Damage 2.0

Damage (version 2.0) 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.
==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: Impact, Puncture, and Slash. 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
Impact 	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
Puncture 	DT_PUNCTURE 	WeakenedUniversal: Reduces any damage dealt by the target by 40% for 6 seconds. Subsequent Puncture Status effects add +10% weakening, leading to up to 80% reduced damage dealt at 5 stacks. Each stack has its own duration. Additionally also increases weapon Critical Chance per proc up to 25% at max stacks. This bonus is additive after mods, but does not apply to area of effect damage or Warframe abilities.	PT_FRAILTY
Slash 	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 Impact, Puncture, and Slash, 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 Impact, Puncture, or Slash 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: Heat, Cold, Electricity, and Toxin.
Damage Type	Damage Type Internal Name	Status Effects 	Status Effect Internal Name
Cold 	DT_FREEZE 	FreezeOn Enemy: Reduces Movement Speed, Fire Rate, and Attack Speed by 50% for 6 seconds. Stacks up to 9 times, with subsequent procs increasing slow by 5% to a total of 90%. Each stack has its own duration.On Player: Reduces Movement Speed, Fire Rate, and Attack Speed by 25% for 6 seconds. 	PT_CHILLED
Electricity	DT_ELECTRICITY 	Tesla ChainOn Enemy: Deals 50% of the base damage as Electricity 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 Electricity damage to allies within 3 meters of the target. 	PT_ELECTROCUTION
Heat 	DT_FIRE 	IgniteOn Enemy: Deals 50% of the base damage as Heat 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 Heat damage over 6 seconds and strips up to 50% Armor over 2 seconds.	PT_IMMOLATION
Toxin 	DT_POISON 	PoisonUniversal: Deals 50% of the base damage as Toxin 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
Blast 	Cold + Heat 	DT_EXPLOSION 	InaccuracyOn Enemy: Reduces accuracy by 30% for 6 seconds. Stacks for a maximum of 10 stacks and a 75% accuracy loss. Each stack has its own duration.On Player: Reduces accuracy by 30% for 6 seconds. 	PT_FLASHBANG
Corrosive 	Electricity + Toxin 	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
Gas 	Heat + Toxin 	DT_GAS 	Gas CloudUniversal: Creates a 3 meter radius effect which deals 50% of base damage as Gas 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
Magnetic 	Cold + Electricity 	DT_MAGNETIC 	DisruptOn Enemy: Any instance of damage dealt to target's Shields 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.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
Radiation 	Electricity + Heat 	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.Kuva Lich: Increases damage received from other units. Stacks for a maximum of 4 stacks and +250% damage received. Does not make the Lich attack his allied units.On Player: Reduces firing Accuracy, able to damage and be damaged by allies for 4 seconds.	PT_RAD_TOX
Viral 	Cold + Toxin 	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 = (Impact + Puncture + Slash) + (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 Blast damage that is created by combining Cold + Heat will no longer deal Cold damage or cause its Freeze effect, nor Heat 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 - Heat > Cold > Electricity > Toxin, 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 Electricity damage from last in hierarchy to first in hierarchy. Similarly, placing earlier in the hierarchy before placing will still count the Heat 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 Electricity such as the or the , then adding Cold, Toxin, and Heat in 1, 2 and 3 respectively get: Viral (Cold + Toxin) and Radiation (Heat + Electricity).
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% Electricity damage first and +90% Toxin damage last, will enable the Toxin damage to combine with an elemental mod higher up in the hierarchy, and the Electricity 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 (Blast), (Blast), (Corrosive), (Radiation) and (Radiation) 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 (Radiation) can come with an additional Electricity Progenitor damage bonus that will not add onto the innate Radiation 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   	Cold	Electricity	Heat	Toxin	Blast	Corrosive	Gas	Magnetic	Radiation	Viral
Cold 	 	 	 	 	 	✓ 	✓ 	 	✓ 	
Electricity 	 	 	 	 	✓ 	 	✓ 	 	 	✓
Heat 	 	 	 	 	 	✓ 	 	✓ 	 	✓
Toxin 	 	 	 	 	✓ 	 	 	✓ 	✓ 	
Blast 	 	✓ 	 	✓ 	 	✓ 	 	 	 	
Corrosive 	✓ 	 	✓ 	 	✓ 	 	 	 	 	
Gas 	✓ 	✓ 	 	 	 	 	 	✓ 	 	
Magnetic 	 	 	✓ 	✓ 	 	 	✓ 	 	 	
Radiation 	✓ 	 	 	✓ 	 	 	 	 	 	✓
Viral 	 	✓ 	✓ 	 	 	 	 	 	✓ 	
===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
Void 	DT_RADIANT 	A damage type that can be used by the Operator after completing The War Within or by players controlling the Warframe . It possesses special properties and effects against Sentient enemies while being neutral to all health/shields/armor classes except for , which takes 25% more damage from Void damage.	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
Tau 	DT_SENTIENT 	A damage type unique to the energy attacks of Sentients. 	N/A 	N/A
Cinematic 	DT_CINEMATIC 	A damage type that can be applied through Slash 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
True 	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 Magnetic 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 (Blast, Corrosive, Gas, Magnetic, Radiation, and Viral) 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
Impact 	ConcussCrew within a gunship have reduced aim and damage for 6 seconds. Additional procs refresh duration.
Puncture 	DecompressTemporarily reduces target ship's shields by ?% and current armor by 10% for 20 seconds. Additional procs stack multiplicatively.
Slash 	TearTarget ship receives 7.5% increased damage for 20 seconds. Additional procs stack multiplicatively with itself.
Cold 	ImmobilizeTarget ship's weapons are disabled and it slows down to a complete stop. Lasts for 6 seconds. Additional procs refresh duration.
Electricity	ScrambleTarget ship spirals erratically for 6 seconds, being unable to attack while moving in a straight line. Additional procs refresh duration.
Heat 	SearTarget ship receives damage over time for 6 seconds. Additional procs increase damage dealt over time.
Toxin 	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 Slash 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.
==Damage Calculation==
The following explains how a certain amount of damage of one type turns into actual inflicted damage to a target, considering type modifiers and armor. Faction modifiers, body part modifiers, critical hit and stealth modifiers, as well as Warframe debuffs, are disregarded for now, since all of these are independent of damage types.
===Quantization===
Dealing damage is quantized. Meaning, rather than the damage being applied smoothly, physical and elemental damages round to the nearest multiple of 1/16th of their attack's base damage, before being multiplied further. This is likely done for performance reasons since damage values are calculated and relayed between clients in real-time. Rather than communicating a lengthy integer of each element's value, only one "Total" integer along with short representative multiples of 1/16th need to be communicated.
{
\text{Quantum} = \text{Modded Base Damage} \div 16
}
For each damage type that a weapon deals, the base damage for that damage type will first be divided by the quanta, rounded to the nearest whole number, and finally multiplied by the quanta. This quantized value will be used in the mission's damage calculations. The final damage seen by in-game damage pop-ups are further rounded to a whole number.
{
\text{Quantized Damage Type Value} = (\text{Total Damage Type Value} \div \text{Quantum}
\quad
(\text{Rounded to nearest whole number}) ) * \text{Quantum}
}
# For example, if you have a weapon with a listed damage distribution of 30 Impact, 30 Puncture, and 40 Slash, the total damage is 100.
# The value of a quantum will then be .
# The amount of Impact damage dealt by the weapon will then be rounded to the nearest whole number, multiplied by the quantum: . This process is applied to Puncture and Slash as well, yielding 31.25 and 37.5 respectively.
# As such, when damaging a Charger, which has a +25% bonus to Slash damage due to having Infested health, the total damage dealt to the Charger will then be (the game will display the rounded value of ). 
*Note that while in this case the weapon's total damage after the conversion remained the same (at 100), mixed-type weapon damage is frequently gained or lost by the conversion.
Damage mods such as , Faction mods such as , and any other multipliers only multiply final quantized values and do not affect the quanta or damage composition.
If a physical or elemental mod is applied, their bonuses are also quantized.
# The value of the example quanta will still be . Elemental and Physical bonuses do not affect the quanta.
# If was used, for example, the Slash bonus calculates seperately using the base portion of slash, and adds to the total: round( 40 1.2 6.25 ) 6.25 = 50.
# The damage distribution would then be 31.25 Impact, 31.25 Puncture, and 37.5 + 50 = 87.5 Slash.
# Elemental bonuses calculate using the full base damage, are rounded to the nearest 1/16th of the base damage and added to the total.
# Elements formed by a sum of mods and bonuses quantize their sum alone. For example, if 90% Cold combined with 90% Toxin, or 90% modded Radiation combined with 90% of , these types would count seperately as a sum of their final element (180% Viral, or 180% Radiation), each rounded to the nearest 1/16th of base damage, and finally added to the quantized total. 
*Applying the math fully: with , , , and Gas in that order deals:
**Quantum (Q) = 16 = 10.8125
**Elemental and Physical Quantization:
***round[ ( ( + Toxin ) 173 ) Q ] Q = 259.5 Viral
***round[ ( Heat 173 ) Q ] Q = 151.375 Heat
***round[ ( Puncture 15.6 ) Q ] Q = 21.625 Puncture
***round[ ( Gas 173 ) Q ] Q = 346 Gas
**Base Quantization:
***round[ 1.7 Impact Q ] Q = 0 Impact
***round[ 15.6 Puncture Q ] Q = 10.8125 Puncture
***round[ 155.7 Slash Q ] Q = 151.375 Slash
**Total: 0 Impact + 10.8125 Puncture + 151.375 Slash + 259.5 Viral + 151.375 Heat + 21.625 Puncture + 346 Gas = 940.6875 Damage
***Note that the Impact value of Nagantaka Prime is so low that it will not register during attacks, rounding to 0 in the process.
***Applying , or any other non-elemental bonus multiplies both the base value of rounding numerator and Quanta of rounding denominator, and therefore is a simple multiplier to any quantized total.
====Trivia====
* Hitscan weapons do not quantize against object health such as Nullifier Bubbles and Zephyr Tornadoes. Projectiles however will be quantized. This characteristic has been used to determine damage compositions not disclosed in-game, so they can be presented here in the wiki.
===Unarmored Enemies===
Against unarmored enemies or when applying True damage, the formula is simply:
{
\text{Inflicted Damage} = \text{Starting Damage} (1 + \text{Health-type Modifier})
}
*Inflicted Damage (ID) is the final damage result of a particular damage type.
*Starting Damage (SD) is the initial damage value of a particular damage type, modded or not.
*Health-type Modifier (HM) is the damage modifier against that health type (may be shields or health).
To make it independent from the amount of base damage:
{
\begin{aligned}
\text{Damage Modifier} &= 1 + \text{Health-type Modifier} \\
\text{Inflicted Damage} &= \text{Starting Damage} \times \text{Damage Modifier}
\end{aligned}
}
* Damage Modifier (DM) is the total damage modifier. An amount of damage of that type (SD) against that enemy will then always be multiplied with this factor (DM).
===Armored Enemies===
Against armored enemies, the formula is:
{
DM = \frac{300}{300 + AR(1 - AM)}(1 + AM)(1 + HM)
}
Where in addition to the previous definitions, AM is the damage modifier against the armor type and AR is the target's armor after all reductions from debuffs (e.g. , Corrosive procs, and ).
Note that from the formula above damage type modifiers directly affect the value of the armor as well as damage. Positive armor modifiers will reduce the effective armor by the percentage value, which is commonly thought of as that damage type essentially ignoring some of the armor. Conversely, negative armor modifiers will increase the effective armor by the magnitude of the percent value. Because of this, damage values see larger changes from armor than intuition may lead one to think since both the damage itself is affected as well as the damage mitigation caused by armor. So in many cases, it is more important to consider armor modifiers before health modifiers.
It is important to emphasize that type modifiers against armor work in two ways here:
*Mitigate or enhance a percentage of the target's armor (represented by in the above equation)
*Increase or decrease the damage dealt in the same way as a type modifier against the hit points would do (represented by )
Practically speaking, this means that Corrosive damage is only reduced by 25% of a target's whole and the base damage is increased by +75%. The formula also causes a massive difference between a medium and a large reduction: 75% reduction (¼ original armor) is essentially twice more than 50% reduction (½ original armor). Thus, having the damage type with the highest appropriate bonus is far more important against armored than unarmored targets.
===Comparing Damage Type Modifiers on Armored Enemies===
Since certain damage types can ignore armor while being reduced by them, a simple (1 + HM) (1 + AM) calculation yields incorrect results. For example, the following damage type pairings deviate from that simplified calculation (ignoring status effects):
*Against (e.g. Heavy Gunner):
**Corrosive (+75% against Ferrite Armor) always surpasses Viral (+75% against Cloned Flesh).
**Puncture (+50% against Ferrite Armor) surpasses Viral (+75% against Cloned Flesh) above 120 armor.
*Against (e.g. Bombard):
**Radiation (+75% against Alloy Armor) always surpasses Viral (+75% against Cloned Flesh).
**Puncture (+15% against Alloy Armor) surpasses Heat (+25% against Cloned Flesh) above 342 armor.
**Cold (+25% against Alloy Armor) always surpasses Heat (+25% against Cloned Flesh).
**However, neither Puncture (+15% against Alloy Armor) nor Cold (+25% against Alloy Armor) ever surpass Viral (+75% against Cloned Flesh).
This just shows that one cannot easily compare damage type modifiers against an armor class to those against health classes, and those against armor are, at similar values, considerably more effective especially when fighting high-level enemies (since armor scales with enemy level).
{
benefit_{AM} = \frac{2 + \frac{300}{AR}}{\frac{1 + \frac{300}{AR}}{AM} - 1} = AM + \frac{AR(1 + AM)}{300 + AR(1 - AM)}AM
}
:Exact relative damage bonus (i.e. benefit) of a non-zero armor modifier at a given target net armor value.
The relative damage bonus due to a damage type's armor modifier against armored health compared to no modifier can be quantified using the above expression. This is only defined for armor values greater than 0 because at 0, the armor type of the target is lost, such that the effect of the damage type's armor modifier is lost as well. Hence, the benefit (relative damage bonus) of the armor modifier at 0 armor is always 0.
{
\lim_{AR\to \infty} (benefit_{AM}) = \frac{2}{\frac{1}{AM} - 1} = \frac{2AM}{1 - AM}
}
:Limit for the benefit as armor approaches infinity (300/AR term resolves to 0).
An interesting property of this benefit function is that, while one would intuitively assume the benefit of the armor modifier gets always greater the greater the target's armor, this benefit actually converges against a limit as armor approaches infinity if the armor modifier is smaller than one (which is true for all damage types against all armor types with the sole exception of True damage). Since this limit is only determined by the armor modifier of the damage type itself, it is a practical metric to gauge the relative effectiveness of damage types for long endless missions.
Below is a table of the actual values for all currently implemented armor modifiers, illustrating the growing returns of greater armor modifiers, which may be compared to the behavior of aura stacking.
Codex Label 	 	 	 	 	N/A	 	 	
AM 	+0.75	+0.5	+0.25 	+0.15 	+0 	-0.15 	-0.25	-0.5
lim as fraction	+6 	+2 	+2/3 	+6/17 	+0 	-6/23 	-2/5 	-2/3
lim in % 	+600 	+200	+66.67	+35.29	+0 	-26.09	-40 	-66.67
===Generalized Damage Modifier===
A generalized version of the damage modifier formula is:
{
DM = \frac{300}{300 + AR(1 - AM)}\prod_i^k(1 + M_i)
}
:Generalized damage modifier formula for a specific damage type. The term following the capital pi operator (Π) simply means that this is a product, so all these bonuses stack multiplicatively. The notation replaces (1 + M) (1 + M) ... .
AR is still the target's armor after all debuffs (e.g. , Corrosive procs, and ) have been applied, how these debuffs work is explained on the Armor page. AM is the damage type modifier against the armor class for a specific damage type. M for all indices i are all independent modifiers that are active, stacking multiplicatively with each other and are relative increases in damage (e.g. 2.5x damage would be represented as +150% or +1.5x). These include, but not limited to:
*Damage type modifiers against armor and health type
*Critical hit modifier (on average: critical chance critical damage multiplier)
*Stealth bonus (only on normal attacks, the special melee stealth attacks are classified as Cinematic damage type and disregard armor)
*Enemy body part and hit zone modifiers (e.g. headshots)
*Damage multipliers against a particular faction from Faction Damage Mods, , or 
*Damage multipliers from certain damage buffing Warframe abilities like (all independent of each other)
*Damage multipliers from certain mods like and (all independent of each other)
*Damage multipliers from certain Warframe passives like 's or 's (all independent of each other)
*Damage multiplier from Sniper Rifle's shot combo counter
*Damage multiplier from Melee Combo for heavy attacks
*Damage multipliers from Stance combos
*Damage multiplier based on the Follow Through stat of melee weapons
*Damage multiplier from Unairu Wisp and 
*Damage multiplier from Void Strike
*Damage Falloff
*Special damage resistances that scale based on theoretical damage per second
*Sources of damage vulnerability like and (all independent of each other)
**Includes Viral or Magnetic procs
In the case of enemies who have both shields and armor, damage to shields is not mitigated by armor. Lastly, when Toxin damage is applied to a shielded target, generally the damage is applied directly to its health, not shields (i.e. it bypasses shields). Some special enemies like Treasurer or Hounds cannot have their shields bypassed with Toxin damage however.
==Final Calculations==
===Modded Stats===
\begin{aligned}
\text{Modded Stat} = \text{Base Stat} \times (1 + \text{Stat Bonuses})
\end{aligned}
:Basic formula for calculating modded stats (e.g. critical chance) with the exception of accuracy, reload time, and charge time.
\begin{aligned}
\text{Modded Stat Time} = \frac{\text{Base Stat Time}}{(1 + \text{Stat Speed Bonuses})}
\end{aligned}
:Formula for calculating modded reload time and charge time.
===Total Damage===
The damage numbers displayed in the in-game arsenal calculate total weapon damage as such:
{
\begin{aligned}
\text{Arsenal Total Damage} &= \text{Base Damage} \\
&\quad \times [ 1 + \text{Elemental Bonuses} \\
&\qquad + \text{Unmodded Impact Distribution} \times \text{Impact Bonuses} \\
&\qquad + \text{Unmodded Puncture Distribution} \times \text{Puncture Bonuses} \\
&\qquad + \text{Unmodded Slash Distribution} \times \text{Slash Bonuses} ] \\
&\quad \times ( 1 + \text{Damage Bonuses}) \\
&\quad \times [\text{Base weapon multishot} \times ( 1 + \text{Multishot Bonuses})]
\end{aligned}
}
This arsenal damage is the average non-crit damage per shot, without Faction Damage Bonus. 
:For melee weapons, remove multishot from the equation. It does not include Stance damage multipliers.
Theoretical total inflicted damage against an enemy can be calculated as such (ignoring quantization for simplification):
{
\text{Total Inflicted Damage} = \text{SD}_{1} \times \text{DM}_{1} + ... + \text{SD}_{N} \times \text{DM}_{N}
}
:Where SD represents the modded value of a particular damage type and DM represents the damage modifier for a particular damage type using the generalized damage modifier formula.
===Gun Damage Per Second===
When comparing the performance of non-melee weapons, it may be useful to calculate their theoretical damage per second (DPS) (without accounting for status effects) using the following formulas:
{
\text{Normal Shot} = \text{Total Damage} \times [1 + (\lfloor \text{Modded Crit Chance} \rfloor \times (\text{Modded Crit Multiplier} - 1) ) ]
}
:In the case where modded critical chance is over 100%, the lowest crit tier possible will be considered a normal shot. (e.g. if a weapon has 250% crit chance, the 100% for an orange crit will be considered a normal shot)
:Note that \lfloor \qquad \rfloor denotes a flooring function (rounding down)
{
\text{Critical Shot} = \text{Total Damage} \times [1 + (\lceil \text{Modded Crit Chance} \rceil \times (\text{Modded Crit Multiplier} - 1) ) ]
}
:In the case where modded critical chance is over 100%, the next crit tier possible will be considered a critical shot (e.g. if a weapon has 250% crit chance, the 50% for a red crit will be considered a critical shot)
:Note that \lceil \qquad \rceil denotes a ceiling function (rounding up)
{
\begin{aligned}
\text{Average Shot} &= \text{Total Damage} \times (1 + \text{Modded Crit Chance} \times (\text{Modded Crit Multiplier} - 1))
\end{aligned}
}
:The average damage dealt on a single button input if all projectiles hit an enemy.
{
\begin{aligned}
\text{Effective Fire Rate} &= \frac{ 1 }{ \text{Modded Charge Time} + \frac{ 1 }{ \text{Modded Fire Rate} } }
\end{aligned}
}
:The lower the Fire Rate, the more delay between charge shots. If attack is not a charge trigger type (charge time is 0), then effective fire rate equals modded fire rate.
{
\begin{aligned}
\text{Number of Shots Per Magazine} &= \frac{ \text{Modded Mag Size} }{ \text{Ammo Cost Per Shot} }
\end{aligned}
}
:Not all weapons consume one ammo per shot; this is to account for cases such as Continuous Weapons
{
\begin{aligned}
\text{Average Burst DPS} &= \text{Avg. Shot} \times \text{Effective Fire Rate}
\end{aligned}
}
{
\begin{aligned}
\text{Average Sustained DPS} &= \text{Avg. Burst DPS} \times \frac{ \text{Number of Shots Per Mag} }{ \text{Effective Fire Rate} \times \text{Modded Reload Time} + \text{Number of Shots Per Mag}}
\end{aligned}
}
:For the and specifically, one (1) should be subtracted from the denominator to account for their lack of a reload delay.
:For specifically, ignore Modded Reload Time since it draws ammo directly from the full ammo pool similar to bows, but does not "reload" between shots like them.
:Assumes that damage ramp up is at max for Continuous Weapons.
:Reload time is in seconds.
:Reload time includes reload delay which is more prevalent for Battery Weapons. Reload delay for most weapons are negligible if not non-existent.
===Melee Damage Per Second===
When comparing the performance of melee weapons, it may be useful to calculate their theoretical damage per second (DPS) (without accounting for status effects) using the following formulas:
{
\text{Normal Hit} = \text{Total Damage} \times [1 + (\lfloor \text{Modded Crit Chance} \rfloor \times (\text{Modded Crit Multiplier} - 1) ) ]
}
:In the case where modded critical chance is over 100%, the lowest crit tier possible will be considered a normal hit. (e.g. if a weapon has 250% crit chance, the 100% for an orange crit will be considered a normal shot)
:Note that \lfloor \qquad \rfloor denotes a flooring function (rounding down)
{
\text{Critical Hit} = \text{Total Damage} \times [1 + (\lceil \text{Modded Crit Chance} \rceil \times (\text{Modded Crit Multiplier} - 1) ) ]
}
:In the case where modded critical chance is over 100%, the next crit tier possible will be considered a critical hit (e.g. if a weapon has 250% crit chance, the 50% for a red crit will be considered a critical shot)
:Note that \lceil \qquad \rceil denotes a ceiling function (rounding up)
{
\begin{aligned}
\text{Average Hit} &= \text{Average Combo Damage Multiplier} \\
&\qquad \times \text{Total Damage} \times (1 + \text{Modded Crit Chance} \times (\text{Modded Crit Multiplier} - 1))
\end{aligned}
}
:The average damage dealt on the first enemy hit by melee attack, not accounting Follow Through
:See individual stance pages for average combo damage multipliers or go to Stance#Comparison
{
\begin{aligned}
\text{Average DPS} &= \frac{\text{Avg Hit} \times \text{Modded Attack Speed}}{\text{Base Combo Length}}
\end{aligned}
}
:See individual stance pages for average base combo lengths or go to Stance#Comparison
===Damage Over Time===
{
\begin{aligned}
\text{Modded Damage} &= \text{Modded Base Damage} \\
&\qquad \times \text{Modded Multishot} \\
&\qquad \times (1 + \text{Faction Damage Bonuses})
\end{aligned}
}
:Total modded damage calculations used for DoT ignores elemental and physical damage bonuses.
{
\begin{aligned}
\text{Base Avg DoT} &= \text{Modded Damage} \\
&\qquad \times (1 + \text{Faction Damage Bonuses}) \\
&\qquad \times \text{Total Ticks}
\end{aligned}
}
:Without accounting multipliers of specific DoT.
{
\begin{aligned}
\text{Avg Slash DoT} &= 0.35 \times \text{Base Avg DoT} \\
\text{Avg Electricity DoT} &= 0.5 \times (1 + \text{Electricity Bonuses}) \times \text{Base Avg DoT} \\
\text{Avg Heat DoT} &= 0.5 \times (1 + \text{Heat Bonuses}) \times \text{Base Avg DoT} \\
\text{Avg Toxin DoT} &= 0.5 \times (1 + \text{Toxin Bonuses}) \times \text{Base Avg DoT} \\
\text{Avg Gas DoT} &= 0.5 \times \text{Base Avg DoT}
\end{aligned}
}
:Individual calculations for each DoT proc. Keep in mind Slash DoT deals Cinematic damage, ignoring armor.
{
\begin{aligned}
\text{Total Avg DoT} &= (\text{Slash DoT} \times \text{Slash Distribution}) \\
&\qquad + (\text{Electricity DoT} \times \text{Electricity Distribution}) + \dots \\
&\qquad + (\text{Gas DoT} \times \text{Gas Distribution})
\end{aligned}
}
:Multiply each DoT with the respective damage distribution (i.e. damage type / total damage) and add them together
{
\begin{aligned}
\text{Normal Total Avg DoT} &= \text{Total Avg DoT} \\
&\qquad \times [1 + (\lfloor \text{Modded Crit Chance} \rfloor \times (\text{Modded Crit Multiplier} - 1) ) ]
\end{aligned}
}
:In the case where modded critical chance is over 100%, the lowest crit tier possible will be considered a normal shot. (e.g. if a weapon has 250% crit chance, the 100% for an orange crit will be considered a normal shot)
:Note that \lfloor \qquad \rfloor denotes a flooring function (rounding down)
{
\begin{aligned}
\text{Crit Total Avg DoT} &= \text{Total Avg DoT} \\
&\qquad \times [1 + (\lceil \text{Modded Crit Chance} \rceil \times (\text{Modded Crit Multiplier} - 1) ) ]
\end{aligned}
}
:In the case where modded critical chance is over 100%, the next crit tier possible will be considered a critical shot (e.g. if a weapon has 250% crit chance, the 50% for a red crit will be considered a critical shot)
:Note that \lceil \qquad \rceil denotes a ceiling function (rounding up)
{
\begin{aligned}
\text{Avg Total Avg DoT} &= \text{Modded Status Chance} \\
&\qquad \times \text{Total Avg DoT} \\
&\qquad \times (1 + \text{Modded Crit Chance} \times (\text{Modded Crit Multiplier} - 1))
\end{aligned}
}
:Accounting for critical hits, non-crits, and status chance for an average of total DoT averages.
===Lifetime Damage===
Lifetime damage is a derived damage stat that is based on the total amount of damage that a weapon can deal before it depletes its ammo reserve. Melee weapons, Battery Weapons or rechargable weapons, and Exalted Weapons (assuming Energy is always restored) will deal infinite damage over their in-game use since they are always available and are not reliant on ammo pickups or Squad Ammo Restores.
{
\begin{aligned}
\text{Average Lifetime Damage} &= \text{Average Shot} \times \text{Number of Shots Per Magazine} \times (1 + \frac{ \text{Modded Maximum Ammo} }{ \text{Modded Magazine} })
\end{aligned}
}
:The average total damage dealt by a weapon without switching weapons or replenishing ammo.
== 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|
SerrationMod.png|link=Serration|
PointBlankMod.png|link=Point Blank|
PrimedPointBlankMod.png|link=Primed Point Blank|
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|
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 Puncture 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 2.0
es:Daño
fr:Dégâts
Category:Damage 2.0
Category:Mechanics
Category:Update 11
Category:HomePage