There are several types of Elemental Damage:
- Armor Piercing - Deals extra damage to armored targets (Not to be confused with armor-ignoring attacks.)
- Electrical - Electrocutes the target
- Fire - Burns the target
- Freeze - Slows target and does double damage to shields
- Poison - Deals damage over time to the target
- Laser - No known secondary effect
Each of these damage types functions the same way when added to a weapon through an equipped mod. The amount of damage each will do can be determined through the following formula:
Elemental Damage done = (weapon damage) * (1 + moda value) * (modb value) * (target's resistance)
- Weapon damage: determined by the equipped weapon.
- Moda value: the percent of damage added by the equipped normal type damage mod (e.g. Serration).
- Modb value: this value is determined by the mod rank of the armor piercing or elemental (electrical, fire, or freeze) type mod being calculated.
- Target's resistance: the resistance value for the type of damage being calculated on the enemy.
As the formula shows, armor piercing and elemental damage is based on the adjusted value of weapon damage plus the equipped normal damage type mod. It is then further altered by the resistance value of the enemy in the same way normal damage would be altered by armor.
Notes
- Damage modules are separate between different weapon types. For example 6 (max) mod capacity of an Armor Piercing mod will give a 90% bonus to a melee weapon, a 90% bonus on a shotgun, a 60% bonus on a Rifle and only a 30% bonus on a pistol.
See Also
| Mechanics |
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