Armor is an attribute that reduces damage taken to health but not to shields. Not all enemies possess armor: Warframes, most bosses, and all Grineer do, but normal Corpus and Infested enemies do not have any. For a given Warframe, its armor value can be found in the Arsenal. Armored enemies have their base armor values listed in the Codex but this value increases when they spawn with higher levels.
In combat, enemies with more than one point of armor have their health bars displayed yellow instead of red; it is possible to strip away armor value through certain abilities or damage procs, turning those enemies' health bars back to red.
In the Damage 2.0 system, health bars always have a health class (flesh, cloned flesh, etc.) which decrease or increase incoming damage depending on damage type ( Toxin, Slash, etc.); armored entities have an additional class on their health called their armor class (either ferrite or alloy) that further decreases or increases incoming damage. This additional class is removed if the armor is stripped.
When damage is inflicted to an armored target, there are two related calculations made.
- The working armor value of the target is increased or decreased based off the damage type, armor class, and health class of the weapons and entities involved.
- Incoming damage is reduced by the type-modified armor value according to a damage reduction formula.
Armor Class ModifiersEdit
- See also: Damage 2.0#Damage Calculation
There are two classes of armor, Ferrite and Alloy. Both are strong against Slash damage and weak against Puncture. Ferrite armor is relatively common with low- and mid-level enemies such as Lancers and Troopers, as well as all Warframes, and has generally weaker resistances than the more advanced Alloy Armor. Alloy Armor is more frequently found on high-level units, like Bombards, Napalm, and bosses.
Damage type modifiers will affect the effectiveness of the target's armor value. They are given by the following equation:
Net Armor = Armor × (1 − Armor Class Modifier)
- Armor is your armor value before considering damage types.
- Armor Class Modifier can be found on the nearby charts.
Apart from this armor value modification, type damage modifiers against the armor and health classes of the target also plainly multiply the damage. There is a more accurate total damage calculation further down the page, but this section covers the armor value modification.
Damage Reduction FormulaEdit
The damage reduction from armor is as follows:
|Damage Reduction =||Net Armor|
|300 + Net Armor|
A net armor value of 300 will reduce incoming damage by 300 ÷ 600 = 0.5 = 50%, so only half of the weapon's damage is inflicted in total. At 600, you receive only 33% (600 ÷ 900 = 0.67) of a weapon's outgoing damage. At 900 armor, damage is divided by 4 (900 ÷ 1200 = 0.75), and so on.
- Main article: Health#Effective Health
Effective health is the concept that each single point of health you have actually absorbs more than one point of damage, so you effectively have more hit points than indicated. Therefore, there are two ways that armor functionality can be imagined: either as a reduction to damage, or as an increase of effective health and incoming heals.
An alternative way to think of armor transforms the above equation to the following:
|Effective Health = Nominal Health ×||1 +|
- Nominal Health means "health in name", referring to the Health points in your screen's upper right corner.
- Effective Health becomes your "health in effect", reflecting a "truer" measurement of survivability.
An armor value of 300 will multiply the nominal health with 2, so the effective health will be double the nominal health. At 600 armor, it’s three times the nominal health, and so on. The effective health of a target against a certain damage type is:
|(||Nominal Health × (1 +||Armor × (1 − Armor Modifier)||)||)|
|Effective Health =||300|
|(1 + Health Modifier) × (1 + Armor Modifier)|
The reason it is so important to understand effective health is because it allows you to compare the benefit armor provides to your survivability compared to the benefit that health provides, and it shows you that each additional point of armor increases your time to live by the same amount. While people may remark that "each point of armor gives you less damage reduction than the previous point", it is not an accurate sentiment—each point of armor confers linear, not diminishing, returns.
Increasing Armor Edit
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There is a Channeling mod, Focused Defense, that increase armor.
Steel Fiber and Armored Agility increase armor value when equipped. As a percentage modifier, Warframes with higher base armor values have a higher benefit from it. Like with most other stats, armor gains from mods stack additively together before being multiplied with the Warframe's base armor:
Total Armor = Base Armor × (1 + Mod Multiplier)
- Mod Multiplier refers to the value on the mods equipped. It is 1.1 at max rank Steel Fiber, 0.45 at max rank Armored Agility, and 1.55 with both equipped.
Neglecting damage type modifiers, the relative increase in effective health from this mod is exactly proportional to the armor increase:
|Effective Health Increase = Mod Multiplier × (1 −||1||)|
For example, for Warframes with the common base armor value of 65, a maxed Steel Fiber increases effective health by only about +19.6%, whereas the benefit of a maxed Vitality at level 30 is +246.7%. Valkyr, at 600 base armor, still only gets +73.3% out of a maxed Steel Fiber. However, the effective health increases from Steel Fiber apply as gains from sources of healing—that is to say, increasing armor increases the effective healing received, whereas simply increasing max nominal health does not.
Steel Fiber exists as a mod for sentinels too, while Kubrows can increase armor via Link Armor, as well as via the Kavasa Prime Collar. Link Armor increases their armor by a percentage of the Warframe's total armor, which means that equipping Steel Fiber or Armored Agility on a Warframe directly increases the armor of its Kubrow companion; the Kavasa Prime Collar gives a +100 armor bonus.
For the Tenno who chose the School of Unairu, they will have access to certain Ways that grants and increase of the player's own and their allies' armor after activating their Focus Ability.
Valkyr lets out a rallying cry that bolsters her allies melee speed while slowing down nearby enemies.
|Strength:15% / 20% / 25% / 50% (speed buff)|
25% / 35% / 45% / 50% (armor buff)
15% / 20% / 25% / 30% (slow)
|Duration:7 / 10 / 12 / 15 s|
|Range:15 / 20 / 22 / 25 m|
Valkyr's Warcry ( ) increases the armor of all friendly units within range by 50%, or up to 142% with maximized Power Strength. This bonus is calculated additively with other base armor multipliers, such as Steel Fiber. A Valkyr with a max rank Steel Fiber and unmodified Power Strength increases her armor according to the following equation:
- Armor = Base Armor × (1 + Mod Multiplier + Warcry Modifier)
- Armor = 600 × (1 + 1.1 + 0.5)
- Armor = 1560
Sanctifies the ground before Oberon with righteous fire, inflicting damage to any enemy that stands in the flames.
|Strength:25 / 50 / 75 / 100 (damage)|
5% / 10% / 15% / 20% (armor buff)
|Duration:10 / 15 / 17 / 20 s|
|Range:5 / 6 / 7 / 7.5 m (length)|
2 / 2 / 2.5 / 2.5 m (width)
Oberon's is Hallowed Ground, which places down a zone in which, among various other effects, the armor of Warframes is increased. This ability at maximum rank awards a 20% bonus to armor, which can be increased by Power Strength to a 58.6% bonus. This bonus is calculated additively with other base armor multipliers, such as Steel Fiber. An Oberon with a max rank Steel Fiber and unmodified Power Strength standing on Hallowed Ground has armor equaling:
- Armor = Base Armor × (1 + Mod Multiplier + Hallowed Ground Modifier)
- Armor = 150 × (1 + 1.1 + 0.2)
- Armor = 345
Depending on Chroma's elemental alignment, an offensive area-of-effect is created. Chroma and his nearby allies are imbued with defensive energy.
|Strength:1.5x / 2x / 2.5x / 3x (damage multiplier)|
25% / 75% / 100% / 150% (armor boost)
|Duration:10 / 15 / 20 / 25 s|
|Range:6 / 8 / 10 / 12 m|
When shields are hit, Chroma's armor grows stronger, when health takes a hit, weapon damage increases. Active for a limited time, maximum increases correspond to rank.
|Strength:2x / 2.5x / 3x / 3.5x (max armor multiplier)|
100% / 125% / 150% / 175% (max damage bonus)
|Duration:10 / 15 / 20 / 25 s|
- Main article: Hallowed Reckoning
- Main article: Ironclad Charge
Rhino's Rhino Charge ( ) can be modified with the Ironclad Charge ability augment, which increases his armor by 50%, or 142% with maximized Power Strength, for each enemy hit. This bonus is calculated multiplicatively with other armor modifiers, such as Steel Fiber. A Rhino with a max rank Steel Fiber and unmodified Power Strength that has charged through 5 enemies increases the armor according to the following equation:
- Armor = Base Armor × (1 + Ironclad Modifier × Enemies Struck) × (1 + Mod Multiplier)
- Armor = 190 × (1 + 0.5 × 5 ) × (1 + 1.1)
- Armor = 190 × 3.5 × 2.1
- Armor = 190 × 7.35
- Armor = 1396.5
In the above example, using Ironclad Charge against 5 enemies increases Rhino's damage reduction from 57.08% at 399 armor to 82.32% at 1396.5 armor.
Warframe Armor and Effective HealthEdit
Unlike health and shield, a Warframe's armor doesn't change as it advances from Rank 0 to Rank 30. All Warframes have Ferrite Armor and Flesh health. There are currently no effects that remove Warframe armor.
|1260||80.77%||Valkyr + Steel Fiber|
|945||75.9%||Atlas + Steel Fiber|
|735||71.01%||Chroma + Steel Fiber|
|630||67.74%||Frost Prime + Steel Fiber|
|630||67.74%||Frost + Steel Fiber|
|577.5||65.81%||Rhino Prime + Steel Fiber|
|525||63.64%||Excalibur Prime + Steel Fiber|
|472.5||61.17%||Excalibur + Steel Fiber|
|472.5||61.17%||Saryn Prime + Steel Fiber|
|472.5||61.17%||Wukong + Steel Fiber|
|420||58.33%||Inaros + Steel Fiber|
|399||57.08%||Rhino + Steel Fiber|
|367.5||55.06%||Nezha + Steel Fiber|
|367.5||55.06%||Saryn + Steel Fiber|
|315||51.22%||Ash Prime + Steel Fiber|
|315||51.22%||Oberon + Steel Fiber|
|262.5||46.67%||Ember Prime + Steel Fiber|
|210||41.18%||Ember + Steel Fiber|
|210||41.18%||Equinox + Steel Fiber|
|210||41.18%||Volt Prime + Steel Fiber|
|136.5||31.27%||Ash + Steel Fiber|
|136.5||31.27%||Hydroid + Steel Fiber|
|136.5||31.27%||Ivara + Steel Fiber|
|136.5||31.27%||Limbo + Steel Fiber|
|136.5||31.27%||Loki Prime + Steel Fiber|
|136.5||31.27%||Loki + Steel Fiber|
|136.5||31.27%||Mag Prime + Steel Fiber|
|136.5||31.27%||Mag + Steel Fiber|
|136.5||31.27%||Mesa + Steel Fiber|
|136.5||31.27%||Mirage + Steel Fiber|
|136.5||31.27%||Nekros + Steel Fiber|
|136.5||31.27%||Nova Prime + Steel Fiber|
|136.5||31.27%||Nova + Steel Fiber|
|105||25.93%||Nyx Prime + Steel Fiber|
|105||25.93%||Vauban + Steel Fiber|
|31.5||9.5%||Banshee + Steel Fiber|
|31.5||9.5%||Nyx + Steel Fiber|
|31.5||9.5%||Trinity Prime + Steel Fiber|
|31.5||9.5%||Trinity + Steel Fiber|
|31.5||9.5%||Volt + Steel Fiber|
|31.5||9.5%||Zephyr + Steel Fiber|
Enemy armor values are displayed under the codex and infobox, but scale to the enemy's level. Generally, only Grineer and boss enemies have armor, while the Corpus and Infested factions do not have any. When the enemy health bars is yellow, armor is in effect and damage will be reduced and cause it to flicker red.
Scaling of enemy armor values uses the following formula:
Armor = Base Armor × (1 + ((Current Level − Base Level)1.75 ÷ 200))
- Base Armor: Base armor value for the enemy.
- Current Level: The level of your target enemy.
- Base Level: This is the initial level an enemy can spawn. This is important because certain enemy types, such as Heavy Grineer, will not spawn until certain levels (like level 8 for Heavy Gunners), so while they may be level 30, their armor has only scaled up 22 times.
As mentioned before, this formula causes high level Grineer (lets say up from level 50) to be very hard to kill, as you can see in the example of a level 108 Heavy Gunner:
- 500 × (1 + (((108 − 8)1.75) / 200))
- = 500 × (1 + (3162 / 200))
- = 500 × 16.81
- = 8405
Damage Received = Attack Damage ÷ (1 + (8405 / 300)) =
Damage Received = Attack Damage × 0.0345
The resulting damage received by the Heavy Gunner is dramatically reduced to ~3.45% of original damage.
Removing Enemy ArmorEdit
There are several effects which reduce enemy armor. If a target's armor is reduced to 0, it loses its armor type. As such, Corrosive damage inflicts significantly more damage to a weakly Ferrite-armored enemy than against one whose armor has ultimately been nullified, since apart from the armor mitigation, the +75% damage bonus is lost.
Corrosive Status ProcsEdit
- Main article: Corrosive Damage
Corrosive status effects remove 25% of a target's current armor amount, permanently (except in Duels and Conclave, where it only lasts 8 seconds against other Tenno). As a result, each successive proc on the target removes less armor than the previous hit. Even though the armor value should theoretically never hit 0 like this, it does get removed when armor is reduced to below 1, due to rounding.
- Main article: Corrosive Projection
Corrosive Projection is an aura mod of polarity that persistently reduces the armor of all enemies in the mission by 30%. If multiple cell members equip Corrosive Projection, their effects stack additively: 2 auras reduce enemy armor by 60%, 3 auras reduce enemy armor by 90%, and 4 auras completely eliminate armor from every enemy spawned in the mission entirely. There is no benefit beyond redundancy to having more than 4 auras, in the case of Trial missions with more than 4 cell members.
- Main article: Seeking Shuriken
This ability augment makes Shuriken find weaknesses in the target's armor, temporarily reducing its armor values by 70% for 8 seconds at max rank. The armor reduction is multiplicative on the target's total armor. Power Strength increases this armor reduction percentage; at 143%, a Seeking Shuriken removes all armor from a foe.
- Net Armor = Total Armor × (1 − 0.70)
- Main article: Sonic Fracture
This ability augment makes Sonic Boom strain the targets' armor, temporarily reducing their armor values by 70% for 8 seconds.The armor reduction is multiplicative on the target's total armor. Power Strength can increase this armor reduction percentage and this augment can strip all the armor off of an affected enemy if the power strength is increased above 143%.
- Net Armor = Total Armor × (1 − 0.70)
Summons a treacherous landslide of ice that instantly freezes and shatters all enemies in its radius.
|Strength:25 / 30 / 35 / 40% (armor reduction)|
800 / 1000 / 1200 / 1500 (initial damage)
100 / 200 / 300 / 400 (explosion damage)
|Duration:5 / 6 / 7 / 8 s|
|Range:8 / 10 / 12 / 15 m (freeze radius)|
3 / 3.5 / 4 / 4.5 m (explosion radius)
This ability freezes enemies and reduces their armor by 40% for the duration of the effect. The armor reduction is multiplicative on the target's total armor. Power Strength increases this armor reduction percentage; at 250% power strength, Avalanche can remove all armor from affected enemies.
- Net Armor = Total Armor × (1 − 0.40)
- Main article: Fracturing Crush
This ability augment makes Crush strain the targets' armor, temporarily reducing their armor values by 50% for 7 seconds. The armor reduction is multiplicative on the target's total armor. Power Strength does not increase this armor reduction percentage.
- Net Armor = Total Armor × (1 − 0.50)
Casts fear into the hearts of nearby enemies, causing them to run away in terror.
|Strength:7 / 12 / 15 / 20 (affected enemies)|
5% / 10% / 15% / 20% (armor reduction)
|Duration:10 / 15 / 20 / 25 s|
|Range:5 / 10 / 12 / 15 m|
This ability causes affected enemies to flee and reduces their armor by 20% for the duration of the effect. The armor reduction is multiplicative on the target's total armor. Power Strength increases this armor reduction percentage; at maximized strength, Terrify can remove 56.8% of armor from foes.
- Net Armor = Total Armor × (1 − 0.20)
- Main article: Abating Link
This ability augment makes Link drain the targets' armor, temporarily reducing their armor values by 45% for the ability's duration. The armor reduction is multiplicative on the target's total armor. Power Strength increases this armor reduction percentage; at 223%, Abating Link can remove all armor from a foe.
- Net Armor = Total Armor × (1 − 0.45)
For the Tenno who chose the School of Unairu, they will have access to certain Ways that remove their enemies' armor after activating their Focus Ability.
|Offense||Damage • Enemy Body Parts • Critical Hit • Multishot • Punch Through|
|Defense||Health • Shield • Armor|
|Physical||Impact • Puncture • Slash • Finishing|
|Elemental||Cold • Electricity • Heat • Toxin|
|Combined||Blast • Corrosive • Gas • Magnetic • Radiation • Viral|
|Currencies||Credits • Ducats • Platinum • Standing|
|General||Affinity • Clan • Daily Tribute • Focus • Foundry • Fusion • Key Bindings • Mastery Rank • Mods • Landing Craft • Polarization • Trade System • Transmutation|
|Gameplay||Mission||Air Support Charges • Alert (Tactical) • Archwing • Cell • Challenge Reward • Death • Death Mark • Enemy Behavior • HUD • Maneuvers (Archwing) • Matchmaking • One-Handed Action • Tile Sets • Mission|
|Stealth||Hacking • Noise Level • Stealth|
|Attributes||Weapons||Accuracy • Ammo • Attack Speed • Critical Hit • Damage • Fire Rate • Melee • Multishot • Projectile Speed • Punch Through • Recoil • Reload Speed • Status • Zoom|
|Warframe||Attributes • Armor • Health • Passives • Powers • Shield • Threat Level|
|Mathematical||Enemy Level Scaling • Maximization (Duration • Efficiency • Range • Strength) • User Research|