Calculating Bonuses (2024)

Calculating Bonuses (1)

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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.

When modding anything in WARFRAME, the order in which bonuses are applied follows a pattern. With the exception of mods that provide elemental damage bonuses, the order in which mods are installed does not matter; the resultant stats will always be the same regardless of the mod configuration.[1] The same goes for temporary or conditional buffs and debuffs from abilities, mods, Arcane Enhancements, and enemies.

Last updated: Sat, 30 Mar 2024 02:51:58 +0000 (UTC) by User:Cephalon Scientia

Contents

  • 1 Semantics
    • 1.1 Percent Bonuses vs. Multipliers
    • 1.2 Complementary Percentages
  • 2 Overview
  • 3 Additive Stacking
    • 3.1 Percent Bonuses
    • 3.2 Flat Value and Percentage Point Bonuses
  • 4 Multiplicative Stacking
    • 4.1 Exponential Stacking
  • 5 Opportunity Cost In Modding
    • 5.1 Additive Stacking
      • 5.1.1 Armor
    • 5.2 Multiplicative Stacking
  • 6 Order of Operations
  • 7 Weapons
    • 7.1 Types of Damage Bonuses
    • 7.2 The Damage Application Order
    • 7.3 Multishot
    • 7.4 Calculating Physical Damage
    • 7.5 Calculating Elemental Damage
    • 7.6 Combining Physical and Elemental Damage
  • 8 Damage Calculations
    • 8.1 Modded Stats
    • 8.2 Total Damage
    • 8.3 Gun Damage Per Second
    • 8.4 Melee Damage Per Second
    • 8.5 Damage Over Time
    • 8.6 Lifetime Damage
  • 9 Patch History

Semantics[]

Percent Bonuses vs. Multipliers[]

In most cases in WARFRAME, percent bonuses to stats (not to be confused with flat percentage points) can also be represented as stat multipliers using the following conversion:

Calculating Bonuses (2)

Converting percent bonuses to multipliers.

For simplicity, calculations in this article (and throughout the wiki) will represent percent bonuses as decimals and will use 1 + Net Percent Bonus as a decimal expression instead.

Complementary Percentages[]

Many stat modifiers in WARFRAME are expressed in terms of percentages, but there may be more than one way to describe the same stat modifier.

For example, Damage Vulnerability can be expressed in terms of Damage Reduction. If an enemy is 25% more vulnerable to taking Calculating Bonuses (3)Impact damage (e.g. +25% Calculating Bonuses (4)Impact damage bonus), one can also say that the enemy:

  • Is 25% less resistance to taking Calculating Bonuses (5)Impact damage (e.g. -25% Calculating Bonuses (6)Impact damage reduction)
  • Is 125% vulnerable (100% + 25%) to Calculating Bonuses (7)Impact damage (notice "more" is omitted)
  • Has -25% resistance to incoming Calculating Bonuses (8)Impact damage (negative resistance is equivalent to vulnerability)
  • Has a 0.75x multiplier (100% - 25%) to incoming Calculating Bonuses (9)Impact damage

Overview[]

Types of Bonuses
Operation On Base StatBonus Stacking BehaviorInternal NameTypical ContextExample(s)
AdditionAdditive StackingADDFlat value or percentage point bonuses:Calculating Bonuses (10)EntropyBurst's status chance bonus
Final Status Chance = Base Status Chance + Calculating Bonuses (11)20

Calculating Bonuses (12)Laetum's Elemental Excess perk (-10 critical chance percentage points)

Final Critical Chance = Base Critical Chance + Calculating Bonuses (13)-10
MultiplicationAdditive StackingSTACKING_MULTIPLYMost common bonus, applies to almost all percentage-based bonuses:Calculating Bonuses (14)Serration's and Calculating Bonuses (15)HeavyCaliber's damage bonus
Final Damage = Base Damage * (1 + Calculating Bonuses (16)1.65 + Calculating Bonuses (17)1.65)
MultiplicationMultiplicative StackingMULTIPLYCalculating Bonuses (18)Antitoxin's and Calculating Bonuses (19)ToxinResistance's damage resistance to Calculating Bonuses (20)Toxin
Damage Taken = Initial Toxin Damage * (Calculating Bonuses (21)0.55 * Calculating Bonuses (22)0.85)

Affinity bonuses

Total Affinity = Initial Affinity * Calculating Bonuses (23)2 * 1.3 * 1.25
OverrideN/ASETVery rare bonus type used to set a stat at a particular value, ignoring all other bonuses
  • Note that there are known instances where a particular stat can have flat value and percentage-based bonuses. For example, Calculating Bonuses (26)StingingTruth provides a flat increase to Magazine Capacity for the Calculating Bonuses (27)Viper while Calculating Bonuses (28)SlipMagazine provides a +30% Magazine Capacity bonus at max rank. In these scenarios, typically percentage-based bonuses are applied to the base stat first then flat value increases. For example:
Final Magazine Capacity = Calculating Bonuses (29)14 * (1 + Calculating Bonuses (30)0.3) + Calculating Bonuses (31)40

Additive Stacking[]

Percent Bonuses[]

Calculating Bonuses (32)

Generic formula for additive stacking percent bonuses.

All sources that add a percent bonus of the same type will typically have their bonuses added together. This commonly referred to as additive stacking (internally represented as STACKING_MULTIPLY operation type). For example, if a primary weapon has Calculating Bonuses (33)Serration (+165% damage) and Calculating Bonuses (34)HeavyCaliber (+165% damage) installed, it will receive a total of +330% bonus base damage or 4.3x the base damage.

This is true of all percent bonuses, not just damage. For example, combining Calculating Bonuses (35)SpeedTrigger (+60% fire rate) and Calculating Bonuses (36)Shred (+30% fire rate, +1.2 punch-through) will give a total of +90% bonus fire rate.

Flat Value and Percentage Point Bonuses[]

Calculating Bonuses (37)

Generic formula for additive stacking flat value and percentage point bonuses.

Sources that grant flat value or percentage point increases are typically applied after all other bonuses are applied (internally represented as ADD operation type). For example, say a melee weapon with 20% critical chance and Calculating Bonuses (38)TrueSteel equipped has 0.2 × (1 + 1.2) =44% critical chance. Since a max ranked Calculating Bonuses (39)ArcaneAvenger grants a flat 45% critical chance when triggered, the melee weapon will have 0.44 + 0.45 =89% critical chance as a result.

Note that flat bonuses are additive with each other. Using the previous example, if the player's Adarza Kavat's Calculating Bonuses (40)Cat'sEye buff triggers (adding a flat 60% critical chance), then the resultant critical chance will be 0.44 + 0.45 + 0.6 =149%.

Exceptions
  • Calculating Bonuses (41)PiercingNavigator - applied before other bonuses are applied, effectively increasing the base stat
  • Calculating Bonuses (42)BallisticBattery - applied after base damage bonuses but before other bonuses/multipliers
  • Calculating Bonuses (43)Volt's passive - applied after base damage and elemental bonuses but before critical damage multiplier and Sniper Rifle combo counter
  • Calculating Bonuses (44)EnergyChannel - applied after the critical damage multiplier

Multiplicative Stacking[]

Calculating Bonuses (45)

Generic formula for multiplicative stacking bonuses.

Sources that affect the same fundamental stat but have different conditions for granting its bonuses will typically have their bonuses multiplied together (but not always such as Calculating Bonuses (46)Chroma's Calculating Bonuses (47)VexArmor additively stacking with base damage mods). This is commonly referred to as multiplicative stacking. For example, a primary weapon with Calculating Bonuses (48)Serration (+165% damage) and Calculating Bonuses (49)BaneofGrineer (+30% damage to Grineer) would result in a [(1 + 1.65) × (1 + 0.3) - 1] =244.5% bonus in base damage against Grineer enemies. Note that multiplicative stacking effects grant greater bonuses than additive stacking. For example, if Calculating Bonuses (50)Serration and Calculating Bonuses (51)BaneofGrineer were to additively stack, it would only grant 1.65 + 0.3 =195% bonus base damage.

Examples of sources of damage bonuses/multipliers that will multiplicatively stack with each other:

Exponential Stacking[]

In rare instances, some bonuses are applied to itself multiplicatively and is multiplicative with all other bonuses. This is often referred to as exponential stacking. For example, Calculating Bonuses (60)ArcaTitron has a unique mechanic where each successive kill adds a charge that multiplies the next slam radial damage bonus by 2 using the following equation:

Total Radial Damage = Base Radial Damage × 2n (where n is the number of charges)

Opportunity Cost In Modding[]

Additive Stacking[]

Players may refer to additive stacking having "diminishing returns" (despite being linear increases; a more accurate term would be "opportunity cost"), meaning that at higher percent bonuses, the additional value gained per additional percent bonuses is less, relatively speaking. For instance, if one were to equip a secondary that dealt 100 base damage:

  1. Adding a maxed rank Calculating Bonuses (61)HornetStrike (+220%), it would deal 320 base damage, a Calculating Bonuses (62)2.2 / 1 =220% relative increase in base damage.
  2. Adding a maxed rank Calculating Bonuses (63)MagnumForce (+165%), it will deal 485 base damage, a Calculating Bonuses (64)1.65 / (1 + Calculating Bonuses (65)2.2) =51.5625% relative increase in base damage over just equipping Calculating Bonuses (66)HornetStrike.
  3. Adding a maxed rank Calculating Bonuses (67)AugurPact (+90%), it will deal 575 base damage, a Calculating Bonuses (68)0.9 / (1 + Calculating Bonuses (69)2.2 + Calculating Bonuses (70)1.65) =18.5567% relative increase in base damage over just equipping Calculating Bonuses (71)HornetStrike and Calculating Bonuses (72)MagnumForce.
  4. Adding an unmodded Rank 3 Calculating Bonuses (73)VexArmor at max buff (+275%), it will deal 850 base damage, a Calculating Bonuses (74)2.75 / (1 + Calculating Bonuses (75)2.2 + Calculating Bonuses (76)1.65 + Calculating Bonuses (77)0.9) =47.8261% relative increase in base damage over just equipping Calculating Bonuses (78)HornetStrike, Calculating Bonuses (79)MagnumForce, and Calculating Bonuses (80)AugurPact.
    • Notice that despite the larger base damage bonus of +275%, Calculating Bonuses (81)VexArmor only provided a smaller relative increase in base damage.
  5. Adding a maxed rank Calculating Bonuses (82)AnemicAgility (-15%), it will deal 835 base damage, a Calculating Bonuses (83)-0.15 / (1 + Calculating Bonuses (84)2.2 + Calculating Bonuses (85)1.65 + Calculating Bonuses (86)0.9 + Calculating Bonuses (87)2.75) =−1.7647% relative increase (or 1.7647% relative decrease) in base damage over just equipping Calculating Bonuses (88)HornetStrike, Calculating Bonuses (89)MagnumForce, Calculating Bonuses (90)AugurPact, and with Calculating Bonuses (91)VexArmor active.
    • Notice that base damage bonus penalties are also relatively low at higher base damage bonuses.

Because of this, sometimes it is better to not equip mods that provide relatively lower additive bonuses due to opportunity cost. That mod slot is better reserved for bonuses that multiplicatively stack with other bonuses.

Armor[]

Calculating Bonuses (92)

Although most Armor bonuses are percentage based (thus having "diminishing returns" strictly speaking on relative armor point increases) and that the relative increase of Damage Reduction percentage is smaller at higher armor values (e.g. the difference between 100 and 200 armor is 15% while the difference between 400 and 500 is 5.3571%), the actual number of effective health points (EHP) gained per additional point of armor does not have diminishing returns and remains constant (linear change). Every 300 armor points added will provide an additional 100% nominal health to EHP. This means that at higher armor values, the difference between EHP and nominal health is greater as seen in the above graph.

Calculating Bonuses (93)

Nominal health refers to listed health points as displayed in-game; in other words, it is the total health after mods and buffs are applied
Simplified EHP calculation to demonstrate how damage reduction from armor can be expressed as a multiplier to nominal health. Every 300 armor points gained will increase the health multiplier by 1.

Multiplicative Stacking[]

Note that multiplicative stacking does not have "diminishing returns". For example, for a secondary that deals 100 base damage:

  1. Adding a maxed rank Calculating Bonuses (94)HornetStrike (+220%), it would deal 320 base damage, a 220% relative increase in base damage or 3.2x base damage.
  2. Adding a maxed rank Calculating Bonuses (95)BaneofInfested (+30%), it will deal 416 base damage (against Infested enemies), a 30% relative increase in base damage over just equipping Calculating Bonuses (96)HornetStrike or 1.3x the previous damage.
  3. On a headshot (2x), it will deal 832 base damage, a 100% relative increase in base damage over just equipping Calculating Bonuses (97)HornetStrike and Calculating Bonuses (98)BaneofInfested or 2x the previous damage.
  4. Adding a Rank 3 Calculating Bonuses (99)Eclipse at max buff (3x), it will deal 2,496 base damage, a 200% relative increase in base damage over just equipping Calculating Bonuses (100)HornetStrike, Calculating Bonuses (101)BaneofInfested, and on a headshot or 3x the previous damage.

Like multiplicative stacking, exponential stacking also has no "diminishing returns" since the next stat bonus always give the same relative additional value gained per additional percent bonuses as the previous bonus. For instance, the Calculating Bonuses (102)ArcaTitron has a unique passive where kills increases the damage of the next Slam Radial Attack by 100%, stacks multiplicatively with itself up to 10 times. With an unmodded Calculating Bonuses (103)ArcaTitron with a base radial damage of Calculating Bonuses (104)Electricity 360:

  • At one charge, the total radial damage will be Calculating Bonuses (105)Electricity 720, a 2 / 1 =2x increase in base radial damage.
  • At two charges, the total radial damage will be Calculating Bonuses (106)Electricity 1440, a (2 * 2) / (1 * 2) =2x increase in base radial damage over one charge.
  • At three charges, the total radial damage will be Calculating Bonuses (107)Electricity 2880, a (2 * 2 * 2) / (1 * 2 * 2) =2x increase in base radial damage over two charges.
  • And so on.

Order of Operations[]

To summarize, the order in which bonuses for the same fundamental stat applies as follows:

  1. Bonuses that additively stack with each other
  2. Bonuses that multiplicatively stack with each other and the previous additive bonuses
  3. Bonuses that grant a flat number or percentage points, additively stacking with each other

Calculating Bonuses (118)

Example equation demonstrating the above order.

Calculating Bonuses (119)

Expressing above equation as a product of summations since multiplicatively stacking bonuses can have additively stacking components.

Weapons[]

Calculating Bonuses (120)

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Not accounting for Kuva/Tenet weapons with an innate primary damage type that can also have a primary elemental progenitor bonus

Calculating Bonuses (121)

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Also missing elemental damage bonus from non-Mod sources like Warframe abilities (readers may ask what is the element type priority in these cases)

Types of Damage Bonuses[]

Mods primarily increase damage in one of four different ways:

  1. Some mods increase the base damage of the weapon. This is usually written as simply "+X% damage". For example, Calculating Bonuses (122)HornetStrike and Calculating Bonuses (123)Serration.
  2. Some mods increase physical damage types: Calculating Bonuses (124)Slash, Calculating Bonuses (125)Impact, and Calculating Bonuses (126)Puncture. For example, Calculating Bonuses (127)FangedFusillade or Calculating Bonuses (128)PiercingCaliber.
  3. Some mods increase primary elemental damage types: Calculating Bonuses (129)Heat, Calculating Bonuses (130)Electricity, Calculating Bonuses (131)Cold, and Calculating Bonuses (132)Toxin. For example, Calculating Bonuses (133)PathogenRounds or Calculating Bonuses (134)Hellfire.
  4. Some mods increase damage against enemies of a certain faction (i.e. faction damage bonuses). For example, Calculating Bonuses (135)BaneofCorpus or Calculating Bonuses (136)BaneofInfested

The Damage Application Order[]

  1. When calculating damage, first base damage bonuses are added together and applied. For example, the Calculating Bonuses (137)Karak has a base damage of 29. Equipping a max rank Calculating Bonuses (138)Serration (+165% base damage) adds 1.65 × 29 =47.85 additional damage for a total of 76.85 damage (the arsenal will round this number to 76.9). The added damage will be of the same damage type distribution the weapon innately deals.
  2. Then, all elemental and physical damage bonuses are calculated based on the modified base damage. For example, adding a Calculating Bonuses (139)Hellfire (+90% Calculating Bonuses (140)Heat damage) to a Karak that already has Calculating Bonuses (141)Serration equipped will add 90% of 76.85 for a total of 69.165 Calculating Bonuses (142)Heat damage. This damage is added to the base, and the Karak now deals a total of 146.015 damage if you add together all damage types.
  3. After that, faction damage bonuses are applied to all damage types. Note that faction damage bonuses will not be accounted for in the arsenal stats. A Karak equipped with Calculating Bonuses (143)Serration, Calculating Bonuses (144)Hellfire, and Calculating Bonuses (145)BaneofCorpus (+30% damage against Corpus) will deal an extra 0.3 × 76.85 =23.055 physical damage and an extra 0.3 × 69.165 =20.7495 Calculating Bonuses (146)Heat damage for a total of 189.8195 damage of all types.

Once damage is calculated, it may be affected by Critical Hit mechanics or modified based on the opponent's armor or sources of damage reduction. For detailed calculations of how various damage types affect different types of enemies, see the Damage page.

Multishot[]

For weapons that fire multiple projectiles like shotguns or Calculating Bonuses (147)CernosPrime, the damage calculated is the damage dealt by each projectile. In other words, if the weapon only fires one projectile at a time, all of the damage is the base damage per projectile.

If the weapon has multishot from a mod like Calculating Bonuses (148)SplitChamber, it will have a percent chance to fire additional projectiles per shot, each of which will deal the full modded damage as if one projectile was shot. The arsenal will display multishot bonuses as percent increases in total damage when in fact this is not true in reality. The total damage stat shown in the arsenal actually reflects the average damage dealt per shot in this case. For example, a Calculating Bonuses (149)Karak with only Calculating Bonuses (150)SplitChamber equipped will see a 29 × 0.9 =26.1 increase in damage for an average of 55.1 damage per shot.

For weapons that only fire a single projectile, Calculating Bonuses (151)SplitChamber's 90% multishot will cause each shot to randomly have a 90% chance to fire two projectiles instead of one. Since Calculating Bonuses (152)CernosPrime already fires 3 arrows per shot, adding Calculating Bonuses (153)SplitChamber will make it fire 3 × 0.9 =2.7 additional arrows, so each shot will fire at least 5 arrows, and 70% of shots will fire 6.

On continuous beam weapons like the Calculating Bonuses (154)Glaxion, multishot adds a chance to increase damage on a tick. For example, adding Calculating Bonuses (155)SplitChamber to a Calculating Bonuses (156)Glaxion will give a 90% chance for a damage tick to double as if two projectiles were shot.

Calculating Physical Damage[]

Physical damage mods apply only to base damage of the same type. For example, at max rank Calculating Bonuses (157)FangedFusillade increases Calculating Bonuses (158)Slash damage by +120%. The Calculating Bonuses (159)Karak does 29 damage split into 13 Calculating Bonuses (160)Impact, 8.7 Calculating Bonuses (161)Puncture, and 7.3 Calculating Bonuses (162)Slash. A Karak equipped a max rank Fanged Fusillade will gain 7.3 × 1.2 =8.76 additional Calculating Bonuses (163)Slash damage for a total of 16.06 Calculating Bonuses (164)Slash and 37.76 total damage.

If a physical damage mod is added to a weapon that does no physical damage of the corresponding type, the mod will have no effect. For example, the Calculating Bonuses (165)Amprex does entirely Calculating Bonuses (166)Electricity damage when unmodded, so Calculating Bonuses (167)FangedFusillade will provide no Calculating Bonuses (168)Slash damage bonuses.

Calculating Elemental Damage[]

Elemental damage mods apply to all damage done by a weapon. For example, a max rank Calculating Bonuses (169)Hellfire adds 90% Calculating Bonuses (170)Heat damage to a rifle. If a Karak was equipped with a max rank Hellfire, it would gain 29 × 0.9 =26.1 Calculating Bonuses (171)Heat damage.

Each two different elemental mods will be added up into a secondary element, with has different damage type modifiers against certain enemy health, shields, and armor classes. For combined elements, the slots are ordered from left to right, top row then bottom row, with any inherent elemental damage (from the weapon) added last.

For example, if both Calculating Bonuses (172)Hellfire (+Calculating Bonuses (173)Heat damage) and Calculating Bonuses (174)CryoRounds (+Calculating Bonuses (175)Cold damage) are equipped on an Calculating Bonuses (176)Amprex, they will combine to add Calculating Bonuses (177)Blast damage to the weapon's base Calculating Bonuses (178)Electricity damage. If only Hellfire is used, it will combine with the Amprex's base Calculating Bonuses (179)Electricity damage to make Calculating Bonuses (180)Radiation damage instead.

If multiple mods of the same element are added, only the first is used when making combinations. For example, if Hellfire, Cryo Rounds, and Calculating Bonuses (181)ThermiteRounds are added to an Calculating Bonuses (182)Amprex, no matter what the order is the weapon will deal Calculating Bonuses (183)Blast and Calculating Bonuses (184)Electricity damage since the Calculating Bonuses (185)Heat element has already combined with Calculating Bonuses (186)Cold, so the second Calculating Bonuses (187)Heat mod simply increases the amount of Calculating Bonuses (188)Blast damage dealt.

Combining Physical and Elemental Damage[]

Both physical and elemental damage are combined in the same step and are based only on the weapon's base damage and any mods that effect base damage.

In terms of raw damage, this makes a +90% elemental damage bonus superior to +90% physical damage bonus unless the weapon deals all of its damage as a single physical damage type. In reality, the total effect varies based on the health, shields, abd armor classes of enemy being damaged due to damage type vulnerabilities and resistances.

Damage Calculations[]

Modded Stats[]

Calculating Bonuses (189)

Basic formula for calculating modded stats (e.g. critical chance) with the exception of accuracy, reload time, and charge time.

Calculating Bonuses (190)

Formula for calculating modded reload time and charge time.

Total Damage[]

The damage numbers displayed in the in-game arsenal calculates total weapon damage as such:

Calculating Bonuses (191)

For melee weapons, remove multishot from the equation

Theoretical total inflicted damage against an enemy can be calculated as such (ignoring quantization for simplification):

Calculating Bonuses (192)

Where SD represents the modded value of a particular damage type and DM represents the damage modifier for a particular damage type using the generalized damage modifier formula

Gun Damage Per Second[]

Calculating Bonuses (193)

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Burst-fire and mag-burst attacks (not simultaneous burst like Calculating Bonuses (194)Quartakk which can be treated like semi-auto weapons) have a more complicated DPS calculation

When comparing the performance of non-melee weapons, it may be useful to calculate their theoretical damage per second (DPS) (without accounting for status effects) using the following formulas:

Calculating Bonuses (195)

In the case where modded critical chance is over 100%, the lowest crit tier possible will be considered a normal shot. (e.g. if a weapon has 250% crit chance, the 100% for an orange crit will be considered a normal shot)
Note that Calculating Bonuses (196) denotes a flooring function (rounding down)

Calculating Bonuses (197)

In the case where modded critical chance is over 100%, the next crit tier possible will be considered a critical shot (e.g. if a weapon has 250% crit chance, the 50% for a red crit will be considered a critical shot)
Note that Calculating Bonuses (198) denotes a ceiling function (rounding up)

Calculating Bonuses (199)

The average damage dealt on a single button input if all projectiles hit an enemy.

Calculating Bonuses (200)

The lower the Fire Rate, the more delay between charge shots. If attack is not a charge trigger type (charge time is 0), then effective fire rate equals modded fire rate.

Calculating Bonuses (201)

Not all weapons consume one ammo per shot; this is to account for cases such as Continuous Weapons

Calculating Bonuses (202)

Calculating Bonuses (203)

For the Calculating Bonuses (204)Vectis and Calculating Bonuses (205)VectisPrime specifically, one (1) should be subtracted from the denominator to account for their lack of a reload delay.
For Calculating Bonuses (206)Epitaph specifically, ignore Modded Reload Time since it draws ammo directly from the full ammo pool similar to bows, but does not "reload" between shots like them.
Assumes that damage ramp up is at max for Continuous Weapons.
Reload time is in seconds.
Reload time includes reload delay which is more prevalent for Battery Weapons. Reload delay for most weapons are negligible if not non-existent.

Melee Damage Per Second[]

When comparing the performance of melee weapons, it may be useful to calculate their theoretical damage per second (DPS) (without accounting for status effects) using the following formulas:

Calculating Bonuses (207)

In the case where modded critical chance is over 100%, the lowest crit tier possible will be considered a normal hit. (e.g. if a weapon has 250% crit chance, the 100% for an orange crit will be considered a normal shot)
Note that Calculating Bonuses (208) denotes a flooring function (rounding down)

Calculating Bonuses (209)

In the case where modded critical chance is over 100%, the next crit tier possible will be considered a critical hit (e.g. if a weapon has 250% crit chance, the 50% for a red crit will be considered a critical shot)
Note that Calculating Bonuses (210) denotes a ceiling function (rounding up)

Calculating Bonuses (211)

The average damage dealt on the first enemy hit by melee attack, not accounting Follow Through
See individual stance pages for average combo damage multipliers or go to Stance#Comparison

Calculating Bonuses (212)

See individual stance pages for average base combo lengths or go to Stance#Comparison

Damage Over Time[]

Calculating Bonuses (213)

Total modded damage calculations used for DoT ignores elemental and physical damage bonuses.

Calculating Bonuses (214)

Without accounting multipliers of specific DoT.

Calculating Bonuses (215)

Individual calculations for each DoT proc. Keep in mind Slash DoT deals Calculating Bonuses (216)True damage, ignoring armor.

Calculating Bonuses (217)

Multiply each DoT with the respective damage distribution (i.e. damage type / total damage) and add them together

Calculating Bonuses (218)

In the case where modded critical chance is over 100%, the lowest crit tier possible will be considered a normal shot. (e.g. if a weapon has 250% crit chance, the 100% for an orange crit will be considered a normal shot)
Note that Calculating Bonuses (219) denotes a flooring function (rounding down)

Calculating Bonuses (220)

In the case where modded critical chance is over 100%, the next crit tier possible will be considered a critical shot (e.g. if a weapon has 250% crit chance, the 50% for a red crit will be considered a critical shot)
Note that Calculating Bonuses (221) denotes a ceiling function (rounding up)

Calculating Bonuses (222)

Accounting for critical hits, non-crits, and status chance for an average of total DoT averages.

Lifetime Damage[]

Lifetime damage is a derived damage stat that is based on the total amount of damage that a weapon can deal before it depletes its ammo reserve. Melee weapons, Battery Weapons or rechargable weapons, and Exalted Weapons (assuming Energy is always restored) will deal infinite damage over their in-game use since they are always available and are not reliant on ammo pickups or Squad Ammo Restores.

Calculating Bonuses (223)

The average total damage dealt by a weapon without switching weapons or replenishing ammo.

Patch History[]

Update 34.0 (2023-10-18)

Base vs Final Stats in Modding - Health / Energy / Shield / Armor Stat Overhaul

If you’ve spent any time invested in the deeper nuances of Modding, you may be familiar with “Warframe Math” - math that upon first glance doesn’t really make sense, but once you learn the inner workings of the game, it all comes together. While we can appreciate the value that complex systems offer to a certain subsect of players, there are other aspects of the game that should have clear and understandable outcomes. Namely: Shield, Health, Energy, and Armor Modding.

Pop quiz: what is 300 + 440%? If you answered 740, you may just be an Excalibur player.

Vitality (+440% Heath), Redirection (+440% Shields), Flow (+150% Energy), and Steel Fiber (+110% Armor) come with large modifier values that don’t seem to match their outcome in-game. This is because these Mods apply their multiplier to the base stats of the Warframe - i.e., the stats you have at Rank 0. In the Excalibur example, a Rank 30 Excalibur’s Health stat of 300 earns an additional 440 Health from max rank Vitality (+440% Heath) since it applies to his base rank Health stat of 100, resulting in 740 total health.

In this update, we have removed this obfuscation by having Health, Shield, Energy, and Armor Mods apply to the stats of Warframes at their current rank. Continuing our Excalibur example, instead of Vitality always applying to Excalibur’s base rank 100 Health, it would apply to his Health stat based on his rank - namely, the stat you can actually see in your Arsenal. If your Excalibur were Rank 30, his Health stat would be 300, which means Vitality’s multiplier would be calculated off of 300.

With previous Health and Mod values, additional adjustments are needed to make this revision work while maintaining game balance. By only changing where the multiplier applies, a Rank 30 Excalibur would receive an extra 1,320 Health from max rank Vitality, resulting in a total health stat of 1,600. This outcome is a significant buff, which is not the intention of this system change.

To remedy this, we approached this problem in two ways:

1 - We reduced the overall multiplier for Health, Shield, Energy, and Armor Mods.
Since these now affect Max Rank Warframe stats, these Mods need to scale differently to maintain the status quo. Additionally, we wanted these new values to be as clear and understandable to all players as possible! Here are a few examples of these value changes:

  • Vitality: Reduced from +440% to +100% Health
  • Redirection: Reduced from +440% to +100% Shield Capacity
  • Steel Fiber: Reduced from +110% to +100% Armor
  • Flow: Reduced from +150% to +100% Energy Max

Note: These are not all of the Mods affected by this change. We share the comprehensive list further down in this section of the update notes.

Doing some quick math, this means that a Rank 30 Excalibur (300 Health) with a reworked Vitality Mod (+100% Health, applied to the final Health stat) would receive 300 extra Health, for a total of 600. That, in contrast, is a nerf, which we also don’t want to do.

So, our next step:

2 - We adjusted Warframe Health, Shield, Energy, and Armor values to keep the end result of the revised Mods as close to the original values as possible.

With this change, Excalibur’s Rank 30 Health stat is 370. With +100% Health from a max Vitality Mod, his resulting Health stat would be 740, which matches what it was originally.

While this path to the same result may seem a little complicated, the outcome matches our intention: we want players to be able to look at their Health, Shield, and Armor Mods, and be able to understand how they affect the stats they see in their Arsenal.

In addition to everything above, we also increased the base stat values for Warframes so that these revised Mods offer similar value for lower-ranked Frames. To do so, we reduced the amount of Health/Shield/Energy that Warframes earn per rank in half, and transferred the sum of that value to their base stats.

For Armor, this is the one stat that does not increase with your Warframe’s level (with some exceptions). Armor values across the board have been slightly increased to compensate for the Mod changes.

Not to beat a dead Kaithe, but Mods will now be applying to the Max Rank stat instead of the Base Rank. You may look at these numbers and think “nerf” or “buff” depending, but the outcome is that total Modded values are the same, if not a little higher in some cases.

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  1. GreatBaldung (2016, May 11). Apparently moving mods around has a negative effect on stats. Reddit. Archived from the original on 2022-09-19. In rare instances, the UI may have rounding differences that are not reflective of gameplay performance when swapping positions of two mods. Image: https://imgur.com/a/ivHA1#XxsMw8F.
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