⚔️ Warframe Damage Calculator
Calculate total damage, DPS, and effective damage against armored enemies
| Element | vs Ferrite | vs Alloy | vs Flesh | vs Shield |
|---|---|---|---|---|
| Corrosive | +75% | 0% | 0% | 0% |
| Radiation | 0% | +75% | 0% | -25% |
| Viral | 0% | 0% | +75% | 0% |
| Heat | 0% | 0% | +25% | 0% |
| Cold | 0% | +25% | 0% | +50% |
| Toxin | 0% | 0% | 0% | Bypass |
| Electricity | 0% | 0% | 0% | 0% |
| Blast | 0% | 0% | 0% | 0% |
| Magnetic | 0% | 0% | 0% | +75% |
| Gas | 0% | 0% | -25% | 0% |
| Enemy | Base Armor | Lv 50 | Lv 100 | Lv 150 |
|---|---|---|---|---|
| Lancer | 100 | 301 | 502 | 703 |
| Heavy Gunner | 500 | 1,505 | 2,510 | 3,515 |
| Bombard | 500 | 1,505 | 2,510 | 3,515 |
| Napalm | 250 | 753 | 1,255 | 1,758 |
| Nox | 250 | 753 | 1,255 | 1,758 |
| Corrupted Gunner | 500 | 1,505 | 2,510 | 3,515 |
| Stacks | Damage Bonus | Total Multi | Effective |
|---|---|---|---|
| 1 | +100% | 2.0x | Double damage |
| 2 | +125% | 2.25x | +12.5% per stack |
| 3 | +150% | 2.50x | +12.5% per stack |
| 5 | +200% | 3.0x | Triple damage |
| 8 | +275% | 3.75x | Near quadruple |
| 10 (max) | +325% | 4.25x | Max viral bonus |
| Mod Name | Type | Max Rank Value | Drain |
|---|---|---|---|
| Serration | Damage | +165% | 14 |
| Split Chamber | Multishot | +90% | 15 |
| Point Strike | Crit Chance | +150% | 9 |
| Vital Sense | Crit Damage | +120% | 11 |
| Vigilante Armaments | Multishot | +60% | 7 |
| Heavy Caliber | Damage | +165% | 14 |
| Speed Trigger | Fire Rate | +60% | 9 |
| Galvanized Chamber | Multishot | +80% (+110% per stack) | 15 |
| Galvanized Aptitude | Damage/Status | +80% per status type | 14 |
Note: This text bases on real experiences of the community and official game explanations regarding the Damage mechanic of Warframe.
In Warframe operate complex Damage mechanic that determines, how much wound a target receives from any attack. Those results adjust because of various factors, for instance modifiers for particular Damage kind, armour, bonuses for critical hits, advantages from stealth, effects of Warframe abilities, bonuses for physical parts, faction boosts and other modes for reduce the wound. It is quite a detailed system, when one grasps it deeply.
How Damage Works in Warframe
The basic idea of the Damage system is made up of that, that every wound from weapon or ability belong to a defined Damage category. Each enemy typical have separate resistances and weaknesses regarding various Damage kinds. The most many weapons use Impact, Puncture and Slash as their mainstream Damage types.
Some weapons as Kitguns, Prime weapons or the Phage maybe have elemental type, that replaces those basic elements.
Various elemental kinds give different bonuses against special protections. For instance, Corrosive Damage strengthens in 75% wound against ferrite armour. Targets under threat receive 1.5 times more Damage, while strengthened targets only 0.5 times.
Magnetic Damage adds wound to shields, but Toxin and Gaseous statuses well operate against body, because they cross shields and injure directly the health, when they activate.
The heat mark does not alter the wound of one hit. It strengthens the Damage over time, but one must reload more often and risk too stay without ammo quickly. Faction bonuses are other boosters, that helps against separate group of enemies.
For instance, the Warframe Rhino, available early in the game, deliver a faction bonus by means of his ability Roar.
Install mods on weapons for strengthen basic values, chance for criticals and their wound is the best first stage for increase the Damage. Also, abilities of Warframe as Roar of Rhino, Eclipse of Mirage, Nourish of Grendel and Whisper of Xaku also strengthen the wound. Mods is the mainstream element.
The weapon itself matter, but mods can make or break the whole build.
Viral status is commonly picked option and answer for many weapons. Damage kinds become more important in difficult parts as the Steel Path and missions of higher level. For average missions on the star chart, good weapon with right mods can settle the most many problems.
Stats of enemies, included health, armour, shields and their Damage, all grow according to their level. The calculation takes the base value of the enemy and the current level for determine the states, so everything strengthens during thelevels rise.
Reduction of Damage also adjusted at one moment, and the game became more fun after that update. One finds also calculators for Damage, that helps to estimate the wound outside the game for various weapons against different enemies.
