A Status Effect, or commonly called a Proc (an abbreviation of "Programmed random occcurrence"), is an additional effect which may be triggered at random by a hit from a weapon or Warframe power. Status Chance is the probability that a hit will inflict a status effect. The base duration of the Proc will depend on its type, and whether the target is an enemy or another Tenno.
Each damage type is associated with a status effect. Weapons that deal multiple damage types will have a separate chance to inflict its associated status effect a target; however, a single strike can only inflict up to two status effects. See the Damage 2.0 Overview Table for information on which status effects are associated with which damage types.
For example, a weapon such as an unmodified Tysis deals solely Corrosive damage. In addition to its damage, Tysis also has a 50% status chance on each shot to cause a proc. On a successful proc, the enemy will receive the Corrosive status effect, which removes a percentage of armor over the duration of the effect. Warframe abilities usually have a high chance to proc, or in some cases, 100% chance to inflict the status effect (e.g. Frost's Ice Wave ability).
Enemies also possess the ability to inflict status effects on Tenno. For example, a Grineer Scorch has a chance to inflict the Ignited status effect with the Heat damage from his Ignis. Similarly, enemies are also able to inflict physical procs such as Bleeding (associated with Slash damage) directly to the player's health.
Status EffectsEdit
Damage Type | Effect |
---|---|
Impact | Knockback (Staggers movement for a brief second) |
Puncture | Weaken (Reduces damage dealt by 30% for 6 seconds) |
Slash | Bleed (Deals additional 245% base Finishing damage over 6 seconds) |
Cold | Freeze (Reduces movement speed, fire rate, and attack speed by 50% for 6 seconds) |
Electricity | Chain Lightning (Deals additional 50% base damage to enemies within 5m of target, stuns them briefly) |
Heat | Ignite (Deals additional 350% base damage over 6 seconds, causes panic on target) |
Toxin | Poison (Deals additional 450% base damage over 8 seconds) |
Blast | Knockdown (Stuns target and enemies within 5m) |
Corrosive | Corrode (Reduces current Armor by 25%, permanently) |
Gas | Poison Cloud (Target and enemies within 5m suffer Toxin damage) |
Magnetic | Disrupt (Reduces maximum shield by 75% for 4 seconds and drains all energy) |
Radiation | Confusion (Enemies may target their allies for 12 seconds; afflicts Tenno for 4 seconds instead) |
Viral | Virus (Reduces current and maximum health by 50% for 8 seconds) |
Status DurationEdit
Most statuses have a duration over which their effects apply to their target (aside from Corrosive), and some of them even deal damage over time. A status effect's duration can be increased or decreased, along with the total number of ticks in the case of damage-over-time procs, if the target's speed is altered by a warframe power (such as Molecular Prime or Rest & Rage) according to the following formulas:
For slowing effects: Effective status duration = (base status duration) ÷ (1 − slow % in decimals)
For speeding effects: Effective status duration = (base status duration) ÷ (1 + speed up % in decimals)
Damage-dealing status effects will benefit from modifiers on head-shots and critical hits.
Status ChanceEdit
Status chance can be a key factor in deciding on a weapon of choice. Some effects are very powerful responses to certain enemies ( Corrosive procs is valued highly against heavily armored foes) while other damage types have generally underwhelming effects (players will generally ignore the status chance of a Magnetic weapon due to its limited benefits).
The chance that a proc will occur can be directly increased with mods such as Rifle Aptitude. One can also increase the number of projectiles fired through Multishot mods such as Split Chamber; this effectively increases the opportunities for an enemy to be procced per a given attack, and is reflected in the weapon's attributes box in the Arsenal screen. Another indirect source of proccing is to increase fire rate, which doesn't increase the likelihood that a proc will occur per attack, but increases the numbers of procs in a given time frame.
Physical damage procs ( Knockback, Weaken, and Bleed) will occur in proportion to the amount of base damage dealt by each of the three physical damage types ( Impact, Puncture, and Slash) on the weapon. For example, the Strun's highest physical damage type is Impact, thus it inflicts more knockback procs than bleed or weaken procs.
When both physical and elemental damage types are present on a weapon (such as a base physical damage weapon with elemental mods equipped), physical damage types are weighted four times as much as elemental types are in the proc calculation, making elemental procs relatively rarer. This does not affect weapons without base physical damage; for those weapons, the chances of any given proc occurring should be directly proportional to its damage amount. Increasing the physical or elemental damage of a weapon does not increase the duration of the associated proc (e.g. enemies won't be confused longer if Radiation damage is increased).
MultishotEdit
When firing multiple pellets in a single attack, the status chance on a listed weapon in the Arsenal is actually the calculated probability that at least one of its pellets will proc. For example, the Strun Wraith displays a 40% status chance, but in fact has a ~4.98% chance for each of its ten pellets.
To calculate the status chance of a single pellet, the following formula is needed:
Chance per Pellet = 1 − (1 − Status Chance)^{(1 ÷ Base Number of Pellets)}
- Status Chance is the base status chance of the weapon with multishot capability; this value can be multiplicatively increased by Status Chance mods.
- Base Number of Pellets refers to the unmodded amount of pellets fired per shot.
The above equation shows that for weapons with innate multishot, 100% status chance will result in all pellets having a 100% proc chance. This is an important fact because a status chance below 100% greatly reduces the proc chance per pellet.
The status stat of a weapon in the Arsenal is the probability that any shot or strike with that weapon can be calculated using the following formula:
Status Chance = 1 − (1 − Chance per Pellet)^{Modified Number of Pellets}
- Modified Number of Pellets refers to the potentially via multishot mods increased pellet count. This value does not need to be a whole number; a fully-spooled Kohm modded with Hell's Chamber reaches 12 × (1 + 1.2) = 26.4 pellets per shot which simply means a 40% chance per trigger of shooting an additional 27th pellet.
When more than one status in different pellets of the same shot can have an effect (e.g. Corrosive procs), it is more important to know the expected value of status effects per shot instead. This value can be determined with the following formula:
Status Triggered = Number of Pellets × Chance per Pellet
= Number of Pellets × (1 − (1 − Status Chance)^{(1 ÷ Number of Pellets)})
- Status Triggered refers to the average number of status effects triggered per shot.
When looking at the effect of multishot mods on overall status chance of weapons with or without innate multishot, one can use the following expression:
Status Probability = 1 − (1 − Status Chance)^{(1 + Multishot)}
- Status Probability is the by multishot mods modified chance to proc as displayed in the Arsenal after modding.
- Multishot refers to any used multishot mod(s) as decimals; e.g. 0.9 for Split Chamber or 1.2 + 0.6 = 1.8 for Barrel Diffusion plus Lethal Torrent.
Because bonus status chance mods affect the chance that at least one projectile will inflict a status effect (rather than the Chance per Pellet), weapons with large numbers of pellets get dramatically stronger when they reach 100% status chance. The table below explains this: the damage from procs is related to the number of procs. Compare the number of procs at 100% against the number of procs at 99%. The developers could fix this fairly easily by making the status chance instead based on the chance per pellet. This would likewise make most shotguns stronger, as they would get larger numbers of procs without reaching the magical 100% status chance.
Number of Pellets | 100% / Chance per Pellet | 100% / Number of Procs | 99% / Chance per Pellet | 99% / Number of Procs | 80% / Chance per Pellet | 80% / Number of Procs |
3 | 100% | 3 | 78.5% | 2.4 | 41.5% | 1.25 |
5 | 100% | 5 | 60.2% | 3.0 | 27.5% | 1.38 |
10 | 100% | 10 | 36.9% | 3.7 | 14.9% | 1.5 |
20 | 100% | 20 | 20.6% | 4.1 | 7.7% | 1.6 |
Continuous WeaponsEdit
Status chance behaves differently for continuous weapons (i.e. Flux Rifle, Embolist etc.). Multishot has no effect on the status chance, and also has no effect on the rate of damage. Instead, each damage tick has a chance for extra damage based on the amount of multishot.
The in-game Status/Sec a continuous weapon is only loosely related to its actual chance to inflict a status effect - in this case, Digital Extremes made a mistake in their math.
Increasing the firing rate of a continuous weapon increases its in-game status/sec by an equal amount. +100% firing rate, for example, doubles the Status/Sec. This combines with bonus status effects:
Status/Sec = (Base Status/Sec) × (1 + Total bonus Status Chance) × (1 + Total bonus Fire Rate) = (Fire rate) × (Chance per Tick)
Based on this, you can see that the status chance per damage tick is simply the weapon's Status/Sec divided by its fire rate.
Chance per Tick = (Status/Sec) ÷ (Fire Rate)
Because of this, continuous weapons can go above 100% in-game Status/Sec. This does not actually guarantee a status proc every second, because of the formula above regarding chance per tick. The actual chance per second is similar to the formula used above for multishot weapons:
Actual chance per second = 1 − (1 − Chance per Tick)^{Fire Rate}
This means that you can only get 100% actual status chance by getting 100% chance per tick, similar to multishot weapons.
The in-game Status/Sec is still useful for determining how long you have to wait to get a status effect. The average number of procs per second is equal to the Status/Sec. For example, a weapon with 200% Status/Sec would get, on average, 2 procs per second. The time between status procs is the inverse of this; a weapon with 200% status chance can expect to wait one-half second before getting a status proc, while a weapon with 50% status chance can expect to wait two seconds before getting a status proc.
However, continuous weapons can only affect enemies with a status chance once per second; this is a limit that was deliberately put into place in late 2015. This means that, after the first status proc, the time between status procs is actually one second more than what you would expect:
Time between procs = 1 + 1 ÷ Status/Sec
Currently, all continuous weapons deal a damage tick more than once in a second. For example, the Quanta Vandal using its beam will deal 4 ticks of damage and use one ammo in one second. If the status chance is 100%, then the status chance per tick is only 25%. You would need to increase the status/sec to 400% to be able to get a status proc with every damage tick; this is currently impossible (it would require 1600% bonus status chance). Because the fire rates are so high on continuous weapons, however, reaching 100% chance per tick is not particularly desirable (completely the opposite of multishot weapons).
Status ModsEdit
MediaEdit
HistoryEdit
- This mechanic was introduced with Damage 2.0 in Update 11.0 and replaced stun chance mods.
- In Hotfix 11.0.2, damage type icons were added and will appear beside damage ticks to indicate that a proc has been inflicted. Note that this does not show multiple Impact procs caused by a single shot.
See alsoEdit
Mechanics | |||
---|---|---|---|
Currencies | Credits • Ducats • Platinum • Standing | ||
General | Affinity • Clan • Daily Tribute • Focus • Foundry • Fusion • Key Bindings • Mastery Rank • Mods (Damaged) • Orbiter • Polarization • Trade System • Transmutation | ||
Gameplay | Mission | Air Support • Alert (Tactical) • Archwing • Cell • Challenge Reward • Death • Death Mark • Enemy Behavior • HUD • Maneuvers (Archwing) • Matchmaking • One-Handed Action • Tile Sets • Mission | |
Stealth | Hacking • Noise Level • Stealth | ||
Attributes | Weapons | Accuracy • Ammo • Attack Speed • Critical Hit • Damage • Fire Rate • Melee • Multishot • Projectile Speed • Punch Through • Recoil • Reload Speed • Status • Zoom | |
Warframe | Attributes • Armor • Health • Passives • Powers • Shield • Threat Level | ||
Mathematical | Enemy Level Scaling • Maximization (Duration • Efficiency • Range • Strength) • User Research |