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Damage
Calculation
Overview Table

Preceded by
Damage 2.0 since Update 36.0 (2024-06-18)

Damage (version 3.0) 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.

Since its predecessor Damage 2.0, all different Health, Armor, and Shield types have been simplified into one type for each (e.g. Grineer's Cloned Flesh and Machinery is now just "Health", Ferrite Armor and Alloy Armor is now just "Armor", and Shield and Proto Shield is now just "Shield"). Vulnerabilities and resistances have also been decoupled from health types and are now solely based on the enemy Faction (e.g. all Grineer are now exclusively vulnerable to DmgImpactSmall64 Impact and DmgCorrosiveSmall64 Corrosive at all times, regardless of the presence of armor or shields, and no longer have any resistances).

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.

Crit numbers

Three different color tiers of critical hits along with normal damage color

Damage indicators are color-coded using the following system (default UI colors):

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

Overview Table[]

This section is transcluded from Damage/Overview Table . To change it, please edit the transcluded page.
  • As of Update 36.0 (2024-06-18), Vulnerable = x1.5 and Resistant = x0.5 incoming damage multiplier.
Damage Type Grineer Kuva Grineer Corpus Corpus Amalgam Infested Infested Deimos Orokin Sentient Narmer The Murmur Zariman Status Effects
Physical
DmgImpactSmall64 Impact Vulnerable Vulnerable Stagger
Increase Parazon Mercy threshold
DmgPunctureSmall64 Puncture Vulnerable Vulnerable Enemy Damage Reduced
Amplified Crit Chance
DmgSlashSmall64 Slash Vulnerable Vulnerable Bleed (DoT)
Ignores Armor
Primary Elemental
DmgColdSmall64 Cold Vulnerable Slow/Freeze
Amplified Crit Damage
DmgElectricitySmall64 Electricity Vulnerable Vulnerable Tesla Chain
Stun
DmgFireSmall64 Heat Resistant Vulnerable Burn (DoT)
Panic
Reduce Armor
DmgToxinSmall64 Toxin Vulnerable Poison (DoT)
Ignores Shields
Secondary Elemental
DmgBlastSmall64 Blast
(DmgFireSmall64 Heat + DmgColdSmall64 Cold )
Resistant Vulnerable Multiples Explosions
DmgCorrosiveSmall64 Corrosive
(DmgElectricitySmall64 Electricity + DmgToxinSmall64 Toxin )
Vulnerable Vulnerable Resistant Reduce Armor
DmgGasSmall64 Gas
(DmgFireSmall64 Heat + DmgToxinSmall64 Toxin )
Vulnerable Gas Cloud (AOE DoT)
DmgMagneticSmall64 Magnetic
(DmgColdSmall64 Cold + DmgElectricitySmall64 Electricity )
Vulnerable Vulnerable Resistant Amplified Damage to Shields,
Overguard, and Nullifier Bubbles
Negates Shield Regeneration
DmgRadiationSmall64 Radiation
(DmgFireSmall64 Heat + DmgElectricitySmall64 Electricity )
Resistant Vulnerable Vulnerable Friendly Fire
DmgViralSmall64 Viral
(DmgColdSmall64 Cold + DmgToxinSmall64 Toxin )
Resistant Vulnerable Resistant Amplified Damage to Health
Special
DmgVoidSmall64 Void Vulnerable Bullet Attract
DmgTrueSmall64 True

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: DmgImpactSmall64 Impact, DmgPunctureSmall64 Puncture, and DmgSlashSmall64 Slash. The overall physical damage of any given weapon is the sum of Impact, Puncture, and Slash damage. This is sometimes referred to as IPS.

Damage Type Damage Type Internal Name Status Effects Status Effect Internal Name
DmgImpactSmall64 Impact DT_IMPACT Knockback
Universal: Causes target to flinch and staggers movement for 1 second with higher stacks causing longer stagger duration. For 6 seconds, increases the health threshold for a Parazon finisher by 8% per stack, up to 5 stacks for 80% (100% on Corpus with all their shields removed) of their total health. Each stack has its own duration.
PT_KNOCKBACK
DmgPunctureSmall64 Puncture DT_PUNCTURE Weakened
Universal: Reduces any damage dealt by the target by 40% for 6 seconds. Subsequent Puncture Status effects add +10% weakening, leading to up to 80% reduced damage dealt at 5 stacks. Each stack has its own duration. Additionally also increases weapon Critical Chance per proc up to 25% at max stacks. This bonus is additive after mods, but does not apply to area of effect damage or Warframe abilities.
PT_FRAILTY
DmgSlashSmall64 Slash DT_SLASH Bleed
Universal: Deals 35% of the base damage as Cinematic damage per second for 6 seconds after a 1 second delay. Stacks are not limited. Each stack has its own duration.
PT_BLEEDING

Although most weapons have varying proportions of DmgImpactSmall64 Impact, DmgPunctureSmall64 Puncture, and DmgSlashSmall64 Slash, some weapons (such as the Glaxion Glaxion or Phage Phage) can have no physical damage at all. Other weapons (like the Plinx Plinx or Tysis 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 DmgImpactSmall64 Impact, DmgPunctureSmall64 Puncture, or DmgSlashSmall64 Slash mods.

General damage increasing mods such as Mod TT 20px Serration affect all the base damage types of a weapon. Additionally, Faction Damage Mods such as Mod TT 20px Expel Grineer also affect damage as a total damage multiplier against the faction in question.

Primary Elemental Damage[]

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Cold damage changes

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:DmgFireSmall64 Heat, DmgColdSmall64 Cold, DmgElectricitySmall64 Electricity, and DmgToxinSmall64 Toxin.

Damage Type Damage Type Internal Name Status Effects Status Effect Internal Name
DmgColdSmall64 Cold DT_FREEZE Freeze
On Enemy: Reduces Movement Speed, Fire Rate, and Attack Speed by 50% for 6 seconds. Stacks up to 9 times, with subsequent procs increasing slow by 5% to a total of 90%. Each stack has its own duration.
On Player: Reduces Movement Speed, Fire Rate, and Attack Speed by 25% for 6 seconds.
PT_CHILLED
DmgElectricitySmall64 Electricity DT_ELECTRICITY Tesla Chain
On Enemy: Deals 50% of the base damage as DmgElectricitySmall64 Electricity damage per second over 6 seconds to enemies within 3 meters of the target and stuns the affected target for 3 seconds. Each stack has its own duration.
On Player: Deals 50% base DmgElectricitySmall64 Electricity damage to allies within 3 meters of the target.
PT_ELECTROCUTION
DmgFireSmall64 Heat DT_FIRE Ignite
On Enemy: Deals 50% of the base damage as DmgFireSmall64 Heat damage per second over 6 seconds after a 1 second delay (can be refreshed) while causing the target to panic for 4 seconds and stripping up to 50% Armor over 2 seconds. Stacks are not limited.
On Player: Deals 50% base DmgFireSmall64 Heat damage over 6 seconds and strips up to 50% Armor over 2 seconds.
PT_IMMOLATION
DmgToxinSmall64 Toxin DT_POISON Poison
Universal: Deals 50% of the base damage as DmgToxinSmall64 Toxin damage over 6 seconds after a 1 second delay (bypasses Shield). Stacks are not limited. Each stack has its own duration.
PT_POISONED

A single primary Elemental Damage type can be applied alone, but if a second primary Elemental Damage type is introduced they will combine into a secondary Elemental Damage type.

Secondary Elemental Damage[]

Creating these secondary elements requires mixing two primary elements together.

Elementsnew
Combined Damage Type Elemental Damage Types Damage Type Internal Name Status Effects Status Effect Internal Name
DmgBlastSmall64 Blast DmgColdSmall64 Cold + DmgFireSmall64 Heat DT_EXPLOSION Blast

The status effect of  Blast damage is Detonate. It causes a miniature explosion inflicting 30% of base damage after 1.5 seconds. If the effect is forced to end early, either by reaching the maximum 10 stacks or when the target dies, all stacks are dealt simultaneously and enemies within 5 meters are dealt 300% of base damage. The radius is unaffected by  Firestorm or  Fulmination.

PT_FLASHBANG
DmgCorrosiveSmall64 Corrosive DmgElectricitySmall64 Electricity + DmgToxinSmall64 Toxin DT_CORROSIVE Corrosion
On Enemy: Reduces current Armor by 26% for 8 seconds. Stacks for a maximum of 10 stacks and 80% reduced armor. Each stack has its own duration.
On Player: Reduces armor by 26% for 8 seconds.
PT_CAUSTIC_BURN
DmgGasSmall64 Gas DmgFireSmall64 Heat + DmgToxinSmall64 Toxin DT_GAS Gas Cloud
Universal: Creates a 3 meter radius effect which deals 50% of base damage as DmgGasSmall64 Gas damage per second for 6 seconds to targets inside. Stacks for a maximum of 10 stacks and a 6 meter radius. Each stack has its own duration. The effect stays for its duration even if the affected enemy dies.
PT_ASPHYXIATION
DmgMagneticSmall64 Magnetic DmgColdSmall64 Cold + DmgElectricitySmall64 Electricity DT_MAGNETIC Disrupt
On Enemy: Any instance of damage dealt to target's Shields will deal +100% additional damage for 6 seconds. Stacks for a maximum of 10 stacks and +325% additional damage. Each stack has its own duration. Enemies under this effect also cannot regenerate shields naturally.
On Player: Amplifies damage dealt to shields by 100%, nullifies shield regeneration, and deals 20 Energy Drain damage per second and scrambles the interface for 4 seconds.
PT_MAGNETIZED
DmgRadiationSmall64 Radiation DmgElectricitySmall64 Electricity + DmgFireSmall64 Heat DT_RADIATION Confusion
On Enemy: Attacks any closest enemy with +100% bonus damage to allies and will be attacked in return for 12 seconds. Also applies +100% damage dealt to allied units. Stacks for a maximum of 10 stacks and +550% damage against allied units. Each stack has its own duration.
Kuva Lich: Increases damage received from other units. Stacks for a maximum of 4 stacks and +250% damage received. Does not make the Lich attack his allied units.
On Player: Reduces firing Accuracy, able to damage and be damaged by allies for 4 seconds.
PT_RAD_TOX
DmgViralSmall64 Viral DmgColdSmall64 Cold + DmgToxinSmall64 Toxin DT_VIRAL 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.
PT_INFECTED

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

Weapon Damage = (DmgImpactSmall64 Impact + DmgPunctureSmall64 Puncture + DmgSlashSmall64 Slash) + (Elemental Damage Types)

Note that a primary elemental damage type that has been combined into a secondary type will no longer be dealt to the weapon's targets, nor its status effect will be applied to the targets either. For example, a weapon dealing DmgBlastSmall64 Blast damage that is created by combining DmgColdSmall64 Cold + DmgFireSmall64 Heat will no longer deal DmgColdSmall64 Cold damage or cause its Freeze effect, nor DmgFireSmall64 Heat damage or its Ignite effect to this weapon's targets.

Modding[]

Elemental Damage Combinations are made by following a mod placement hierarchy. This hierarchy is from closest to top left (first to be considered) to the bottom right (last to be considered) on the mod layout. Innate weapon elemental damages are considered the very last in any hierarchy, with one exception: some Kuva and Tenet weapons from Kuva Liches or Sisters of Parvos are capable of having two base elemental damages (one from the weapon, one from the Valence damage of the Progenitor Warframe that made the Lich/Sister). In these cases, whichever of the two primary elements comes first in this element order - DmgFireSmall64 Heat > DmgColdSmall64 Cold > DmgElectricitySmall64 Electricity > DmgToxinSmall64 Toxin, or "HCET" for short - will be placed second to last in the element combine order, while the other primary element will be placed last in the combine order.

However, a weapon's innate elemental damage can be forced into a different position in the hierarchy (and thus be combined into a secondary element earlier) if the player has equipped a mod of the same element as the innate element. As well, when using multiple mods with the same element, the first position that element is placed in establishes its hierarchy and where it's combined.

For example, putting Mod TT 20px Stormbringer on the top left slot of an Amprex Amprex will change the position of its innate DmgElectricitySmall64 Electricity damage from last in hierarchy to first in hierarchy. Similarly, placing Mod TT 20px Thermite Rounds earlier in the hierarchy before placing Mod TT 20px Hellfire will still count the DmgFireSmall64 Heat damage where it was first placed.

A weapon's innate elemental damage will contribute to elemental combinations, as long as the combination has been established earlier in the hierarchy. It can also combine with the last uncombined elemental mod in the hierarchy to form a secondary element.

LoadOrder

Load Order

For example: when modding a weapon with DmgElectricitySmall64 Electricity such as the Prova Prova or the Lecta Lecta, then adding DmgColdSmall64 Cold, DmgToxinSmall64 Toxin, and DmgFireSmall64 Heat in 1, 2 and 3 respectively get: DmgViralSmall64 Viral (DmgColdSmall64 Cold + DmgToxinSmall64 Toxin) and DmgRadiationSmall64 Radiation (DmgFireSmall64 Heat + DmgElectricitySmall64 Electricity).

In the case of Riven Mods where there is more than one elemental stat present, the hierarchy priority will be given to the last elemental stat listed on the Riven mod. For example, a Riven mod with a bonus of +100% DmgElectricitySmall64 Electricity damage first and +90% DmgToxinSmall64 Toxin damage last, will enable the DmgToxinSmall64 Toxin damage to combine with an elemental mod higher up in the hierarchy, and the DmgElectricitySmall64 Electricity damage will combine with an elemental damage type lower in the hierarchy. If no other elemental damage mods are present, the elements on the Riven mod will combine with itself.

Weapons with innate secondary elements such as Ogris Ogris (DmgBlastSmall64 Blast), Penta Penta (DmgBlastSmall64 Blast), Stug Stug (DmgCorrosiveSmall64 Corrosive), Nukor Nukor (DmgRadiationSmall64 Radiation) and Detron Detron (DmgRadiationSmall64 Radiation) will always have that damage type, regardless of mods used. On weapons like these, basic elemental damage mods will combine and function independently of the innate secondary elements, as basic elements cannot combine with a weapon's already combined innate damage type. Kuva Lich Weapons and Tenet Weapons will follow this behavior too. For example, a TenetDetron Tenet Detron (DmgRadiationSmall64 Radiation) can come with an additional DmgElectricitySmall64 Electricity Progenitor damage bonus that will not add onto the innate DmgRadiationSmall64 Radiation damage.

Elemental additionals

This is an example of a secondary elemental with the combination elemental.

Possible Combinations[]

Except for weapons with innate secondary elemental damage, it is impossible to add more than two elemental damage types on a single weapon, because there are only four types of primary elemental damage and every two types of primary damage will be automatically combined into a secondary type. Because of this mechanic, the following combinations of added elemental damage are possible on a single weapon:

   Type 1
\
Type 2   
DmgColdSmall64 Cold DmgElectricitySmall64 Electricity DmgFireSmall64 Heat DmgToxinSmall64 Toxin DmgBlastSmall64 Blast DmgCorrosiveSmall64 Corrosive DmgGasSmall64 Gas DmgMagneticSmall64 Magnetic DmgRadiationSmall64 Radiation DmgViralSmall64 Viral
DmgColdSmall64 Cold
DmgElectricitySmall64 Electricity
DmgFireSmall64 Heat
DmgToxinSmall64 Toxin
DmgBlastSmall64 Blast
DmgCorrosiveSmall64 Corrosive
DmgGasSmall64 Gas
DmgMagneticSmall64 Magnetic
DmgRadiationSmall64 Radiation
DmgViralSmall64 Viral

Unique Damage[]

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More research on unique damage types needed

These damage types are unique as they are not available as base damage types for any typical weapons nor can they be added through mods.

Damage Type Damage Type Internal Name Description Status Effects Status Effect Internal Name
Finisher DT_FINISHER A damage type that can be applied through finishers. Ignores armor's damage reduction and has neutral modifiers. N/A N/A
DmgVoidSmall64 Void DT_RADIANT A damage type that can be used by the Operator after completing The War Within or by players controlling the Warframe XakuIcon272 Xaku. It deals increased damage to Zariman but is neutral towards all other factions. It also possesses special properties and effects against certain Sentient enemies. Bullet Attract: A 2.5 meter radius field will be centered around where target is shot at for 3 seconds, redirecting all bullets and projectiles to its center. PT_RADIANT
DmgTauSmall64 Tau DT_SENTIENT A damage type unique to the energy attacks of Sentients. N/A N/A
Cinematic DT_CINEMATIC A damage type that can be applied through DmgSlashSmall64 Slash procs. Ignores armor's damage reduction and has neutral modifiers. N/A N/A
Shield Drain DT_SHIELD_DRAIN A damage type that can be applied through certain Warframe abilities. N/A N/A
DmgTrueSmall64 True DT_HEALTH_DRAIN A damage type that can be applied through certain Warframe abilities and some weapons. Only applies to health and overguard, and bypasses armor's damage reduction. N/A N/A
Energy Drain DT_ENERGY_DRAIN Applied by DmgMagneticSmall64 Magnetic procs and Ancient Disruptor's aura. Drains energy equal to the damage dealt. Unaffected by most sources of Damage Reduction. N/A N/A
Suicide DT_SUICIDE Special damage type applied by typing /kill? N/A N/A
Physical DT_PHYSICAL Possibly a generic wrapper class for physical damage. N/A N/A
Base Elemental DT_BASE_ELEMENTAL Possibly a generic wrapper class for primary elemental damage. N/A N/A
Compound Elemental DT_COMPOUND_ELEMENTAL Possibly a generic wrapper class for secondary elemental damage. N/A N/A
Any DT_ANY Unknown N/A N/A
Invalid DT_INVALID Unknown N/A N/A

Empyrean[]

Empyrean gamemode and Railjacks use a slightly altered system of the currently existing damage system. Archguns and Archmelees deal 90.91% (10/11) reduced damage to space enemies (or 9.09% of its arsenal damage) while Railjack Armaments and Tactical mods deal their full listed damage to them before accounting for hit point resistances and vulnerabilities.

Primary physical and elemental damage types have different status effects against space enemies outlined in the chart below. Secondary elemental damage types (DmgBlastSmall64 Blast, DmgCorrosiveSmall64 Corrosive, DmgGasSmall64 Gas, DmgMagneticSmall64 Magnetic, DmgRadiationSmall64 Radiation, and DmgViralSmall64 Viral) do not have altered status effects and cannot proc against space enemies, but Archguns and Archmelees modded for secondary elementals will still increase total damage.

This system does not apply to on-foot enemies, such as Ramsled boarding parties, and Crewship and Points of Interest personnel, who will take damage and status as per normal.

Damage Type Empyrean-only Status Effects
DmgImpactSmall64 Impact Concuss
Crew within a gunship have reduced aim and damage for 6 seconds. Additional procs refresh duration.
DmgPunctureSmall64 Puncture Decompress
Temporarily reduces target ship's shields by ?% and current armor by 10% for 20 seconds. Additional procs stack multiplicatively.
DmgSlashSmall64 Slash Tear
Target ship receives 7.5% increased damage for 20 seconds. Additional procs stack multiplicatively with itself.
DmgColdSmall64 Cold Immobilize
Target ship's weapons are disabled and it slows down to a complete stop. Lasts for 6 seconds. Additional procs refresh duration.
DmgElectricitySmall64 Electricity Scramble
Target ship spirals erratically for 6 seconds, being unable to attack while moving in a straight line. Additional procs refresh duration.
DmgFireSmall64 Heat Sear
Target ship receives damage over time for 6 seconds. Additional procs increase damage dealt over time.
DmgToxinSmall64 Toxin Intoxicate
Target ship attacks any closest enemy and will be attacked in return for 12 seconds. Additional procs refresh duration.

Conclave-Specific (PvP)[]

Main article: Conclave#Damage Mechanics

Status Effect[]

Main article: 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.

This section is transcluded from Status Effect § Damage Over Time. To change it, please edit the transcluded page.

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 DmgElectricitySmall64 Electricity and DmgGasSmall64 Gas 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.

Damage Tick and Proc Duration
Time From Initial Proc 0s 1s 2s 3s 4s 5s 6s
Damage Tick Occurred? DmgSlashSmall64 Slash ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
DmgFireSmall64 Heat ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
DmgToxinSmall64 Toxin ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
DmgElectricitySmall64 Electricity ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
DmgGasSmall64 Gas ✔️ ✔️ ✔️ ✔️ ✔️ ✔️

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:

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 DmgSlashSmall64 Slash procs have a tick rate of 1s-1 and a duration of 6 seconds. If the duration is increased to 7.8s, the total number of ticks then becomes floor(1 × (7.8 - 1)) + 1 = 7.

For the sake of damage calculation, DoT will hit enemy torsos or their torso-equilvalent. The targeted Enemy Body Parts will differ from enemy to enemy, but DoT will be affected by any damage multipliers on the enemy's torso. Note that any DoT will still inherit the headshot multiplier bonus if the initial shot that procs the DoT damages the enemy's head.

Enemy Damage Scaling[]

Main article: Enemy Level Scaling

The formula enemy damage scales at is as follows:

DamageScaling

Current damage scaling at Base Level = 1.

Increasing Base Damage[]

Decreasing Base Damage[]

Media[]

Impact, Puncture, Slash Warframe Damage Rundown (2020) (Correction: Impact procs also increase health threshold for mercy kills)
Complete damage type guide (Correction: Impact procs also increase health threshold for mercy kills)

Visual Effects[]

Status Effects before Warframe Revised U27.2- Warframe Archive
Warframe: New Status Effect Visuals

References[]

See Also[]

Patch History[]

Hotfix 36.0.3 (2024-06-20)

  • Updated Damage type icons in Status Damage tooltips to their colored version.

Update 36.0 (2024-06-18)

RESISTANCES AND STATUS REWORK

As discussed over the last two months, across both Devstreams 179 and 180, we’ve overhauled Warframe’s Health Types and Resistances alongside a select few Status Effects!

To help players revisit their builds following these changes, an inbox containing 3x Forma will be sent to all players today (June 18th) at 12pm ET today.

New Health Types

Previously, enemy resistances and vulnerabilities were split between 13 Health Types:

Each of these Health Types had unique interactions with the various Status Types:

Optimizing builds to make use of this system required players to memorize health types per enemy (not just per Faction) and their resistances/vulnerabilities. Our goal is to reduce the friction necessary to engage in optimal play, so we’ve:

a) Simplified the number of Health Types

b) Redesigned how Faction Resistances work

c) Increased the visibility of the new vulnerabilities in normal gameplay flow

Instead of having 13 Health Types, we have simplified them into 4:

  • Health
  • Armor
  • Shields
  • Overguard

Now, these Health Types only serve to differentiate between Status Effects and Abilities that affect them, such as Magnetic hindering Shields, Corrosive stripping Armor, or Viral amplifying Health damage.

We’ve changed the system so that Resistances and Vulnerabilities are no longer tied to the previous Health Types. Resistances and Vulnerabilities are now based upon the Faction a player is engaging with.

Star Chart “Suggested Damage”

Vulnerabilities are now listed in The Star Chart mission nodes! Here, we aim to recommend the appropriate per-Faction Resistances, which will then universally affect that specific group.

The Star Chart now shows Faction Resistances per node. Aligned with the present Faction, Vulnerabilities and Resistances will be listed to communicate the “Suggested Damage” options best used against any specific Faction or location.

Sub-Factions will also have different Vulnerabilities and Resistances from their primary counterpart. The three main Sub-Factions are:

  • Kuva Grineer
  • Corpus Amalgam
  • Deimos Infested

Viewing Faction Vulnerabilities and Resistances now also depends on where the player is within Warframe’s Story. The Factions (and Sub-Factions) will be unlocked via:

Factions:

  • Grineer: Unlocked by default.'
  • Corpus: Unlocked by default.
  • Infested: Unlocked by default.
  • Orokin: Unlocked after Phobos Junction.
  • Sentient: Unlocked after The Second Dream Quest completion.
  • Narmer: Unlocked after The New War Quest completion.
  • Zariman: Unlocked after Angels of the Zariman Quest completion.
  • Murmur: Unlocked after Whispers in the Walls Quest completion.

Sub-Factions: Kuva Grineer: Unlocked after The War Within Quest completion. Corpus Amalgam: Unlocked after Jupiter Junction. Deimos Infested: Unlocked after Heart of Deimos Quest completion.

Simplified Faction Resistances

With the removal of Resistances/Vulnerabilities being tied to Health Type, they will now be Faction-specific.

Default Faction Vulnerabilities and Resistances:

  • Grineer: Vulnerable to Impact and Corrosive
  • Corpus: Vulnerable to Puncture and Magnetic
  • Infested: Vulnerable to Slash and Heat

Factions by Quest Vulnerabilities and Resistances:

  • Orokin:
    • Vulnerable to Puncture and Viral
    • Resistant to Radiation
  • Sentient:
    • Vulnerable to Cold and Radiation
    • Resistant to Corrosive
  • Narmer:
    • Vulnerable to Slash and Toxin
    • Resistant to Magnetic.
  • Zariman: Vulnerable to Void
    • The Murmur:
    • Vulnerable to Electric and Radiation
    • Resistant to Viral
      • Rogue Necramechs also fall under these Vulnerabilities and Resistances.

With these Resistance and Vulnerability changes, we’ve made a notable decision to make Impact deadlier towards the Grineer, while making Puncture deadlier towards the Corpus. This is a departure from the previous system, however, we believe that these two Statuses are more suited for these specific Factions.

Since Impact Status Effects enables Mercy actions, we found that it wasn’t all too effective against Corpus due to their lower Health counts compared to their Shields, while Mercy killing Grineer is more accessible due to their innate tankiness. The Corpus can deliver incredibly high amounts of raw damage, allowing for Puncture to naturally play effectively into limiting their damage potential.

General UI Changes & Fixes
  • Damage Numbers have received an overhaul to make it easier to see while damaging an enemy. Damage number “flyoffs” (the way the numbers appear and move off of damaged enemies) will now “fly” further based on distance from target, to ensure you can aim to hit the target easily without numbers blocking your view
    • The last “Cloud” iteration of damage numbers (bunched around the reticle) is still available to use if preferred in the Interface Options > Show Damage Numbers.

Hotfix 33.6.1 (2023-07-31)

  • Fixed Enhanced Damage Numbers missing their outline.

Missed Notes:

  • With the new Ability Damage qualifier with the Enhanced Damage Numbers system, some players may think that certain Warframe abilities have had their Critical Chance nerfed. In truth, some Warframe abilities had a Critical Chance multiplier simply to add “oomph” to their damage numbers, without having an actual impact on Damage output. With this new Enhanced Damage System, that extra oomph is no longer needed, so those non-functional Critical Change values were removed, but the overall damage of these abilities are unchanged.

Update 33.6 (2023-07-27)

Enhanced Damage Numbers

Warframe is a numbers game, whether you’re Modding your Warframe or your Weapons to do as much damage as possible. With that in mind, we have introduced a new Enhanced Damage Number setting with the goal of properly communicating the impact of your attacks and increasing the overall legibility of damage numbers in-game.

This new setting can be found in the Interface: HUD Category of your Settings Menu under “Show Damage Numbers.” You can cycle between the new Enhanced system and the familiar Legacy system or turn off damage numbers altogether!

Overall Damage Number Changes:
Whether you are using Legacy or Enhanced Damage Numbers, these new settings will be available with Echoes of Duviri:

Damage Number Scale
Custom scaling of your damage number text size, from 50 to 300!

Additionally, Damage numbers will no longer scale with HUD scale setting as they used to. So you can customize the HUD and the numbers separately.

Compact Damage Numbers
This Toggle will shorten large numbers for legibility (i.e. 100,357 would be shortened to 100k)

Enhanced Damage Numbers Setting
With this new setting toggled on, players can expect to see the following:

Refreshed Damage Number Appearance
A punchier presentation of damage numbers, with an updated font treatment to improve legibility. For reference of what this looks like in action, refer to Pablo’s video above.

Prioritized Critical Hits
Player damage output varies wildly from damage over time (DOT) from Status Effects to powerful Critical Hits. Previously all types of Damage were treated the same in the Damage Number cycle: meaning, Critical Hit Damage Numbers often disappeared quickly if there were a lot of small DOT procs happening concurrently. From a gameplay side, this had no impact on the actual damage done to your enemies, but it meant the true impact of your Critical Hits was not always communicated to you as clearly as we would like.

Now, your Critical Hits will be prioritized over smaller damage numbers. Those smaller numbers will still appear but now disappear sooner if higher-priority damage is done. Additionally, this prioritization system applies to Critical Hit Tiers as well, meaning Super Critical Hit Damage Numbers will linger longer than regular Critical Hits.

Custom Ability Damage Treatment
Since your Abilities traditionally cannot Crit, these attacks tend to have less oomph. Now Ability Damage has its own Damage Color so that it will stand out amongst the rest!

Like all other Damage Numbers, you can customize Ability Damage colors in the “Customize Hud Colors” menu (found in the Interface category of your Accessibility Settings).

Melee Damage Numbers
With Legacy settings, Damage Numbers appear at the point of contact, often off-screen or otherwise obstructed by Melee attacks.

With Enhanced settings, Melee Damage numbers will now travel with you to improve visibility and will travel with the attack movement as well. Again, this is best illustrated in Pablo’s video for those who want to see this in action!

Hotfix 32.2.1 (2022-11-30)

  • Added a new backer to the new enemy damage resistance icons to improve visibility.

Update 32.2 (2022-11-30)
HUD Improvements:
The following changes have been made to better communicate an enemy’s state to players via HUD improvements.

  • Elemental Damage Resistance Icons (Soft Launch): These new icons help indicate when Elemental Damage resistances are active on enemies. For each active resistance, the corresponding icon will now appear to the right of the enemy’s Health bar.
    • Since this new feature is still in its infancy stages, the following enemies are the only ones that currently use these new icons: Infested Alad V, Hyekka Masters, Hyena Pack, and Sentients.
    • Resistance from armor/health types (e.g. Ferrite Armor) are not included as it would clutter the UI too much.

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:

  • DmgImpactSmall64 Impact: Repeat single-target Impact Status Effects will escalate the efficacy of the Impact Status (removed previous change of adding Ragdoll as maximum Stagger consequence).
  • DmgPunctureSmall64 Puncture: 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.
  • DmgSlashSmall64 Slash: 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
  • DmgColdSmall64 Cold: 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.
  • DmgFireSmall64 Heat: No Change.
  • DmgToxinSmall64 Toxin: See Slash, plus the base duration of a Toxin Status Effect now matches Slash for 6 seconds.
  • DmgElectricitySmall64 Electricity: 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.
  • DmgBlastSmall64 Blast: 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.
  • DmgCorrosiveSmall64 Corrosive: 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.
  • DmgRadiationSmall64 Radiation: 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.
  • DmgMagneticSmall64 Magnetic: 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.
  • DmgViralSmall64 Viral: 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.
  • DmgGasSmall64 Gas: 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!



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