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How is status damage calculated?


DeviationBot

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Is status a base damage across all weapons or are calculations done based off of your weapons base damage? I'm hesitant to invest in a status sniper as theoretically it couldn't proc as many effects as an auto rifle could or shotgun, however, if damage is calculated based off of the weapons damage then a single slash proc could deal more damage than shotgun blast full of procs. Additionally, do crits multiply the damage of the procs as well?

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6 hours ago, DeviationBot said:

I'm hesitant to invest in a status sniper

Even though damage procs do scale, as a general rule status-built snipers aren't optimal IMO.  Too little fire rate so too much randomness in status application. Plus they're very good at simply killing targets outright if built for damage and crit.

Komorex is an exception, since it's got the status chance and RoF/AoE to support decent status application, and really needs it to bolster it's direct damage.

Rivens and Marked For Death (I'd guess) can also alter this to an extent, but are still probably pretty niche.  And Snipers are already pretty niche.  

 

 

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The multitude of damage and proc types and how they actually work is one of Warframe's greatest strengths. And one of the greatest weaknesses for quite a lot of players, because you can play most of the game successfully without any real knowledge, simply by copying META-builds from the internet.

But for anyone so inclined, playing around with damage types & procs is a rewarding minigame in itself. Especially after the recent changes, which (in addition to other stuff) created clear separate proc types for all damage.

There are many more viable (and interesting) damage builds for different weapons than the current meta seems to suggest. The most (effective) dps against a certain enemy is of course a thing in itself, but at the same time it is just a tiny subset of all possibilities. After all, while it might take 1000000 damage to one-hit a high lvl enemy, 999000 of that damage is wasted on an enemy that dies from a 1000 damage hit.

A good way to open your eyes to the potential of elemental damage (not status & procs, just the difference in damage type) is to bring a Toxic melee weapon with good range to a  Corpus fight (and compare the result to normal IPS weapons). For instance, try out Mire with a Primed Reach, Spring-Loaded Blade, Virulent Scourge, Toxic Blight & Primed Fever Strike-build (additional mods according to personal preference). A good place to test this out is Laomedeia, since there is no shortage of enemies...

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If you look at the weapon total output with 0 mods on, and then add a 90 element mod it will add 90 of total previous damage as that element. Element damage always does damage. A status proc does something else, depending on what status. Slash does a set tick of damage that is true damage (ie ignores damage reduction of armor). Status procs can stack up to ten times, you will see a symbol next to enemy name along with a number  

 

the easiest way to get slash procs on a primary is hunter munitions. Pair with viral, which drops target health as a proc.  

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Slash Status Damage is based off of your Physical Base Damage (or total Base Damage if Hunter Munitions).
Elemental Status Damage is based off of a portion of the total of that Elemental Damage Type on the Weapon.

see the Wiki for more specific details, but that's the short of it that you actually need to know.

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Status damage is calculated as your modded damage x elemental bonus x status multiplier x crit multiplier

Your modded damage is your base damage x dmg mods

The elemental bonus is the extra damage from elemental mods that match the status (eg a 90% heat mod would add a 0.9 to the multiplier if you apply heat. Gas and slash do not have an elemental bonus)

And the status multiplier is the reduction in damage applied to a status which is 0.35x (35%) for bleed and 0.5 (50%) for all other status.

(Something else to note is that bane mods apply their bonuses twice, once in the modded damage bonus, and once in the elemental bonus)

TLDR: yes status damage scales with base damage and crit, but for snipers you're better off with hunter munitions if you want status as opposed to status mods (a well built rubico prime without a riven can kill level 300+ enemies with a single slash status)

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18 hours ago, DeviationBot said:

Is status a base damage across all weapons or are calculations done based off of your weapons base damage? I'm hesitant to invest in a status sniper as theoretically it couldn't proc as many effects as an auto rifle could or shotgun, however, if damage is calculated based off of the weapons damage then a single slash proc could deal more damage than shotgun blast full of procs. Additionally, do crits multiply the damage of the procs as well?

Status has two different "valences", first is the pure damage. This is based of the weapon damage, and it adds to it. So if you add 90% Heat, the weapon gets an additional damage component of heat damage which is 90% of the total damage (after non-elemental mods). (So if your weapon has 100 damage total after Serration, you get 90 more damage from heat). This means adding 90% status mods are a good way to add damage to your weapons, since they will almost double the base.

Adding elemental damage to weapons also has a second effect which is that enemies have elemental resistances and weaknesses, so picking which elements you add vs each enemy types also increases your damage (or lowers it if you do it wrong).

Finally every weapon has a %status chance, this is the chance that the weapon applies a status proc to an enemy. Applying a Status proc means the extra effect that each damage type has, so for example slash, when it procs makes enemies bleed, viral increases the damage you can do to enemies, heat does DoT damage, makes enemies panic and reduces their armor, etc.

For status chance you want the value to be above 100 for multiple procs. You can do this with so called 60/60 mods (60% status damage, 60% status chance). There's also quite the few mods that interact with status procs, like growing power, condition overload, etc.

With a sniper rifle, i'd advise going more for the pure 90% damage mods, since you shouldn't be able to have many status procs on the weapon, and should probably focus on a crit build instead (using the 90 mods to increase damage and apply elemental weaknesses).

As always, the wiki is a friend in these things:
https://warframe.fandom.com/wiki/Status_Effect

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According to the wiki, the damage from slash's Bleed status is calculated from the weapon's base damage and base damage boosting mods, like Serration.

21 minutes ago, Gibsonx said:

Pair with viral, which drops target health as a proc.  

This is not true of how viral functions anymore, however. Since the status effect rework, viral now increases damage dealt to the target's health, from 100-325% extra damage depending on the number of times you stack it. Viral+slash status is still an excellent combination, as a viral status will multiply the damage from the bleed, if the enemy has no shields.

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All elemental damage adds damage to your raw damage. All status effects are unique, though they have overlapping functions. Some status effects deal damage and you can find the damage formula for that particular status effect on the wiki. Heat scales off of Heat mods in addition to base damage, but its DOT is stopped by armor. Slash doesn't scale with Slash mods, but deals true damage that ignores armor. Gas is terrible because it doesn't scale with elemental mods and deals a damage type with terrible modifiers. 

https://warframe.fandom.com/wiki/Damage/Slash_Damage

The status effect of Slash b.svg Slash damage is Bleed. It applies a DoT effect after a 1 second delay, dealing a tick of damage each second for 6 seconds. Each tick deals damage equal to  0.35 × Modded Damage × (1 + Faction Damage Mods) as TrueDmg b.png True damage.

https://warframe.fandom.com/wiki/Damage/Heat_Damage

The status effect of Heat b.png Heat damage is Ignite. It sets the enemy ablaze, which makes them panic, reduces their armor by up to 50% and, after a 1 second delay, deals a tick of damage every second for 6 seconds after the last fire proc. Each tick deals damage equal to 0.5 × Modded Damage × (1 + Heat Damage mods) × (1 + Faction Damage mods) as Heat b.png Heat damage.

https://warframe.fandom.com/wiki/Damage/Gas_Damage

The status effect of Gas b.png Gas damage is Gas Cloud. It produces a gas cloud that deals a tick of damage each second to all enemies within a 3-meter radius; subsequent procs increase the radius by 0.3 meters up to 6 meters in total after 10 stacks. The cloud has a 6 second duration. Each tick deals Gas b.png Gas damage equal to 0.5 × Modded Damage × (1 + Faction Damage bonus). As can be seen from the formula, tick damage does not scale with any Elemental mods. 

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