Damage Reduction

When a player or enemy deals damage to their targets' health or shields, that damage may be mitigated by sources of damage reduction (also called damage resistance relative to receiving damage). In other words, players may deal less damage than the listed Arsenal value due to armor; damage type modifiers from different health, armor, and shield classes; and/or other sources of damage reduction.
Note that in-game and on the wiki, sometimes Abilities and Mod descriptions mention damage reduction when they really mean negative damage type modifier and vice versa. This distinction is needed to differentiate between multiplicative and additive stacking of different forms of damage reduction.
==How Damage Reduction Affects Damage==
When a player is dealt damage, it is reduced by a scalar calculated from the amount of damage reduction (DR) active (from Mods, Warframe abilities, etc.). The general calculation takes a form of:
:\text{Damage Received} = \text{Damage} \times (1 - \text{DR}_{1}) \times (1 - \text{DR}_{2}) \times \cdots
For example, if a Grineer Lancer normally deals 100 IPS damage (50 , 25 , and 25 ) against a player, and that damage is dealt to the player's shields (classified as ), which have an innate 50% DR, the amount of damage the player receives will be:
:
If that damage is dealt to the player's health (classified as with no modifiers), with 100 armor (classified as with no modifiers) and 's active (70% pure damage reduction), the amount of damage the player receives will then be:
:
Damage Type Modifiers (DM, not to be confused with damage reduction, DR) also play a role in damage calculations. Although the Tenno are neutral to all damage types as of , mods such as or ability effects like add damage modifiers to a player's health and shields against either one type of damage specifically ( for Toxin Resistance) or multiple (, , , , , and for Kinetic Plating). The generalized formula from above can be modified to account for these as such:
:\text{Damage Type Received} = \text{Damage Type} \times (1 - \text{DM}_{1}) \times (1 - \text{DM}_{2}) \times \cdots \times (1 - \text{DR}_{1}) \times (1 - \text{DR}_{2}) \times \cdots
For example, if the previous damage from above is dealt to a player's health, with 100 armor, Splinter Storm, , and Aviator, the amount of damage the player receives will then be:
:
In the case of armored enemies (whose health and armor have innate damage modifiers), the modified damage dealt is calculated as:
:\text{Damage Type Received} = \text{Damage Type} \times (1 + \text{HM}) \times (1 + \text{AM}) \times (1 - \text{PR}) \times \frac{300}{300 + \text{AR}(1 - \text{AM})}
:Where HM is the damage type modifier of the Health, AM is is the damage type modifier of the Armor, PR is a pure damage reduction (e.g. Ancient Healer aura), and AR is the amount of armor.
For example, if 100 pure damage is dealt to a Heavy Gunner with 500 (-15% DM to Slash) and 300 (+25% DM to Slash), the amount of damage it receives will be:
:
*Notice that in this case, the two damage modifiers, HM and AM, do not add together as in the formula before. This is because the damage modifier for armor is applied separately from the one for health.
===Against Non-Health/Shield Types===
Damage Reduction has no affect on effects that absorb damage, , or health such as:
*'s and 
*'s (during 3-second invulnerability period; DR to health after 3-second period works normally) 
*'s 
*'s 
Some of these may benefit from increased Armor (e.g. damage absorption scales with Armor values), but Damage Reduction will not be applied to these to reduce incoming damage received.
==Types of Damage Reduction==
Type 	Applies to 	Stacking behavior & source
Armor 	Health only 	
*\text{Damage Reduction}=\frac{\text{Net Armor}}{\text{Net Armor}+300}
*DR from armor is multiplicative with other types
*Armor bonuses stack additively (e.g. and )
Pure Damage Reduction	Shields and Health 	
*DR is multiplicative with all forms of damage reduction
*Typically obtained from using Warframe abilities
Damage Redirection 	Overguard, Shields, and Health	
*DR is multiplicative with all forms of damage reduction
*Typically obtained from using Warframe abilities
Damage Type Modifier 	Where Applicable* 	
*DR from damage type modifier is multiplicative within the same type
*DR is multiplicative with other types
Energy as Health 	Energy at 2 Health 	
*\text{Damage Reduction}=1-\frac{100}{\text{Net Efficiency}}
*DR is multiplicative with other types
*From equipping and/or , efficiency bonuses stack additively
*Modifiers granted by mods or effects (e.g. ) are applied to both health and shields, while modifiers that are innate to a shield or health type only apply to the damage dealt to shields or health. E.g. damage dealt to the neutral shields of an enemy that has a +25% modifier to slash on its health will not take increased damage to its shields. The exception to this are damage modifiers on armor, which do apply to health as well, but not to shields.
==Armor==
==Pure Damage Reduction==
Any source of damage reduction, aside from armor, will decrease damage done to health and shields. Sources of damage reduction (including armor) stack multiplicatively with each other.
This form of damage reduction is usually temporary or conditional, unlike armor, so it must be reapplied to receive less damage to health and shields.
===Sources of Pure Damage Reduction===
;Abilities
<tabber>Baruuk=
|-|Citrine=
|-|Ember=
|-|Equinox=
|-|Gara=
|-|Gauss=
|-|Jade=
|-|Mesa=
|-|Mirage=
|-|Nova=
|-|Titania=
|-|Trinity=
}}
</tabber>
;Mods
FirewallMod.png|link=Firewall| (75% damage reduction)
ImmolatedRadianceMod.png|link=Immolated Radiance| (up to 50% damage reduction for allies)
ProtonJetMod.png|link=Proton Jet| Proton Mod Set Bonus(16.67% damage reduction)
ProtonPulseMod.png|link=Proton Pulse| Proton Mod Set Bonus(16.67% damage reduction)
ProtonSnapMod.png|link=Proton Snap| Proton Mod Set Bonus(16.67% damage reduction)
WardingThuribleMod.png|link=Warding Thurible| (50% damage reduction for allies)
ArmoredAcrobaticsMod.png|link=Armored Acrobatics|(20% damage reduction. Only useable in Conclave)
ArmoredEvadeMod.png|link=Armored Evade|(40% damage reduction. Only useable in Conclave)
ArmoredRecoveryMod.png|link=Armored Recovery|(50% damage reduction. Only useable in Conclave)
;Arcanes
ArcaneDoubleBack.png|link=Arcane Double Back| (25% damage reduction on maneuver, stacks 3 times)
MagusFirewall.png|link=Magus Firewall| (12.5% damage reduction per second in Void Mode, stacks 6 times)
;Others
SkanaBlocking.jpg|link=Blocking|Blocking with melee (100% damage reduction)
MovementRollForward.gif|link=Maneuvers#Rolling|Rolling (75% damage reduction)
;Enemies
DisrupterAncientDE.png|link=Ancient Disruptor|Ancient Disruptor aura (90% damage reduction from damage done by abilities)
GrineerShackleRelease.png|link=The Grustrag Three|Grustrag Bolt (50% damage reduction against Grineer)
==Damage Redirection==
Damage Redirection is different from Pure Damage Reduction in that it also applies to .
===Sources of Damage Redirection===
==Damage Type Modifiers==
Damage Type Modifiers are a unique classification of damage reduction that is usually specific to only one type of damage. Damage modifiers stack multiplicatively with each other and other sources of damage reduction.
===Sources of Damage Type Modifiers===
==Quick Thinking and Gladiator Finesse==
 and are mods that convert a percentage of lethal damage taken into energy drain when the player reaches 2 health. At above 100% efficiency, additional lethal damage taken will be reduced. With both mods at maxed rank equipped, your Warframe's energy pool will be 300% efficient in absorbing damage, reducing incoming damage by 66.67%.
To calculate the multiplier on incoming damage:
\text{Multiplier on incoming damage} = \frac{100}{\text{Net efficiency percentage}}
To calculate damage reduction provided by these mods:
\text{Damage reduction percentage} = (1 - \text{Multiplier on incoming damage}) \times 100
 Quick Thinking
Rank	Efficiency	Additional damage reduction	Multiplier on incoming damage
0 	40% 	-150% 	2.5x
1 	80% 	-25% 	1.25x
2 	120% 	16.667% 	0.833x
3 	160% 	37.5% 	0.625x
4 	200% 	50% 	0.5x
5 	240% 	58.333% 	0.41667x
 Gladiator Finesse
Rank	Efficiency	Additional damage reduction	Multiplier on incoming damage
0 	10% 	-900% 	10x
1 	20% 	-400% 	5x
2 	30% 	-233.33% 	3.33x
3 	40% 	-150% 	2.5x
4 	50% 	-100% 	2x
5 	60% 	-66.67% 	1.667x
==Special Enemies and Damage Attenuation==
Certain enemies possess unique damage reduction calculations separate from armor or sources of pure damage reduction. Usually, this unique damage reduction scales based on the weapon's average damage per second (DPS) (more specifically burst DPS), sometimes excluding Critical Hits. Officially, this is referred to as adaptive damage scaling, scaling damage reduction, or damage attenuation.https://forums.warframe.com/topic/1269749-update-305-sisters-of-parvos/ The game calculates DPS typically as:
::\begin{aligned}
\text{Burst DPS} &= (\text{total damage}) \\
&\qquad\cdot(\text{total critical multiplier if damage instance crits}) \\
&\qquad\cdot(\text{total fire rate or attack speed}) \\
&\qquad\cdot(\text{total multishot}) \\
&\qquad\cdot(\text{body part multipliers})
\end{aligned}
Where damage, critical multiplier, fire rate/attack speed, and multishot is calculated after mods and buffs are applied (e.g. 's or 's for damage, for critical multiplier, 's or ' for fire rate/attack speed, and for multishot).
Note that weapons with the auto-spool trigger type, like the or , will noticeably deal less damage per damage instance as their fire rate ramps up to their maximum value.
In most cases, this scaling DR stacks multiplicatively with DR provided by the enemy's armor.
To calculate damage reduction based on DPS:
::\text{Damage reduction percentage} = (1 - \text{Damage multiplier or modifier}) \times 100
===Acolytes===
===Amalgams===
All Corpus Amalgam enemies possess the following damage resistance calculations, using Amalgam Alkonost as an example:
===Archon===
===Condrix===
===Eidolons===
===Empyrean Corpus===
Certain Empyrean Corpus units possess the following damage resistance calculations, using Aurax Actinic as an example:
The following units possess the same damage resistance.
*Aurax Actinic
*Aurax Baculus
*Aurax Vertec
*Numon
*Vambac
*Zerca
===Guardian Eximus===
Corpus Guardian Eximus enemies project an aura that have increased damage type resistance to all damage types by 90% for themselves and their allies.
===Deimos Jugulus===
===Deimos Saxum===
===Demolishers / Demolysts===
===Hyekkas and Hyekka Masters===
Hyekkas and Hyekka Masters resist 80% of all damage.
===Juggernaut (Behemoth)===
===Kuva Thralls===
A Kuva Lich's Kuva Thralls have an innate 25% damage reduction on top of their armor.
===Lephantis / Hemocyte===
===Leaping Thrasher / Deimos Therid===
===Necramechs===
===Orphix===
===Prosecutors===
===Sentients / Shadow Stalker===
Most Sentient enemies (and Shadow Stalker) have a damage adaptation mechanic that allows them to have damage type modifiers as well as damage reductions toward particular damage types.
===Raknoids===
*Aurax Atloc Raknoids possess 80% damage reduction.
*Kyta Raknoids possess 25% damage reduction, but only on their shields.
*Scyto Raknoids possess 50% damage reduction.
===Tarask Bursa===
===Tusk Thumpers===
===Treasurer===
==References==
==Patch History==
es:Reducción de daño
Category:Mechanics