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Damage 2.0

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Preceded by
Damage 1.0 since Update 11

Damage (ver. 2.0) is a system that determines the damage done to a certain target by a given attacker. 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. Damage results are modified by several mechanics - type modifiers (main content of this article), armor, critical hit bonuses, stealth bonuses, warframe ability debuffsbody part modifiersfaction modifiers  - which are discussed below and on their respective pages. 

The main feature of the Damage 2.0 system is that 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. Exploiting enemy vulnerabilities and avoiding resistances by means of weapon selection and mod installation may significantly improve players' damage output.

BasicsEdit

Every weapon in Warframe deals damage, which determines how much of an enemy's hitpoints are reduced per hit. A weapon's damage value is split among different damage types, each having individual strengths and weaknesses against different types of enemy defenses, and their total sum is the final damage value.

Example (Expand to read)

An unmodified MK1-Braton deals a base damage of 16 Physical Damage per shot. This damage is the sum total of the three physical damage types the MK1 has, which is 10 Slash b Slash , 4 Puncture b Puncture , and 2 Impact b Impact .


If the MK1 attacks an Infested Charger, the MK1's Slash b Slash will deal +25% bonus damage against its Flesh, thus will now deal 12.5 damage up from 10. Thus, the MK1 will now deal a total of 18.5 damage per shot: 12.5 Slash, 4 Puncture and 2 Impact, 2.5 more damage than normal.


On the other hand, if the MK1 attacks a Corpus MOA's Robotic body, the MK1's Puncture b Puncture damage will deal +25% bonus damage against it, thus it now deals 5 damage up from its normal 4. However, the MK1's Slash b Slash damage is reduced by -25% due to being weak against Robotics, lowering its damage from 10 to 7.5. Thus, the total damage that the MK1 will deal against the Crewman's Shields is 14.5: 7.5 Slash, 5 Puncture and 2 Impact, 1.5 points less damage than normal.


If we want to make the MK1 more effective against that MOA's Robotics, we can consider improving its Puncture b Puncture damage using a Piercing Hit mod. At maxed Rank, Piercing Hit adds 30% to Puncture, so our MK1's Puncture damage is upped to 5.2. Thus, against the same MOA our Puncture goes up by 6.5, bringing our total damage against said MOA to 16: 7.5 Slash, 6.5 Puncture and 2 Impact, which is the MK1's base damage value.


To be more effective, we can replace the Piercing Hit mod with a Rank 1 Stormbringer Mod, which adds 30%Electricity b Electricity damage on top of the MK1's damage. This extra damage is derived from the MK1's  base damage of 16, so Stormbringer adds 4.8 Electricity damage, bringing the MK1's total damage to 20.8. Since Electricity b Electricity deals 50% bonus damage against Robotic units, it deals 7.2 damage against the MOA up from 4.8. Thus the new total damage using Stormbringer instead of Piercing Hit against the MOA is 21.7: 7.2 Electricity, 7.5 Slash, 5 Puncture and 2 Impact, 5.7 damage more than normal.

Damage CalculationEdit

The following explains how a certain amount of damage of one type turns into actual inflicted damage to a target, considering type modifiers and armor. Faction modifiers, body part modifiers, critical hit and steal modifiers as well as warframe debuffs are disregarded for now, since all of these are independent of damage types.  Against unarmored hit points, the formula is simply: ID = BD * ( 1 + HM ) Where ID is the inflicted damage, BD is the base damage, and HM is the damage type modifier against that hitpoint type (may be shield hp or health hp). To make it independent from the amount of base damage: DM = 1 + HM and ID = BD * DM Where DM is the total damage modifier. An amount of damage of that type against that enemy will then always be multiplied with this factor.

Against armored hit points, the formula gets a bit more complicated: DM = ( 1 + HM ) * ( 1 + AM ) * 300 / ( 300 + AR * ( 1 - AM ) ) Where additionally to the previous definitions, AM is the damage type modifier against the armor type and AR is the target's armor after all reductions from debuffs (including Corrosive Projection, Corrosive procs and Terrify). It's important to note that type modifiers against armor work in two ways here: they mitigate a percentage of the target's armor, and increase the damage dealt in the same way as a type modifier against the hitpoints would do.

Therefore, a lower AM may be more effective than a higher HM against armored targets in some cases, but not always. More specifically, assuming all targets have Cloned Flesh hitpoints (all Grineer, including Corrupted Grineer):

  • Against Ferrite armor, Puncture surpasses Viral at 120 armor.
  • Against Ferrite armor, Toxin, however, never surpasses Viral.
  • Against Alloy armor, Puncture surpasses Heat at 343 armor.
  • Against Alloy armor, neither Puncture nor Cold ever surpass Viral.

This just shows that one can't easily compare damage type modifiers against an armor class to those against hitpoint classes, and those against armor are, at similar values, considerably more effective.

In case of enemies who have both shield and armor, damage to shield hitpoints is not mitigated by armor. Lastly, when Toxin damage is applied to a shielded target, the damage is applied to its health, not shield hitpoints - it bypasses shields.

Overview TableEdit

Below is a table showing all damage resistances and vulnerabilities of all hitpoint and armor classes against each other. Keep in mind that armor modifiers work differently from hitpoint modifiers when comparing them.

Surface: C. Flesh Ferrite Alloy Machinery Status Effect
Physical
Damage
Impact b Impact -25% +25% 1)2)Stagger
Puncture b Puncture +50% +15% -Damage
Slash b Slash +25% -15% -50% Bleed
Finisher +100% +100% -
Elemental
Damage
Cold b Cold +25% Slowdown
Electricity b Electricity -50% +50% Chain Attack
1)2)Stun
Heat b Heat +25% Fire DoT
1)2)Panic
Toxin b Toxin +25% -25% Health DoT
Combined Elements
Blast b Blast Heat b Heat + Cold b Cold -25% +75% 1)2)Knockdown
Corrosive b Corrosive Electricity b Electricity + Toxin b Toxin +75% -Armor
Gas b Gas Heat b Heat + Toxin b Toxin -50% Toxin AoE
Magnetic b Magnetic Cold b Cold + Electricity b Electricity -50% -Max Shields
Radiation b Radiation Heat b Heat + Electricity b Electricity +75% -Accuracy
2)Friendly Fire
Viral b Viral Cold b Cold + Toxin b Toxin +75% -25% -Max Health

1) Does not affect Machinery-type enemies. | 2) Does not affect Bosses. | Some Grineer bosses possess Shielding, see Corpus tab for details.

Surface: Flesh Shield Proto Shield Robotic Status Effect
Physical
Damage
Impact b Impact -25% +50% +15% 1)3)Stagger
Puncture b Puncture -15% -50% +25% -Damage
Slash b Slash +25% -25% Bleed
Finisher -
Elemental
Damage
Cold b Cold +50% Slowdown
Electricity b Electricity +50% Chain Attack
1)3)Stun
Heat b Heat -50% Fire DoT
1)2)3)Panic
Toxin b Toxin +50% +25% -25% Health DoT
Combined Elements
Blast b Blast Heat b Heat + Cold b Cold 1)3)Knockdown
Corrosive b Corrosive Electricity b Electricity + Toxin b Toxin -50% -Armor
Gas b Gas Heat b Heat + Toxin b Toxin -25% Toxin AoE
Magnetic b Magnetic Cold b Cold + Electricity b Electricity +75% +75% -Max Shields
Radiation b Radiation Heat b Heat + Electricity b Electricity -25% +25% -Accuracy
1)Friendly Fire
Viral b Viral Cold b Cold + Toxin b Toxin +50% -Max Health

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

Surface: Infested I. Flesh Fossilized Sinew Status Effect
Physical
Damage
Impact b Impact 1)2)Stagger
Puncture b Puncture +25% -Damage
Slash b Slash +25% +50% +15% Bleed
Finisher +100% -
Elemental
Damage
Cold b Cold -50% -25% +25% Slowdown
Electricity b Electricity Chain Attack
1)2)Stun
Heat b Heat +25% +50% Fire DoT
1)2)Panic
Toxin b Toxin -50% Health DoT
Combined Elements
Blast b Blast Heat b Heat + Cold b Cold +50% -50% 1)2)Knockdown
Corrosive b Corrosive Electricity b Electricity + Toxin b Toxin +75% -Armor
Gas b Gas Heat b Heat + Toxin b Toxin +75% +50% Toxin AoE
Magnetic b Magnetic Cold b Cold + Electricity b Electricity -Max Shields
Radiation b Radiation Heat b Heat + Electricity b Electricity -50% -75% +50% -Accuracy
1)Friendly Fire
Viral b Viral Cold b Cold + Toxin b Toxin -50% -Max Health

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

Surface: Cloned Flesh Ferrite Alloy Shield Robotic Fossil Status
Physical
Damage
Impact b Impact -25% -25% +50% 1)Stagger
Puncture b Puncture +50% +15% -15% +25% -Damage
Slash b Slash +25% +25% -15% -50% -25% +15% Bleed
Finisher +100% +100% -
Elemental
Damage
Cold b Cold +25% +50% -25% Slowdown
Electricity b Electricity -50% +50% Chain Attack
1)Stun
Heat b Heat +25% Fire DoT
1)2)Panic
Toxin b Toxin +50% +25% -25% -50% Health DoT
Combined
Elements
Blast b Blast Heat b Heat
Cold b Cold
-25% +50% 1)Knockdown
Corrosive b Corrosive Electricity bElectric
Toxin b Toxin
+75% +75% -Armor
Gas b Gas Heat b Heat
Toxin b Toxin
-50% -25% Toxin AoE
Magnetic b Magnetic Cold b Cold
Electricity bElectric
-50% +75% -Max Shields
Radiation b Radiation Heat b Heat
Electricity bElectric
+75% -25% +25% -75% -Accuracy
Friendly Fire
Viral b Viral Cold b Cold
Toxin b Toxin
+75% +50% -Max Health

1) Does not affect Ospreys and Drones. | 2) Does not affect MOAs.

Surface: Flesh Ferrite Alloy Shield P. Shield Status
Physical
Damage
Impact b Impact -25% +50% +15% 1)Stagger
Puncture b Puncture +50% +15% -15% -50% -Damage
Slash b Slash +25% -15% -50% Bleed
Finisher +100% +100% -
Elemental
Damage
Cold b Cold +25% +50% Slowdown
Electricity b Electricity -50% Chain Attack
Heat b Heat -50% Fire DoT
Toxin b Toxin +50% +25% +25% Health DoT
Combined
Elements
Blast b Blast Heat b Heat + Cold b Cold -25% 1)Knockdown
Corrosive b Corrosive Electricity b Electricity + Toxin b Toxin +75% -50% -Armor
Gas b Gas Heat b Heat + Toxin b Toxin -25% Toxin AoE
Magnetic b Magnetic Cold b Cold + Electricity b Electricity -50% +75% +75% -Max Shields
1)Energy Drain
Radiation b Radiation Heat b Heat + Electricity b Electricity +75% -25% -Accuracy
1)Friendly Fire
Viral b Viral Cold b Cold + Toxin b Toxin +50% -Max Health
  • Flesh: Applies to all Warframes, Specters, Tenno Specters, and the Stalker, mostly damaged by Infested faction.
  • Ferrite Armor: Applies to Rhino's Iron Skin, Specters and Tenno Specters.
  • Alloy Armor: Applies to all Warframes and the Stalker, mostly damaged by Corpus faction.
  • Shield: Applies to all Warframes, Specters and Tenno Specters, mostly damaged by Grineer faction.
  • Proto Shield: Exclusive to the Stalker.
1) Does not affect the Stalker. | Fusion MOA Guardians and Drone Guardians are classified as Orokin faction, see Corrupted tab for details.

Physical DamageEdit

Most weapons' base damage is made up of a combination of three physical damage types: Impact, Puncture, and Slash. The overall physical damage of any given weapon is the sum of Impact, Puncture, and Slash damage. These three damage types are based on the following types of real-life ammunition: slug, armor piercing, and hollow-point.

Most weapons have varying proportions of Impact, Puncture, and Slash damage. This ensures that all enemies can be damaged to some degree.

Some weapons do however replace physical damage with either an elemental or combo elemental damage type. These do not have physical damage and are not affected by Impact, Puncture, or Slash mods.

Mods will affect damage types as decided by the player's loadout. General damage increasing mods, such as Serration, affect all the damage types of a weapon. However, specific physical damage type mods increase effectiveness only against certain armor types. Rupture increases only the impact damage; which is more helpful against Corpus than Infested, for example. Faction damage mods, such as Expel Grineer, also increase each type of damage against the faction in question.

Elemental DamageEdit

In addition to the three base damage types, Elemental Damage can be applied on top of a weapon’s base damage depending on what Elemental Mods are applied. There are four primary Elemental Damage types:Heat b Heat , Cold b Cold , Electricity b Electricity , and Toxin b Toxin .

Certain weapons will deal only Elemental Damage having no innate Physical Damage.

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.

Combined Elemental TypesEdit

To create these combined elements requires mixing two primary elements together.

Elements
Combined Damage Type Elemental Damage Types Status Effects
Blast b Blast Heat b Heat + Cold b Cold Inflicts a small AoE Knockdown effect.
Corrosive b Corrosive Electricity b Electricity + Toxin b Toxin Reduces Armor permanently.
Gas b Gas Heat b Heat + Toxin b Toxin Creates an AoE Poison effect in the area.
Magnetic b Magnetic Cold b Cold + Electricity b Electricity Reduces Maximum Shields and drains energy.
Radiation b Radiation Heat b Heat + Electricity b Electricity Reduces Accuracy and attacks any closest target.
Viral b Viral Cold b Cold + Toxin b Toxin Reduces Maximum Health.

Elemental Damage is applied in addition to a weapon’s physical damage types. Weapon Damage = (Impact + Puncture + Slash) + (Elemental).

Elemental Damage Combinations are made by following 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. Innate weapon elemental damages are considered the last in the hierarchy. However, you can force it to be in a different position in the hierarchy if you use a mod of the same element as the innate element (e.g. putting Stormbringer on the top left slot of Synapse will change the position of its innate electric damage from last in hierarchy to first in hierarchy). Also, if using multiple mods with the same element, the first position is defining when they get combined.

LoadOrder

Load Order

As an example: If you're using an Electricity b Electricity standalone weapon such as Prova and Lecta, then adding Cold b Cold , Toxin b Toxin , and Heat b Heat in 1, 2 and 3 respectivel get: Viral b Viral (Cold b Cold + Toxin b Toxin ) and Radiation b Radiation (Heat b Heat + Electricity b Electricity ).

Combinations can sum additional damage from the basic elemental damages, as long as the combination follows first before other elementals can be attached to the specified weapon.

Weapons with innate Combination Elements (Ogris (Blast b Blast ), Penta (Blast b Blast ), Stug (Corrosive b Corrosive ) and Detron (Radiation b Radiation )) will always have that damage type, regardless of mods used. Therefore, on weapons like this, consider the elemental damage separate from your elemental mods, as they do not combine with the weapon's already combined damage type. 

Elemental additionals

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

Status Effect (Proc)Edit

A Status Effect , also known as a Proc (Programmed Random OCcurence), is an additional effect which may be triggered at random by a hit from a weapon, while Status Chance is the probability that a hit will inflict a Proc/Status Effect. Each damage type has a unique Status Effect associated with it.

A weapon will always (with every shot) deal any elemental and physical damage installed, regardless of the corresponding Proc triggering or not.

Damage DisplayEdit

Damage dealt from players to enemies is displayed on the HUD as numbers near the point of impact on an enemy.

Each individual projectile or melee attack will display a single damage number. Weapon with multiple projectiles like shotguns or rifles with multishot will display a damage number for each individual projectile. Weapons which fires continuously will display a damage number at a constant rate of one tenth of a second.

Damage indicators are color coded using the following system:

  • Regular attack on health - white
  • Regular attack on shields - blue
  • Critical hit and stealth attacks - yellow
  • Double critical hit - red

Overkill damage is not displayed - when the killing hit was capable of inflicting more damage than the target had hit points left, only the amount that was necessary to kill the target is shown, all excess damage is cut off.

MediaEdit

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