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Cette page est une référence au système des Dégâts 2.0.

A Status Effect, or commonly called Proc, is an additional effect which may be triggered at random by a hit from a weapon, while Status Chance is the probability that a hit will inflict a Status Effect.

All damage types have a separate chance to inflict associated status effect on a target, and should multiple procs occur at once, only up to two procs will be inflicted in a single hit. See the Damage 2.0 Overview Table for information on which status effects are associated with which damage types.

The chance that a proc will occur can be increased with mods such as Rifle Aptitude and also by any mods which increase the number of projectiles fired, such as Split Chamber. The likelihood that a proc will occur in a given time frame can naturally be increased by mods which increase a weapon's rate of fire.

For example, a weapon such as Ignis deals base elemental Non valide damage. In addition to its base damage, Ignis also has a 10% status chance (base) per second of continuous fire to proc a burning status effect, which has the visible effect of setting an enemy on fire and deals additional damage over time for the duration of the effect. Warframe abilities are exceptions, as they usually have a high chance to proc or in some cases, 100% chance to inflict the status effect (e.g. Frost's Ice Wave ability).

Enemies also possess the ability to inflict status effects on Tenno. For example, a Grineer Scorch has a chance to inflict the burning status effect and a Toxic Ancient can proc a poison damage over time associated with Non valide. Similarly, enemies are also able to inflict physical procs such as bleeding, which is associated with Non valide damage, directly to the player's health.

Primary Status EffectsModifier

  • Physical
    • x18px Impact: Stagger
    • Non valide: Damage debuff
    • Non valide: Bleed DoT
  • Elemental
    • Non valide: Fire DoT, panic
    • Non valide: Slowdown
    • Non valide: Chain electric damage, stun
    • Non valide: Poison DoT
  • Combined
    • Non valide: Knockdown AoE
    • Non valide: Reduced armor
    • Non valide: Toxin AoE on procced target
    • Non valide: Reduced shield
    • Radiation b Radiation: Reduced accuracy and confusion
    • Viral b Viral: Reduced max health

Status Chance for MultishotModifier

While "Status" stat of a weapon in the arsenal is the probability that in any shot or strike with that weapon, weapons with multiple pellets in one shot (i.e. shotguns and weapons with multishot mods), this can be calculated using the following formula, which is also the one used by the arsenal:

Status Chance Modèle:Eql 1 Modèle:Min ( 1 Modèle:Min Chance per Pellet)Number of Pellets

  • Status Chance is the base status chance of the weapon with multishot capability.
  • Chance per Pellet refers to the status chance of each pellet, this value can be multiplicatively increased by Status Chance mods.
  • Number of Pellets refers to how much pellets or bullets were fired each time the trigger is pulled. This value can be increased via multishot mods. This value does not need to be a whole number; a weapon with 1.5 pellets per shot will shoot 1 pellet with a 50% chance per trigger of shooting an additional 1 pellet, which works consistently with the above formula.

When more than one status effect in different pellets of the same shot can have an effect (e.g. Non valide procs), it is more important to know the expected value of status effects per shot instead. This value can be determined with the following formula:

Status Triggered Modèle:Eql Pellets × Chance per Pellet Modèle:Eql Number of Pellets × (1 Modèle:Min (1 Modèle:Min Status Chance)(1 ÷ Number of Pellets))

  • Status Triggered refers to the average number of status effects triggered per shot.

NotesModifier

  • Rate of fire is usually inversely proportional to proc chance; for example the Twin Vipers have a high rate of fire and a very low proc chance, whereas the slower-firing Ogris has a higher proc chance. Exceptions exist however, such as the Grakata.
  • The chance that a proc caused by physical damage will occur appears to be proportional to the amount of base damage dealt by each of the three physical damage types (x18px Impact, Non valide, and Non valide). For example, the Strun's highest physical damage type is x18px Impact, thus it inflicts more knockbacks (the proc associated with impact damage) than bleeding or weakening procs associated with slash and puncture damage, respectively.
  • When both physical and elemental damage types are present on a weapon (such as a base physical damage weapon with elemental mods equipped,) physical damage types are weighted four times as much as elemental damage types are in the proc pool, making elemental procs relatively rare. This issue does not affect weapons with base elemental damage; for those weapons the chances of any given proc occurring should be directly proportional to its damage amount.
  • This mechanic was introduced with Damage 2.0 in Update 11 and replaced stun chance mods.
    • In Update 11.0.2, damage type icons were added and will appear beside damage ticks to indicate that a proc has been inflicted.
  • Increasing the physical or elemental damage of a weapon does not increase the duration of the associated proc (e.g. enemies won't be confused longer if radiation damage is increased).
  • Damage-dealing status effects that proc on headshots receive an additional 2.0x multiplier, resulting in 400% of the damage they would have dealt from a bodyshot proc. This also stacks with the x2 multiplier for critical headshots for a total of x8 proc damage.
    • A headshot that procs Gas will grant a further x2 multiplier to the resulting Toxin DoT.
  • The status chance shown on shotguns is actually the calculated probability that at least one of the pellets will proc. For example, the Strun Wraith displays a 40% status chance, but in fact has a ~5% chance for each of its ten pellets.
    • This displayed chance does not account for innate multishot, making it inaccurate for shotguns with status chance mods. Otherwise, the displayed chance is correct.
  • Notably, for weapons with innate multishot, a 100% proc chance will result in all pellets having a 100% proc chance.
    • However, each pellet is still considered to be part of the same "shot" in such a way that multiple procs will not stack from innate multishot pellets. I.E. if two pellets from the same innate multishot weapon with 100% proc chance hit the same enemy, they will only cause the proc effects that a single pellet would have caused.
    • Additionally, the innate multishot pellets will all have the same proc. If one inflicts a puncture proc, they will all inflict puncture procs.

Status Chance ModsModifier

Name Stat Power Cost Polarity Commonly Dropped By Rarity
Rifle Aptitude 2.5% | 5% | 7.5% | 10% | 12.5% | 15% 4 | 5 | 6 | 7 | 8 | 9 D Grineer Flameblade Uncommon
Malignant Force 15% | 30% | 45% | 60% 4 | 5 | 6 | 7 V Corrupted Vor Rare
High Voltage 15% | 30% | 45% | 60% 4 | 5 | 6 | 7 V Tethra's Doom Reward Rare
Thermite Rounds 15% | 30% | 45% | 60% 4 | 5 | 6 | 7 V Operation Breeding Grounds

Reward

Rare
Rime Rounds 15% | 30% | 45% | 60% 4 | 5 | 6 | 7 V Operation Cryotic Front

Reward

Rare
Hammer Shot 10% | 20% | 30% | 40% 6 | 7 | 8 | 9 D Nightmare Mode Rare

Name Stat Power Cost Polarity Commonly Dropped By Rarity
Shotgun Savvy 5% | 10% | 15% | 20% | 25% | 30% 4 | 5 | 6 | 7 | 8 | 9 D Corpus Prod Crewman Uncommon
Toxic Barrage 15% | 30% | 45% | 60% 4 | 5 | 6 | 7 V Corrupted Vor Rare
Shell Shock 15% | 30% | 45% | 60% 4 | 5 | 6 | 7 V Tethra's Doom

Reward

Rare
Scattering Inferno 15% | 30% | 45% | 60% 4 | 5 | 6 | 7 V Operation Breeding Grounds

Reward

Rare
Frigid Blast 15% | 30% | 45% | 60% 4 | 5 | 6 | 7 V Operation Cryotic Front

Reward

Rare

Name Stat Power Cost Polarity Commonly Dropped By Rarity
Pistol Pestilence 15% | 30% | 45% | 60% 4 | 5 | 6 | 7 V Corrupted Vor Rare
Jolt 15% | 30% | 45% | 60% 4 | 5 | 6 | 7 V Tethra's Doom

Reward

Rare
Scorch (Mod) 15% | 30% | 45% | 60% 4 | 5 | 6 | 7 V Operation Breeding Grounds

Reward

Rare
Frostbite 15% | 30% | 45% | 60% 4 | 5 | 6 | 7 V Operation Cryotic Front

Reward

Rare
Sure Shot 2.5% | 5% | 7.5% | 10% | 12.5% | 15% 2 | 3 | 4 | 5 | 6 | 7 V Grineer Scorch Uncommon
Stunning Speed 2.5% | 5% | 7.5% | 10% 6 | 7 | 8 | 9 Bar Nightmare Mode Rare

Name Stat Power Cost Polarity Commonly Dropped By Rarity
Melee Prowess 2.5% | 5% | 7.5% | 10% | 12.5% | 15% 2 | 3 | 4 | 5 | 6 | 7 D Corpus Detron Crewman Uncommon
Virulent Scourge 15% | 30% | 45% | 60% 4 | 5 | 6 | 7 V Corrupted Vor Rare
Voltaic Strike 15% | 30% | 45% | 60% 4 | 5 | 6 | 7 V Tethra's Doom

Reward

Rare
Volcanic Edge 15% | 30% | 45% | 60% 4 | 5 | 6 | 7 V Operation Breeding Grounds

Reward

Rare
Vicious Frost 15% | 30% | 45% | 60% 4 | 5 | 6 | 7 V Operation Cryotic Front

Reward

Rare
Enduring Strike 15% | 30% | 45% | 60% 4 | 5 | 6 | 7 Ability Dark Sector Reward Common

Name Stat Power Cost Polarity Commonly Dropped By Rarity
Magma Chamber 15% | 30% | 45% | 60% 4 | 5 | 6 | 7 V Operation Eyes of Blight

Reward

Rare
Modified Munitions 10% | 20% | 30% | 40% | 50% | 60% 4 | 5 | 6 | 7 | 8 | 9 D Grineer Dargyn Uncommon

Name Stat Power Cost Polarity Commonly Dropped By Rarity
Searing Steel 15% | 30% | 45% | 60% 4 | 5 | 6 | 7 V Operation Eyes of Blight

Reward

Rare
Sudden Impact 10% | 20% | 30% | 40% | 50% | 60% 4 | 5 | 6 | 7 | 8 | 9 D Corpus Locust Drone Common

Status Effect Duration ModsModifier

Weapon Name Stat Power Cost Polarity Commonly Dropped By Rarity
Rifle Continuous Misery 25% | 50% | 75% | 100% 4 | 5 | 6 | 7 V Sprag
Ven'kra Tel
Common
Shotgun Lingering Torment 5%| 10% | 15% | 20% | 25% | 30% 6 | 7 | 8 | 9 | 10 | 11 V Eviscerator
Trooper
Arid Eviscerator
Arid Trooper
Frontier Eviscerator
Frontier Trooper
Common
Pistol Perpetual Agony 5% | 10% | 15% | 20% | 25% | 30% 6 | 7 | 8 | 9 | 10 | 11 V Arid Butcher
Frontier Butcher
Common
Pistol (Acrid) Toxic Sequence 50% | 100% | 150% | 200% 4 | 5 | 6 | 7 D The Perrin Sequence Offering Rare
Melee Lasting Sting 10% | 20% | 30% | 40% | 50% | 60% | 70% | 80% | 90% | 100% | 110% 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 V Ancient Disrupter Common
Warframe Rapid Resilience -12.5% | -25% | -37.5% | -50% | -62.5% | -75% 6 | 7 | 8 | 9 | 10 | 11 D Prod Crewman Rare

See alsoModifier

Modèle:MechNav

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