage dealt from enemies to players is displayed on the HUD both as a bent strip to indicate its direction of origin and as a reduction in shield or health hitpoints to indicate its quantity.
Each individual projectile or melee attack will display a single damage instance whose value is rounded to the nearest integer. Weapons with multiple projectiles like shotguns or rifles with Multishot will display a damage instance for each individual projectile. Weapons that fire continuously will display a damage instance at a constant rate depending on the fire rate of the weapon.
Damage indicators are color-coded using the following system (default UI colors):
* Damage appears by default in white (◼).
* Ability damage appears by default in purple (◼).
* Critical hits and stealth attacks are in yellow (◼).
* Orange crits, appear in orange (◼). These are stronger than yellow crits.
* Red crits, as their name suggests, appear in red (◼). These are stronger than orange crits.
* Damage against shields and overshields appears in blue (◼), regardless of other factors such as critical hits.
* Attempts to damage an invulnerable enemy appear in grey (◼).
==Overview Table==
==Damage Types==
Every weapon, ability or method of dealing damage is classified as one or more types of damage. Through mods or abilities, further types of damage can be added to attacks.
When multiple damage types are present on an attack, all of them will deal their respective amounts independent of each other, but only one damage number calculated from the combined value of the damage types will show.
With each shown damage value, there is also a chance of a Status Effect occurring; the likelihood of which type of damage this Status Effect is based on depends on the percent distribution of the damage types on the weapon.
===Physical Damage===
Most weapons' base damage is made up of a combination of three physical damage types: , , and . The overall physical damage of any given weapon is the sum of Impact, Puncture, and Slash damage. This is sometimes referred to as IPS.
Damage Type	Damage Type Internal Name	Status Effects 	Status Effect Internal Name
 	DT_IMPACT 	KnockbackUniversal: Causes target to flinch and staggers movement for 1 second with higher stacks causing longer stagger duration. For 6 seconds, increases the health threshold for a Parazon finisher by 8% per stack, up to 5 stacks for 80% (100% on Corpus with all their shields removed) of their total health. Each stack has its own duration.	PT_KNOCKBACK
 	DT_PUNCTURE 	WeakenedUniversal: Reduces damage dealt by the target by 40% and increases received Critical Chance by 5% for 6 seconds. Subsequent Puncture Status effects add +10% weakening, leading to up to 80% reduced damage and 25% critical chance at 5 stacks. Each stack has its own duration. 	PT_FRAILTY
 	DT_SLASH 	BleedUniversal: Deals 35% of the base damage as Cinematic damage per second for 6 seconds after a 1 second delay. Stacks are not limited. Each stack has its own duration. 	PT_BLEEDING
Although most weapons have varying proportions of , , and , some weapons (such as the or ) can have no physical damage at all. Other weapons (like the or ) can deal a combination of physical and elemental, or combo elemental damage. 
Unlike elemental, or combo elemental damage types which can be added via mods, physical damage cannot be added to weapons already lacking them. Weapons that do not have one or more components of physical damage are not affected by the respective , , or mods.
General damage increasing mods such as affect all the base damage types of a weapon. Additionally, Faction Damage Mods such as also affect damage as a total damage multiplier against the faction in question.
===Primary Elemental Damage===
Elemental Damage can be applied on top of a weapon’s base damage depending on what Elemental Mods are applied. There are four primary Elemental Damage types: , , , and .
Damage Type	Damage Type Internal Name	Status Effects 	Status Effect Internal Name
 	DT_FIRE 	IgniteOn Enemy: Deals 50% of the base damage as damage per second over 6 seconds after a 1 second delay (can be refreshed) while causing the target to panic for 4 seconds and stripping up to 50% Armor over 2 seconds. Stacks are not limited.On Player: Deals 50% base damage over 6 seconds and strips up to 50% Armor over 2 seconds. 	PT_IMMOLATION
 	DT_FREEZE 	FreezeOn Enemy: Reduces Movement Speed, Fire Rate, and Attack Speed by 50%, and increases Critical Multiplier received by +0.1, for 6 seconds. Stacks up to 10 times, with subsequent procs increasing slow by 5% to a total of 90%, and critical multiplier by +0.05 to a total of +0.5. Each stack has its own duration. On the 10th stack, the enemy becomes Frozen for 3 seconds, completely freezing them in place, negating Shield recharge, and increases critical multiplier to +1.0; upon thawing, 3 stacks will remain.On Player: Reduces Movement Speed, Fire Rate, and Attack Speed by 25% for 6 seconds.	PT_CHILLED
 	DT_ELECTRICITY 	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. Each stack has its own duration.On Player: Deals 50% base damage to allies within 3 meters of the target. 	PT_ELECTROCUTION
 	DT_POISON 	PoisonUniversal: Deals 50% of the base damage as damage over 6 seconds after a 1 second delay (bypasses Shield). Stacks are not limited. Each stack has its own duration. 	PT_POISONED
A single primary Elemental Damage type can be applied alone, but if a second primary Elemental Damage type is introduced they will combine into a secondary Elemental Damage type.
===Secondary Elemental Damage===
Creating these secondary elements requires mixing two primary elements together.
Combined Damage Type	Elemental Damage Types	Damage Type Internal Name	Status Effects 	Status Effect Internal Name
 	+ 	DT_EXPLOSION 	Blast 
The status effect of  Blast damage is Detonate. It causes a miniature explosion inflicting 30% of base damage after 1.5 seconds. If the effect is forced to end early, either by reaching the maximum 10 stacks or when the target dies, all stacks are dealt simultaneously and enemies within 5 meters are dealt 300% of base damage. The radius is unaffected by  Firestorm or  Fulmination. 	PT_FLASHBANG
 	+ 	DT_CORROSIVE 	CorrosionOn Enemy: Reduces current Armor by 26% for 8 seconds. Stacks for a maximum of 10 stacks and 80% reduced armor. Each stack has its own duration.On Player: Reduces armor by 26% for 8 seconds. 	PT_CAUSTIC_BURN
 	+ 	DT_GAS 	Gas CloudUniversal: Creates a 3 meter radius effect which deals 50% of base damage as damage per second for 6 seconds to targets inside. Stacks for a maximum of 10 stacks and a 6 meter radius. Each stack has its own duration. The effect stays for its duration even if the affected enemy dies. 	PT_ASPHYXIATION
 	+ 	DT_MAGNETIC 	DisruptOn Enemy: Any instance of damage dealt to target's Shields and will deal +100% additional damage for 6 seconds. Stacks for a maximum of 10 stacks and +325% additional damage. Each stack has its own duration. Enemies under this effect also cannot regenerate shields naturally. When Shields/Overguard break, the target receives damage and status equal to 3% of the target's maximum Shields/Overguard per stack up to 30%.On Player: Amplifies damage dealt to shields by 100%, nullifies shield regeneration, and deals 20 Energy Drain damage per second and scrambles the interface for 4 seconds.	PT_MAGNETIZED
 	+ 	DT_RADIATION 	ConfusionOn Enemy: Attacks any closest enemy with +100% bonus damage to allies and will be attacked in return for 12 seconds. Also applies +100% damage dealt to allied units. Stacks for a maximum of 10 stacks and +550% damage against allied units. Each stack has its own duration.Bosses: Increases damage received from other units. Stacks for a maximum of 4 stacks and +250% damage received. Does not make the Boss attack allied units.On Player: Reduces firing Accuracy, able to damage and be damaged by allies for 4 seconds. 	PT_RAD_TOX
 	+ 	DT_VIRAL 	VirusOn Enemy: Any instance of damage dealt to target's Health will deal +100% additional damage for 6 seconds. Stacks for a maximum of 10 stacks and +325% additional damage. Each stack has its own duration. On Player: Amplifies damage dealt to health by 100% for 6 seconds. 	PT_INFECTED
Elemental Damage is applied in addition to a weapon's physical damage types.
Weapon Damage = ( + + ) + (Elemental Damage Types)
Note that a primary elemental damage type that has been combined into a secondary type will no longer be dealt to the weapon's targets, nor its status effect will be applied to the targets either. For example, a weapon dealing damage that is created by combining + will no longer deal damage or cause its Freeze effect, nor damage or its Ignite effect to this weapon's targets.
====Modding====
Elemental Damage Combinations are made by following a mod placement hierarchy. This hierarchy is from closest to top left (first to be considered) to the bottom right (last to be considered) on the mod layout. Innate weapon elemental damages are considered the very last in any hierarchy, with one exception: some Kuva and Tenet weapons from Kuva Liches or Sisters of Parvos are capable of having two base elemental damages (one from the weapon, one from the Valence damage of the Progenitor Warframe that made the Lich/Sister). In these cases, whichever of the two primary elements comes first in this element order - > > > , or "HCET" for short - will be placed second to last in the element combine order, while the other primary element will be placed last in the combine order.
However, a weapon's innate elemental damage can be forced into a different position in the hierarchy (and thus be combined into a secondary element earlier) if the player has equipped a mod of the same element as the innate element. As well, when using multiple mods with the same element, the first position that element is placed in establishes its hierarchy and where it's combined.
For example, putting on the top left slot of an will change the position of its innate damage from last in hierarchy to first in hierarchy. Similarly, placing earlier in the hierarchy before placing will still count the damage where it was first placed.
A weapon's innate elemental damage will contribute to elemental combinations, as long as the combination has been established earlier in the hierarchy. It can also combine with the last uncombined elemental mod in the hierarchy to form a secondary element.
For example: when modding a weapon with such as the or the , then adding , , and in 1, 2 and 3 respectively get: ( + ) and ( + ).
In the case of Riven Mods where there is more than one elemental stat present, the hierarchy priority will be given to the last elemental stat listed on the Riven mod. For example, a Riven mod with a bonus of +100% damage first and +90% damage last, will enable the damage to combine with an elemental mod higher up in the hierarchy, and the damage will combine with an elemental damage type lower in the hierarchy. If no other elemental damage mods are present, the elements on the Riven mod will combine with itself.
Weapons with innate secondary elements such as (), (), (), () and () will always have that damage type, regardless of mods used. On weapons like these, basic elemental damage mods will combine and function independently of the innate secondary elements, as basic elements cannot combine with a weapon's already combined innate damage type. Kuva Lich Weapons and Tenet Weapons will follow this behavior too. For example, a () can come with an additional Progenitor damage bonus that will not add onto the innate damage.
====Possible Combinations====
Except for weapons with innate secondary elemental damage, it is impossible to add more than two elemental damage types on a single weapon, because there are only four types of primary elemental damage and every two types of primary damage will be automatically combined into a secondary type. Because of this mechanic, the following combinations of added elemental damage are possible on a single weapon:
   Type 1 \ Type 2   	 	 	 	 	 	 	 	 	 	
 	 	 	 	 	 	✓	✓	 	✓	
 	 	 	 	 	✓	 	✓	 	 	✓
 	 	 	 	 	 	✓	 	✓	 	✓
 	 	 	 	 	✓	 	 	✓	✓	
 	 	✓	 	✓	 	✓	 	 	 	
 	✓	 	✓	 	✓	 	 	 	 	
 	✓	✓	 	 	 	 	 	✓	 	
 	 	 	✓	✓	 	 	✓	 	 	
 	✓	 	 	✓	 	 	 	 	 	✓
 	 	✓	✓	 	 	 	 	 	✓	
===Unique Damage===
These damage types are unique as they are not available as base damage types for any typical weapons nor can they be added through mods.
Damage Type 	Damage Type Internal Name	Description 	Status Effects 	Status Effect Internal Name
Finisher 	DT_FINISHER 	A damage type that can be applied through finishers. Ignores armor's damage reduction and has neutral modifiers. 	N/A 	N/A
 	DT_RADIANT 	A damage type that can be used by the Operator after completing The War Within or by players controlling the Warframe . It deals increased damage to but is neutral towards all other factions. It also possesses special properties and effects against certain Sentient enemies.	Bullet Attract: A 2.5 meter radius field will be centered around where target is shot at for 3 seconds, redirecting all bullets and projectiles to its center. 	PT_RADIANT
 	DT_SENTIENT 	A damage type unique to the energy attacks of Sentients and the warframe 	Increased Status Vulnerability: Those inflicted by Tau are 10% more likely to receive a status effect. Tau can stack up to 10 times, capping the status chance multiplier at 100%.	N/A
Cinematic 	DT_CINEMATIC 	A damage type that can be applied through procs. Ignores armor's damage reduction and has neutral modifiers. 	N/A 	N/A
Shield Drain 	DT_SHIELD_DRAIN 	A damage type that can be applied through certain Warframe abilities. 	N/A 	N/A
 	DT_HEALTH_DRAIN 	A damage type that can be applied through certain Warframe abilities and some weapons. Only applies to health and overguard, and bypasses armor's damage reduction. 	N/A 	N/A
Energy Drain 	DT_ENERGY_DRAIN 	Applied by procs and Ancient Disruptor's aura. Drains energy equal to the damage dealt. Unaffected by most sources of Damage Reduction. 	N/A 	N/A
Suicide 	DT_SUICIDE 	Special damage type applied by typing /kill? 	N/A 	N/A
Physical 	DT_PHYSICAL 	Possibly a generic wrapper class for physical damage. 	N/A 	N/A
Base Elemental 	DT_BASE_ELEMENTAL 	Possibly a generic wrapper class for primary elemental damage. 	N/A 	N/A
Compound Elemental	DT_COMPOUND_ELEMENTAL 	Possibly a generic wrapper class for secondary elemental damage. 	N/A 	N/A
Any 	DT_ANY 	Unknown 	N/A 	N/A
Invalid 	DT_INVALID 	Unknown 	N/A 	N/A
===Empyrean===
Empyrean gamemode and Railjacks use a slightly altered system of the currently existing damage system. Archguns and Archmelees deal 90.91% (10/11) reduced damage to space enemies (or 9.09% of its arsenal damage) while Railjack Armaments and Tactical mods deal their full listed damage to them before accounting for hit point resistances and vulnerabilities.
Primary physical and elemental damage types have different status effects against space enemies outlined in the chart below. Secondary elemental damage types (, , , , , and ) do not have altered status effects and cannot proc against space enemies, but Archguns and Archmelees modded for secondary elementals will still increase total damage.
This system does not apply to on-foot enemies, such as Ramsled boarding parties, and Crewship and Points of Interest personnel, who will take damage and status as per normal.
Damage Type	Empyrean-only Status Effects
 	ConcussCrew within a gunship have reduced aim and damage for 6 seconds. Additional procs refresh duration.
 	DecompressTemporarily reduces target ship's shields by ?% and current armor by 10% for 20 seconds. Additional procs stack multiplicatively.
 	TearTarget ship receives 7.5% increased damage for 20 seconds. Additional procs stack multiplicatively with itself.
 	ImmobilizeTarget ship's weapons are disabled and it slows down to a complete stop. Lasts for 6 seconds. Additional procs refresh duration.
 	ScrambleTarget ship spirals erratically for 6 seconds, being unable to attack while moving in a straight line. Additional procs refresh duration.
 	SearTarget ship receives damage over time for 6 seconds. Additional procs increase damage dealt over time.
 	IntoxicateTarget ship attacks any closest enemy and will be attacked in return for 12 seconds. Additional procs refresh duration.
===Conclave-Specific (PvP)===
==Status Effect==
A Status Effect, also known as proc, is an additional effect that may be triggered at random by a hit from a weapon, while Status Chance is the probability that a hit will inflict a Status Effect. Each damage type has a unique Status Effect associated with it.
It is a common misconception that status effects determine the damage type dealt to the enemy when in fact a weapon will always (with every shot) deal any elemental and physical damage installed, regardless of the corresponding status triggering or not. In other words, status chance/effects are independent from the actual damage types dealt.
==Damage Over Time==
Damage over Time (DoT) is a type of damage dealt to targets over a duration. Throughout the duration, a target will take "ticks" of damage periodically. These ticks of damage will sum to be the total damage dealt over the duration, which is the value described when referring to DoT.
For example, when an ability is described to deal 600 damage per tick and it ticks twice per second, it means the ability will deal 1,200 damage per second. Or more concisely, the ability has a DoT of 1,200.
Tick rates vary across DoT sources. In the example above the tick rate was 2s-1, which is a common rate for DoT from Warframe abilities. But in the case of a Bleed DoT, damage ticks 6 times over a 6 second duration. This results in a tick rate of 1s-1, and the same applies to all DoT from Status Effects. If the tick rate does not divide into the total duration evenly, the total number of ticks dealt is rounded down. For example, with a tick rate of 2s-1 and a total duration of 3.4s, the first tick will occur at 0 seconds, with each subsequent tick occurring every 0.5 seconds until 3 seconds have passed. The last tick occurs here because the 3.4 second duration ends before the next tick can occur at the 3.5 second mark. As such, the total number of ticks that occurred is 7. More generally, this can be expressed as:
{
\text{Total Ticks} = \lfloor \text{Tick Rate} \times (\text{Duration} - \text{Delay Time}) \rfloor + 1
}
Altering the total duration does not affect the tick rate of the DoT, it will only affect the total number of ticks dealt, and in turn, the total damage dealt. For example, at base procs have a tick rate of 1s-1 and a duration of 6 seconds. If the duration is increased to 7.8s, the total number of ticks then becomes .
For the sake of damage calculation, DoT will hit enemy torsos or their torso-equilvalent. The targeted Enemy Body Parts will differ from enemy to enemy, but DoT will be affected by any damage multipliers on the enemy's torso. Note that any DoT will still inherit the headshot multiplier bonus if the initial shot that procs the DoT damages the enemy's head.
== Enemy Damage Scaling ==
The formula enemy damage scales at is as follows:
:\text{Damage Multiplier} = 1 + 0.015\times(\text{Current Level} - \text{Base Level})^{1.55}
==Increasing Base Damage==
<tabber>Primary=
AmalgamSerrationMod.png|link=Amalgam Serration|
BlazeMod.png|link=Blaze|
HeavyCaliberMod.png|link=Heavy Caliber|
Semi-RifleCannonadeMod.png|link=Semi-Rifle Cannonade|
SerrationMod.png|link=Serration|
SpectralSerrationMod.png|link=Spectral Serration|
PointBlankMod.png|link=Point Blank|
PrimedPointBlankMod.png|link=Primed Point Blank|
Semi-ShotgunCannonadeMod.png|link=Semi-Shotgun Cannonade|
ViciousSpreadMod.png|link=Vicious Spread|
ArcaneRise.png|link=Arcane Rise|
ArcanePrimaryCharger.png|link=Arcane Primary Charger|
ArcaneRage.png|link=Arcane Rage|
PrimaryDeadhead.png|link=Primary Deadhead|
PrimaryDexterity.png|link=Primary Dexterity|
PrimaryMerciless.png|link=Primary Merciless|
PrimaryPlatedRound.png|link=Primary Plated Round|
|-|Secondary=
AugurPactMod.png|link=Augur Pact|
EximusAdvantageMod.png|link=Eximus Advantage|
HornetStrikeMod.png|link=Hornet Strike|
MagnumForceMod.png|link=Magnum Force|
Semi-PistolCannonadeMod.png|link=Semi-Pistol Cannonade|
ArcaneAwakening.png|link=Arcane Awakening|
ArcanePrecision.png|link=Arcane Precision|
CascadiaFlare.png|link=Cascadia Flare|
SecondaryDeadhead.png|link=Secondary Deadhead|
SecondaryDexterity.png|link=Secondary Dexterity|
SecondaryMerciless.png|link=Secondary Merciless|
|-|Melee=
PressurePointMod.png|link=Pressure Point|
PrimedPressurePointMod.png|link=Primed Pressure Point|
SacrificialPressureMod.png|link=Sacrificial Pressure|
SpoiledStrikeMod.png|link=Spoiled Strike|
ArcaneBladeCharger.png|link=Arcane Blade Charger|
ArcaneFury.png|link=Arcane Fury|
|-|Archgun=
PrimedRubedo-LinedBarrelMod.png|link=Primed Rubedo-Lined Barrel|
Rubedo-LinedBarrelMod.png|link=Rubedo-Lined Barrel|
SabotRoundsMod.png|link=Sabot Rounds|
|-|Archmelee=
CuttingEdgeMod.png|link=Cutting Edge|
</tabber>
TheIndexSigil.png|link=The Index|Financial Stress debuff
ArcaneArachne.png|link=Arcane Arachne|
TheoremDemulcent.png|link=Theorem Demulcent|
==Decreasing Base Damage==
ExtinguishedDragonKey.png|Having equipped an Extinguished Dragon Key reduces damage by 75%.
FrailMomentumMod.png|link=Frail Momentum|
HollowPointMod.png|link=Hollow Point|
EssentialPunctureGlyph.png|link=Puncture Damage|Being affected by proc
ShrapnelRoundsMod.png|link=Shrapnel Rounds|
VileAccelerationMod.png|link=Vile Acceleration|
AnemicAgilityMod.png|
==Media==
===Visual Effects===
==References==
==See Also==
* :Category:User_Research_(Damage)
==Patch History==
de:Schaden 3.0
es:Daño
fr:Dégâts
__NOTOC__
Category:Damage 3.0
Category:Mechanics
Category:Update 36
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