Damage

**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.

In general, disregarding any Status Effects, it is best to mod for the elemental damage with the greatest damage bonus against an enemy's armor class to maximize one's damage potential against them (e.g. modding for Radiation Damage against the Alloy Armored Bombard).

*Last updated: Thu, 30 Sep 2021 22:37:46 +0000 (UTC) by User:Cephalon Scientia*

## 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.

 ไฟล์:Crit numbers.png
Damage indicators are color-coded using the following system (default UI colors):

* Damage appears by default in ◼ white.
* 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 appears in ◼ blue, regardless of other factors such as critical hits.
* Damage against overshields appears in ◼ purple, regardless of other factors such as critical hits.
* Attempts to damage an invulnerable enemy appear in ◼ grey.

## Overview Table

These tables show damage type resistances and weaknesses of various Health, Shield, and Armor types of different Factions.

* Grineer
* Corpus
* Infested
* Sentient
* Corrupted
* Tenno
* All

* **Cloned Flesh:** Refers to all humanoid Grineer units, including bosses and Corrupted Vor. Is also possessed by all Grineer Archwing enemies and Locust Drone.
* **Ferrite Armor:** Possessed by Lancers, Troopers, Seekers, Heavy Gunners, Commanders, all Grineer Archwing enemies and all Grineer melee units.
* **Alloy Armor:** Possessed by Elite Lancers, Eviscerators, Bombards, Napalms, Nox, Grineer bosses, Corrupted Vor and the Stalker.
* **Machinery:** Includes Rollers, Regulators, Latchers, Turrets, Tusk Thumpers, and some Grineer Empyrean enemies.

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Does not affect Machinery-type enemies.
2. ↑ 2.0 2.1 2.2 2.3 2.4 Does not affect Bosses.
3. ↑ 3.0 3.1 The damage associated bypasses these secondary protections.

* **Flesh:** Consists of all Corpus humanoids including bosses like The Sergeant and Alad V. Also includes Drahks, Hyekkas, the Stalker and the Tomb Protector.
* **Shield:** Is possessed by all regular Corpus units, Regulators, Grineer bosses and Corrupted Vor. Is not possessed by Locust Drone.
* **Proto Shield:** Possessed by every Corpus boss (including Zanuka), Nullifier Crewman, Corpus Tech, Sniper Crewman and the Stalker.
* **Ferrite Armor:** Possessed by Corvette, Frigate, Carrier (Enemy), Gox, Locust Drone, Humanoid Corpus bosses and Oxium Ospreys.
* **Alloy Armor:** Possessed by Bursas, Corpus Robotic bosses.
* **Robotic:** Refers to all Corpus robotics including robotic bosses like Ambulas and Zanuka. Is not possessed by Locust Drone.

1) Does not affect Bosses. | 2) Does not affect MOAs. | 3) Does not affect Ospreys. | 4) Bypasses shields

1. ↑ 1.0 1.1 The damage associated bypasses these secondary protections.

* **Infested:** Refers to Juggernauts, Chargers, Runners, Leaping Thrashers, Leapers, and Deimos Therids.
* **Infested Flesh:** Consists of Undying Flyers, Volatile Runners, Mutalist Osprey, and Crawler-type enemies.
* **Fossilized:** Possessed by Ancient Disruptors, Ancient Healers, Toxic Ancients, Swarm-Mutalist MOAs, Tar-Mutalist MOAs, Boilers, Brood Mothers, Phorid, Lephantis, and Jordas Golem.
* **Infested Sinew:** An Infested armor class possessed by the Hemocyte, most Deimos Infested enemies, and some Zealot enemies such as the Zealot Herald.
* **Ferrite Armor:** Possessed by Juggernauts, Juggernaut Behemoth, Deimos Tendril Drone, Jordas Golem, Mutalist Alad V and Phorid.

1) Does not affect Bosses. | 2) Does not affect Osprey enemies.

1. ↑ 1.0 1.1 The damage associated bypasses these secondary protections.

* **Flesh:** Includes Brachiolyst, Condrix, Orphix, and humanoid Amalgam enemies.
* **Robotic:** Includes most Sentient drones.
* **Ferrite Armor:** Includes most Sentient drones.
* **Alloy Armor:** Includes Sentient bosses Teralyst, Gantulyst, Hydrolyst, and Ropalolyst.
* **Shield:** Includes most Sentient drones.

1) Does not affect Ospreys, Drones. | 2) Does not affect MOAs. 3) Does not affect Corrupted Vor. | 4) The damage associated bypasses these secondary protections.

* **Cloned Flesh:** Includes Corrupted Lancer's, Corrupted Butcher's, Corrupted Bombard's, Corrupted Heavy Gunner's and Corrupted Vor's health.
* **Flesh:** Includes Corrupted Crewman's and Corrupted Nullifier's health.
* **Ferrite Armor:** Includes Corrupted Heavy Gunner's and Corrupted Butcher's armor.
* **Alloy Armor:** Includes Corrupted Lancer's, Corrupted Bombard's and Corrupted Vor's armor.
* **Shield:** Includes Orokin Drone's, Fusion Drone's, Corrupted Crewman's and Corrupted Vor's shield.
* **Proto Shield:** Includes Corrupted Nullifier's shield.
* **Robotic:** Includes Corrupted MOA's, Fusion Drone's and Orokin Drone's health.
* **Fossilized:** Includes Corrupted Ancients' health.

1) Does not affect Ospreys, Drones. | 2) Does not affect MOAs. 3) Does not affect Corrupted Vor. | 4) The damage associated bypasses these secondary protections.

* **Tenno Flesh:** Applies to all Warframes.
* **Tenno Armor:** Applies to all Warframes (Tenno).
* **Tenno Shield:** Applies to all Warframes (Tenno).

1) Does not affect the Tenno. | 2) The damage associated bypasses these secondary protections, but in the case of Toxin Damage damage, it has -25% damage modifier against Hildryn when she has overshields.

* **Flesh:** Possessed by all Corpus humanoids, including humanoid Corpus bosses, Warframes, Specter (Tenno), Specter (Enemy) and Stalker. It is most damaged by the Infested faction.
* **Cloned Flesh:** Possessed by all humanoid Grineer and Corrupted of Grineer origin, including Corrupted Vor, all Grineer Archwing enemies and Locust Drone.
* **Infested Flesh:** Possessed by Undying Flyers, Volatile Runners, Mutalist Osprey, and Crawler-type enemies.
* **Infested:** Possessed by Juggernauts, Chargers, Runners, Leaping Thrashers, Leapers, and Deimos Therids.
* **Infested Sinew:** An Infested armor class possessed by the Hemocyte, most Deimos Infested enemies, and some Zealot enemies such as the Zealot Herald.
* **Fossilized:** Possessed by Ancient Disruptors, Ancient Healers, Toxic Ancients, Swarm-Mutalist MOAs, Tar-Mutalist MOAs, Boilers, Brood Mothers, Phorid, Lephantis, and Jordas Golem.
* **Object:** Possessed by Arc Trap, Explosive Barrel, Fan, Grate, Heat Generator, Infested Tumor, Mining Machine, Sensor Bar and Storage Containers.
* **Alloy Armor:** Possessed by Elite Lancers, Eviscerators, Bombards, Napalms, Grineer bosses, Corrupted Vor, Corrupted Lancers, Robotic Corpus bosses, Warframes and Stalker. It is most damaged by the Corpus faction.
* **Ferrite Armor:** Possessed by Lancers, Troopers, Seekers, Heavy Gunners, Commanders, all Grineer Archwing enemies, Corvette, Frigate, Carrier (Enemy), Gox, Locust Drone, all Grineer melee units, Corrupted Heavy Gunners, humanoid Corpus bosses, Specter (Tenno), Specter (Enemy) and Rhino's Iron Skin.
* **Shield:** Possessed by all regular Corpus units (except Locust Drone), Regulators, Grineer bosses, Orokin Drones, Corrupted Crewman, Corrupted Vor, Warframes, Specter (Tenno), Specter (Enemy). It is most damaged by the Grineer faction.
* **Proto Shield:** Possessed by all Corpus bosses, including Zanuka and Zanuka Hunter, Corpus Techs ,Nullifier Crewman, Corrupted Nullifier and Stalker.
* **Machinery:** Possessed by Rollers, Regulators and Latchers.
* **Robotic:** Possessed by all Corpus proxies (except Locust Drone), including proxy bosses like Ambulas and Zanuka.

1) Does not affect Bosses. | 2) Does not affect Rollers, Regulators, Latchers or Osprey. | 3) Does not affect MOAs. | 4) The damage associated bypasses these secondary protections.
## 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 Damage, Puncture Damage, and Slash Damage. The overall physical damage of any given weapon is the sum of Impact, Puncture, and Slash damage. This is sometimes referred to as **IPS**.

 Slash Damage | **Bleed**Universal: Deals **35%** of the base damage as True Damage damage per second for **6** seconds after a **1** second delay. Stacks are not limited. Each stack has its own duration.

Although most weapons have varying proportions of Impact Damage, Puncture Damage, and Slash Damage, some weapons (such as the Glaxion or Phage) can have no physical damage at all. Other weapons (like the Plinx or Tysis) 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 Damage, Puncture Damage, or Slash Damage mods.

General damage increasing mods such as Serration affect **all** the base damage types of a weapon. Additionally, Faction Damage Mods such as Expel Grineer 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 Damage, Cold Damage, Electricity Damage, and Toxin Damage.

 Toxin Damage | **Poison**Universal: Deals **50%** of the base damage as Toxin Damage damage over **6** seconds after a **1** second delay (bypasses Shield). Stacks are not limited. Each stack has its own duration.

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.

ไฟล์:Elementsnew.png

 Viral Damage | Cold Damage + Toxin Damage | **Virus**On 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.

Elemental Damage is applied in addition to a weapon's physical damage types.

**Weapon Damage = (Impact Damage + Puncture Damage + Slash Damage) + (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 damage that is created by combining Cold Damage + Heat Damage will no longer deal Cold Damage damage or cause its **Freeze** effect, nor Heat Damage 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 Damage > Cold Damage > Electricity Damage > Toxin Damage, 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 Stormbringer on the top left slot of an Amprex will change the position of its innate Electricity Damage damage from last in hierarchy to first in hierarchy. Similarly, placing Thermite Rounds earlier in the hierarchy before placing Hellfire will still count the Heat Damage 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.

 ไฟล์:LoadOrder.png
For example: when modding a weapon with Electricity Damage such as Prova or Lecta, then adding Cold Damage, Toxin Damage, and Heat Damage in 1, 2 and 3 respectively get: Viral Damage (Cold Damage + Toxin Damage) and Radiation Damage (Heat Damage + Electricity Damage).

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 damage first and +90% Toxin Damage damage last, will enable the Toxin Damage damage to combine with an elemental mod higher up in the hierarchy, and the Electricity Damage 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 Ogris (Blast Damage), Penta (Blast Damage), Stug (Corrosive Damage), Nukor (Radiation Damage) and Detron (Radiation Damage) 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.

 ไฟล์:Elemental additionals.png

#### 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:

### 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.

* True Damage damage is a damage type that can be applied through Slash Damage procs, finishers as well as a few Warframe abilities and is distinct in ignoring enemy armor and bonus or malus damage modifiers, directly dealing the "raw" damage value to their health or shields.
* Void Damage damage is a damage type that can be used by the Operator after completing The War Within or by players controlling the Warframe Xaku. It possesses special properties and effects against Sentient enemies while being neutral to all health/shields/armor classes.
* Tau Damage damage is the damage type unique to the energy attacks of Sentients.

### Empyrean

Empyrean gamemode and Railjacks use a slightly altered system of the currently existing damage system. Arch-guns and Arch-melees 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 Damage, Corrosive Damage, Gas Damage, Magnetic Damage, Radiation Damage, and Viral Damage) do not have altered status effects and cannot proc against space enemies, but Arch-guns and Arch-melees 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 Point of Interests personnel, who will take damage and status as per normal.

 Toxin Damage | **Intoxicate**Target ship attacks any closest enemy and will be attacked in return for **12** seconds. Additional procs refresh duration.

## Status Effect

บทความหลัก: 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.

Status effects that deal damage over time will have a base duration of **6** seconds, during which they will deal a tick of damage for every second that the effect is active. AoE status effects, such as Electricity Damage and Gas Damage will always start dealing damage ticks the moment it is procced on an enemy. Single target status effects will have a **1** second delay before dealing their damage ticks. The table below illustrates this mechanic.

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:

# Total Ticks
⌊
Tick Rate
×
(
Duration
−
Delay Time
)
⌋
1

{\displaystyle {
\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 Damage 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 floor(1 × (7.8 - 1)) + 1 = 7.

## Damage Calculation

**ข้อผิดพลาดสคริปต์: ฟังก์ชัน "\_\_main" ไม่มีอยู่**

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 it is dealt in discrete "chunks", or quanta. These quanta are determined by the total listed damage of the source divided by 16.

# Quantum
Modded Base Damage
÷
16

{\displaystyle
{
\text{Quantum} = \text{Modded Base Damage} \div 16
}
}

For each damage type that a weapon deals, the modded damage for that damage type will be divided by the quanta and then rounded to the nearest whole number. This quantized value will be used in the game's damage calculations. As a result, the resultant damage displayed in-game may not equal theoretical damage calculations due to this rounding.

# Quantized Damage Dealt
Total Damage Dealt
÷
Quantum

(
Rounded to nearest whole number
)

{\displaystyle
{
\text{Quantized Damage Dealt} = \text{Total Damage Dealt} \div \text{Quantum}
\quad
(\text{Rounded to nearest whole number})
}
}

1. For example, if you have a weapon with a listed damage distribution of 30 Impact Damage, 30 Puncture Damage, and 40 Slash Damage, the Total Damage is **100**.
2. The value of a quantum will then be 100 / 16 = **6.25**.
3. The amount of Impact Damage damage dealt by the weapon will then be 30 / 6.25 = 4.8 rounded to the nearest whole number, multiplied by the quantum: 5 \* 6.25 = **31.25**. This process is applied to Puncture Damage and Slash Damage as well, yielding **31.25** and **37.5** respectively.
4. As such, when damaging a Charger, which has a +25% bonus to Slash Damage damage, the total damage dealt to the Charger will then be 31.25 + 31.25 + 37.5 \* (1 + 25%) = **109.375** (the game will display the rounded value of 109). Note that while in this case the weapon's damage after the conversion remained the same (at 100), sometimes damage may either be gained or lost after the conversion.

Also note that the value of a quantum is affected by base damage mods, but not affected by elemental or physical damage mods.

1. For example, if a maxed Hornet Strike was applied in the above example, the weapon's total damage would become 100 \* (1 + 2.2) = **320**.
2. The quantum would become 320 / 16 = **20**.
3. The weapon's damage distribution would then become **100** Impact Damage, **100** Puncture Damage, and **120** Slash Damage after being converted with the new quantum value of 20.

If a physical or elemental mod was applied instead of Hornet Strike, the quanta would stay at its original value of **6.25**.

1. For example if Maim was used, the Slash Damage damage would be increased to 40 \* (1 + 1.2) = 88.
2. The value of a quantum will then be 100 / 16 = **6.25**.
3. The damage distribution would then be converted into **31.25** Impact Damage, **31.25** Puncture Damage, and **87.5** Slash Damage.

### Unarmored Enemies

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

# Inflicted Damage
Starting Damage
(
1
Health-type Modifier
)

{\displaystyle
{
\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:

Damage Modifier

=
1
Health-type Modifier

Inflicted Damage

=
Starting Damage
⋅
Damage Modifier

{\displaystyle
{
\begin{aligned}
\text{Damage Modifier} &= 1 + \text{Health-type Modifier} \\
\text{Inflicted Damage} &= \text{Starting Damage} \cdot \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:

D
# M

300

300
A
R
(
1
−
A
M
)

(
1
A
M
)
(
1
H
M
)

{\displaystyle
{
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 Projection, Corrosive Damage procs, and Terrify).

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 note that type modifiers against armor work in two ways here:

* Mitigate or enhance a percentage of the target's armor (represented by AR(1 - AM) 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 (1 + AM))

Practically speaking, this means that Corrosive Damage damage is only reduced by 25% of a target's whole Ferrite Armor **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 Ferrite Armor Cloned Flesh (e.g. Heavy Gunner):
	+ Corrosive Damage (+75% against Ferrite Armor) always surpasses Viral Damage (+75% against Cloned Flesh).
	+ Puncture Damage (+50% against Ferrite Armor) surpasses Viral Damage (+75% against Cloned Flesh) above 120 armor.
* Against Alloy Armor Cloned Flesh (e.g. Bombard):
	+ Radiation Damage (+75% against Alloy Armor) always surpasses Viral Damage (+75% against Cloned Flesh).
	+ Puncture Damage (+15% against Alloy Armor) surpasses Heat Damage (+25% against Cloned Flesh) above 342 armor.
	+ Cold Damage (+25% against Alloy Armor) always surpasses Heat Damage (+25% against Cloned Flesh).
	+ However, neither Puncture Damage (+15% against Alloy Armor) nor Cold Damage (+25% against Alloy Armor) ever surpass Viral Damage (+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).

b
e
n
e
f
i

t

A
M

=

2

300

A
R

1

300

A
R

A
M

−
1

=
A
M

A
R
(
1
A
M
)

300
A
R
(
1
−
A
M
)

A
M

{\displaystyle
{
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

A
R
→
∞

(
b
e
n
e
f
i

t

A
M

# )

2

1

A
M

−
1

=

2
A
M

1
−
A
M

{\displaystyle
{
\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 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 Corrosive Projection aura stacking.

### Generalized Damage Modifier

A generalized version of the damage modifier formula is:

D
# M

300

300
A
R
(
1
−
A
M
)

∏
i
k

(
1

M
i

)

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

*Generalized damage modifier formula for a specific damage type.*
**AR** is still the target's armor *after* all debuffs (e.g. Corrosive Projection, Corrosive Damage procs, and Terrify) 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. Mi 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 True Damage 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, Sentient Scalpel, or Roar
* Damage multipliers from certain damage buffing Warframe abilities like Eclipse (all independent of each other)
* Damage multipliers from certain mods like Synth Charge and Charged Chamber (all independent of each other)
* Damage multipliers from certain Warframe passives like Garuda's or Vauban'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 Virtuos Fury
* Damage multiplier from Void Strike
* Damage Falloff
* Special damage resistances that scale based on theoretical damage per second
* Sources of damage vulnerability like Molecular Prime and Detect Vulnerability (all independent of each other)
	+ Includes Viral Damage or Magnetic Damage procs

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 + M1) × (1 + M2) × ... .

In the case of enemies who have both shields and armor, damage to shields is not mitigated by armor. Lastly, when Toxin Damage 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 damage however.

# Modded Stat
Base Stat
⋅
(
1
Stat Bonuses
)

{\displaystyle
\begin{aligned}
\text{Modded Stat} = \text{Base Stat} \cdot (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.*

# Modded Stat Time

Base Stat Time

(
1
Stat Speed Bonuses
)

{\displaystyle
\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 calculates total weapon damage as such:

Average Total Damage

=
[
Modded Base Damage
(
1
Elemental Bonuses
)

Modded Base Damage

⋅
(
Impact Distribution
(
1
Impact Bonuses
)

Puncture Distribution
(
1
Puncture Bonuses
)

Slash Distribution
(
1
Slash Bonuses
)
)
]

⋅
Modded Multishot

{\displaystyle
{
\begin{aligned}
\text{Average Total Damage} &= [ \text{Modded Base Damage}(1 + \text{Elemental Bonuses}) \\
&\qquad + \text{Modded Base Damage} \\
&\qquad \cdot (\text{Impact Distribution}(1 + \text{Impact Bonuses}) \\
&\qquad + \text{Puncture Distribution}(1 + \text{Puncture Bonuses}) \\
&\qquad + \text{Slash Distribution}(1 + \text{Slash Bonuses}) ) ] \\
&\qquad \cdot \text{Modded Multishot}
\end{aligned}
}
}

*For melee weapons, remove multishot from the equation*
Theoretical total inflicted damage against an enemy can be calculated as such (ignoring quantization for simplification):

# Total Inflicted Damage

SD

1

⋅

DM

1

.
.
.

SD

N

⋅

DM

N

{\displaystyle
{
\text{Total Inflicted Damage} = \text{SD}\_{1} \cdot \text{DM}\_{1} + ... + \text{SD}\_{N} \cdot \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

**ข้อผิดพลาดสคริปต์: ฟังก์ชัน "\_\_main" ไม่มีอยู่**

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:

# Normal Shot
Total Damage
⋅
[
1
(
⌊
Modded Crit Chance
⌋
⋅
(
Modded Crit Multiplier
−
1
)
)
]

{\displaystyle
{
\text{Normal Shot} = \text{Total Damage} \cdot [1 + (\lfloor \text{Modded Crit Chance} \rfloor \cdot (\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

⌊

⌋

{\displaystyle \lfloor \qquad \rfloor}

 denotes a flooring function (rounding down)*

# Critical Shot
Total Damage
⋅
[
1
(
⌈
Modded Crit Chance
⌉
⋅
(
Modded Crit Multiplier
−
1
)
)
]

{\displaystyle
{
\text{Critical Shot} = \text{Total Damage} \cdot [1 + (\lceil \text{Modded Crit Chance} \rceil \cdot (\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

⌈

⌉

{\displaystyle \lceil \qquad \rceil}

 denotes a ceiling function (rounding up)*

Average Shot

=
Total Damage
⋅
(
1
Modded Crit Chance
⋅
(
Modded Crit Multiplier
−
1
)
)

{\displaystyle
{
\begin{aligned}
\text{Average Shot} &= \text{Total Damage} \cdot (1 + \text{Modded Crit Chance} \cdot (\text{Modded Crit Multiplier} - 1))
\end{aligned}
}
}

*The average damage dealt on a single button input if all projectiles hit an enemy.*

Effective Fire Rate

=

1

Modded Charge Time

1
Modded Fire Rate

{\displaystyle
{
\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.*

Number of Shots Per Magazine

=

Modded Mag Size
Ammo Cost Per Shot

{\displaystyle
{
\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*

Average Burst DPS

=
Avg. Shot
⋅
Effective Fire Rate

{\displaystyle
{
\begin{aligned}
\text{Average Burst DPS} &= \text{Avg. Shot} \cdot \text{Effective Fire Rate}
\end{aligned}
}
}

Average Sustained DPS

=
Avg. Burst DPS
⋅

Number of Shots Per Mag

Effective Fire Rate
⋅
Modded Reload Time
Number of Shots Per Mag

{\displaystyle
{
\begin{aligned}
\text{Average Sustained DPS} &= \text{Avg. Burst DPS} \cdot \frac{ \text{Number of Shots Per Mag} }{ \text{Effective Fire Rate} \cdot \text{Modded Reload Time} + \text{Number of Shots Per Mag}}
\end{aligned}
}
}

*For the Vectis and Vectis Prime specifically, one (1) should be subtracted from the denominator to account for their lack of a reload delay.*

### 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:

# Normal Hit
Total Damage
⋅
[
1
(
⌊
Modded Crit Chance
⌋
⋅
(
Modded Crit Multiplier
−
1
)
)
]

{\displaystyle
{
\text{Normal Hit} = \text{Total Damage} \cdot [1 + (\lfloor \text{Modded Crit Chance} \rfloor \cdot (\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

⌊

⌋

{\displaystyle \lfloor \qquad \rfloor}

 denotes a flooring function (rounding down)*

# Critical Hit
Total Damage
⋅
[
1
(
⌈
Modded Crit Chance
⌉
⋅
(
Modded Crit Multiplier
−
1
)
)
]

{\displaystyle
{
\text{Critical Hit} = \text{Total Damage} \cdot [1 + (\lceil \text{Modded Crit Chance} \rceil \cdot (\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

⌈

⌉

{\displaystyle \lceil \qquad \rceil}

 denotes a ceiling function (rounding up)*

Average Hit

=
Average Combo Damage Multiplier

⋅
Total Damage
⋅
(
1
Modded Crit Chance
⋅
(
Modded Crit Multiplier
−
1
)
)

{\displaystyle
{
\begin{aligned}
\text{Average Hit} &= \text{Average Combo Damage Multiplier} \\
&\qquad \cdot \text{Total Damage} \cdot (1 + \text{Modded Crit Chance} \cdot (\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*

Average DPS

=

Avg Hit
⋅
Modded Attack Speed

Base Combo Length

{\displaystyle
{
\begin{aligned}
\text{Average DPS} &= \frac{\text{Avg Hit} \cdot \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

Modded Damage

=
Modded Base Damage

⋅
Modded Multishot

⋅
(
1
Faction Damage Bonuses
)

{\displaystyle
{
\begin{aligned}
\text{Modded Damage} &= \text{Modded Base Damage} \\
&\qquad \cdot \text{Modded Multishot} \\
&\qquad \cdot (1 + \text{Faction Damage Bonuses})
\end{aligned}
}
}

*Total modded damage calculations used for DoT ignores elemental and physical damage bonuses.*

Base Avg DoT

=
Modded Damage

⋅
(
1
Faction Damage Bonuses
)

⋅
Total Ticks

{\displaystyle
{
\begin{aligned}
\text{Base Avg DoT} &= \text{Modded Damage} \\
&\qquad \cdot (1 + \text{Faction Damage Bonuses}) \\
&\qquad \cdot \text{Total Ticks}
\end{aligned}
}
}

*Without accounting multipliers of specific DoT.*

Avg Slash DoT

=
0.35
⋅
Base Avg DoT

Avg Electricity DoT

=
0.5
⋅
(
1
Electricity Bonuses
)
⋅
Base Avg DoT

Avg Heat DoT

=
0.5
⋅
(
1
Heat Bonuses
)
⋅
Base Avg DoT

Avg Toxin DoT

=
0.5
⋅
(
1
Toxin Bonuses
)
⋅
Base Avg DoT

Avg Gas DoT

=
0.5
⋅
Base Avg DoT

{\displaystyle
{
\begin{aligned}
\text{Avg Slash DoT} &= 0.35 \cdot \text{Base Avg DoT} \\
\text{Avg Electricity DoT} &= 0.5 \cdot (1 + \text{Electricity Bonuses}) \cdot \text{Base Avg DoT} \\
\text{Avg Heat DoT} &= 0.5 \cdot (1 + \text{Heat Bonuses}) \cdot \text{Base Avg DoT} \\
\text{Avg Toxin DoT} &= 0.5 \cdot (1 + \text{Toxin Bonuses}) \cdot \text{Base Avg DoT} \\
\text{Avg Gas DoT} &= 0.5 \cdot \text{Base Avg DoT}
\end{aligned}
}
}

*Individual calculations for each DoT proc. Keep in mind Slash DoT deals True Damage damage, ignoring armor.*

Total Avg DoT

=
(
Slash DoT
⋅
Slash Distribution
)

(
Electricity DoT
⋅
Electricity Distribution
)
…

(
Gas DoT
⋅
Gas Distribution
)

{\displaystyle
{
\begin{aligned}
\text{Total Avg DoT} &= (\text{Slash DoT} \cdot \text{Slash Distribution}) \\
&\qquad + (\text{Electricity DoT} \cdot \text{Electricity Distribution}) + \dots \\
&\qquad + (\text{Gas DoT} \cdot \text{Gas Distribution})
\end{aligned}
}
}

*Multiply each DoT with the respective damage distribution (i.e. damage type / total damage) and add them together*

Normal Total Avg DoT

=
Total Avg DoT

⋅
[
1
(
⌊
Modded Crit Chance
⌋
⋅
(
Modded Crit Multiplier
−
1
)
)
]

{\displaystyle
{
\begin{aligned}
\text{Normal Total Avg DoT} &= \text{Total Avg DoT} \\
&\qquad \cdot [1 + (\lfloor \text{Modded Crit Chance} \rfloor \cdot (\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

⌊

⌋

{\displaystyle \lfloor \qquad \rfloor}

 denotes a flooring function (rounding down)*

Crit Total Avg DoT

=
Total Avg DoT

⋅
[
1
(
⌈
Modded Crit Chance
⌉
⋅
(
Modded Crit Multiplier
−
1
)
)
]

{\displaystyle
{
\begin{aligned}
\text{Crit Total Avg DoT} &= \text{Total Avg DoT} \\
&\qquad \cdot [1 + (\lceil \text{Modded Crit Chance} \rceil \cdot (\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

⌈

⌉

{\displaystyle \lceil \qquad \rceil}

 denotes a ceiling function (rounding up)*

Avg Total Avg DoT

=
Modded Status Chance

⋅
Total Avg DoT

⋅
(
1
Modded Crit Chance
⋅
(
Modded Crit Multiplier
−
1
)
)

{\displaystyle
{
\begin{aligned}
\text{Avg Total Avg DoT} &= \text{Modded Status Chance} \\
&\qquad \cdot \text{Total Avg DoT} \\
&\qquad \cdot (1 + \text{Modded Crit Chance} \cdot (\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.

Average Lifetime Damage

=
Average Shot
⋅
Number of Shots Per Magazine
⋅
(
1

Modded Maximum Ammo
Modded Magazine

)

{\displaystyle
{
\begin{aligned}
\text{Average Lifetime Damage} &= \text{Average Shot} \cdot \text{Number of Shots Per Magazine} \cdot (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

บทความหลัก: Enemy Level Scaling
The formula enemy damage scales at is as follows:

# Damage Multiplier
1
0.015
×
(
Current Level
−
Base Level

)

1.55

{\displaystyle \text{Damage Multiplier} = 1 + 0.015\times(\text{Current Level} - \text{Base Level})^{1.55}}

 ไฟล์:DamageScaling.png
## Increasing Base Damage

* Primary
* Secondary
* Melee
* Arch-gun
* Arch-melee

AmalgamSerrationMod.pngAmalgam SerrationBlazeModU145.pngBlazeHeavyCaliberModU145.pngHeavy CaliberSerrationModU145.pngSerrationPointBlankModU145.pngPoint BlankPrimedPointBlank.pngPrimed Point BlankViciousSpreadModU145.pngVicious Spread

AugurPactMod.pngAugur PactHornetStrikeModU145.pngHornet StrikeMagnumForceMod.pngMagnum Force

PressurePointModU145.pngPressure PointPrimedpressurepoint.pngPrimed Pressure PointSacrificialPressure.pngSacrificial PressureSpoiledStrikeModU145.pngSpoiled Strike

PrimedRubedoLinedBarrel.pngPrimed Rubedo-Lined BarrelRubedoLinedBarrel.pngRubedo-Lined BarrelSabotRoundsMod.pngSabot Rounds

CuttingEdge.pngCutting Edge
TheIndexSigil.pngFinancial Stress debuff
## Decreasing Base Damage

VaultKeyExtinguished.pngHaving equipped an Extinguished Dragon Key reduces damage by 75%.FrailMomentum.pngFrail MomentumHollowPointModU145.pngHollow PointPuncture b.svgBeing affected by Puncture Damage procShrapnelRounds.pngShrapnel RoundsVileAccelerationNew.pngVile AccelerationAnemicAgilityMod.pngAnemic Agility

## Patch History

Update 27.2 (2020-03-05)

Armor and Damage Changes (Enemy):
This section will go over before and after scenarios with our enemy Armor, Health, and Shield changes. Reading this section should give you a conceptual and on-paper understanding of what we’re changing and why, but practical experiences will tell the full story here. You may need to refresh some aspects of your Builds to truly optimize your power against your enemies.

Before: Armor, Shields and Health on an Exponential Curve
After: Armor Shields and Health on an S curve

Damage Changes:
Enemy Damage output should still be close to what is currently on the Live version of the game, but we have made a few changes that will affect how players take Damage in-game.

Damage-Type Changes:
* Slash Status now does not bypass Shields and instead deals damage over time to Shields. Slash Status still bypasses Armor.
* Toxin Damage used to apply to Armor with a 25% bonus. Now it is neutral. For role distinction, Toxin bypasses Shields (but not Armor) where as Slash Status bypasses Armor but not Shields.

Player Changes:
Player Shields, Health, and Armor used to be shared with all AI, so they had all the weaknesses and resistances that their AI counterparts did.

Now Players have their own unique Shield, Health, and Armor type classified as TENNO! These have all weaknesses and resistances neutralized (for now). Player Shields now reduce 25% of incoming damage. Player Shields now recharge with custom player-only logic. Shield recharge delays are based on depleted or partial depleted shields. Partially depleted shields (any amount) is a 1 second recharge delay. Full depletion is a 4 second recharge delay.

These changes to Player shields are in addition to coming Shield Gating changes, which you can read about in our Shield Gating section!

*Why: Armor Scaling and enemy Damage Reduction was the nucleus for this change. For years Tenno have had the tools to deal with these things, but the tools were uniform: Use Corrosive Projection, or else. While this is a simplification, it removed the feeling of choice. With these changes, we hope players experience a feeling of variety and choice when taking on enemies. By changing the scaling for Armor, we could consistently change the scaling for all!*

Stacking Status Effects:
**But wait - THERE’S MORE! In addition to being able to achieve two Status Effects on a single shot with >100% Status, we are also adding new meaning if you get a duplicate Status Effect on an enemy overall.**

This section will outline exactly what this means for each Status type, including information on how multiple Status Effects behaved with stacking prior to this Hotfix:

* Impact Damage: Repeat single-target Impact Status Effects will escalate the efficacy of the Impact Status (removed previous change of adding Ragdoll as maximum Stagger consequence).
* Puncture Damage: The first Puncture Status Effect has an enemy deal 30% less Damage. Subsequent Puncture Status add +5% weakening, leading to up to 75% (capped). Each Puncture Status has a duration of 6 Seconds.
* Slash Damage: Each Slash Status has its own duration, but now we only show a maximum of 10 damage numbers in the HUD, damage is unaffected, but reducing how many damage events we show helps with performance
* Cold Damage: The first Cold Status Effect deals 25% slow. Subsequent Cold Status Effects deal +5% slow for a total of 70% slow at 10 procs. Each Cold Status has a duration of 6 seconds.
* Heat Damage: No Change.
* Toxin Damage: See Slash, plus the base duration of a Toxin Status Effect now matches Slash for 6 seconds.
* Electricity Damage: AoE Electricity Damage that is part of the Status Effect can now reoccur while the target is still under the stun animation of another Electricity Status Effect.
* Blast Damage: Grants the Blast Status Effect a single target. Blast Status reduces enemy accuracy by 30% base. Subsequent Blast Status Effects add +5% inaccuracy for for 75% total at 10 stacks. Each Blast Status has a 6 second Duration.
* Corrosive Damage: The first Corrosive Status Effect strips 26% Armor. Subsequent Corrosive Status Effects strip 6% more Armor, leading up to 80% Armor removal. Each Corrosive Status Effect lasts 8 seconds.
	+ *Note: Corrosive was the only Status with infinite Duration and 100% Efficacy toward a defensive stat. This was necessary to some based on how Armor Scaled. We feel our rebalancing efforts need a differently behaving Corrosive to balance out all Status overall.*
* Radiation Damage: The first Radiation Status Effect has an enemy deal 100% Damage to allies. Subsequent Radiation Status adds +50% damage, leading to up to 550% (capped). Each Radiation Status Effect has a duration of 12 seconds.
* Magnetic Damage: New Status Effect entirely: enhanced Damage! First Magnetic Status Effect deals 100% additional Shield damage, subsequent Magnetic Status add +25% for a total of 325% (capped). Enemies under a Magnetic Status Effect cannot regenerate Shields. Magnetic Status Duration is now 6 seconds.
* Viral Damage: New Status Effect entirely: enhanced Damage! First Viral Status Effect deals 100% additional Health damage, subsequent Viral Status add +25% for a total of 325% (capped).
	+ *Note: Before Viral would halve a target’s health pool and simply refresh the duration. Now it deals 2x Damage to Health, and can scale up to 4.5x Damage on repeat Status Effects.*
* Gas Damage: The base duration of a Gas Status Effect now matches Slash for 6 seconds. No longer does AoE with forced Poison Status Effect (resulting in Poison DoT for enemies in radius), instead it does AoE DoT Gas damage around the target.

Hotfix 27.0.9 (2020-01-09)

Weapon & Proc Adjustments

*The idea of ‘one damage type to rule them all’ is one we want to avoid in Railjack’s early days. We are rebalancing aspects of certain Damage types to ensure there’s balanced choices. The Armor changes in conjunction with this means this is a combined effort of finding the right place for all damage types, not just one leader. Please bear with us as we navigate this particular space - with your help, hopefully everyone will get to put their favourites from their Arsenal to use!*

* Decreased the effectiveness of the Particle proc but increased its Duration
	+ *Reduced to 7.5% damage bonus per hit, still stacks, and lasts 20 seconds. The exponential growth and short duration meant this was far more beneficial to rapid-fire guns than anything else.*
* Increased the effectiveness of the Incendiary proc but decreased its Duration
	+ *Double the damage per tick but half the duration; same total damage but in less time to feel more relevant.*
* Fixed Ballistic and Particle damage icons being swapped in-game.

Hotfix 25.7.5 (2019-09-09)

* Updated terminology for Damage Types in Portuguese.

Update 11.2 (2013-12-04)

* Tweaked Radiation Proc to not last as long on players and is more obvious when active.

Update 11.0 (2013-11-20)

Damage 2.0 Introduced
Source: https://forums.warframe.com/topic/132366-information-on-damage-20/

This new damage system introduces a number of new terms. This post will take you through introducing and explaining these terms, then elaborating on what they mean for combat. Keep in mind that things are subject to change, that some terms may be placeholder.

Physical Damage:
* Impact
* Puncture
* Slash

Every weapon in the game is made up of a combination of these three damage types. The overall damage of any given weapon is the sum of Impact, Puncture, and Slash damage. Weapons will exhibit a variety of combinations on the Impact, Puncture, and Slash damage spectrum. Mods will affect damage types as decided by the player by their loadout.

In short, Weapon Damage = (Impact + Puncture + Slash)

Real-life Firearm Metaphor: Impact = Slug; Puncture = Armor Piercing; Slash = Hollow-point. When assigning physical damage aspects to weapons we avoid making them 'pure' (100% in one direction). This ensures you can damage all enemies in the game.

Elemental Damage:
In addition to the 3 base damage types, Elemental Damage can be applied on top of a weapon’s base damage depending on what Elemental Mods are applied. For some rare weapons, elemental damage is all they have.

There are four primary Elemental Damage types:

* Heat
* Cold
* Electric
* Toxin

Elemental Damage can be applied alone but if you combine primary elements they create new combined elemental damage types! This opens up new possibilities, reduces 'rainbow build' problems and reduces some of the confusing effects like 'frozen guy is on fire'.

Combined Elemental Types:
To create these combined elements requires mixing two primary elements together:

* Blast (Fire + Cold)
* Gas (Fire + Toxin)
* Radiation (Fire + Electricity)
* Magnetic (Cold + Electricity)
* Viral (Cold + Toxin)
* Corrosive (Electricity + Toxin)

Elemental Damage is applied in addition to a weapon’s physical damage types.

Weapon Damage = (Impact + Puncture + Slash) + (Elemental).

~~**Elemental Damage Hierarchy & Combining Elementals**~~

~~Elemental damage combinations are made by following a strict order.~~

~~Fire, Cold, Electric, Toxin.~~

~~As an example: If you want Fire damage + Magnetic damage (Cold + Electricity), you will need to split it between weapons because when a Fire Mod enters the mod loadout any other elementals will combine with it as it is first in the hierarchy.~~

Elemental Damage & Combining Elements: CHANGES!
After reviewing this thread and working things out with combinations, we have changes to report to Elemental Combinations. Elemental combinations will no longer be based on a predetermined elemental hierarchy, but instead a **MOD PLACEMENT** hierarchy.

This hierarchy is from closest to top left (first to be considered) to closest to bottom right (last to be considered) on the Mod Layout.

If you place Cold, Toxin, Fire, and, Electric, in that order from top left to bottom right, you will get:

(Cold + Toxin) and (Electric + Fire).

Status Effects ('Procs')
All damage types have a chance to inflict a status on the target – including you!

Impact: Knockback
Puncture: Weakened (reduced damage output)
Slash: Bleed (health reduced over time, healing blocked)

Fire: Ignited (fire damage over time)
Cold: Slowed
Electric: Chain Electricity Damage
Toxin: Poison Damage over time to health.

Blast: Stun
Gas: Poison in area
Radiation: Confusion (difficulties targeting)
Magnetic: Shield reduction
Viral: Sickened
Corrosive: Armor Damage

Enemy Levels
Enemy levels now fall in a more compressed scale. Level 1 enemies are still the easiest, but the difficulty of a Level 40 enemy in Damage 2.0 will be comparable to a Level 100 enemy in Damage 1.0. Infinite mission types will still feature ever increasing enemy levels. Enemies will be wielding weapons that can inflict different types of damage and Procs on the Tenno, meaning the difficulty will come from a combination of their loadouts and their level.

Know your enemy.
Enemies will react to damage types differently. Begin hunting your enemies to discover the best way to approach different faction and enemies. With your Primary, Secondary, and Melee weapon, you will be able to take on the fiercest foes with many different combinations.

Significance of Change
Damage 2.0 is a very significant change to Warframe. We are standing by to receive feedback and experiences on this new Damage system when it is released.

Thank you for reading, everyone!