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Damage is displayed on the HUD as numbers that spawn near the point of impact on an enemy. Damage to health is shown in white, while damage to shields is shown in blue. Damage results are modified by several mechanics - damage type, critical hits, stealth - which are discussed below and on their respective pages.

Weapon damage and mod damage will each spawn their own damage indicator.  Shotguns will also spawn separate indicators for each of their pellets.  Damage that is reduced to zero, such as Bullet damage on a Corpus Crewman's head, will not spawn a number indicator.  Damage inidicators are color coded using the following system:

  • Regular attack on health - white
  • Regular attack on shields - blue
  • Critical hit and stealth attacks - yellow
  • Stealthed/unaltered critical - red

Damage types编辑

This list of damage types only regards their importance in defining incoming damage for the enemy target to determine how to calculate said damage.  Damage types are used in conjuntion with specific enemy characteristics to determine the following:

  1. Whether Armor mitigation is applied
  2. Whether Enemy Damage Type Multipliers will be applied
  3. Secondary effects and/or death animations

Weapon and mod damage types merely determine how enemies will deal with incoming damage.  Multipliers, whether armor is ignored, and sometimes even whether a secondary effect will be applied (ex: infested don't panic from fire) are all determined by the specific enemy target.  Also, keep in mind secondary effects are not always a certainty but have a chance to occur upon attack/death.


Note: there is no such thing as "Armor Ignoring" damage.  In reality, each target has a list of damage types that it will not apply armor to.  These damage types are noted in the table below.

Type Location Armor Applied? Secondary Effect
Armor Piercing Melee/Ranged Weapons
Mods
No None
Blade Most Bladed Melee
Dread
Yes Dismemberment
Bullet Ranged Weapons Yes None
Electricity Prova
Mods
Yes Stun/Electrocution
Explosion Torid
Ogris
Thunderbolt Mod
Yes Flying Corpse
Fire Ignis
Mods
Yes Panic
Forcefield Kogake & Bo Charge Attack
Kestrel
Corpus Laser Doors
Yes Rag-doll
Freeze Mods Yes Shatter
Impact Hek
Sobek
Flying Corpses?
Yes None
Knockdown Melee Jump/Slam Damage Yes Knockdown
Laser Dera Yes None
Physics Impact Blunt Weapons
"Bolt" Weapons
No, Except Grineer
Seeker, Commander, Roller
Corpse Pin
Poison Acrid
Torid AoE
Mire
No Disintegrate
Serrated Blade Bladed Charge Attacks
Ranged Weapons

No

Dismemberment
Stun Mods
Melee Jump Attacks
Yes Stun

Calculating Base Damage编辑

Note: There is now a Damage Calculator for your convenience.


Prior to beginning a base damage calculation, you must first determine whether Armor migation will be applied and whether the base damage type has any Enemy Damage Type Multipliers to be applied.  Armor is is not applied to a damage calculation if:

  1. It is on the target's ignored damage types list (see table and explanation in damage types section)
  2. You are shooting any unprotected Enemy Body Parts.

Please see the respective page links above and the Enemy Vulnerabilities page for more information about how these mechanics work. 

Remember, if the target does not apply armor to your damage type, then do not include the armor mitigation steps in your calculations.

Formula编辑

Base damage calculations use the following steps.  Results from each step are rounded down to the nearest integer unless otherwise noted.

  1. Weapon Base Damage * (1 + Damage Mods) = Modded Base Damage 
  2. Modded Base Damage * Body Part MP = Part Damage  round to the nearest integer
  3. Part Damage * (1 + Faction Mod) = Faction Damage
  4. Faction Damage * Damage Type MP = Faction Type Damage
  5. Faction Type Damage * Armor Mitigation = Final Base Damage

Definitions编辑

  • Weapon Base Damage: Determined by the equipped weapon. There is no range of damage in Warframe; all weapons will always deal a set amount equal to what is listed on their tooltip.
  • Damage Mods: Determined by the rank of the equipped "damage" mod (ex: Serration, Hornet Strike, Point Blank, or Pressure Point/Killing Blow).
Note: Multiple mods effecting base damage will be additively applied. For example, using Point Blank and Blaze together would be calculated as: (1+Point Blank+Blaze) in the calculation above.
  • Body Part MP (Multiplier): This is the value that the target has to multiply any incoming damage to this body part (ie: head, moa fannypack).  See the Enemy Body Parts page for more details.
  • Faction Mod: Determined by the rank of any mod that alters damage to a particular faction (IE: Bane, Smite, Cleanse, or Expel mods).
  • Damage Type MP(Multiplier): This is the value that the target has to multiply any incoming damage of this type (ie: corpus heads - 0x bullet to the head, 2x electric to anywhere).  See the Enemy Damage Type Multipliers page for more details.
  • Armor Mitigation: This a multiplier that indicates how much of your damage will pass through armor (ex: a value of 1 would mean 100% damage, while a value of .33 would mean only 33% of your damage passes armor).  Remember: only apply this number if the target applies armor to your damage type and body part.
    • Armor Mitigaion = 100 / (target armor + 100)
    • Target Armor = base armor + base armor * .01 * (current level - base level) ^ 1.40
    • See the Armor page for more details.

Base Damage Mods:编辑

Calculating Elemental Mod Damage编辑

Note: There is now a Damage Calculator for your convenience.

Each Mod damage bonus on a weapon will add a separately calculated bonus hit to an attack and will have separate damage indicators on the HUD. Different mod damages will not interfere with each other or with a weapon's normal damage.  There are four types of Elemental Damage you can apply to your weapon via mods:

  • Armor Piercing - Deals extra damage to armored targets (Not to be confused with armor-ignoring attacks.)
  • Fire - Burns the target
  • Freeze - Slows target and does double damage to shields

As with base damage calculations, you must first determine whether Armor migation will be applied and whether the base damage type has any Enemy Damage Type Multipliers to be applied.  Armor is is not applied to a damage calculation if:

  1. It is on the target's ignored damage types list (currently only applies Armor Piercing damage for mods).
  2. You are shooting any unprotected Enemy Body Parts.

Please see the respective page links above and the Enemy Vulnerabilities page for more information about how these mechanics work. 

Remember, if the target does not apply armor to your damage type, then do not include the armor mitigation steps in your calculations.

Formula编辑

Base damage calculations use the following steps.  Results from each step are rounded down to the nearest integer unless otherwise noted.

  1. Weapon Base Damage * (1 + Damage Mods) = Modded Base Damage
  2. Modded Base Damage * Elemental Mods = Elemental Damage round to nearest integer
  3. Elemental Damage * Body Part MP = Elemental Part Damage round to the nearest integer
  4. Elemental Part Damage  * (1 + Faction Mod) = Faction Elemental Damage
  5. Faction Elemental Damage * Damage Type MP = Faction Elemental-Type Damage
  6. Faction Elemental-Type Damage * Armor Mitigation = Final Elemental Damage

Definitions编辑

  • Weapon Base Damage: determined by the equipped weapon.
  • Damage Mod value: the percent of damage added by the equipped normal type damage mod (e.g. Serration).
Note:  Multiple mods effecting base damage will be additively applied.  For example, using Point Blank and Blaze together would be calculated as: (1+Point Blank+Blaze) in the calculation above.
Note:  Multiple mods effecting elemental damage will be additively applied.  For example, using Hellfire and Wildfire together would be calculated as: (Hellfire+Wildfire) for Elemental Mod value in the calculation above.
  • Elemental Mod value: this value is determined by the mod rank of the elemental type mod being calculated.
  • Body Part MP (Multiplier): This is the value that the target has to multiply any incoming damage to this body part (i.e.: head, moa fannypack). 
  • Faction Mod Value: Mods that add damage to a particular faction (IE: Bane, Cleanse, Expel, or Smite mods).
  • Damage Type MP (Multiplier): This is the value that the target has to multiply any incoming damage of this type (ie: corpus heads - 0x bullet to the head, 2x electric to anywhere).  See the Enemy Damage Type Multipliers page for more details.
  • Armor Mitigation: This a multiplier that indicates how much of your damage will pass through armor (ex: a value of 1 would mean 100% damage, while a value of .33 would mean only 33% of your damage passes armor).  Remember: only apply this number if the target applies armor to your damage type and body part.
    • Armor Mitigaion = 100 / (target armor + 100)
    • Target Armor = base armor + base armor * .01 * (current level - base level) ^ 1.40
    • See the Armor page for more details.

Elemental Damage Mods编辑

Type Rifle Shotgun Pistol Melee
Armor Piercing Piercing Hit Flechette
Accelerated Blast
No Return Sundering Strike
Rending Strike
Fire Hellfire
Wildfire
Incendiary Coat
Blaze
Heated Charge Molten Impact
Electricity Stormbringer Charged Shell Convulsion Shocking Touch
Focus Energy
Freeze Cryo Rounds Chilling Grasp Deep Freeze
Ice Storm
North Wind

Damaging Shields编辑

Damage to shields is indicated by blue numbers on the HUD.  While an enemy is protected from shields, any damage they take will not be affected by Armor, Enemy Body Parts Multipliers, and Enemy Damage Type Multipliers.  Shields take 100% damage from all damage types except Freeze, which will deals 2x damage. Shields can  recieve critical hits.  However, shielded enemies are immune to additional damage caused by stealth attacks until their shields are broken.


After the shields of an enemy are depleted, any remaining damage amount is reduced by a value of one and run through the regular damage formulas to calculate damage taken as it normally would have occurred after taking into account critical hits, resistances, and weak points.

Critical Hits编辑

主条目: Critical Hit (Mechanic)


Most sources of damage have a chance to critically hit for additional damage and are indicated by yellow numbers on the HUD. The additional damage dealt by a critical hit is deterimed by each weapon's critical multiplier. Melee weapons and ranged weapons with different attacks (IE: bows, miter, etc.) will have a different chance to crit and critical multiplier for each attack type. Each weapon attack, or each pellet in the case shotguns, has a separate chance to critically hit.

Critical Hit Multipliers are applied directly to Modded Base Damage in the damage calculation and all calculations, including elemental mods damage, occurs after this multiplier has been applied.  Thus, elemental mod  critically hits when the weapon does and cannot critically hit alone.

Note: Stealthing does not appear to affect critical hit chances, but does provide a 50% damage bonus to all melee attacks, which may cause players to assume that a critical hit has occurred.

Stealth Attacks编辑

主条目: Stealth

Melee attacks while stealthed deal extra damage: normal attacks deal 150% damage and charge attacks deal 200% damage. Stealth attacks generate yellow hit indicators, the same color as critical hits, even though they are not actual critical hits. True melee critical hits while stealthed can by identified by their red hit indicators.

As long as players on a mission remain undetected through the use of stealth, they can perform melee attacks that deal increased damage to their enemies. Non-melee weapons are not eligible for a stealth damage increase. Even after a mission's enemies go on alert, temporary stealth can also be achieved through the use Loki's Invisibility and Ash's Smoke Screen. Shade's Ghost is disrupted if owner attacks, therefore it does not grant any stealth attack bonuses.  New game mechanics allow enemies in different parts of the mission to remain unalerted as long as an alarm has not been sounded.  It is now possible to alarm some enemies and then proceed in stealth and achieve stealth attacks on unalerted enemies.

Multishot编辑

主条目: Multishot (Mechanic)

Multishot can be added through weapon type specific mods (Split Chamber, Hell's Chamber, Barrel Diffusion, and Lethal Torrent). Multishot can add one or more additional projectiles to each shot fired, depending on the rank of the mod and the type of weapon. Any multishot mod percentile beyond 100% is a chance to shoot three porjectiles.  These additional projectiles do not consume any extra ammunition.

Multi-target Melee Attacks编辑

Numerous melee weapons have the ability to attack multiple targets with one swing. These types of attacks experience damage falloff. Currently, this damage falloff multipliers (falloff MP) is 75% of the base damage for both normal and charged attacks except for the Kogake, which has a 50% falloff MP for its normal attacks. Sliding, jump, and wall attacks all have a 100% falloff MP for all melee weapons currently in game (effectively meaning that you cannot hit multiple targets with these attacks).


Fall-off Damage编辑

Each subsequent target in the multi-target attack will have the falloff MP applied to the damage done to the last enemy hit. Therefore, target 1 will take full damage, target 2 will take 75% of full damage, target 3 will take 75% of the damage done to target 2, and so on.


Multi-Target Critical Hits编辑

Only the initial attack has a chance to critical hit and all falloff damage is calculated from that initial attack. In other words, you cannot hit target 1 normally and then critically hit target 2. Furthermore, even though subsequent target damage will be based off the initial critical, they will not also register as critical hits - only the initial attack will do so.


Slam Damage编辑

As stated above, the impact damage from jump attacks have 100% falloff and do not actually hit multiple targets. However, all jump attacks have a secondary damage effect called slam damage which does AOE damage to enemies in the surrounding area. Slam Damage has its own damage type separate from that of the impact damage from a jump attack, its own base damage value, and a radius that is specific to each weapon. Slam damage has no falloff MP and will do the same damage to all enemies in the area.

Warframe Powers编辑

Damaging warframe powers determine their damage, critical rate and critical damage through the equipped power mod. The power's damage type will determine whether or not an enemy will apply armor to it, just like damage from other sources. Similarly, enemy elemental damage type multipliers affect power damage. Lastly, Warframe Powers that are AoE or have no manual targeting will hit the torso of the enemy (fanny pack on corpus moa's) and follow the body part multipliers for that body part (explaining the 3x damage to corpus moa's).

See the individual warframe articles for information on how each power handles its damage.

See Also编辑

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