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Status Effect

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This page is in the reference to the Damage 2.0 system.

Status Effect, or commonly called Proc (short for Programmed Random Occurrence), 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.

All damage types have a chance to inflict an associated status effect on a target. See the Damage 2.0 Overview Table for information on which status effects are associated with which damage types.

The chance that a proc will occur can be increased with mods such as Rifle Aptitude and also by any mods which increase the number of projectiles fired, such as Split Chamber. The likelihood that a proc will occur in a given time frame can naturally be increased by mods which increase a weapon's rate of fire.

For example, a weapon such as Ignis deals base elemental Heat b Heat damage.  In addition to its base damage, Ignis also has a 10% status chance (base) per second of continuous fire to proc a burning status effect, which has the visible effect of setting an enemy on fire and deals additional damage over time for the duration of the effect. Warframe abilities are exceptions, as they usually have a high chance to proc or in some cases, 100% chance to inflict the status effect (e.g. Frost's Freeze ability).

Enemies also possess the ability to inflict status effects on Tenno. For example, a Grineer Scorch has a chance to inflict the burning status effect (like Ignis does) and a Toxic Ancient can proc a poison damage over time associated with Toxin b Toxin.  Similarly, enemies are also able to inflict physical procs such as bleeding, which is associated with Slash b Slash damage, directly to the player's health (ignoring shields).

Primary Status EffectsEdit

Status Chance for MultishotEdit

While "Status" stat of a weapon in the arsenal is the probability that in any shot or strike with that weapon, weapons with multiple pellets in one shot (i.e. shotguns and weapons with multishot mods), this can be calculated using the following formula, which is also the one used by the arsenal:

Status Chance = 1 - ( 1 - Chance per Pellet)Pellets

Status Chance is the base status chance of the weapon with multishot capability. Chance per Pellet refers to the status chance of each pellet, this value can be multiplicatively increased by Status Chance mods. Pellets refers to how much pellets or bullets were fired each trigger, this value can be increased by Multishot mods; Pellet Count does not need to be a round number, for example: if you have a maxed Split Chamber installed on a rifle, the Pellet Count would be 1.9.

When more than one status effect in different pellets of the same shot can have an effect (e.g. Corrosive b 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 = Pellets * Chance per Pellet = Pellets * ( 1 - ( 1 - Status Chance )(1/Pellets))

Where Status Triggered refers to the average number of status effects triggered per shot.

NotesEdit

  • Rate of fire is usually inversely proportional to proc chance; for example the Twin Vipers have a high rate of fire and a very low proc chance, whereas the slower-firing Ogris has a higher proc chance. Exceptions exist however, such as the Grakata
  • The chance that a proc caused by physical damage will occur appears to be proportional to the amount of base damage dealt by each of the three physical damage types (slash, impact, and puncture). For example, the Strun's highest physical damage type is Impact b Impact, thus it inflicts more knockbacks (the proc associated with impact damage) than bleeding or weakening procs associated with slash and puncture damage, respectively.
  • Elemental damage procs seem to have a lower chance of occurring compared to physical damage procs.
  • This mechanic was introduced with Damage 2.0 in Update 11 and replaced stun chance mods.
    • In Update 11.0.2, damage type icons were added and will appear beside damage ticks to indicate that a proc has been inflicted.
  • It does not appear that increasing the physical or elemental damage of a weapon increases the duration of the associated proc (e.g. enemies won't be confused longer if radiation damage is increased.)
  • Damage-dealing status effects that proc on headshots deal 4x damage.
  • At least where Toxic is concerned, it's possible to proc lower, parent elements from combined elements. [e.g. Toxic DoT procing on a corrosive or viral weapon]. (more study is needed.)
  • The status chance shown on shotguns is actually the calculated probability that at least one of the pellets will proc. For example, the Strun Wraith displays a 40% status chance, but in fact has a ~5% chance for each of its ten pellets.
    • This causes an issue where shotguns may proc less often than they should, if at all.

Status Chance ModsEdit

Weapon Name Stat Power Cost Polarity Commonly Dropped By Rarity
Rifle Rifle Aptitude 2.5% | 5% | 7.5% | 10% | 12.5% | 15% 4 | 5 | 6 | 7 | 8 | 9 D Grineer Flameblade Uncommon
Rifle Malignant Force 15% | 30% | 45% | 60% 4 | 5 | 6 | 7 V Corrupted Vor Rare
Rifle High Voltage 15% | 30% | 45% | 60% 4 | 5 | 6 | 7 V Tethra's Doom Reward Rare
Rifle Thermite Rounds 15% | 30% | 45% | 60% 4 | 5 | 6 | 7 V Operation Breeding Grounds

Reward

Rare
Rifle Rime Rounds 15% | 30% | 45% | 60% 4 | 5 | 6 | 7 V Operation Cryotic Front

Reward

Rare
Rifle Hammer Shot 10% | 20% | 30% | 40% 6 | 7 | 8 | 9 D Nightmare Mode Rare
Shotgun Shotgun Savvy 5% | 10% | 15% | 20% | 25% | 30% 4 | 5 | 6 | 7 | 8 | 9 D Corpus Prod Crewman Uncommon
Shotgun Toxic Barrage 15% | 30% | 45% | 60% 4 | 5 | 6 | 7 V Corrupted Vor Rare
Shotgun Shell Shock 15% | 30% | 45% | 60% 4 | 5 | 6 | 7 V Tethra's Doom

Reward

Rare
Shotgun Scattering Inferno 15% | 30% | 45% | 60% 4 | 5 | 6 | 7 V Operation Breeding Grounds

Reward

Rare
Shotgun Frigid Blast 15% | 30% | 45% | 60% 4 | 5 | 6 | 7 V Operation Cryotic Front

Reward

Rare
Pistol Pistol Pestilence 15% | 30% | 45% | 60% 4 | 5 | 6 | 7 V Corrupted Vor Rare
Pistol Jolt 15% | 30% | 45% | 60% 4 | 5 | 6 | 7 V Tethra's Doom

Reward

Rare
Pistol Scorch (Mod) 15% | 30% | 45% | 60% 4 | 5 | 6 | 7 V Operation Breeding Grounds

Reward

Rare
Pistol Frostbite 15% | 30% | 45% | 60% 4 | 5 | 6 | 7 V Operation Cryotic Front

Reward

Rare
Pistol Sure Shot 2.5% | 5% | 7.5% | 10% | 12.5% | 15% 2 | 3 | 4 | 5 | 6 | 7 V Grineer Scorch Uncommon
Pistol Stunning Speed 2.5% | 5% | 7.5% | 10% 6 | 7 | 8 | 9 Bar Nightmare Mode Rare
Melee Melee Prowess 2.5% | 5% | 7.5% | 10% | 12.5% | 15% 2 | 3 | 4 | 5 | 6 | 7 D Corpus Detron Crewman Uncommon
Melee Virulent Scourge 15% | 30% | 45% | 60% 4 | 5 | 6 | 7 V Corrupted Vor Rare
Melee Voltaic Strike 15% | 30% | 45% | 60% 4 | 5 | 6 | 7 V Tethra's Doom

Reward

Rare
Melee Volcanic Edge 15% | 30% | 45% | 60% 4 | 5 | 6 | 7 V Operation Breeding Grounds

Reward

Rare
Melee Vicious Frost 15% | 30% | 45% | 60% 4 | 5 | 6 | 7 V Operation Cryotic Front

Reward

Rare
Melee Enduring Strike 15% | 30% | 45% | 60% 4 | 5 | 6 | 7 Ability Dark Sector Reward Common

Status Effect Duration ModsEdit

Weapon Name Stat Power Cost Polarity Commonly Dropped By Rarity
Rifle Continuous Misery 25% | 50% | 75% | 100% 4 | 5 | 6 | 7 V Sprag
Ven'kra Tel
Common
Shotgun Lingering Torment 5%| 10% | 15% | 20% | 25% | 30% 6 | 7 | 8 | 9 | 10 | 11 V Eviscerator
Trooper
Arid Eviscerator
Arid Trooper
Frontier Eviscerator
Frontier Trooper
Common
Pistol Perpetual Agony 5% | 10% | 15% | 20% | 25% | 30% 6 | 7 | 8 | 9 | 10 | 11 V Arid Butcher
Frontier Butcher
Common
Pistol (Acrid) Toxic Sequence 50% | 100% | 150% | 200% 4 | 5 | 6 | 7 D The Perrin Sequence Offering Rare
Melee Lasting Sting 10% | 20% | 30% | 40% | 50% | 60% | 70% | 80% | 90% | 100% | 110% 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 V Ancient Disrupter Common
Warframe Rapid Resilience -12.5% | -25% | -37.5% | -50% | -62.5% | -75% 6 | 7 | 8 | 9 | 10 | 11 D Prod Crewman Rare

See alsoEdit

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