Damage 2.0/Slash Damage

Damage is one of the three physical damage types. It is effective against all forms of flesh, but it is less effective against and .
However, while Slash damage suffers a reduction to armor, the damage from its corresponding status effect, Bleed, does not since it deals Cinematic damage rather than Slash.
==Status Effects==
===General===
The status effect of damage is Bleed. It applies a effect after a 1 second delay, dealing a tick of damage each second for 6 seconds. Each tick deals Cinematic 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 DoT is not the same as normal damage calculations, ignoring physical and elemental damage bonuses : mods like has no effect on Slash Proc Damage.
{
\begin{aligned}
\text{Slash Proc Damage per Tick} &= 0.35 \times \text{Modded Base Damage} \times (1 + \text{Faction 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.
Multiple instances of the effect can stack on the same target, with each instance having its own timer, but only up to 10 tick numbers are actually shown, the rest are hidden to save performance.
While bleeding, the target will have small bursts of blood come out every fraction of a second where they were hit to trigger this proc. and enemies will instead bleed oil.
Because the damage from this status effect is Cinematic damage, it can bypass and , which can help compensate for damage's penalty against armor.
 Slash tick damage and proc duration
Time from initial proc	0s	1s	2s	3s	4s	5s	6s	7s
Tick damage occured? 	✗ 	✓ 	✓ 	✓ 	✓ 	✓ 	✓ 	✗
===Enemy Behavior===
Slash procs from enemies only deal 10% of the hit's base damage instead of 35%.
===Increasing Slash Proc Damage===
Because Bleed scales off of the base damage of the weapon, the amount of damage dealt is not affected by elemental mods nor physical-type mods like and , but is affected by Faction Damage Mods and Base Damage mods like .
 procs scale with damage multipliers such as Headshots and Critical Hits, which greatly increases the damage dealt. However weakspots generated by or only increase the initial hit, not the DoT.
For example, tick damage for a weapon with an innate 100 damage, , and will be:
:Modded Damage = 
:Tick damage = 
As can be seen in the above calculations for tick damage, Faction Damage is applied twice, making their effective bonus = (1+Faction Bonus)^2. Which is +69% for the 30% Faction Damage mods and +140.25% for the 55% Primed Faction Damage mods.
Mods that affect Finisher melee attacks (e.g. and ) have no effect on Cinematic damage, and as such do not interact with procs in any special way.
Unlike other DoT effects, enemy armor will have no effect on slash proc damage despite decreasing the initial damage. In other words, slash procs will deal the same damage per tick against the same target at differing levels. Thus, buffs/debuffs that increase/decrease enemy armor will also have no effect on slash proc damage.
=== Melee weapon types that force proc Bleeds on Heavy Attacks ===
Claws, Dual Daggers, Nikanas, Two-Handed Nikanas, Rapiers, Scythes, Tonfas, Warfans and Whips have guaranteed Bleed procs on their entire heavy attacks, regardless of stance used while Daggers and Machetes only on parts of their heavy attacks.
===Railjack===
The status effect of damage against Railjack space enemies is Tear, increasing the damage the target ship takes by 7.5% for 20 seconds, with subsequent procs stacking multiplicatively with itself.
==Dismemberment==
Enemies killed by damage to the torso can result in their corpse being bisected, which is considerably valuable for a using , as each part of the body can spawn a Health Orb and some loot (note that individual limbs that have been removed from a corpse cannot be Desecrated, only large parts of the body). Corpses can also be quickly meleed to dismember them; however, an enemy's corpse can only ever be mutilated twice—if melee spam ended up lopping two limbs from a corpse, it will not be possible to then attempt to bisect it to get two desecrate rolls. Note that this characteristic may be disabled due to gore settings or regional locks: the Japanese version of WARFRAME, for example, does not allow for much corpse dismemberment.
Bleed damage does not dismember a body if it is the cause of death, only direct damage from weapons. Consequently, cannot be used on its own to cause dismemberment. Weapons must have over 50% of their physical (IPS) damage as damage to dismember. Weapons with exactly 50%, such as the , do not initially dismember, but for example can be modded with to bump slash damage above 50%, and thus enable dismemberment. Elemental mods have no effect on this ratio and can therefore be included and still cause dismemberment. As an alternative, the "gore" attribute from mod also applies itself to the rest of the player's equipped weapons, companions, and Warframe abilities, and they will function identically to the dismemberment mechanic, whilst ignoring the weapon's IPS disposition. Tentacle Swarm will also consistently dismember bodies when they are killed by it, meaning that it will allow for 4 drops while running Pilfering Swarm alongside Nekros' Desecrate.
==Type Effectiveness==
As with all damage types ineffective against armor, damage's type modifier works in two ways: it decreases the damage dealt in the same way as a type modifier against hitpoints and increases the armor's value by a percentage of the target's armor for the damage calculation. Practically speaking, this means that damage is reduced by -50% and damage is further reduced by 150% of a target's whole Alloy Armor. Similarly, damage is reduced by 115% of a target's whole Ferrite Armor and the base damage is reduced by -15%.
==Slash Sources==
===Weapons===
These weapons deal the majority of their physical damage as . The damage ratio is important for physical damage status effects, as the game weights the likelihood of which proc occurs according to physical damage ratio. Hence, these weapons proc Bleed more than 's Stagger or 's Weakened.
;Weapons with guaranteed Slash proc
GlaivePrime.png|link=Glaive Prime| (Thrown)
PangolinSword.png|link=Pangolin Sword| (Slam attack)
PangolinPrime.png|link=Pangolin Prime| (Slam attack)
Quassus.png|link=Quassus| (Heavy attack projectiles)
===Mods===
===Abilities===
===Augments===
==Sources of Slash Resistances==
===Arcanes===
ArcaneDeflection.png|link=Arcane Deflection|
===Mods===
AdaptationMod.png|link=Adaptation|
==Additional Effects==
Some mods add additional effects when an occurs or dealing damage.
Hunter Mod Set Bonus: Companions deal Extra Damage against enemies affected by status.
HunterCommandMod.png|link=Hunter Command|
RelentlessCombinationMod.png|link=Relentless Combination|
==Media==
Warframe Finishing Touch Mod And Slash Procs
Impact, Puncture, Slash Warframe Damage Rundown (2020)
==Patch History==
__NOTOC__
es:Daño Cortante
it:Danno 2.0/Danno Taglio
fr:Dégâts/Dégâts Tranchants
Category:Mechanics
Category:Damage 2.0
Category:Update 11