Hasar (Damage)

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**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 – type modifiers (main content of this article), armor, critical hit bonuses, stealth bonuses, Warframe ability debuffs, body part modifiers, faction modifiers – 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. 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. Weapons with multiple projectiles like shotguns or rifles with Multishot will display a damage instance for each individual projectile. Weapons which 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:

* Damage appears by default in white.
* Critical hits and stealth attacks are in yellow.
* Orange crits, appear in orange color. These are stronger than yellow crits.
* Red crits, as their name suggests, appear in red. These are stronger than orange crits.
* Damage against shields appears in blue, regardless of other factors.
* Damage against overshields appears in purple.
* Attempts to damage an invulnerable enemy appear in grey.

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## 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 ratio balance 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**.

Although most weapons have varying proportions of , , and , some weapons (such as the Şablon:Weapon or Şablon:Weapon) can have no physical damage at all. Other weapons (like the Şablon:Weapon or Şablon:Weapon) 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 Şablon:M affect **all** the base damage types of a weapon. Additionally, Faction Damage Mods such as Şablon:M 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 .

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.

Dosya:Elementsnew.png

Elemental Damage is applied in addition to a weapon’s physical damage types.
Weapon Damage = ( +  + ) + (Elemental).

**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.

However, a weapon's innate elemental damage can be forced into a different position in the hierarchy (and thus be combined into a combo 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 it's hierarchy and where it's combined.

For example, putting Şablon:M on the top left slot of Şablon:Weapon will change the position of its innate  damage from last in hierarchy to first in hierarchy. Similarly, placing Şablon:M earlier in the hierarchy before placing Şablon:M 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 combo element.

 Dosya:LoadOrder.png
For example: when modding a weapon with standalone  such as Şablon:Weapon or Şablon:Weapon, 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 Combination Elements such as Şablon:Weapon (), Şablon:Weapon (), Şablon:Weapon (), Şablon:Weapon () and Şablon:Weapon () 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 combination elements, as basic elements **cannot** combine with a weapon's already combined innate damage type.

 Dosya:Elemental additionals.png
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### 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 is a damage type that can be applied through  procs, finishers as well as a few Warframe abilities and is distinct in ignoring enemy armor and bonus or malus damage modifiers, directly dealing its "raw" damage value to their health.
* damage is a damage type that can only be used by the Operator after completing The War Within. It possesses special properties and effects against Sentient enemies.
* Dosya:SentientFactionIcon b.png Tau damage is the damage type unique to the energy attacks of Sentients.

### Empyrean Damage System

Empyrean uses an altered system of the currently existing damage system. These damage types are exclusive to Railjack armaments. Arch-weapons will have their damage converted to the corresponding Railjack damage analogue during Empyrean missions.

The below list shows the list of Empyrean specific damage types, along with their corresponding status effect. Secondary elemental damage types (, , , , , and ) are not converted and can not proc a status effect on enemies in Empyrean Archwing mode. Secondary elemental types do increase total damage, they are not however, included in the calculation for status proc weightings.

* Particle and Ballistic procs are currently bugged have their proc icons switched.
* Arch-guns receive a 95% damage reduction when dealing damage in railjack. Source

## Status Effect

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A Status Effect, also known as proc, is an additional effect which 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.

A weapon will always (with every shot) deal any elemental and physical damage installed, regardless of the corresponding status triggering or not.

## 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 abilities. But in the case of a Bleed DoT, damage ticks 7 times over a 6 second duration. This results in a tick rate of 1s-1 (notably *not* 1.167s-1 because counting starts at 0 seconds), and the same applies to all DoT from Status Effect. 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:

# Total Ticks
⌊
Tick Rate
×
Duration
⌋
1

{\displaystyle {
\text{Total Ticks} = \lfloor \text{Tick Rate} \times \text{Duration} \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 Şablon:Math.

## 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.

Dealing damage is quantized. Meaning, rather than damage being applied smoothly it is dealt in discrete "chunks", or quanta. These quanta are determined by the total listed damage of the source divided by 16.

For example, if you have a weapon with a listed damage distribution of 30 , 30 , and 40 , the Total Damage is **100**. The value of a quantum will then be Şablon:Math. When damaging a Charger, which has a +25% bonus to  damage, the amount of  damage dealt will then be Şablon:Math rounded to the nearest whole number, multiplied by the quantum: Şablon:Math. This process is applied to  and  as well, yielding **31.25** and **37.5** respectively. As such, the total damage dealt to the Charger will then be Şablon:Math (the game will display the rounded value of 109).

Note that while in this case the amount of damage after the conversion remained the same, sometimes damage may either be gained or lost after the conversion.

Against **unarmored** enemies or when applying True damage, the formula is simply:

Inflicted Damage Şablon:Eql Base Damage Şablon:Mul (1 + Health-type Modifier)
* **Inflicted Damage (ID)** is the final damage result.
* **Base Damage (BD)** is the initial damage value.
* **Health-type Modifier (HM)** is the damage modifier against that health type (may be shield or health).

To make it independent from the amount of base damage:

Damage Modifier Şablon:Eql 1 + Health-type Modifier
Inflicted Damage Şablon:Eql Base Damage Şablon:Mul Damage Modifier
* **Damage Modifier (DM)** is the total damage modifier. An amount of damage of that type (BD) against that enemy will then always be multiplied with this factor (DM).

Against **armored** enemies, the formula is:

D
# M

300

300
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R
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1
−
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M
)

(
1
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)
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{\displaystyle
{
DM = \frac{300}{300 + AR(1 - AM)}(1 + AM)(1 + HM)
}
}

Where additionally 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 (including Şablon:M, Corrosive procs and Şablon:A).

It's important to note that type modifiers against armor work in two ways here: they mitigate a percentage of the target's armor, and increase the damage dealt in the same way as a type modifier against the hit points would do. Practically speaking, this means that  damage is only reduced by 25% of a target's whole Ferrite Armor **and** the base damage is increased by +75%. Thus having the damage type with the highest appropriate bonus is **far** more important against armored than unarmored targets. The formula 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).

Because of the twofold reduction, a simple (1 + *HM*) Şablon:Mul (1 + *AM*) calculation yields incorrect results. The following damage type pairings deviate from that simplified calculation:

* Against ferrite-armored cloned flesh,
	+ always surpasses .
	+ surpasses  above 120 armor.
	+ always surpasses ; but never surpasses .
* Against alloy-armored cloned flesh,
	+ always surpasses .
	+ surpasses  above 342 armor.
	+ always surpasses .
	+ However, neither  nor  ever surpass .

This just shows that one can't 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 level).

b
e

n

A
M

=
A
M

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300
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A
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{\displaystyle {
ben\_{AM} = 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 upper expression on the right. 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

A
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→
∞

(
b
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n

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# )

2
A
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1
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{\displaystyle {
\lim\_{AR\to \infty} (ben\_{AM}) = \frac{2AM}{1 - AM}
}}

*Limit for the benefit as armor approaches infinity.*

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  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. The formula for the limit is the lower one given on the right. Below is a table of the actual values for all currently implemented armor modifiers.

This illustrates the growing returns of greater armor modifiers, which may be compared to the behavior of Şablon:M aura stacking.

### General

A generalized version of the aforementioned formula is:

D
# M

300

300
A
R
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∏
i
k

(
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{\displaystyle {
DM = \frac{300}{300 + AR(1 - AM)}\prod\_i^k(1 + M\_i)
}}

*Generalized damage modifier formula.*

AR is still the target's armor *after* all debuffs (Şablon:M,  procs and Şablon:A) have been applied, how these debuffs work is subject of the armor article. AM is the damage type modifier against the armor class. MŞablon:İnd for all indices *i* are all modifiers that take effect, these can be damage type modifiers against armor and health type, the crit modifier (on average: chance Şablon:Mul damage multiplier), stealth bonus (only normal auto attacks, the special stealth attacks are classified as True damage type and disregard armor), enemy body part/hit zone modifiers and damage multipliers from Warframe abilities like Şablon:A, Şablon:A, Şablon:A or Şablon:A. The term following the large pi operator (Π) simply means that this is a product, so all these bonuses stack multiplicatively. The notation replaces (1 + MŞablon:İnd) Şablon:Mul (1 + MŞablon:İnd) Şablon:Mul ... .

In case of enemies who have both shields and armor, damage to shield is not mitigated by armor. Lastly, when  damage is applied to a shielded target, the damage is applied directly to its health, not shield – it bypasses shields.

## Eximus

Şablon:Main
**Eximus** enemies have increased damage resistance to all damage types by **50%** and/or boosted stats. Some different Eximus units gain different types of resistance.

For example, while a **Blitz Eximus** gains no boosted stats, they gain resistance to all damage by **50%**. Similarly, while a **Leech Eximus** gains no additional damage resistance, they gain a significant increase to their base Health and Shield at **+200%**. Some Eximus units have both defensive scaling and damage resistance such as **Parasitic Eximus** and even further resistance to primary elemental types such as **Arctic Eximus**.

Dosya:Warframeximuscompre.png

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## Media

### Overview Tutorials

Thumbnail1.pngOverall damage guide-Damage types, Crits, and StatusThe Three Way Damage 2.0 vs. The Grineer (Update 11.5.3)The Three Way Damage 2.0 vs. The Corpus (Update 11.5.3)The Three Way Damage 2.0 Vs. The Infested (11.5.3)Warframe - Damage 2.0 Fast and Easy
### Individual Damage Tutorials

WDR Impact Damage (Warframe)WDR 2 Puncture Damage (Warframe)WDR 3 Slash Damage (Warframe)WDR 4 Heat Damage (Warframe)WDR 5 Electricity Damage (Warframe)WDR 6 Cold Damage (Warframe)WDR 7 Toxin Damage (Warframe)WDR 8 Blast Damage (Warframe)WDR 9 Corrosive Damage (Warframe)WDR 10 Gas Damage (Warframe)WDR 11 Magnetic Damage (Warframe)WDR 12 Radiation Damage (Warframe)WDR 13 Viral Damage (Warframe)
## Patch History

Şablon:Scrollbox/Article

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es:Daño