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Damage 2.0

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Preceded by
Damage 1.0 since Update 11

Damage 2.0 is a system that determines the damage done to a certain enemy by a given weapon or power. Damage numbers are displayed on the HUD near the point of impact on an enemy. Damage results are modified by several mechanics - damage type, critical hits, stealth, warframe abilities  - which are discussed below and on their respective pages.

Each individual projectile or melee will display a single damage number. Weapon with multiple projectiles such as shotguns or weapons with multishot will display a damage number for each individual projectile. Continuous fire weapons deal damage at a constant rate but the displayed damage is only updated every one tenth of a second.

Physical damage increasers (such as Piercing Hit which increases base puncture damage) and Elemental mods (such as Heated Charge which adds heat damage) will add the damage separately to all available attacks: Normal and charged to weapons; normal, charged, jump, etc. to melee weapons. This means for example, that adding a heat damage mod to your Paris will make it apply the extra damage to normal attacks, as well as charged attacks, dealing different damages for each. Note: The in game UI does not separate damage types for charge attacks for weapons, or other charged, jump, etc. attacks for melee, so physical damage modifiers will not show improvements to these damage types. 

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

Overview TableEdit

[Edit-pencilEdit Tab]
Surface: C. Flesh Ferrite Alloy Machinery Status Effect
Physical
Damage
-25% +25% Stagger
+50% +15% -Damage
+25% -15% -50% Bleed
Elemental
Damage
+25% Slowdown
-50% +50% Chain Attack
Stun
+25% Fire DoT
Panic
+25% -25% Health DoT
Combined Elements
+ -25% +75% Knockdown
+ +75% -Armor
Gas b Gas
+ -50% Toxin AoE
+ -50% -Max Shields
+ +75% -Accuracy
Friendly Fire
+ +75% -25% -Max Health

(Some Grineer Bosses possess substantial shielding. Refer to Corpus shield chart)

[Edit-pencilEdit Tab]
Surface: Flesh Shield Proto Shield Robotic Status Effect
Physical
Damage
-25% +50% +15% Stagger
-15% -50% +25% -Damage
+25% -25% Bleed
Elemental
Damage
+50% Slowdown
+50% Chain Attack
Stun
-50% Fire DoT
Panic
+50% +25% -25% Health DoT
Combined Elements
+ Knockdown
+ -50% -Armor
Gas b Gas
+ -25% Toxin AoE
+ +75% +75% -Max Shields
+ -25% +25% -Accuracy
Friendly Fire
+ +50% -Max Health

[Edit-pencilEdit Tab]
Surface: Infested I. Flesh Fossilized Sinew Status Effect
Physical
Damage
Stagger
+25% -Damage
+25% +50% +15% Bleed
Elemental
Damage
-50% -25% +25% Slowdown
Chain Attack
Stun
+25% +50% Fire DoT
Panic
-50% Health DoT
Combined Elements
+ +50% -50% Knockdown
+ +75% -Armor
Gas b Gas
+ +75% +50% Toxin AoE
+ -Max Shields
+ -50% -75% +50% -Accuracy
Friendly Fire
+ -50% -Max Health

[Edit-pencilEdit Tab]
Surface: Cloned Flesh Ferrite Alloy Shield Robotic Fossil Status
Physical
Damage
-25% -25% +50% Stagger
+50% +15% -15% +25% -Damage
+25% +25% -15% -50% -25% +15% Bleed
Elemental
Damage
+25% +50% -25% Slowdown
-50% +50% Chain Attack
Stun
+25% Fire DoT
Panic
+50% +25% -25% -50% Health DoT
Combined
Elements

-25% +50% Knockdown

+75% +75% -Armor
Gas b Gas

-50% -25% Toxin AoE

-50% +75% -Max Shields

+75% -25% +25% -75% -Accuracy
Friendly Fire

+75% +50% -Max Health

[Edit-pencilEdit Tab]
Surface: Flesh Alloy Shield Proto Shield Status Effect
Physical
Damage
-25% +50% +15% Stagger
+15% -15% -50% -Damage
+25% -50% Bleed
Elemental
Damage
+25% +50% Slowdown
-50% Chain Attack
-50% Fire DoT
+50% Health DoT
Combined
Elements
+ Knockdown
+ -50% -Armor
Gas b Gas
+ -25% Toxin AoE
+ -50% +75% +75% -Max Shields
Energy Depletion
+ +75% -25% -Accuracy
Friendly Fire
+ +50% -Max Health
  • Flesh: Applies to all Warframes and the Stalker, mostly damaged by Infested faction.
  • Alloy Armor: Applies to all Warframes and the Stalker, mostly damaged by Corpus faction.
  • Shield: Applies to all Warframes, mostly damaged by Grineer faction.
  • Proto Shield: Exclusive to the Stalker.

Physical DamageEdit

Most weapon's 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.

Uncommonly, some weapons will sometimes have one or two damage types and sometimes rarely do not use physical damage at all.

Mods will affect damage types as decided by the player by their 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:, , , and .

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
+ Inflicts a small AoE Knockdown effect.
+ Reduces Armor permanently.
Gas b Gas
+ Creates an AoE Poison effect in the area.
+ Reduces Maximum Shields and drains energy.
+ Reduces Accuracy and indiscriminately attack closest target.
+ 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. Also, if using multiple mods with the same element, the last position is defining when they get combined.

LoadOrder
Load Order
As an example: If you're using an standalone weapon such as Prova and Lecta, then adding , , and in 1, 2 and 3 respectively, you will get: ( + ) and ( + ).

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 (), Penta (), Stug () and Detron ()) 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

Main article: Status Effect

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.

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

MediaEdit

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