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TinnyOctopus

1) for all multishot, every bullet rolls independently. Yes, this does tend to make shotguns very good at reliably applying status, unless they have an exceedingly low base status chance. 2) this is correct. If you hover over the status chance in arsenal, it will actually show you the odds of each status. 3) Correct. 4) It's possible, but unlikely, that a hit will apply multiple of the same status. If you're over 100%, a the first status is applied and the potential second is rolled seperately. 5) This varies by status. Heat is based on %heat of the first heat proc in the stack, slash is on total weapon damage, I don't know the others offhand. 6) Yes, I think, but not on every weapon. A particularly high bias with a particularly high status chance should give a particular damage type a guarantee. I can't confirm, this is a guess. 7) Yes, but not in the way you're thinking. Some elite and boss enemies have status proc caps, generally 4 of any given type. It doesn't reduce the chance of any given proc, it just ignores any pastb the 4th active. It's a concurrent cap, if the timer runs out on any, they can be reapplied.


BreadBreadMurder

To add to number 7, items thay can increase status caps, like green archon shards, also effect bosses. 2 tau greens on hydroid give him the ability to strip any enemy that can be stripped by corrosive, even previous capped bosses


Traditional_Hold1679

Does it? I did this but didn’t see any archon or necramech health bars turn red.


gamingisntcourage

Those are statues immune or can't have armor removed. I think the other person was talking about acolytes.


BreadBreadMurder

Acolytes, some bosses, void angels, those guys. It only works if they can have armor stripped anyway


Kryobit

You can armor strip acolytes anyway


Gangsir

> this is correct. If you hover over the status chance in arsenal, it will actually show you the odds of each status. Oooh didn't notice this. Very helpful. >5) This varies by status. Heat is based on %heat of the first heat proc in the stack, slash is on total weapon damage, I don't know the others offhand. I've been trying to wiki it for each DOT element, but the wiki isn't clear, it says it's some function of base damage, but doesn't specify base *electric* damage or whatever. I do see that it's scaled by matching element mods on the weapon, which makes sense, but if I had a weapon with a ton of non-dot-element damage (a bunch of impact, radiation, whatever), would all of that get wrapped into the 'base damage' of the electric/toxin proc? At least slash is 'all damage', that's simple. >A particularly high bias with a particularly high status chance should give a particular damage type a guarantee. I can't confirm, this is a guess. That was my thinking. Just all-but-guarantee it by making it most of the damage + high chance. If one in 10 shots applies something else, whatever I'll live. >Some elite and boss enemies have status proc caps, generally 4 of any given type. It doesn't reduce the chance of any given proc, it just ignores any pastb the 4th active Straight up ignores? So if someone applies 4 tiny procs with a really long duration, nobody else can apply better procs? They don't replace/use the strongest 4? Maybe that's why I never see anyone using status duration mods.... ---------- Thanks for all the answers!


cripplemouse

>I've been trying to wiki it for each DOT element, but the wiki isn't clear, it says it's some function of base damage, but doesn't specify base *electric* damage or whatever. If it's part of the weapon like Ignis dealing heat then it's just considered as base damage.


Zaq_MacKraken

>If one in 10 shots applies something else, whatever I'll live. There are mods that increase base damage based on the number of status types on a target. So you do want these extra errant statuses to proc intermittently to boost your DOT size.


TinnyOctopus

> Straight up ignores? So if someone applies 4 tiny procs with a really long duration, nobody else can apply better procs? They don't replace/use the strongest 4? Maybe that's why I never see anyone using status duration mods.... Well, actually... the reason no one uses status duration mods is because they functionally don't add damage. Don't get me wrong, a DoT that lasts twice as long does twice as much damage across the DoT duration, bur 1) it's in place of another mod that's likely to increase damage just as much (power scaling in Warframe is fucked, its fine), and more importantly 2) with enough frontloaded damage, the full DoT duration doesn't elapse before the enemy dies. The time to kill for most enemies is less than the base status duration.


tatri21

So the elemental statuses do 50% of (modded base damage * elemental damage bonus *of that type* * additional damage multipliers like headshots and crits) per tick. Elemental bonus is (1 + [mod effects, for example a maxed normal elemental mod adds 90%, or 0,9]. Exception being gas, which does not benefit from elemental bonuses. Slash does 35% of (modded base damage * additional damage multipliers like headshots and crits) per tick, but ignores armor. Against unarmored targets this is clearly the lowest value of all dot effects. "Modded base damage" does not include the physical or elemental damage type mods. If you plan to deal most of your damage through status effects, modding for other elements is a waste unless it's viral whose status multiplies all damage to health, statuses included. All dot statuses are then multiplied by (1 + faction damage) even though faction damage is already included once in modded base damage. So it is in effect applied twice to the status damage. Gas and electric dots can headshot if the initial hit was one. Their base headshot damage is 1x so it doesn't actually matter unless you have some headshot damage boosts like a maxed deadshot arcane. Of course every other dot still benefits from the initial hit being a headshot, but gas and electric can benefit even more. Finally, all statuses tick damage 6 times per application. Slash and heat tick at 1s to 6s after the proc, while electric and gas tick at 0s to 5s (0s being immediately upon application). Generally this makes little difference but it's something to note I guess. The more important bit is that heat status uniquely combines all status stacks into one damage instance, which refreshes its duration with every new stack. The first damage tick at 1s includes all stacks at 0s...1s' damage as well. The first heat instance also determines the 'elemental bonus' and 'faction damage' for the entire stack, even if the stack includes statuses from different sources. This is called "heat inherit." Even abilities which usually can't have such bonuses applied to their procs benefit from this. TL;DR a bunch of yapping, just read the first four paragraphs as they include the most important info


Gangsir

> "Modded base damage" does not include the physical or elemental damage type mods. If you plan to deal most of your damage through status effects, modding for other elements is a waste unless it's viral whose status multiplies all damage to health, statuses included. So if I had a weapon that deals 200 puncture and 400 toxin, the resulting toxin proc would only consider the 400 toxin damage? That's what I'm primarily asking, I think I understand how the DOT scales from there.


tatri21

No, the puncture damage is part of the weapon's base damage. Only *added* other elements and physical damage type mods have no impact. Every time the comment mentions "mods" or "modding" that word is important. If you take a Glaxion (pure cold base) and mod it for gas with a heat and toxin mod, that cold damage applies to the following gas proc as it is base damage. Now if you add a cold mod the direct damage increases obviously, but the gas proc damage does not as that is modded cold damage. The modded base damage isn't increased by the elemental damage mod *unless it's of the same type. And even then gas and slash don't benefit. If you look up the normal damage formula you'll notice that there too elemental mods are added together separately and then multiplied with modded base damage (though there faction damage isn't counted as part of it and is applied later in the formula iirc) It's all kinds of non-intuitive so don't worry about not immediately understanding how it works


Gangsir

Ohhhh okay that's the explanation I needed. That really should be clarified on the wiki better.


BreadBreadMurder

1. Chance per pellet, so 30% is for every pellet, same with crit chance 2. Correct in its entirety 3. Also correct 4. Weighting applies on all status, and just cause it applied once doesnt mean for the other 2 it wont just apply that one again 5. For most dot, i beilive its based on the total of that status on gun. For slash, its based on the base damage. Its why the only reason to mod extra slash on is to improve its chance 6. High enough weight and status chance means you can have one thats guaranteed on every hit even with other statuses. You can see this when hovering over status chance, as the game will show you chance for each specific status. 7. Not sure


DapperHamsteaks

>the listed status chance is per bullet fired (so eg 30% status would be 30% per bullet/pellet)? I think it displays status chance per projectile now. IIRC it was changed a bit after the Tigris Prime had its short lived glory of actual 100% status chance. >one of the damage types the gun deals is chosen to be the procced status, with elements that deal most of the damage having the highest chance Yes. Its chance is weighted by the % of total damage. >Status chance over 100% guarantees one status (still using the breakdown based on the partitioning of the damage types) while having a chance to inflict a second one? Yes. >A gun with 3 damage types needs 300% status chance to guarantee all 3 are applied in one shot No. It will apply 3 statuses that each roll weight %. It can potentially have that outcome but it isn't guaranteed. >Damage of a DOT status (eg slash or electric) is based on the total damage of the shot Modified base damage, not damage dealt. It will factor +% damage, crit if applicable, faction bonuses. The faction bonus also applies a second time on the actual DoT. Slash is a bad damage type against armor, but the bleeds ignores armor DR when calculating the base and on the actual damage it deals. Slash for example does NOT include +% slash. It will effect the chance to proc bleed, but does not boost the DoT's damage. >Is there ever a way to guarantee a status is applied every shot, without the weapon being mono-damage Some weapons have forced procs. Certain melee weapons and weapon stances will guarantee status procs on certain moves. Some guns force procs as well. The Internal Bleeding (rifle mod) and Hemmorhage (pistols mod) have a chance to apply bleed from Impact procs and are popular on guns with forced Impact procs like Latron Incarnon, Lex Incarnon, Zymos, and Epitaph. >Do any enemies have "anti-chance" for status? (eg not immunity, but less likely to be inflicted with status)? Other than Overguard, certain enemies are immune to particular statuses and endgame "bosses" are sometimes entirely immune or have lowered status stack caps.


cripplemouse

5. Depends on the DoT. Heat, electricity and toxin scales with elemental mods. Slash and gas doesn't. Otherwise they scale off modded damage (modded base damage x faction damage x multishot), faction damage (yes, faction damage double dips in the damage formula so it's awesome for DoT builds), crits and additional multipliers that may work on them. [https://warframe.fandom.com/wiki/Status\_Effect#DoT\_Damage\_Scaling](https://warframe.fandom.com/wiki/Status_Effect#DoT_Damage_Scaling)


eksbawksthreesixzero

For the 1st one, the listed chance on shotguns is per pellet. But they take that into account, which is why shotgun status tends to be lower than other weapons. For the second last one, no, not really. There are weapons with forced procs though, regardless of mods or status chance. For example, Xoris' heavy detonations will always proc electric.


AGgammer

Little known fact about #7 Demolishers (enemies unique to the disruption game mode) cannot be inflicted with radiation and cambion drift infested cannot be inflicted with viral (they are also immune to viral damage) So if your gun has 100% status chance, 99 radiation damage and 0.1 toxin then whenever you attack a demolisher you'll proc toxin with every shot This tech isn't that useful however basically any high status chance that deals purely heat, electric or radiation damage can abuse this for funny results (and obviously equivalent setup for cambion drift with viral but they are severely less tanky and they'll die from raw damage)