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Enemy health types are outdated as of Update 36.0 (2024-06-18)
“Very well. Keep your secrets.”
This article/section contains unofficial information, concepts, or terminology derived from or based on community discussion, invention, or knowledge. It may be subjective and contain information or terminology that is not used by Digital Extremes or in official WARFRAME communications, and may not be an officially recognized concept.
All health, armor, and shield classes have damage type modifiers that modify how much damage is inflicted by a particular damage type. Sources of damage type modifiers stack multiplicatively with each other and may be referred to as resistances, vulnerabilities (not to be confused with sources of Damage Vulnerability), or damage reduction in-game.
External buffs and debuffs (from mods or other sources) can change these modifiers down to a minimum of -100% and up to a maximum of +100% (0x and 2x damage multipliers respectively). Armor classes are not affected by these effects, thus they will always have their initial damage type modifiers.
Every health and shield class has a set of damage modifiers that modify the multiplier in which damage is dealt. For example, a +75% modifier to Viral damage done to Cloned Flesh means that incoming Viral damage will deal 1.75x more damage to that particular health class. Conversely, a -50% modifier will cause inflicted damage to deal 0.5x of its initial value.
Damage type modifiers of health and shield classes can also be expressed in terms of vulnerabilities or resistances. In the above example, Cloned Flesh has a -75% resistance to Viral and is 50% more resistant to Gas damage. Alternatively, Cloned Flesh has a +75% vulnerability to Viral and is 50% less vulnerable to Gas damage.
Because armor does not have explicit hit points unlike health and shields, damage type modifiers interact with damage against armored health differently. The resultant damage multiplier will depend on both the amount of armor the target has, the damage type modifiers of its health class, and the damage type modifiers of its armor class:
AM is the damage modifier against the armor class, HM is the damage modifier against the health class, and AR is the target's armor after all reductions from debuffs (e.g. Corrosive Projection, Corrosive procs, Terrify, etc.).
Damage type modifiers of armor classes have a two-fold effect:
Mitigate or enhance a percentage of the target's armor (represented by AR(1 - AM) in the above equation)
Increase or decrease the damage dealt in the same way as a type modifier against the hit points would do (represented by (1 + AM))
Sources of Damage Type Resistance[]
Abilities
Versatile and resilient, Caliban and allies within his Affinity Range gain Adaptive Armor that builds damage resistance against the highest damage type received from enemy attacks, stacking 5% per hit up to a cap of 50%. If Caliban or his allies do not receive damage for 5 seconds, their Adaptive Armor loses 2% per second until fully removed.
Passive bonus value is displayed as a Buff icon beside Caliban's hitpoint indicators.
Damage over time from procs (such as Slash or Toxin for example) will not contribute nor maintain damage resistance.
Adaptive Armor does not stack with Adaptation. The damage reduction provided to Caliban (or his allies) equipped with Adaptation will be the higher of the two values.
TennoShield (-50% damage type modifier for all damage types)
Innodem's Incarnon Resilience buff on finishers (-10% damage type modifier for all damage types, stacks multiplicatively 4 times)
Enemies
Guardian Eximus aura (-90% damage type modifier for all damage types)
Grineer Prosecutor aura (Sets damage type modifier for physical and primary elemental damage types to -100%. -85% damage type modifier for combined elemental damage types)
Atlas' hardened gaze will fossilize foes, heal Rumblers, and create Petrified Bulwarks. When shattered, petrified enemies drop healing Rubble for Atlas.
Atlas expends 75energy to unleash his hardened gaze in a conical burst of energy 10 / 11 / 12 / 14 meters long within a 60° field of view. All enemies caught within the cone are instantly turned into stone. Petrified enemies have their damage type modifiersincreased by +50% and are incapacitated for 5 / 10 / 15 / 20 seconds.
Petrify will not solidify enemies behind obstacles in the environment unless Atlas has line of sight.
Damage type modifier works by increasing modifiers by +50%, up to +100%. This is additive with existing values, for example: Cloned Flesh is 75% weak (+75%) to Viral and 50% resistant (-50%) to Gas. Once petrified, it becomes 100% weak (+100%) to Viral and 0% resistant (+0%) to Gas; a 14.3% increase in Viral damage, and a 100% increase in Gas damage.
More effective on resistant enemies, less effective on already vulnerable enemies.
Does not apply to armor, where it would have a multiplicative effect.
Killing petrified enemies will drop 1 piece of Rubble for Atlas to pick up, restoring 50 health or provides 50 bonus armor.
Tectonics's Bulwark hardens into a Petrified Bulwark that gains increased rolling velocity, rolling distance, and bonus damage when launched as a boulder.
Rumblers' health pool is instantly restored to 100%.
Petrified enemies are not immune to new status effects.
Any duration-based status effect, such as a Slash proc, that is applied before an enemy is petrified will run its normal duration.
If enemies are unaware once hit by Petrify, they will retain their unaware status upon being petrified.
Enemies protected by Overguard can not be petrified, and will not have their damage type modifiers increased.
Frozen enemies can not be petrified.
Enemies will turn a darker tone and obtain a stone texture upon being petrified.
Using Petrify on an enemy that is currently solidified will not refresh the stone duration. Once the enemy breaks free, it can be petrified once again.
Casting Petrify will interrupt Atlas' actions and movement.
Subsuming Atlas to the Helminth will offer Petrify and its augments to be used by other Warframes.
However, enemies petrified by other Warframes do not drop Rubble.
Ore Gaze is a Warframe Augment Mod for Atlas that modifies Petrify to cause enemies turned to stone to be scanned into the Codex and have a chance to make them drop extra loot.
Since Petrify's cone is created at the end of the casting animation, Natural Talent and/or Speed Drift can speed up the process to produce a nearly instant flash.
While the default casting animation is playing, the player can move the aiming reticle to reorient Atlas to keep moving enemies in his field of view before the flash occurs.
Petrify enemies to amplify all damage dealt to them, including damage from weapons and abilities. This can further empower damage dealt by Landslide punch combos, Tectonics' boulder rolling and explosion, and Rumblers' punch, rock throw, and detonation.
Although Bulwark can block line of sight to enemies, casting Petrify directly after creating a Bulwark will freeze enemies behind it due to line of sight mechanic rules. Enemies within a few seconds of being seen by Atlas or have noticed Atlas in that time are considered still in sight.
Petrify gives Atlas an effective form of crowd control and also allows him to heal himself with Rubble.
Use Petrify on Tectonics to create a Petrified Bulwark that rolls faster, rolls farther, and deals more damage when launched as a boulder.
When Rumblers have taken damage, use Petrify on them to fully heal them to maximum health. Fully healed Rumblers ensure that their dropped Rubble provide the highest healing or bonus armor possible.
Petrify enemies to keep them in place for Rumblers to beat down, since Rumbler's punch or stone throw will stagger or ragdoll enemies backward.
Petrified enemies that are killed cannot be broken into multiple pieces even with +100% Gore chance from Amalgam Ripkas True Steel. This means Nekros can only desecrate an enemy that was killed while petrified once.
Misc:
2 parallel walls 2 m placement distance 10 m walls gap 3m length x 1m width x 3m height segment dimensions Light Stagger on segment creation 1 s assembly time Radiation status per hit 0.125 s damage interval 7 Radiation damage ticks Enemy linear displacement on smash Large Stagger on smash Melee finisher prompt ∞ damage vuln. debuff duration
Qorvex expends 50Energy to construct then collapse 2 Containment Walls comprised of numerous irradiated concrete segments. On cast, Qorvex takes a step forward as the concrete segments solidify into existence one-by-one simultaneously for both walls; the starting segments are placed 2 meters in front of Qorvex, and positioned parallel to each other leaving a 10 meter wide gap in between. Each Concrete Segment is an intangible stationary object 3 meters long, 1 meter wide, and 3 meters tall. Enemies standing inside a solidifying concrete segment will receive a light Stagger effect.
On cast while airborne, Qorvex descends diagonally toward the nearest horizontal surface, similar to a Melee Slam Attack. The Containment Wall only begins construction upon landing.
Concrete segments will attempt to adhere to the changes in terrain elevation as the walls assemble, by forming on top of horizontal surfaces several meters above or below the open space where the next segment connects to the previous. If no solid surface is available, the next segment forms connected to the previous segment.
Concrete segments allow allied entities and attacks to phase through them. Segments can form inside obstacles in the environment and phase through when the walls compress.
Qorvex fully assembles the Containment Walls in the span of 1 second to reach their full length of 14 / 16 / 18 / 20 meters. During assembly, radioactive waves leak into the gap between every pair of parallel concrete segments, inflicting 125 / 150 / 175 / 200Radiation damage with a guaranteed Status Effect every 0.125 seconds, up to 7 instances of damage and status to all enemies inside.
The corresponding concrete segments from each wall will always spawn parallel to each other. Each segment has its own individual hitbox to compress enemies inward, and the empty space in between also has a large invisible hitbox to inflict damage per tick.
Containment Wall's radioactive waves damage and break destructible Objects such as crates and resource caches.
On the eighth damage interval, Qorvex forcibly compresses the walls together until they collide and collapse away, while violently pushing enemies toward the collision point and inflicting 2,000 / 2,500 / 3,000 / 3,500Impact damage with a guaranteed Radiation status on the smashed enemies. Smashed enemies also receive a large Stagger effect that causes a longer recovery animation, prompt Melee Finisher Attack (default X ), and have their damage type modifierspermanently increased by +25%.
Damage type vulnerability does not stack against debuffed enemies on repeated casts.
Ability Synergy:
Qorvex's Core Exposure Passive benefits from Containment Wall aligning enemies into a straight line.
Empower Chyrinka Pillar by compressing Containment Wall on it. Affected pillars remain empowered for 5 seconds, during which their radioactive cores glow brightly and the pulses hasten to emit once every 0.75 seconds.
Containment Wall's 8 stacks of Radiation status effects drastically increase Disometric Guard's chance to gain status immunity stacks on kills and assists, as well as amplify Crucible Blast's explosion damage per Radiation status.
Use Containment Wall's long reach to irradiate and align far away enemies into a narrow queue, then attack with guns amplified by Qorvex's Core Exposure Passive or Crucible Blast to utilize their Punch Through properties.
Cast from the air to descend quickly. If aiming straight down, the walls construct toward where Qorvex's model is facing on landing.
Among Qorvex's abilities, Containment Wall and Crucible Blast both stack Radiation procs rapidly. Use this quick accumulation to make irradiated enemies deal more damage to their former allies, raise the status immunity stack chance for Disometric Guard, and amplify Crucible Blast's explosion damage.
The following changes occurred due to the following scenario being shared:
A player reported that combining Umbral Mods + Adaptation + Lightning Rod on any Warframe made them fully immune to all damage from the Hydrolyst Eidolon.
Prior to this discovery, we already made sure we couldn’t reach 100% Damage Resistance because that would just be excessive in all cases. You can see this in action when we capped the ‘In Air’ Damage Resistance Mods. Even though the Mods theoretically could reach 100% Damage Resistance, there is a hard cap at 90%.
In response and to avoid future oversights, we have changed the way Damage Resistance works. It now works on ‘Damage Remaining’ instead of having all the Modifiers combined and operating at once.
Example:
Consider the case of:
4x 25% Damage Resistance Mods