|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 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.
Physical damage mods (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 available attacks: Normal and charged to weapons; normal, slide, jump, etc. to melee weapons. i.e. adding a heat damage mod to your Paris will apply the extra damage to both normal attacks and charged attacks.
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
Every weapon in Warframe deals damage, which determines how much of an enemy's vitality is 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, dealing either more damage, or less. When an attack is dealt, the amount of damage each type deals is modified depending on their strengths or weaknesses against enemy armor, and then their sum total is combined to form the total damage value, which is the damage dealt against the enemy.
ExampleAn 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
If the MK1 attacks an Infested Charger, the MK1's 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: 13 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
If we want to make the MK1 more effective against that MOA's Robotics, we can consider improving its 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%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.
|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 possesses substansial shielding, see Corpus tab for details.
1) Does not affect Machineries. | 2) Does not affect Bosses.
|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.
1) Does not affect Bosses. | 2) Does not affect MOAs. | 3) Does not affect Ospreys.
|Surface:||Infested||I. Flesh||Fossilized||Sinew||Status Effect|
| Chain Attack|
|+25%||+50%|| Fire DoT|
- Infested: Refers to Chargers and Leapers.
- Infested Flesh: Consists of Volatile Runners and Crawler-type enemies.
- Fossilized: Possessed by Ancient Disruptor, Toxic Ancient and Lephantis.
- Infested Sinew: Only includes Ancient Healer and Phorid.
1) Does not affect Lephantis.
|-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', Fusion MOA Guardians' and Orokin Drones' health.
- Fossilized: Includes Corrupted Ancients' health.
1) Does not affect Ospreys and Drones. | 2) Does not affect MOAs.
|Surface:||Flesh||Ferrite||Alloy||Shield||P. Shield||Status Effect|
|-50%||+75%||+75%|| -Max Shields|
- Flesh: Applies to all Warframes, Tenno Specters and the Stalker, mostly damaged by Infested faction.
- Ferrite Armor: Applies to Rhino's Iron Skin and Tenno Specters.
- Alloy Armor: Applies to all Warframes and the Stalker, mostly damaged by Corpus faction.
- Shield: Applies to all Warframes and Tenno Specters, mostly damaged by Grineer faction.
- Proto Shield: Exclusive to the Stalker.
- Fusion MOA Guardians and their Drones are classified as Robotic, see Corrupted tab for details.
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 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 • 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|