Damage 2.0/Heat Damage

Damage is one of the four primary elemental damage types. It performs well against and light creatures, but is less effective against the worn by some elite units.
==Status Effects==
===General===
The status effect of damage is Ignite. It sets the enemy ablaze, which makes them panic, reduces their armor by up to 50% and, after a 1 second delay, deals a tick of damage every second for 6 seconds.
Enemies killed while under or by a proc will be left in ashes, burning away shortly afterward.
====Damage Over Time====
Each tick deals 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.
{
\begin{aligned}
\text{Heat Proc Damage per Tick} &= 0.5 \times \text{Modded Base Damage} \\
&\qquad \times (1 + \text{Heat Damage Bonuses}) \\
&\qquad \times (1 + \text{Faction Damage Bonuses}) \\
&\qquad \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.
For example, tick damage for a weapon with an innate 100 damage, , , and will be:
:Modded Damage = 
:Heat Mod Multiplier = 
:Tick Damage = 
As can be seen in the above calculations for tick damage, Faction Damage is applied twice, making their effective bonus . This is a 1.30*1.30 = 1.69 or +69% increase for the 30% Faction Damage mods and 1.55*1.55 = 2.4025 or +140.25% for the 55% Primed Faction Damage mods.
 Heat tick damage and proc duration
Time from initial proc	0s	1s	2s	3s	4s	5s	6s	7s
Tick damage occured? 	✗ 	✓ 	✓ 	✓ 	✓ 	✓ 	✓ 	✗
====Heat Inherit and Repeated Application====
Repeated application of procs do not stack tick damage in the same way other damage over time (DoT) status effects like , , or do. Instead, a proc both adds a stack and refreshes the duration of all currently active heat stacks on the target. This allows for ramping up tick damage indefinitely (scaling up linearly) as long as heat status is kept refreshed within the 6 second effect duration (modified by Status Duration). Additionally, all status stacks are automatically consolidated into one tick of damage per second, with new heat procs refreshing and further adding to this tick damage.
====Crowd Control====
Enemies affected by a proc are ignited in flames and will panic and flail around for a few seconds, preventing them from taking any other actions. The length of the panic animation depends on enemy type: approximately 4 seconds for humanoids, 3 for most Infested, and 2 for MOAs and Chargers, however Ospreys, Bosses and Tenno are immune, and their ability to act is not impeded. Repeated application of status will reapply the panic effect.
====Armor Stripping====
The status effect's armor strip has a ramp-up time when it first procs and a ramp downtime when the proc ends. Every 0.5 seconds after the initial proc, the enemy will have 15%, 30%, 40%, 50% of its armor stripped. It will therefore take 2 seconds to reach the maximum armor strip. Proccing more heat status effects within this time frame will not speed up the armor stripping process.
After the proc ends, the target will regain armor every 1.5 seconds for 6 seconds. The enemy's armor strip will decrease as follows: 50%, 40%, 30%, 15%, 0%. 
Status Duration mods will increase the time intervals for the armor strip as expected. For example, with +100% Status Duration, the armor strip will occur every second instead of every half second. As a result, the full 50% armor strip will only be achieved after 4 seconds.
 status armor reduction is multiplicative with other armor reduction sources. This can be expressed as the following:
For example, a full 4-player squad with max-rank , an active proc, and max stacked proc will result in an enemy's armor being reduced to:
:.
If only one player has a max-rank with the above statuses, an enemy's armor would instead be reduced to:
:.
An active proc, and max stacked proc without would result in an enemy's armor being reduced to:
:.
Currently, the only non-ability method to completely remove armor is to use , , or a Dagger with .
===Railjack===
The status effect of damage against Railjack space enemies is Sear, dealing 6 ticks of damage over 5 seconds. Against the Tenno's Railjack, it causes a Fire Hazard which causes ship armaments to overheat faster and cool down slower.
Sear ticks deal 100% (1 + Heat Damage bonuses) as damage. Unlike standard heat, each proc has an independent duration and is not refreshed by additional heat procs.
 Sear tick damage and proc duration
Time from initial proc	0s	1s	2s	3s	4s	5s	6s	7s
Tick damage occured? 	✓ 	✓ 	✓ 	✓ 	✓ 	✓ 	✗ 	✗
==Type Effectiveness==
==Elemental Combinations==
 damage mods can be combined with other elemental mods to create a new elemental damage type.
* + = 
* + = 
* + = 
==Heat Sources==
===Weapons===
Basmu.png|link=Basmu|(Radial attack)
Shedu.png|link=Shedu|(Direct hit)
Catchmoon.png|link=Catchmoon|Catchmoon (Kitgun Chamber)
Hystrix.png|link=Hystrix|(Fire quill, proc only)
DualHeatSwords.png|link=Dual Heat Swords|(Slam Radial Damage)
HeatDagger.png|link=Heat Dagger|(Slam Radial Damage)
HeatSword.png|link=Heat Sword|(Slam Radial Damage)
Sheev.png|link=Sheev|(Slam Radial Damage)
===Enemies===
Flameblade.png|link=Flameblade|Flameblade wielding the 
FlameLancerAvatar.png|link=Scorch|Scorch wielding the 
IncendiaryBombardAvatar.png|link=Napalm|Napalm wielding the Pyrotechnic Ogris
GeneralSargasRukFK.png|link=General Sargas Ruk|General Sargas Ruk uses Blast Grenade, Fire Blast, and Inferno
LechKril.png|link=Lieutenant Lech Kril|Lieutenant Lech Kril (Phase 2) uses Fire Wave
CatMaster.png|link=Hyekka Master|Hyekka Master wielding the and can throw Fire Bombs
ExploiterOrb.png|link=Exploiter Orb|Exploiter Orb
MoaFusion.png|link=Fusion MOA|Fusion MOA firing a Plasma Beam
DEHyenaNg.png|link=Hyena NG|Hyena NG uses Blast Grenade and Fire Wave
OrokinMoaBipedAvatar.png|link=Corrupted MOA|Corrupted MOA firing a Plasma Beam
CorpusMachinist.png|link=Machinist|Machinist
===Mods===
===Abilities===
PhoenixBlazeMod.png|link=Phoenix Blaze|
===Arcanes===
MagusMelt.png|link=Magus Melt|
==Sources of Heat Resistances==
===Arcanes===
ArcaneIce.png|link=Arcane Ice|
===Mods===
FlameRepellentMod.png|link=Flame Repellent|
OrgoneTuningMatrixMod.png|link=Orgone Tuning Matrix|
==Additional Effects==
Some mods and arcanes add additional effects when a occurs or dealing damage.
ArchonVitalityMod.png|link=Archon Vitality|
CascadiaFlare.png|link=Cascadia Flare|
TopazArchonShard.png|link=Topaz Archon Shard|
==Tips==
* is a rare case of resistance reduction that will multiply the effects of heat. It is especially effective against , able to increase the -50% damage modifier against heat to +15% with a single application, a 2.3x damage bonus. However, it does not reduce armor resistance, where it would have an exponential effect with health resistances.
* damage and its combination elements are not very effective against Corpus. In addition to damage being reduced against Proto Shields, damage is reduced against Flesh and damage is reduced against Shields (though it is increased against Robotic).
==Media==
Screenshot_495 ..png|Heat visuals on a melee weapon
Screenshot_496..png|An enemy killed while affected by a heat proc
Screenshot_510.png|An enemy under the effects of a heat proc
==Patch History==
==References==
de:Schaden 2.0/Feuerschaden
es:Daño Calor
fr:Dégâts/Dégâts Feu
Category:Mechanics
Category:Damage 2.0
Category:Heat Damage
Category:Update 11
Category:Armor Reduction