Damage calculation
The final damage dealt to an enemy comes from the multiplication of various sources. Simplified, we can multiply the following sources to get the final damage:
These , among others, apply multiplicatively, meaning to maximize output, it is optimal to increase them all instead of focusing in a single one of them.
Example:
300% base damage = 300% final damage
200% base damage + 200% cryo = 400% final damage
- Base damage
- Type damage (element + physical)
- Critical hit (Chance * Damage)
- Faction multiplier (Eg: +50% vs Grineer)
- Multishot
These , among others, apply multiplicatively, meaning to maximize output, it is optimal to increase them all instead of focusing in a single one of them.
Example:
300% base damage = 300% final damage
200% base damage + 200% cryo = 400% final damage
- Type damage (element + physical)
Damage types
Each damage type deals damage and has a chance to proc a status on the enemy.
To simplify I'll just use the following generic groups:
Shield: Machinery and shielded units (Corpus)
Armor: Robots and armored units (Grineer)
Flesh: Unarmored enemies (Infested)
And the weaknesses will only be shown for physical, since elemental weaknesses get more complex.
To simplify I'll just use the following generic groups:
Shield: Machinery and shielded units (Corpus)
Armor: Robots and armored units (Grineer)
Flesh: Unarmored enemies (Infested)
And the weaknesses will only be shown for physical, since elemental weaknesses get more complex.
Physical (IPS)
Impact
Strong against: Shield
Weak against: Flesh
Procs: Minor stagger, chance of mercy kill
Puncture
Strong against: Armor
Weak against: Shield
Procs: Reduce enemy damage
Slash
Strong against: Flesh
Weak against: Armor
Procs: Bleed damage over time ignoring enemy defense (Increased by damage and critics but not elemental)
Strong against: Shield
Weak against: Flesh
Procs: Minor stagger, chance of mercy kill
Puncture
Strong against: Armor
Weak against: Shield
Procs: Reduce enemy damage
Slash
Strong against: Flesh
Weak against: Armor
Procs: Bleed damage over time ignoring enemy defense (Increased by damage and critics but not elemental)
Elemental
Elemental damage is calculated from your total IPS. A weapon with 30 impact, 30 puncture and 40 slash with a +90% cold mod will add a total of 90 cold damage. Only the proc is listed, since weaknesses are more complex than with physical.
Cold: Slows the enemy
Electric: Stun + damage over time in an area
Heat: Panic + damage over time + reduces armor by 50%
Toxin: (Bypasses shields) + damage over time
Elemental damage can be combined to create a new type. The combination order is from left to right and up to down on the mods. If the weapon has a base element, that is always the first one. If a combined element is present and a base element is added, the combined damage will increase excluding weapons that have said combined element as base.
Magnetic (Cold + Electric) Doubles damage to shields and prevents them from regenerating
Blast (Heat + Cold) Reduces target accuracy
Viral (Toxin + Cold) Doubles damage dealt to enemy HP (Unshielded) Good pair with slash
Radiation (Electric + Heat) Makes the enemy go berserk and attacks allies
Corrosive (Electric + Toxin) Reduces armor by 26%
Gas (Heat + Toxin) Creates a damaging gas cloud
Cold: Slows the enemy
Electric: Stun + damage over time in an area
Heat: Panic + damage over time + reduces armor by 50%
Toxin: (Bypasses shields) + damage over time
Elemental damage can be combined to create a new type. The combination order is from left to right and up to down on the mods. If the weapon has a base element, that is always the first one. If a combined element is present and a base element is added, the combined damage will increase excluding weapons that have said combined element as base.
Magnetic (Cold + Electric) Doubles damage to shields and prevents them from regenerating
Blast (Heat + Cold) Reduces target accuracy
Viral (Toxin + Cold) Doubles damage dealt to enemy HP (Unshielded) Good pair with slash
Radiation (Electric + Heat) Makes the enemy go berserk and attacks allies
Corrosive (Electric + Toxin) Reduces armor by 26%
Gas (Heat + Toxin) Creates a damaging gas cloud
Warframe abilities
Warframe ability stats are self explanatory. In the case of Damage Over Time abilities, the following table applies:
(V Duration / > Efficiency)
(V Duration / > Efficiency)