Status Effect

*This page is in reference to the Damage 2.0 system.*

> The chance that a hit will apply a Status Effect based on the types of damage the weapon inflicts.
>
> In-game Description

A **Status Effect**, or commonly called a **Proc**, is an additional effect which may be triggered at random by a hit from a weapon or Warframe ability. **Status Chance** is the probability that a hit will inflict a status effect. The base duration of the Proc will depend on its type, and whether the target is an enemy or another Tenno. Warframe abilities usually have a high chance to proc, or in some cases, greater than or equal to 100% chance to inflict their status effect (e.g. Frost's Ice Wave ability).

Each damage type is associated with a status effect. Weapons that deal multiple damage types will have a separate chance to inflict its associated status effect on a target, and only one damage type can proc per hit. See below for information on which status effects are associated with which damage types.

For example, a weapon such as an unmodified Staticor deals solely Radiation Damage damage. In addition to its damage, the Staticor also has a 28% status chance on each shot to cause a proc. On a successful proc, the enemy will receive the Radiation status effect, which causes Confusion over the duration of the effect.

Enemies also possess the ability to inflict status effects on Tenno. For example, a Grineer Scorch has a chance to inflict the Ignited status effect with the Heat Damage damage from his Ignis. Similarly, enemies are also able to inflict physical procs such as Bleeding (associated with Slash Damage damage) bypassing the player's armor.

*Last updated: Thu, 30 Sep 2021 22:38:20 +0000 (UTC) by User:Cephalon Scientia*

## Status Effects

### Empyrean

บทความหลัก: Damage § 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 Chance

Status chance can be a key factor in deciding on a weapon of choice. Some effects are very powerful responses to certain enemies, while others may be less beneficial. For example, Corrosive Damage procs are valued highly against heavily armored foes, but Magnetic Damage procs have no benefit to enemies that lack shields.

The chance that a proc will occur can be directly increased with mods such as Rifle Aptitude. One can also increase the number of projectiles fired through multishot mods such as Split Chamber; this effectively increases the opportunities for an enemy to be procced per a given attack, and is reflected in the weapon's attributes box in the Arsenal screen, but does not change the status chance for each individual hit. Another indirect way of increasing the amount of procs is to increase fire rate, this also doesn't change the likelihood that a proc will occur per hit, but increases the number of possible procs in a given time frame.

When a weapon achieves a status chance **higher than 100%**, each hit may apply additional status effects. The type of each proc is independently drawn, so it is possible to apply the same status several times in one hit.

## Damage Distribution

Damage procs will occur in proportion to the amount of base damage dealt by each of the present damage types on the weapon. For example, an unmodded Strun's highest physical damage type is Impact Damage, thus it inflicts mostly knockback procs.

Increasing the physical or elemental damage of a weapon does not increase the duration of the associated proc (e.g. enemies won't be confused longer if Radiation Damage damage is increased).

When a hit procs, the chance for an individual damage type to proc in relation to the others is:

Proc Type Chance = Damage ÷ Total Damage

For example, if a weapon's damage is composed of 20 Impact Damage, 5 Puncture Damage, 10 Slash Damage, 25 Heat Damage, and 50 Corrosive Damage, then its total damage is 20 + 5 + 10 + 25 + 50 = 110. Therefore, the chance for the individual damage types to proc will be:

 **Proc Type Chance** | 18.18%

### Status Immunity Interactions

Proc type chances are not altered by enemy resistances or weaknesses to the damage components used in their computation; however, they are modified by enemy status immunities. When an attack procs a status effect on an enemy which is immune to a particular proc type, the respective damage type is excluded from proc type chance calculations for status effects on that enemy.

For example, if the weapon outlined above were used against an enemy with Corrosion status immunity (regardless of whether that enemy is also immune to Corrosive Damage damage), the chances for the individual damage types to proc would change to the following values:

 **Proc Type Chance** | 33.33%

## Damage Scaling

If the initial hit is affected by the following, a resulting, damage-dealing effect will also benefit accordingly:

* Damage Buffs and relevant Mods
	+ This includes for example total damage multipliers like Furious Javelin or Eclipse, additive damage bonuses like Serration or Vex Armor, and enemy debuffs like Molecular Prime and Rest & Rage. However, weakspots generated by Sonar or Detect Vulnerability only increase the initial hit, not the resulting proc damage.
* Critical Hits and Stealth Damage Bonus
* Melee Combo Counter and Sniper Combo Counter
* Body part multipliers
* Faction Damage mods and Roar
	+ Due to the nature of Faction Damage bonuses, they are applied once more during the calculation of damaging status effects, even though they already affect the initial hit. For example, for a weapon with an innate 100 damage modded with Serration and Bane of Grineer, a Slash Damage proc will deal the following damage per tick:

**Bleed per tick = 100 × (1 + Serration) × 0.35 × (1 + Bane of Grineer) ^2 = 156.7475**
## Status Duration

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

Status effects have a duration over which they apply to their target, and some of them even deal damage over time. A status effect's duration can be increased or decreased with mods that affect status duration (e.g. Lasting Sting).

Damage-dealing status effects will benefit from modifiers on headshots and critical hits.

Damage duration can be **negative** (over -100% duration through Riven Mods). This causes all proc effects which have a duration or deal damage over time to be nullified. All instant procs or those who deal instant damage occur. The collapsed table shows this in more detail:

 Negative duration effects ▾▾

 Electricity Damage | Stun
 Heat Damage | Ignite
 Magnetic Damage | Increased shield damage
 Viral Damage | Increased health damage

*Note: The information above is based on this forum post from EDFScout and may need further confirmation. Non-consistent observations as mentioned in the post have been changed to the more likely effect, i.e. for impact stagger should not appear, but knockback, and for electricity stun should not be triggered.*

### Damage Over Time

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.

## Multishot

When firing multiple pellets in a single attack, the status chance on a listed weapon in the Arsenal is the probability that each pellet will individually proc. For example, the Strun Wraith displays a 12% status chance, so each of its ten pellets has a 12% chance to individually proc.

### Average Procs

When you might apply more than one kind of status effect, or the applied effect is one which benefits from multiple applications in the same shot (e.g. Corrosive Damage procs), it is helpful to know the average quantity of status effects triggered per shot (i.e. from a single click of the fire button). This value can be determined with the following formula:

Average Number of Procs Per Shot = Multishot × (Number of Forced Procs + Status Chance per Projectile)

Average Number of Procs per Second = Average Number of Procs Per Shot × Fire Rate

A table with example values to display the relation of status chance and multishot.

### Continuous Weapons

Despite continuous weapons firing only one beam after adding multishot (with damage instances merged), it will still proc status effects as if more than one projectile was visually present. This means that multishot benefits the average status chance of continuous weapons like any other weapon.

## Status Mods

Status chance mods affect the base status chance of the weapon, i.e. the status chance value displayed in the Codex that is the probability, for the unmodded weapon, that *each* projectile will inflict a status effect.

* Status Chance
* Status Duration

* Rifle
* Shotgun
* Pistol
* Melee
* Arch-Gun
* Arch-Melee

CatalyzerLinkMod.pngCatalyzer LinkHammerShotModU145.pngHammer ShotHighVoltageModU145.pngHigh VoltageMalignantForceModU145.pngMalignant ForceProtonJetMod.pngProton JetRifleAptitudeModU145.pngRifle AptitudeRimeRoundsModU145.pngRime RoundsThermiteRoundsModU145.pngThermite Rounds

FrigidBlastModU145.pngFrigid BlastMotusSetupMod.pngMotus SetupNano-ApplicatorMod.pngNano-ApplicatorScatteringInfernoModU145.pngScattering InfernoShellShockModU145.pngShell ShockShotgunSavvyModU145.pngShotgun SavvyToxicBarrageModU145.pngToxic Barrage

CarnisStingerMod.pngCarnis StingerEmbeddedCatalyzerMod.pngEmbedded CatalyzerFrostbiteModU145.pngFrostbiteJoltModU145.pngJoltJugulusSpinesMod.pngJugulus SpinesPistolPestilenceModU145.pngPistol PestilenceSaxumSpittleMod.pngSaxum SpittleScorchModU145.pngScorch (Mod)StunningSpeedModU145.pngStunning SpeedSureShotModU145.pngSure Shot

CarnisMandibleMod.pngCarnis MandibleDriftingContactMod.pngDrifting ContactEnduringAfflictionMod.pngEnduring AfflictionHunter'sBonesawMod.pngHunter's BonesawJugulusBarbsMod.pngJugulus BarbsMeleeProwessModU145.pngMelee ProwessProtonSnapMod.pngProton SnapSaxumThoraxMod.pngSaxum ThoraxViciousFrostModU145.pngVicious FrostVirulentScourgeModU145.pngVirulent ScourgeVolcanicEdgeModU145.pngVolcanic EdgeVoltaicStrikeModU145.pngVoltaic StrikeWeepingWoundsMod.pngWeeping Wounds

ChargedBulletsMod.pngCharged BulletsContaminationCasingMod.pngContamination CasingHypothermicShellMod.pngHypothermic ShellMarkedTargetMod.pngMarked TargetModifiedMunitions.pngModified MunitionsMagmaChamber.pngMagma Chamber

CryoCoating.pngCryo CoatingInfectiousInjection.pngInfectious InjectionIonInfusion.pngIon InfusionSuddenImpact.pngSudden ImpactSearingSteel.pngSearing Steel

ContinuousMisery.pngContinuous MiseryLingeringTorment.pngLingering TormentPerpetualAgony.pngPerpetual AgonyLastingSting.pngLasting StingRapidResilience.pngRapid ResilienceToxicSequence.pngToxic SequenceAugurSeekerMod.pngAugur SeekerHunterTrackMod.pngHunter Track

*Last updated: Update 29.5 (2020-11-19)*

## Status Immunity

Players can achieve temporary total status immunity by equipping the below mods or using these abilities. For immunity towards individual status effects, please navigate towards the respective damage type page.

Note that sources of invulnerability also protect against status effects.

* Ash
* Excalibur
* Harrow
* Hydroid
* Inaros
* Lavos
* Nezha
* Nidus
* Nyx
* Oberon
* Revenant
* Rhino
* Titania
* Trinity
* Valkyr
* Wukong
* Warframe Augments

Blade Storm

Slash Dash

Covenant

Undertow

Devour

Lavos/Abilities

Fire Walker

Warding Halo
Parasitic Link

Absorb

Hallowed Ground

Mesmer Skin

Iron Skin

Spellbind

Link

Hysteria

Defy

DreadWardMod.pngDread WardEmpoweredQuiverMod.pngEmpowered QuiverHeartyNourishmentMod.pngHearty NourishmentIcyAvalancheMod.pngIcy AvalancheNegationSwarmMod.pngNegation SwarmPurifyingFlames.pngPurifying FlamesRollingGuard.pngRolling GuardRumbled.pngRumbledShieldOfShadows2.pngShield of ShadowsTidalImpunityMod.pngTidal Impunity

### Cleansing Status Effects

Status effects on the player can be removed by the following (note that it does not protect the player from getting new instances of status effects, with the exception of Rolling Guard):

* Hildryn
* Revenant
* Saryn
* Wukong
* Warframe Augments

Pillage

Reave

Molt

Cloud Walker

HeartyNourishmentMod.pngHearty NourishmentNegate.pngNegatePurgingSlash.pngPurging SlashRollingGuard.pngRolling Guard

## Status Immune Enemies

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

### Full Immunity

RegulatorDE.pngRegulatorDesertSkateDE.pngDesert SkateTeralyst.pngEidolons, including VomvalystsExploiterOrb.pngExploiter OrbProfitTakerOrb.pngProfit-Taker OrbRopalolyst.pngRopalolystSentientTrooper.pngBattalystSentientMeleeTrooper.pngConculystSymbilyst.pngSymbilystArbiterDrone.pngArbitration Shield Drone
### Partial Immunity

To Viral Damage procs
CodexAmbulas.pngAmbulasAshenAvatar.pngDeimos CarnisInfestedBigDropShipAvatar.pngDeimos GenetrixBoneBladeAvatar.pngDeimos JugulusAncientTankMicroPlanetAvatar.pngDeimos Leaping ThrasherAncientShellAvatar.pngDeimos TheridInfestedFemurAvatar.pngDeimos SaxumDemolisherBoiler.pngDemolisher BoilerDemolisherThrasher.pngDemolisher Leaping Thrasher
## Trivia

* Prior to Update 25.7 (2019-08-29), a status effect's duration can be increased or decreased, along with the total number of ticks in the case of damage-over-time procs, if the target's speed is altered by a Warframe power (such as Molecular Prime or Rest & Rage) according to the following formulas:
	+ For slowing effects: Effective status duration = (base status duration) ÷ (1 แม่แบบ:Min slow % in decimals)
	+ For speeding effects: Effective status duration = (base status duration) ÷ (1 + speed up % in decimals)

* Prior to Update 27.2 (2020-03-05), physical procs were weighted four times more than elemental ones.
* Prior to Update 27.2 (2020-03-05), shotguns' status chance per pellet were calculated differently, instead of being the exact status chance shown in the Arsenal: Chance per Pellet = 1 แม่แบบ:Min (1 แม่แบบ:Min Status Chance)(1 ÷ Pellet Count)
	+ In other words, the status chance shown in the Arsenal represented the calculated probability that at least one of the weapon's pellets will proc.
	+ This means that shotguns that could reach 100% status chance in the Arsenal (before Multishot mods) benefit significantly from a status build since each pellet will proc as a result of the above equation.
	+ However, a shotgun that only reaches shy of 100% status chance when modded will see significantly diminished results.
		- For example, a 99% **status chance** on a 10 pellet weapon will result in a 36.9% **status chance per pellet**.

View Old Status Chance Calculation Table List▾▾

A table with example values to display the relation of status chance and multishot.

## Media

 ไฟล์:Talking About Status Sec And What Over 100% Status Means (Warframe)
## Patch History

Update 27.2 (2020-03-05)

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.

Greater than 100% Status having meaning

Years ago we added Orange and Red Critical Damage numbers when you land a Critical with greater than 100%. For years, Status being greater than 100% has done nothing except guarantee Status - which is good, just not an added incentive to go over 100%. We are changing that this update.

When you hit a Status Chance greater than 100%, a single damage instance will be able to create two Status Effects. This means if you have a Shot with 200% Status Chance modded with both Blast and Toxin Damage, that single shot will result in both Status Effects!

It is worth noting we are fixing a UI inconsistency that is ‘Display Only’. Right now the Arsenal shows Status Chance affected by Multishot, which makes reading the new >100% value confusing. For example, the Arsenal might say 120% but really the Status Chance is 80%. We don’t have Multishot affect any Critical Stats (Chance or Multiplier), so we are fixing this display inconsistency. Multishot now has its own Stat.

Shotguns have a unique Role here based on a very patch-work history with how they interact with Status Chance. A Shotgun that shoots 99% Status Chance would give you 35% (roughly) status per pellet. 100% Status Gives you 100% Status per pellet. This huge jump in performance happens with just a 1% gain - why? Well, to answer that we have to look at our choice to make what the UI conveys reality. It would feel broken to shoot a Shotgun with 100% Status and not see a perfect spread of Effects. In reality, to make Status consistent we have to treat Shotguns as a special case.

Shotguns as a special case means we have buffed the Status Chance of all Shotguns by x3 or greater. The UI now behaves to show the reality that you are determining Status Chance per pellet.

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 Electric Damage that is part of the Status Effect can now reoccur while the target is still under the stun animation of another Electric 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.

Players - aka Tenno - can only have a Maximum of 1 Stack on them - you cannot receive Stacked Status Effects as a player from enemies, fear not!

*Why: The inclusion of enhanced or different stacking of Duplicate Status Effects is one to refresh the appeal of Status.*

In addition, we’ve removed 0.25x Multiplier for Elemental Status Effects, meaning all Elemental Status Effects are 4x more likely.

*Why: Critical has long been king - and while we are leaving Critical as is, our goal is to bring Status into the Arsenals in a new light for all Primary, Secondary, and Melee weapons. Our long-term goal with this change is to build upon this series of changes to eventually allow Status to impact bigger threats like Liches and Eidolons.*

Update 27.1 (2020-02-04)

* Fixed projectile explosion & embed damage not properly using Status Chance upgrades.

Update 25.7 (2019-08-29)

* Reduced Status Effect light FX intensity further to compensate for stacking procs (Gas multiprocs, etc.)
* If you freeze enemies with things like Frost, Atlas, or Gara’s abilities, you can now immediately apply other Status Effects! Before these powers would prevent Status Effects from being added. Read more on that here: https://forums.warframe.com/topic/1119134-cold-status-effects-how-they-block-new-status-effects-coming-changes/
* Fixed Status FX not applying to ragdolled enemies.
* Fixed sometimes seeing duplicate corpses if the enemy died from a Slash Status Effect.

Hotfix 11.0.2 (2013-11-20)

* Added more visibilty to Proc/status on enemies when dealing damage. Proc/status icons added to damage numbers.

Update 11.0 (2013-11-20)

* New Damage Model 2.0! More information here: https://forums.warframe.com/index.php?/topic/132366-information-on-damage-20/
* Stun Chance mods (Pistol, Rifle, Shotgun, Melee) are now Status Effect mods in accordance with new damage system

แม่แบบ:StatusModsNav