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Armor is an attribute of characters which reduces incoming damage towards the character's hit points, but does not apply to shields.
Damage after Armor is calculated using the following formula:
final Damage = modded Damage * mitigation multiplier
Damage Calculation with Armor
As of Update 11:
mitigation multiplier = 1 / (1 + (Armor / 300))
Damage = modded Damage / (1 + (Armor / 300))
Note that the mitigation multiplier is the (decimal) percentage of damage that will pass through armor.
For example; The Lecta does 35 base electric damage unmodded, which will have no elemental damage multipliers against Grineer. Attacking a level 1 Grineer lancer with a base armor of 100 will result in 26 health damage. This is because 35 / (1 + (100 / 300)) = 26.25, but since all damage numbers are rounded, we get 26.
If we attack a Grineer Trooper instead, who has 150 armor at level 1, we will deal 23 health damage with our Lecta, because 35 / (1 + (150 / 300)) = 23.33, and again is rounded to 23 on screen.
Armor GraphedThis graph displays damage mitigation as a function of armor in violet, and the efficiency of armor as it is added in orange.
From this you can see that armor becomes less effective at mitigation over time, meaning as an enemy or frame increases in armor linearly, their damage mitigation per point of armor is reduced exponentially, granting diminishing returns on further armor increases.
A frame with 100 armor will negate 25% of damage, or 0.25% per point of armor.
While a frame of 300 armor will negate 50% of damage, each point of armor accounts for only 0.16% per point.
Diminishing Returns (Do not really diminish)
Because of the way that Armor is currently scaled up (see below) enemies will grow exponentially tougher as they grow in level, and although Armor does provide diminishing returns, the proper way to think about it is how much extra damage is required to kill the enemy.
A frame with 100/150/300/600 armor that negates 25%/33%/50%/66% of damage requires 33%/50%/100%/200% more damage to kill. (+0.33% per point)
So in terms of damage required, the diminishing returns do not have any effect, rather continue to grow steadily by 0.33% per point.
Effective Health is therefore a much better way to measure the effects of Armor
Warframe Armor & Effective Health
All Warframes have an armor value, and thus, damage mitigation. The calculations for a warframes received damage are the same as above, but additionally, you can calculate a Warframe's Effective Health, which is how much damage you need to take to reach 0 health, given your current health and armor. The Effective health formula is:
Health / mitigation multiplier
Effective Health = Base Health * (1 + (Armor / 300))
For example; A level 30 Valkyr will have 300 health, and 600 armor. Her Effective Health at level 30 would then be 300 * 3 = 900, so she could take that much damage before actually going down.
A level 30 Valkyr with a maxed Steel Fiber would still have 300 health, but 1260 armor. This brings her effective health to 300 * 5.2 = 1560.
The only way to increase a Warframe's armor is to add a Steel Fiber mod. Please refer to that page for the mod's effects on Warframe armor.
Enemy armor works exactly the same as warframe armor in terms of calculations, but scales to the enemy's level. Enemy armor will only be applied if the has armor, as indicated by a yellow health bar. Most enemies of the Corpus and Infested factions do not apply armor to calculations, while most Grineer do.
Scaling of enemy armor values uses the following formula:
total Armor = base Armor * (1 + (((current Level - base Level) ^ 2.5) / 400))
- base Armor: Base armor value for the enemy.
- current Level: The level of your target enemy.
- base Level: This is the initial level your enemy can spawn. This is important because certain enemy types, such as Heavy Grineer, will not spawn until level 15, so while they may be level 30, their armor has only scaled up 15 times.
| Damage • Enemy Body Parts • Enemy Damage Type Multipliers|
Warframe Armor • Enemy Armor • Critical Hit • Multishot • Punch Through
|Physical||Impact • Puncture • Slash|
|Elemental||Cold • Electricity • Heat • Toxin|
|Combined||Blast • Corrosive • Gas • Magnetic • Radiation • Viral|
|Game||Clan • Credits • Foundry • Key Bindings • Login Rewards • Mastery Rank • Mods • Platinum • Polarization • Weapon Types|
|Mission||Cell • Challenge Reward • Game Modes • Maneuvers • Hacking • Tile Sets • Missions • Pickups • Stealth|
|Mathematical||Affinity • Damage • Experience • Warframe Attributes|