Warframe | How each kind of elemental damage works

Warframe is already in a game with a lot of history in the gaming market and throughout its updates, several mechanics and currencies were being added and expanded.

That’s why the game doesn’t always go into details about how the most basic things work. For example, what is Railjack, or how to get Endo? But in this guide we’re going to delve into the damage of each weapon, to be more specific how elemental damage works in detail. (Furthermore, we want to extract the maximum amount of DPS.)

So Tenno pay attention to this guide and understand what kind of elemental damage you should add to your weapon.

Toxin

Toxin is primarily focused damage to one Opponent type: Corpus. Also, it causes the Poison effect. It starts one second after the attack is made and deals fixed damage every second for six seconds.

Toxin deals 50% extra damage against Flesh and 25% extra damage against Proto Shield. Furthermore, the damage can completely surpass both the Shield and Proto Shield and directly hit the opponent’s health.

On the other hand, Toxin does 25% less damage to Machinery and Robotic Health. For Fossilized it deals 50% less damage.

TL/DR: Toxin gets a +25% against Proto Shield / +50% against Flesh and loses -25% against Machinery / -25% against Robotic / -50% against Fossilized. 

How does Toxin work in Railjack?

Toxin causes the Intoxication effect. When infecting an opponent disables friendly fire for 12 seconds, allowing it to be hit by allies.

How Secondary Elemental Damage with Toxin Works?

Corrosive (Electricity + Toxin)

  • Status: Corrosion – Reducing enemy armor (yellow HP bar).
  • Bonus: +75% against Ferrite Armor/+75% against Fossilized.
  • Penalty: -50% against Proto Shield.

Gas (Heat + Toxin)

  • Status: Gas Cloud – Leaves a gas cloud that deals area damage over time.
  • Bonus: +75% against Infested/+50% against Infested Flesh.
  • Penalty: -50% against Cloned Flesh/-25% against Flesh.

Viral (Toxin + Cold)

  • Status: Virus – Increases damage dealt against affected enemies.
  • Bonus: +75 percent against Cloned Flesh/+50% against Flesh.
  • Penalty: -25% against Machinery/-50% against Infested.

Cold

Cold as expected slow down your opponents with the Freeze status effect. Freeze is a status effect, which reduces the opponent’s movement speed and attack speed by 25% for 6 seconds. It can be further triggered and increasing instances of the status effect which enhances the reduction by 5% per stack, peaking at a maximum of 70% in total at 10 stacks.

Cold damage deals 25% more damage to Alloy Armor and Infested Sinew and 50% more damage to Shield. Basically, Cold Damage gives an advantage in battles against Corpus that constantly use Shields.

However, this damage type has two weaknesses. It deals -50% less damage to Infested Flesh and -25% less damage to Fossilized. Avoid this type of damage in missions against Infested.

TL/DR: Cold receives a +25% bonus against Alloy Armor / +50% against Shield / +25% against Infested Sinew. But loses 50% against Infested Flesh / 25% against Fossilized 

How does Cold work in Railjack?

Cold damage will apply the Immobilize status effect to enemies. It disables the enemy ship’s weapons and slows them to a complete stop for 6 seconds.

How Secondary Elemental Damage with Cold Works?

Viral (Toxin + Cold)

  • Status: Virus – Increases damage to affected enemies.
  • Bonus: +75 percent against Cloned Flesh / +50% against Flesh.
  • Penalty: -25% against Machinery / -50% against Infested.

Blast (Heat + Cold)

  • Status: Inaccuracy – Knockdown and debuff to accuracy.
  • Bonus: +75% against Machinery / +50% against Fossilized.
  • Penalty: -25% against Ferrite Armor / -50% against Infested Sinew.

Magnetic (Cold + Electricity)

  • Status: Disrupt – Increases damage to shields and prevents shield regeneration.
  • Bonus: +75% against Shield/+75% against Proto Shield.
  • Penalty: -50% against Alloy Armor.

Heat

Heat causes the Ignite effect to set your opponents on fire. Which also causes your opponents to have their armor reduced by 50%. After a one-second delay, it also deals Heat damage every second for six seconds.

Heat also deals 25% more damage to Cloned and Infested, while Infested Flesh is 50% more damage. Which makes this type of damage one of the best to take on your missions against Infested.

On the other hand, Heat loses -50% damage against Proto Shield, which is used by Corpus.

How does Heat work in Railjack?

Heat Damage weapons inflict the Sear status effect. Which deals damage to the target 6 times over the next 5 seconds.

How Secondary Elemental Damage with Heat Works?

Blast (Heat + Cold)

  • Status: Inaccuracy – Knockdown and debuff to accuracy.
  • Bonus: +75% against Machinery / +50% against Fossilized.
  • Penalty: -25% against Ferrite Armor / -50% against Infested Sinew.

Gas (Heat + Toxin)

  • Status: Gas Cloud – Leaves a gas cloud that deals area damage over time.
  • Bonus: +75% against Infested/+50% against Infested Flesh.
  • Penalty: -50% against Cloned Flesh/-25% against Flesh.

Radiation (Electricity + Heat)

  • Status: Confusion – Makes enemies attack the closest thing, including their allies. Their allies can also attack them.
  • Bonus: +75% against Alloy Armor / +25% against Robotic / +50% against Infested Sinew.
  • Penalty: -25% against Shield / -50% against Infested / -75% against Fossilized.

Electricity

Electricity causes the Tesla Chain effect which paralyzes your opponents and inflicts electricity damage every 6 seconds.

Already in its base damage it increases by 50% the damage against Machinery and Robotic. But it loses 50% damage against Alloy Armor.

How does Electricity work in Railjack?

Electricity weapons will inflict the Scramble status effect, which makes enemies spiral erratically for 6 seconds with their weapons disabled.

How Secondary Elemental Damage with Electricity Works?

Radiation (Electricity + Heat)

  • Status: Confusion – Makes enemies attack the closest thing, including their allies. Their allies can also attack them.
  • Bonus: +75% against Alloy armor / +25% against Robotic / +50% against Infested Sinew.
  • Penalty: -25% against Shield / -50% against Infested / -75% against Fossilized.

Magnetic (Cold + Electricity)

  • Status: Disrupt – Increases damage to shields and prevents shield regeneration.
  • Bonus: +75% against Shield/+75% against Proto Shield.
  • Penalty: -50% against Alloy armor.

Corrosive (Electricity + Toxin)

  • Status: Corrosion – Reducing enemy armor (yellow HP bar).
  • Bonus: +75% against Ferrite armor/+75% against Fossilized.
  • Penalty: -50% against Proto Shield.
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