Damage calculation guide - 165% doesn't mean 165% | Warframe

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  • เผยแพร่เมื่อ 4 ส.ค. 2024
  • How can a 90% mod be better than a 165% mod? Why is arcane avenger so desirable? In a nutshell, what is the damage equation in Warframe? I'll break down all the major aspects you need to know that go into your damage output.
    ===TIMESTAMPS===
    0:00 Introduction
    1:08 Base Damage
    1:37 Additive, Multiplicative, and Absolute bonuses
    6:13 The Core Damage Equation
    12:45 Status Proc Damage
    15:25 Fall Off and Follow Through
    17:26 Melee Stances
    ⏬ But wait there's more! ⏬
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    Dystopia's video on Heat proc stat inheritance:
    • New Way to use Heat / ...
    Damage type guide:
    • [OLD] Complete damage ...
    Top ten tips for more damage:
    • Top 10 tips for more d...
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ความคิดเห็น • 441

  • @patricksteinsen1147
    @patricksteinsen1147 3 ปีที่แล้ว +357

    "the floor isn't made out of floor"
    "did you think killing me would make me die"
    "just because you're correct doesn't mean you're right"

    • @jayandrews4807
      @jayandrews4807 3 ปีที่แล้ว

      Dqmniti recognised 2 of those

    • @Sal-fg3rs
      @Sal-fg3rs 3 ปีที่แล้ว +25

      I mean Acolytes have proven the first to be true. I've fallen out of the map, RJ map, and the Acolytes as well.

    • @jayandrews4807
      @jayandrews4807 3 ปีที่แล้ว +4

      @@Sal-fg3rs I had an acolyte underwater on Uranus literally 10 minutes ago

    • @Sal-fg3rs
      @Sal-fg3rs 3 ปีที่แล้ว +3

      @@jayandrews4807 I had one do that and he kept teleporting me back. I didn't have my leveled Archgun on. So it did laughable damage to him and I couldn't get life support.

    • @jayandrews4807
      @jayandrews4807 3 ปีที่แล้ว

      @@Sal-fg3rs luckily mine was a capture

  • @zarodgaming1844
    @zarodgaming1844 3 ปีที่แล้ว +235

    These are the videos that the tennos were watching during combat training after the Ten-0 incident

    • @Marco_-vz2jl
      @Marco_-vz2jl 3 ปีที่แล้ว +16

      Oooh would be a nice way to call a series for newbies, ten-0 combat training

    • @porpfi9197
      @porpfi9197 2 ปีที่แล้ว +1

      The Ten-0 incident TrollDespair

    • @kameroncole5566
      @kameroncole5566 5 หลายเดือนก่อน

      When the math test comes around

  • @podokonnik1796
    @podokonnik1796 3 ปีที่แล้ว +450

    I wish all of those hidden stats were actually shown in the game UI, so I wouldn't have to keep all of this in the back of my head when coming up with builds.
    Thanks for the guide BTW, and while I already knew most of that, I still found it very useful, since I think it's one of the only videos on this topic that is so well-structured and on the point.

    • @635574
      @635574 3 ปีที่แล้ว +5

      But for every you there's a 20 noobs that look at the stats and think this is too complex. Its not that hard just to add the falloff stat for shotguns FFS, its all I'm missing.

    • @lordderppington4694
      @lordderppington4694 3 ปีที่แล้ว +20

      @@635574 Then throw in a dropdown menu or something. but just.... not having the information is horrible game design

    • @XYZ-ql1fi
      @XYZ-ql1fi 3 ปีที่แล้ว +2

      so how exactly do noobs grasp this knowledge?

    • @lordderppington4694
      @lordderppington4694 3 ปีที่แล้ว +13

      @@XYZ-ql1fi I don't quite understand the question. If you are just someone who doesn't care about stats or builds and just wants to be a space ninja who jumps around and tbags grineer they will literally just ignore the stats. If they are a noob who genuinly wants to learn about how to get better at this game they will take the time to learm the stats, maybe join a clan and get some help being walked through how it all works, and if you are someone who has taken the time to fully understand and learn the game, having hidden stats like this shown is invaluable for understanding how certain things are calculated and what's best for the build. But if the stats are never shown no one benefits. The best you can do is soend a few hours in simulacrum testing damage numbers and hope everything matches up (and even if it does some jackass on the internet will tell you they tested it and things don't work like that) There is literally no way a system like that isn't possitive.

    • @XYZ-ql1fi
      @XYZ-ql1fi 3 ปีที่แล้ว

      @@lordderppington4694 I guess that is pretty valid

  • @DragonxFlutter
    @DragonxFlutter 3 ปีที่แล้ว +191

    I'm gonna be honest. I think I would need the to be an entire series that explains each individual point in a video, and provides some examples. And even then, I'd need to do it in the game as I hear the commentary, because I'm such a hands-on learner.

    • @tomd96
      @tomd96 3 ปีที่แล้ว +1

      Wouldn't that make you an audio learner though. Or audio/visual.

    • @DragonxFlutter
      @DragonxFlutter 3 ปีที่แล้ว +8

      @@tomd96 My ideal situation would be someone physically next to me and guiding my hands until I got the hang of it. In absence of that, audio that breaks things down to their most basic is good enough.

    • @blakemerrithew9162
      @blakemerrithew9162 3 ปีที่แล้ว +1

      @@tomd96 all that people learn difrent ways and are audio or visual learners is all bullshit. It's all made up no evidence supports it.

    • @mitchgunzler3737
      @mitchgunzler3737 2 ปีที่แล้ว +4

      @@tomd96 It turns out the audio/visual/tactile learner stuff was not supportsd by follow up studies. It’s probably got some kernel of fact, but by and large it is far too easy to exaggerate how big an impact sensory modes play in learning.

  • @XxHybridFreakxX
    @XxHybridFreakxX 3 ปีที่แล้ว +76

    I love how the Division 2 differentiated between additive and multiplicative damage bonuses. Additive bonuses were worded as normal damage bonuses +X damage and multiplicative ones used the wording of amplifies damage by +X%. Would be nice to see DE incorporate something like this for Warframe.

  • @depressed_dann_
    @depressed_dann_ 3 ปีที่แล้ว +750

    At this point, you need a phd to play this game lmao

    • @LyteRetro
      @LyteRetro 3 ปีที่แล้ว +88

      I have my masters degree in warframe history

    • @paulamblard3836
      @paulamblard3836 3 ปีที่แล้ว +53

      As long as you don't try to understand the damage quantization (that have a negligible effect on dps), it is fine.
      you just have to know that there is different group of damage bonus ; the damage bonus of the same group are additive, and each group is multiplicative with the other group. ( 12:08 for the main list of them )

    • @someaccount3438
      @someaccount3438 3 ปีที่แล้ว +6

      @@paulamblard3836 Quantization isn't actually that hard to understand at all, however as you said the impact it has is incredibly minimal. I do wonder why they coded it like that though. I assume it probably wasn't something they intended but that it just kind of came about.

    • @lagartopunkarra
      @lagartopunkarra 3 ปีที่แล้ว +32

      It's not that hard if you don't look at the details.
      Just remember: bigger numbers = bigger dakka

    • @Teixas666
      @Teixas666 3 ปีที่แล้ว +3

      tbf for most practical terms you dont need to know any of this for practicla purposes at most you just target weaknesses.
      its only when you try to sweat that last bit of extra dps when this matters.

  • @LifesGuardian
    @LifesGuardian 3 ปีที่แล้ว +85

    Thank you! Damage calculation has always been a mystery to me. This really breaks it down and shows me how it's made.
    I really appreciate it!

  • @Surxe
    @Surxe 3 ปีที่แล้ว +12

    Im very glad somebody has illustrated this quite well. I always find it difficult to explain “diminishing returns” to newer players, and even veterans. Especially since there technically isnt diminishing returns, its just the shorthand we use to mean “165% is actually less than 165%”

  • @HeatInherit
    @HeatInherit 3 ปีที่แล้ว +56

    very well explained, rarely we have content creator going in-depth with calculation or mechanic
    it surely helps player to have a more optimized loadout by understanding the game better
    love the video and also thanks for the credit :)

    • @grimmjowjaggerjack3316
      @grimmjowjaggerjack3316 2 ปีที่แล้ว

      Do you guys have a calc file to share ?
      I tried to make one with all formulas from the wiki but I miss some links to combine them all

    • @andreslm8610
      @andreslm8610 2 ปีที่แล้ว

      @@grimmjowjaggerjack3316 did you do it? :0 i'm starting on this and would be useful to understand more the calcs

    • @grimmjowjaggerjack3316
      @grimmjowjaggerjack3316 2 ปีที่แล้ว +1

      @@andreslm8610 I have everything ready, what I miss is a person capable of developing a tool to create loops and codes. I am not a dev, but when I calculate everything manually it works

  • @mindless-gaming336
    @mindless-gaming336 3 ปีที่แล้ว +6

    I definitely need a full course from you in how this stuff works, I feel like your videos help me understand the game better by a long shot. Can’t wait for more!

  • @patrikgrguric535
    @patrikgrguric535 3 ปีที่แล้ว +24

    I've never actually heard of "absolute" bonuses in my time playing warframe. I've always heard people refer to them as flat bonuses.

    • @chaoticgoodboi793
      @chaoticgoodboi793 3 ปีที่แล้ว +5

      It is weird, but absolute and flat especially in stats are typically interchangeable. Dragons dogma (if you’ve ever played that.) is a perfect example, with absolute values for attack and defense ratings.

  • @TheXFalzar
    @TheXFalzar 3 ปีที่แล้ว +61

    9:33 there actually is a source of universal faction damage, it's rhino's roar. Regardless, great video

    • @athitnithisakulpat2812
      @athitnithisakulpat2812 3 ปีที่แล้ว +2

      Empowered Blade aura mod is kinda-ish since it being a 60% faction nod for heavy attacking.

    • @635574
      @635574 3 ปีที่แล้ว +6

      And all of the damn effect use just another +XX% because DE don't have standards.

    • @carlcapossere4903
      @carlcapossere4903 3 ปีที่แล้ว +1

      You spelled Eclipse wrong.

    • @XCanG
      @XCanG 3 ปีที่แล้ว

      Just a reminder what one ability have actual faction damage for other faction: it is Baruuk 4 with augment Reactive Storm

    • @635574
      @635574 3 ปีที่แล้ว +7

      @@XCanG that is supposed to only alter that base impact damage for the enemy weakness. There is no mention on wiki that it works like a faction mod

  • @kevinzapata4791
    @kevinzapata4791 3 ปีที่แล้ว +1

    Wow you really explained this thing so well especially the part regarding additive damage. This should clear it up for a lot of people. Cheers!

  • @swaggboiii9528
    @swaggboiii9528 3 ปีที่แล้ว

    I gotta say; your videos are actually the most informative pool of rescources on youtube. Great job!

  • @jamess9981
    @jamess9981 3 หลายเดือนก่อน

    What a wonderful guide. Thank you for this. Modding has always been daunting for me because I didn't know the why of anything regarding damage calculations in modding guides. This video has done a wondrous job explaining damage calculations and I feel much more confident in my modding. You're a fantastic creator

  • @georgiaguardian4696
    @georgiaguardian4696 3 ปีที่แล้ว

    Great and clear guide! You are my no. 1 Source for these technical guides for Warframe!

  • @dudder2008
    @dudder2008 3 ปีที่แล้ว +2

    Well as usual yet another super informative and easy to understand video.
    I'm just here to thank you for your awesome content and leave a comment for the algorithm

  • @simonsoupshark8009
    @simonsoupshark8009 3 ปีที่แล้ว +1

    took me a few minutes to work out exactly what you meant near the beginning
    but over all a good comprehensive guide
    thank you very much

  • @SmiledElf
    @SmiledElf 2 ปีที่แล้ว +1

    Okay. This is hands down the best explanation I've seen on weapon damage. THANK YOU!

  • @hervesv9529
    @hervesv9529 3 ปีที่แล้ว

    Quality content. Well explained. Hats off to you, I feel like I always leave impressed after watching one of your videos

  • @TheArcSet
    @TheArcSet 3 ปีที่แล้ว

    Thanks for this video.
    You conveyed a rather convoluted subject in one of the clearest ways I've seen.

  • @ignessrilians
    @ignessrilians 3 ปีที่แล้ว +12

    This guide is awesome! Also you have such cool voice and accent , it's so easy listening to you for hours

  • @se7399
    @se7399 2 ปีที่แล้ว

    We need more of this kind of content. Nice work!

  • @zahariusgallicchio
    @zahariusgallicchio 3 ปีที่แล้ว

    Honestly, this was stuff I knew but you put it together so well I can't help but be impressed. Quanta's are neat, didn't know about those though

  • @justinross165
    @justinross165 2 หลายเดือนก่อน

    What a great video. I understood what people were saying in forums but putting names to the equation has allowed me to actually calculate. thank you

  • @AmalgamJiena
    @AmalgamJiena 3 ปีที่แล้ว +10

    Heyhey, im here within 10 minutes!
    I love your voice and i love this game.
    I had no idea that stacking pure damage mods make them less effective

  • @JesseBrockwell
    @JesseBrockwell 2 ปีที่แล้ว

    Frigging sick thank you so much for putting this together so well

  • @hrpang
    @hrpang 3 ปีที่แล้ว +9

    Would be cool is someone actually made a calculator of some kind to show the actual possible damage output. Unless that already exists, I and I think many people would love the link for it.

    • @Marcos_P_F
      @Marcos_P_F 2 ปีที่แล้ว

      Pretty sure there is a build calculator. Never used it. But had been told to do so

    • @09Dragonite
      @09Dragonite 2 ปีที่แล้ว

      The site I used to use hasn't updated in a while and since then new Riven systems have dropped so damage calculation could be off by a bit depending on your builds. WF just updates so many things at once that a lot of people don't have the time to keep up with dramatic changes. I'm just glad the wiki is still on top of most things.

  • @notthemaster763
    @notthemaster763 3 ปีที่แล้ว

    i haven't finished this yet but i'm really excitied about learning this, what i've seen so far already helps

  • @Plan3tBob
    @Plan3tBob 2 ปีที่แล้ว

    omg.. ty. Thank you for putting in the time to make this. subbed.

  • @Oaken_Buckets
    @Oaken_Buckets 2 ปีที่แล้ว

    A very easy to follow video on a very complex topic, well done :)

  • @andrewstambaugh8030
    @andrewstambaugh8030 2 ปีที่แล้ว

    I think this is the clearest explanation I've seen.
    I'm in the lategame crossover, and I've been looking for guides that get into a little more nuance to get squeeze that last bit of damage out of my weapons.
    People tend to refer to *"elemental damage"*, which makes sense when we are thinking of resistances.
    But I think the community should shift terminology to refer to the *category* as *"proc-able damage"*, which matches the equation for calculating damage:
    *It better implies how elemental mods and ips mods are in the same additive category (hence not multiplying their damage)
    *How ips is helped in the same way that elemental mods are helped.
    *that they are also all in the category of things that proc, and so are actively shifting the balance of what proc you will randomly get

  • @footman005
    @footman005 2 ปีที่แล้ว

    Thanx man, very good & informative vid answering alot of questions i had 🙂 kudos to you!

  • @lorenzorobertson9561
    @lorenzorobertson9561 2 ปีที่แล้ว +1

    This is what we all needed because this actually would make new players do their research, and pick a weapon that helps them through the star chart. I thank you very much and hope you continue to give us more info.

  • @MuggsisGune
    @MuggsisGune 3 ปีที่แล้ว +1

    Thank you. I'm relearning the game after this latest damage rebalance, and I'd been looking for a concise breakdown of the weapon damage math. I'm realizing how spoiled I was during the melee meta. I only knew about half of this and used the same mods on almost every weapon.

  • @christoflimet9871
    @christoflimet9871 3 ปีที่แล้ว +1

    315h in game,i thought i was doing ok, then i watch the kengeneer..yep completly redo every weapon build:p
    thx man, i hate that...but THX for the video i do love your vids like this!! don't stop, i am here to learn!

  • @tama4209
    @tama4209 3 ปีที่แล้ว

    Thanks, this will be a great resource for explaining diminishing returns/proper modding theory to newer players :D

  • @nagarebushi
    @nagarebushi 3 ปีที่แล้ว

    WoW what a great explanation, Thank you sir for your hard work 💜

  • @Tyler-hq5cl
    @Tyler-hq5cl 3 ปีที่แล้ว

    Bro your stuff saves me, keep it up.

  • @paulamblard3836
    @paulamblard3836 3 ปีที่แล้ว +12

    4:40 ; technically, no, even the Ennemis Damage Type Multiplier are additive to something : the Atlas skill Petrify.
    i don't think that say "some bonus are multiplicative, and some other are additive" is the best way to show the things.
    the good things to say it : "The bonus of the same type are additive with each other, and all different type of bonus are multiplicative with each other"

    • @635574
      @635574 3 ปีที่แล้ว +1

      Stacking same type is usually the reason something becomes additive%

    • @conservativestrawman9837
      @conservativestrawman9837 3 ปีที่แล้ว +3

      That sounds like a way more confusing way to describe it IMO

    • @noname8192
      @noname8192 3 ปีที่แล้ว

      What would be the type of Molecular Prime and Roar buff ?

    • @paulamblard3836
      @paulamblard3836 3 ปีที่แล้ว

      @@noname8192 Molecular prime is also an effect on the ennemis, but it is not linked to the type damage multiplier. I think it is something unique, multiplicative to all other effect.
      Roar is an effect on the warframe, and is a bonus of antifaction damage (to all faction). (It make that it is extremly strong to increase statuts damage like Slash)
      with a primed antifaction mod (55%) + Roar (with a certain amount of strength to have 70% bonus), it will sum to be +125% antifaction damage.

    • @island_dancer
      @island_dancer 2 ปีที่แล้ว +1

      Right, thats how I think of it in all games where total damage dealt is a multiplication of factors (like Diablo 3 and Divinity: Original Sin 2).
      So I first look at what each factor is and give it a classification. i.e. lets say physical/elemental% modifiers = class A factor. crit% modifiers = class B factor. faction% = class C factor.
      Total damage = A x B x C
      If you know what class the damage modifier fits into then the order of operations is fairly intuitive.
      Rhino's Roar is a class C buff so you add roar% and bane mod% together and this makes up your total class C factor.
      Chroma's Vex Armour is a class A buff. So you add your vex% to serration% to get your total class A factor.
      Then you multiply all your factors to get the product (your total damage).
      A weapon has base damage which can either be physical or elemental or both. If its physical, it is usually split between Impact/Puncture/Slash. Adding them all up gives you your base physical damage.
      For example, if you have a weapon that does 30 Impact/30 puncture/40 slash, your base physical damage = 30 + 30 + 40 = 100. If you then add a 90% toxin elemental mod it takes 90% of the base damage (or 90 damage) and adds it as toxin. So now your weapon does 190 damage. 100 physical and 90 toxin.
      Now if you add Serration, you multiply your modded base damage by class A. That is, 190 x (1 + 1.65) = 503.5 damage. If you then add a primed bane mod (+55% vs grineer), you multiply your modded base damage by class A x class C to get your total damage vs grineer, which in this case is 503.5 x (1 + 0.55) = 780.425.
      Or you can rewrite that as 190 x 2.65 x 1.55 = 780.425
      Damage in Warframe is quantized and in the character sheet its rounded down to the nearest whole number so its a bit more complicated than that but hopefully the general idea comes across.
      Where it gets confusing is how mods and abilities say they give a damage bonus, but its not always clear what class it fits into. Roar is a good example because its very un-intuitive to think of Roar's damage bonus as faction% that just happens to work against all factions. But thats how it is.
      Then you get weird buffs where the tooltips don't update to reflect the actual damage bonus you are getting, or what class it fits into, like Eclipse.
      And then it gets super confusing when you include things like status effect damage over time and some abilities like Toxic Lash that create new instances of damage based on the final product, resulting in unintuitive things like bane mod buffs being used 3 times - once to get the product that toxic lash spins off into a separate instance of toxin damage, again for the direct toxin damage of this new instance and a third time for the status effect DoT that is procced by this new instance. So thats why you can read Toxic Lash's description and reasonably think "that sounds underwhelming" only to find out that when you press 3 and shoot, its totally busted.
      And thats before we even get into the weird damage reduction mechanics like in Lephantis, Kuva Liches and Eidolons where certain weapons hit some mysterious limiter that is not explained at all and nerds have to reverse engineer damage calculation from the product, which is a bunch of quantised tooltip numbers (that sometimes lie!)

  • @Papperogrande
    @Papperogrande 3 ปีที่แล้ว

    Great video! You've managed to make something painfully complicated appear relatively simple.

  • @mutazalmatani162
    @mutazalmatani162 3 ปีที่แล้ว +2

    even thou i know already about diminshing returns, thanks alot for making this video, it will clearly help alot of players

    • @mitchgunzler3737
      @mitchgunzler3737 2 ปีที่แล้ว

      It’s really about *diversifying* returns. Once you have increased a category of damage, it is more efficient to increase a second category and then a third category as evenly as possible instead of letting the same amount of bonus pile up in one category.

  • @rickfernandez4711
    @rickfernandez4711 3 ปีที่แล้ว +10

    Damage is warframe is a very complicated thing for me, with the same weapon I can do from 2k to 37k dmg with no mods equipped or buffs.
    That always makes me wonder

    • @discipleoftzeentch8384
      @discipleoftzeentch8384 3 ปีที่แล้ว

      status procs, like viral, damage types vs enemy resistances and vulnerabilities, enemy armor value is DR to their health, certain enemies just outright take less damage
      the first viral proc doubles 2k to 4k, the next 8 double it again to 8k, hitting an enemy thats mostly resistant to your damage (say, a telos boltor with corrosive vs a corpus tech's proto shield) can half the damage you deal, no longer dealing halved damage is effectively doubling, you're now on 16k, an enemy thats weak to your damage usually takes about +50% more, but i just dont remember any convenient enemies to cite by name here, so i wont, the range is 25-75, so lets call it 50%, even though they probably arent double weak, or they could be 75% weak to whatever you modded (say viral) and not weak or even resistant to whatever you have by base (like that impact that does less damage to health types)
      warframe's math is way more complicated than this video, but explaining why some hits are wildly different is messy
      oh right, i totally forgot about crits and headshots, thats the hugest difference, because headshots multiply damage, and crits multiply damage, and critical headshots multiply crit damage by the headshot damage in addition to multiplying the overall damage, a nukor dealing a bodyshould vs dealing a crit headshot could very well be like, 50-100x damage

  • @frosty-dn6zf
    @frosty-dn6zf 3 ปีที่แล้ว

    Such a detailed information. I'm going to share it on my clans discord.

  • @likethatidea9899
    @likethatidea9899 3 ปีที่แล้ว

    So I am a "vet" at Warframe having played for about 3000 hours. I know some of this stuff theoretically but never fully understood it, mainly since I can´t be bothered to. I still have no idea how to properly mod and usually just slap on the base damage mods like a pleb. Again, theoretically, this video helped me, but since I´m also not a native in english it´s even harder for me to focus on understanding what you said. I hate and love how intricate Warframes calc is. Great video!

  • @JeffAndresWilliams
    @JeffAndresWilliams 2 ปีที่แล้ว

    This really helps to clear things up, even though I've heard most of it before. Still, I tend to avoid trying to figure out why my weapons don't do that much damage by simply running around as Vauban and throwing nail bombs.

  • @JaccoKCH
    @JaccoKCH 3 ปีที่แล้ว

    Nice work!

  • @Roleplay_animal1life
    @Roleplay_animal1life 2 ปีที่แล้ว

    Understood or so I thought, but finally understood that I didn't understood what I understood.
    Tried this multiplicative approach, so added mod from each category, instead of additive. Initially got less Total damage shown than I had, while following the build, which used additive damage a bit more (so it seemed). GG

  • @NoorAgafia
    @NoorAgafia 3 ปีที่แล้ว

    Very helpful, thank you!

  • @arvinabo-abo4808
    @arvinabo-abo4808 3 ปีที่แล้ว +1

    How about the melee combo multipliers? Is it bad to stack initial combo mods? Like corrupt charge + covert lethality + riven

  • @Halbostfriese
    @Halbostfriese 3 ปีที่แล้ว

    Adaptive scaling, yes please! I really want to get into the details of that.

  • @xxkelel20xx
    @xxkelel20xx 3 ปีที่แล้ว +18

    Do you have a video going over how to manipulate proc priority for status effects?

    • @635574
      @635574 3 ปีที่แล้ว +3

      Proportions of the actual damage. There are no tricks. There are hidden forced procs on many weapons tho and those usually aren't affected by elementals but just total dmg mods

    • @BigJoeBabowski
      @BigJoeBabowski 3 ปีที่แล้ว

      @@635574 There are tricks, like how physical damage procs have 4x the chance of other statuses.

    • @635574
      @635574 3 ปีที่แล้ว +9

      @@BigJoeBabowski that was removed multiple years ago. Really the only actual tricks is only relevant to slash because its the only DoT status that only cares about proportion as a chance to trigger and its damage only scales with base damage increasing mods.

    • @TheArcSet
      @TheArcSet 3 ปีที่แล้ว +2

      @@BigJoeBabowski That was removed about 3 years ago.

  • @valentincreed5263
    @valentincreed5263 2 ปีที่แล้ว

    Extremely good video! Thank you! 🙃I'm a new player, so this helps me a lot lol

  • @Hurric4ne_
    @Hurric4ne_ 3 ปีที่แล้ว +2

    11:55 "more than one shot per shot" reminded me of the Portal 2 Video phrase "thats 65% more bullet, per bullet" :D

    • @TheKengineer
      @TheKengineer  3 ปีที่แล้ว +2

      I imagine Cave Johnson and Ballas would have got along very well.

  • @LyteRetro
    @LyteRetro 3 ปีที่แล้ว

    Got to mr10 and xbox but restarting on pc. Had zero clues about this system thank you!

  • @admiraldigi5060
    @admiraldigi5060 3 ปีที่แล้ว

    This was incredibly helpful and interesting
    Is there perhaps a video covering stat-sticks and how they affect some abilities on warframes? I can’t seem to wrap my head around it, even with vague testing, so I’d like to see how it goes through you

    • @TheKengineer
      @TheKengineer  3 ปีที่แล้ว +2

      I have a video on stat sticks here already 🙂 th-cam.com/video/mn80ihKeu98/w-d-xo.html

  • @gmmgrey1852
    @gmmgrey1852 3 ปีที่แล้ว

    Ok, so I'll have to watch this a couple more times haha 😅.
    That said, I would love to see some more examples taking different weapons, and a damage breakdown of them to understand certain factors better. This just might be too much work though :p

  • @mikoasprophesied6543
    @mikoasprophesied6543 2 ปีที่แล้ว

    I only liked this because 0:06 Awesome usage of the naming system lol.

  • @adaevenburton
    @adaevenburton หลายเดือนก่อน +1

    3:10 I'll explain the additive example with the Kohm in detail.
    Kohm: 100% = 1
    Serration: 165% = 1.65
    Total: 265% = 2.65
    Don't lose me here! 265% is the new "starting value" this becomes important later once we factor in Heavy Caliber.
    Kohm: 100% = 1
    Serration: 165% = 1.65
    Heavy Caliber: 165% = 1.65
    100% + 165% + 165%
    ----------------------------------------------
    New Total: 430% or 4.3
    ----------------------------------------------
    Now this is where we pay attention. The new "starting value" is no longer 100%. It's 265% with the added serration. Now what we want to find is the "new percent change" (265%) from the final value (430%).
    Equation: (Final - Starting Value) / Starting Value x 100
    Side note - we times 100 because we have to convert the decimal to back into a percentage!
    Answer: (430% - 265%) / 265% x 100
    = 165% / 265% x 100
    = 0.622642 x 100
    = 62.2642 %
    = 62.3 %
    to be exact! It's 62% either way and this was just an explanation to what he was saying!

  • @lordhelix01
    @lordhelix01 3 ปีที่แล้ว

    Would it be possible for you to explain the relic rarity percentages? Or how boosters stack from blessings to event boosters etc?

  • @RazeIII
    @RazeIII 3 ปีที่แล้ว

    great content, and much learned from it. But: i'd like to have more examples shown. Just to make an easy to understand reference you know

  • @jeebiv4961
    @jeebiv4961 ปีที่แล้ว

    This is a super late comment, but if someone does see this, I would very much appreciate a reply! On a weapon that has innate elemental damage, like the Karyst's toxin damage, what happens when you add a toxin mod like Fever Strike? Does it add to the entire damage of the weapon, like on any other weapon, or does it work like Carnis Mandible does, only affecting the one damage type? Or is it something entirely different? Thank you in advance!

    • @TheKengineer
      @TheKengineer  ปีที่แล้ว +1

      Elemental mods always scale on the whole weapon's damage, regardless of what innate damage types the weapon has. Only the physical types scale based on how much of that type is present at base.

  • @damienhine1861
    @damienhine1861 3 หลายเดือนก่อน

    If I have toxin + heat (creating a new element), will I get procs for toxin and heat or will the new element stop those procs?

  • @Mrwouter1231
    @Mrwouter1231 3 ปีที่แล้ว

    So a 300% eclipse will give add a 2x bonus? But is that before or after the crit callculation. Good to know for eidolon builds

  • @MrBigPauly1
    @MrBigPauly1 10 หลายเดือนก่อน

    Small detail, abilities that give elemental damage, such as volt's 1 with augment are basically a 9th mod (yes, it goes last but before weapon elemental dmg, so if for example ur weapon has base toxic, you put [primed heated charge] and then press 1, u get radiation + toxic). This is obiously important for eidolon hunts. Since your volt tends to hover around 300% strength, meaning volt's 1 is a 300% electric mod, u only want 1 elemental mod to make electric into radiation to make it more effective against alloy armor and in fact is almost the same dmg a rank 0 [primed heated charge] and maxed, since volt's 1 is twice as strong as [primed heated charge].
    Also for eidolon hunts and rivens, i'd reccomend chosing riven base on minimal damage when the weapon has low fire rate, such as rubico or vectis. For example yesterday i was rolling and i was presented with 2 options, one of them was 5% more dmg, but less consistant, while the other got me from 250% multishot (1+150%) to 300% (1+1,5+0,5 from riven), i chose the later even though its less averadge damage, its faster clears, since you are going to be doing (6x2+4)x6 limbs consistency is key.

  • @easy8077
    @easy8077 6 หลายเดือนก่อน

    I love how this only scratches the surface since Fire Rate, Reload, Punch trough, Magazine size also directly impact your DPS... even God damn Recoil can do wonders as I've noticed on my trusty Gorgon.
    Since I use the recoil reduction of the Incarnon on it, I can't exactly see how much more damage I deal per second, but since I can more reliably do head shots and hit at all on larger range, it must have almost doubled!

  • @Darthmufin
    @Darthmufin 3 ปีที่แล้ว

    I would actually like to hear you explain the kuva and tenet weapon system, both in how the valence fusion applies and what is the elemental bonus in terms of how mods effects it or how it affects your damage. People have told me its base damage but it still confuses me because increasing it does not seem to increase base damage like i would expect. Clearing that up for me and others would be helpful.

    • @paulamblard3836
      @paulamblard3836 3 ปีที่แล้ว

      the elemental bonus is additional base damage.
      if the weapon has 5 impact, 5 slash, and a bonus of 30% toxin : it will be 5 impact, 5 slash, 3 toxin, so 13 base damage.
      with 55% toxin : it will be 5 impact, 5 slash, 5.5 toxin, so 15.5 base damage.
      and if you add a mod with "+100% cold damage" to the 30% toxin it will have : 5 impact, 5 slash, 16 viral, so 26 total damage.
      and to the 55% toxin : 5 impact, 5 slash, 21 viral, so 31 total damage.

  • @thedude232
    @thedude232 ปีที่แล้ว +2

    Faction and elemental are better than serration, then?
    What's more worth to build for Critical chance or Critical damage, or would that just depend on the weapon?

    • @TheKengineer
      @TheKengineer  ปีที่แล้ว +1

      Depends on the weapon, and the rest of your build for that matter. Crit chance bonuses matter less than normal when using Zephyr/Yareli/Harrow, yet more when using Volt for example.

  • @ShinObix
    @ShinObix ปีที่แล้ว

    fantastic, thank you. My only regret is not watching this sooner

  • @CarlosBronze
    @CarlosBronze 2 ปีที่แล้ว

    hey man how do galvanized mods fit into this calculation?

  • @R1oTer
    @R1oTer 3 ปีที่แล้ว

    This is why i try to aim for 100% status on applicable weapons as the different elements give the multiplicative. (If im understanding correctly). Plus theres crit chance AND headshot multiplier. So if you just try to build status/dmg then crit dmg, you wont be hurting as bad instead of going straight cc/cd

  • @Rastous
    @Rastous 3 ปีที่แล้ว

    Would be good to get a video to cover how the enemies reduce damage such as with the new Sisters since it's really unintuitive. I've seen other people try to explain it but doesn't really tell me how to maximise my damage against them.

  • @madnintendo0284
    @madnintendo0284 2 ปีที่แล้ว

    How would I calculate the damage with status procing including the effect of viral

  • @salven6476
    @salven6476 3 ปีที่แล้ว

    Can you please make a video on quantized damage dealt (in the damage page of the wiki), since I don't understand how IPS and element damage change due to faction bonus come into the equation

  • @fulmin841
    @fulmin841 ปีที่แล้ว

    Testing on the fulmin with a base damage of 500, when serration is added it goes up to 1325. Which is a 825 increase. Then I add heavy caliber and it goes up to 2150 which is 825 increase again. 500 + 330% is 2150. I shot an ancient healer and did exactly 2150. So how is this not calculated right?

  • @johannesdatblue4164
    @johannesdatblue4164 ปีที่แล้ว

    So gas aswell as slash aren't affected by slash or heat+toxin mods? Isn't that a big devalue for these kind of mods?

  • @louguinares6301
    @louguinares6301 2 ปีที่แล้ว

    Have you got a video about heat inherent? I'm still confused af on how it works

  • @MistaKnifeguy
    @MistaKnifeguy 2 ปีที่แล้ว

    HOWWW DO YOU KNOW THIS STUUUUFFF? This video changes 7 years of me doing it wrong. Holy shyte DE, where is your head? No wonder it's so hard for people to pick this up for the first time! I only stumbled across this post by accident...

  • @morecakesmorelays3270
    @morecakesmorelays3270 3 ปีที่แล้ว

    Another great video by the chad

  • @TedCorriveau
    @TedCorriveau 3 ปีที่แล้ว

    So an old friend of mine did a spreadsheet to calculate Khora's whipclaw (I know this doesn't include exhaulted weapons), but in doing so, he also calculated how Riven stats affected her whipclaw as well. That excel sheet (which he won't let me have) would be awesome to calculate weapon damage as we did here. Do you know of anything like that for weapon damage? Or would DE think that was cheating? LOL

  • @GreenEggAndSAM2
    @GreenEggAndSAM2 ปีที่แล้ว

    For eidolons, say I have a weapon that does 100 damage, of which 50 is radiation, 20 is slash, 20 is impact, and 10 is puncture. Is my whole 100 dmg applied to the eidolons weakness to radiation, or is it only that 50% of my damage?

    • @chriscastiel8231
      @chriscastiel8231 10 หลายเดือนก่อน

      Only the 50 will apply. For an example, (50 + 75%) +20 +20 +10. That is not the exact equation, but conceptually thats how it works. When you hit with that weapon, all the different damage types will apply at the same time. Whatever bonuses you get from weaknesses is then calculated separately for each type, and the sum of it all will be your damage output.
      Also, just for additional info, having a higher distribution of damage towards a specific element or type will only make it more likely to proc, when triggering a status proc. For an example, like the weapon you mentioned, whenever you trigger a status proc, it will not automatically trigger all damage type status. Your damage distribution indicates that, when a status proc happens, 50% of the time, it would be radiation. 20% for impact, 20% for slash, and 10% puncture.
      This is why when you're dealing damage, eventhought its calculating all the damage type you have on your weapon, you never see all of them procc-ing at the same time when a status proc occurs.

  • @PROTOBLUES90
    @PROTOBLUES90 3 ปีที่แล้ว

    Yes cover that damage reduction stuff please

  • @NerdishGeekish
    @NerdishGeekish ปีที่แล้ว +1

    I came back to Warframe to take a vacation from Path of Exile. This is nothing compared to the PhD thesis worth of equations and modifiers present in that excel spreadsheet masquerading as a game.

  • @bloodraptor
    @bloodraptor 3 ปีที่แล้ว

    So, essentially is better to add one of each type of damage mod (flat damage, bane damage, elemental damage, critical multiplier plus damage and multishot) than to focus too much on one or the other? So, it's good idea to add to the amprex the serration, the electric 60/60 mod and bane to get more damage?
    I dunno, I might still be confused by all of the numbers and formulas. Brain really doesn't want to bother with math.

    • @TheKengineer
      @TheKengineer  3 ปีที่แล้ว +1

      Essentially that, yes. Some weapons would want certain stats neglected (eg not putting critical mods on a weapon with terrible critical stats), but otherwise a mix of mods makes a better weapon.

  • @mon0theist_tv
    @mon0theist_tv 4 หลายเดือนก่อน

    My question has always been, WHERE is this information documented? Is it in the wiki? Do people just figure it out by trial and error in the Simulacrum?

  • @w0lfang
    @w0lfang 2 ปีที่แล้ว

    Awesome video... Any chance we can another with samples?... Ive seen it twice and still get a little lost by all the numbers 🤣🤣🤣🤷‍♂️

  • @rhythinrenny8504
    @rhythinrenny8504 3 ปีที่แล้ว

    DMG quantizations comes in very handy but mostly in conclave where it can make some real difference

  • @nidgithm
    @nidgithm 2 ปีที่แล้ว

    does the heat bug make heat stronger or weaker? i thought it would be weaker but then he said it could be exploited

  • @Xorua
    @Xorua 2 ปีที่แล้ว +1

    So, if you combine an element from a mod with an innate element from the weapon’s base damage, what does the elemental combo count as? I’d assume modded but I’m not too sure

    • @TheKengineer
      @TheKengineer  2 ปีที่แล้ว +1

      Damage types themselves are not considered modded, innate etc in calculating damage. Aside from physical damage mods only applying to their respective base portions (eg slash mods only buff innate slash), element types are ignored in damage calculation on your weapon. Once the final total is calculated, whether and element was innate or modded in no longer matters, as damage type distribution vs enemy resistance takes over.

    • @Xorua
      @Xorua 2 ปีที่แล้ว +1

      @@TheKengineer that makes a lot of sense, actually! Thanks for the answer, I wasn’t expecting it

  • @JaccoKCH
    @JaccoKCH 3 ปีที่แล้ว

    Hi I wonder in the part "status proc damage", does it mean that if i give slash damage mod to a weapon, the slash proc damage is not affected?

    • @TheArcSet
      @TheArcSet 3 ปีที่แล้ว

      Yes.
      It only scales off the modded damage (including faction modifiers), multiplied but factions modifiers a 2nd time and finally effected by any ability buffs, like Nezha/Wisp/ect (but not Banshee's weakspots).
      Adding specific slash damage only effects the proportion of natural procs that will be bleed.

    • @JaccoKCH
      @JaccoKCH 3 ปีที่แล้ว

      @@TheArcSet ic thanks

  • @dynn457
    @dynn457 3 ปีที่แล้ว

    i wonder always like take example condition overload or new galvanized status mod %80 damage per status so status effects like rad-viral-magnetic count as %160 or still %80 ? btw thanks for these vids very good

  • @hislightwillshine4us
    @hislightwillshine4us 3 ปีที่แล้ว

    Does e.g. placing Primed Cryo Rounds on e.g. your Kuva Bramma increase your Shlash DOT´s from Hunter Munitions? Or why would you ever put it on there?

    • @TheKengineer
      @TheKengineer  3 ปีที่แล้ว

      Slash DoT completely ignores your elemental and physical mods in terms of damage dealt. The reason for adding cold would be for direct damage or for proccing viral (which does buff slash proc damage).

    • @hislightwillshine4us
      @hislightwillshine4us 3 ปีที่แล้ว

      @@TheKengineer So Primed Cryo Rounds over the 60/60 Cold basically only to increase the Proc Priority for viral on your Weapon?
      Thanks for the quick answer!

    • @bloopletank2491
      @bloopletank2491 3 ปีที่แล้ว

      @@hislightwillshine4us using primed cryo rounds over rime rounds will be less effective for procing viral. Using rime rounds is 10% more effective and is a lot cheaper in forma and endo.

  • @Male_Parent
    @Male_Parent 3 ปีที่แล้ว

    I wish I would've known this sooner before putting my 8th and final forma on my Catchmoon to fit the new galvanized diffusion mod. I had both Magnum force and hornet strike on like an absolute dunce when I should've put a vazarin polarity to put deep freeze on it instead. I guess it's not all bad because I can still use frostbite for that cold just slightly less effective. (30% less effective) and Magnum force lowers the accuracy to make the spread wider (at least I think it does that). Also the fact that a madurai polarity is a lot more versatile.

    • @TheArcSet
      @TheArcSet 3 ปีที่แล้ว

      If your aim to to force bleeding through impact procs on, then it doesn't hurt to have more base damage, especially as Catchmoon can't headshot, though when there's so many sources of external base damage now, most people would use those slots to buff raw damage, or other values, instead.
      I'd say it was the arcanes, more than the damage calculation, that made Magnum sub optimal.

  • @Jazzimus
    @Jazzimus 3 ปีที่แล้ว +2

    I would actually like to know how some different enemies have damage mitigations except for Armor.
    Like Demolysts in disruption, eidolons, lichens etc

    • @Fyrefrye
      @Fyrefrye 3 ปีที่แล้ว +2

      the issue here is that these are all different, almost completely arbitrary, and DE keeps implementing new forms of damage reduction and attenuation that don't follow their previous precedents or "rules"

  • @darkos1012
    @darkos1012 2 ปีที่แล้ว

    I lvoe your explanation, but something keeps bothering me, where, and how did you get the numbers for 3:07? It checks out mathematically, but whats your logic to using those numbers in that order? Is there a specific mathematical equation that brings out the result of additive damage??

    • @adaevenburton
      @adaevenburton หลายเดือนก่อน

      3:10 I'll explain the additive example with the Kohm in detail.
      Kohm: 100% = 1
      Serration: 165% = 1.65
      Total: 265% = 2.65
      Don't lose me here! 265% is the new "starting value" this becomes important later once we factor in Heavy Caliber.
      Kohm: 100% = 1
      Serration: 165% = 1.65
      Heavy Caliber: 165% = 1.65
      100% + 165% + 165%
      ----------------------------------------------
      New Total: 430% or 4.3
      ----------------------------------------------
      Now this is where we pay attention. The new "starting value" is no longer 100%. It's 265% with the added serration. Now what we want to find is the "new percent change" (265%) from the final value (430%).
      Equation: (Final - Starting Value) / Starting Value x 100
      Side note - we times 100 because we have to convert the decimal to back into a percentage!
      Answer: (430% - 265%) / 265% x 100
      = 165% / 265% x 100
      = 0.622642 x 100
      = 62.2642 %
      = 62.3 %

      to be exact! It's 62% either way and this was just an explanation to what he was saying!

  • @fuzz1185
    @fuzz1185 3 ปีที่แล้ว

    so if i hit en enemy with a heat proc, like a really really big one, then i shoot it with say a phantasma because it does lots of little heat procs, all of them do the big ones damage per second? sorry if im wrong

    • @TheKengineer
      @TheKengineer  3 ปีที่แล้ว

      It's not the value they pick up but the modifier. If you hit an enemy with a heat proc from a weapon with no heat mods, then followed it up with your phantasma, your phantasma's heat procs would all deal damage as if you had no heat mods equipped. This is per target, and resets once the heat procs are all cleared on that target. It mostly comes into play when either using a heat proc frame (Ember, Nezha, Lavos etc) or when in multiplayer and multiple people use heat procs. The first proc in a stack sets the multiplier that all following procs use instead of their own.
      Does that clear it up?

    • @fuzz1185
      @fuzz1185 3 ปีที่แล้ว

      @@TheKengineer your right (i think?) heat seems weird like you said, but thanks for helping : )

  • @renaparker8323
    @renaparker8323 2 ปีที่แล้ว

    thanks, you made me look up damage quantization
    ??? indeed

  • @terciofelipeoliveirafrance2228
    @terciofelipeoliveirafrance2228 2 ปีที่แล้ว

    I neede to rewatch to grasp the concept of pure dma and elemental dmg but was worth it

  • @jetnugget4735
    @jetnugget4735 3 ปีที่แล้ว

    I got a question. How do I tell the difference between additive and absolute bonuses? Like how true steel is additive and arcane avenger is absolute, but both say +crit%.

    • @TheKengineer
      @TheKengineer  3 ปีที่แล้ว

      By reading the wiki, or experimenting for yourself. The game will not tell you

  • @Shaderox
    @Shaderox 2 ปีที่แล้ว

    i remember getting into the more technical side of WF years ago... a big problem and annoyance was that regardless if the bonus came from mods, abilities or arcanes it's always written as " +???% stat " so you have no idea if that's a flat additive bonus, a multiplicative bonus or if one of these set bonuses so you already either had to make an assumption or do the research.
    Think crit chance is the most common offender