|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, slide, 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.
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
|Surface:||C. Flesh||Ferrite||Alloy||Machinery||Status Effect|
|-50%||+50%|| Chain Attack|
|+25%|| Fire DoT|
- Cloned Flesh: Refers to all humanoid Grineers, including bosses.
- Ferrite Armor: Possessed by Lancers, Troopers, Seekers, Heavy Gunners, Commanders and all Grineer melee units. Humanoid Corpus bosses are also classified in this.
- Alloy Armor: Possessed by Elite Lancers, Eviscerators, Bombards, Napalms, Grineer bosses, Corpus Robotic bosses and Stalker.
- Machinery: Includes Rollers, Regulators and Latchers.
(Some Grineer Bosses possess substantial shielding. Refer to Corpus shield chart)
|Surface:||Flesh||Shield||Proto Shield||Robotic||Status Effect|
|+50%|| Chain Attack|
|-50%|| Fire DoT|
- Flesh: Consists of all Corpus humanoids including bosses like Sgt. Nef Anyo and Alad V. Also includes Stalker.
- Shield: Is possessed by all regular Corpus units, Regulators, and Grineer bosses.
- Proto Shield: Only possessed by all Corpus bosses (including Zanuka), Techs and Stalker.
- Robotic: Refers to all Corpus robotics including robotic bosses like Ambulas and Zanuka.
|Surface:||Infested||I. Flesh||Fossilized||Sinew||Status Effect|
| Chain Attack|
|+25%||+50%|| Fire DoT|
|-50%||+50%|| Chain Attack|
|+25%|| Fire DoT|
| ||-50%||-25%||Toxin AoE|
| ||-50%||+75%||-Max Shields|
| ||+75%||-25%||+25%||-75%|| -Accuracy|
| ||+75%||+50%||-Max Health|
- Cloned Flesh: Includes Corrupted Lancers' and Corrupted Heavy Gunners' health.
- Flesh: Includes Corrupted Crewman's health.
- Ferrite Armor: Includes Corrupted Heavy Gunners' armor.
- Alloy Armor: Includes Corrupted Lancers' armor.
- Shield: Includes Orokin Drones' and Corrupted Crewmans' shield.
- Robotic: Includes Corrupted MOAs' and Orokin Drones' health.
- Fossilized: Includes Corrupted Ancients' health.
|Surface:||Flesh||Alloy||Shield||Proto Shield||Status Effect|
|-50%||+75%||+75%|| -Max Shields|
Physical DamageEditMost 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 DamageEditIn 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:
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.
|Combined Damage Type||Elemental Damage Types||Status Effects|
|Inflicts a small AoE Knockdown effect.|
|Reduces Armor permanently.|
|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.As an example: If you're using an Prova and Lecta, then adding
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 (Detron (
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.
| 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 • Idle Animations • 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 • Maximization • Warframe Attributes • User Research|