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Just what the title suggests this post will be

Notes/Universal info:

- All armor removal from procs is permanent

- If a proc hits its cap, proccing it again will refresh its duration and try to proc another proc from the weapon, this "reroll" only happens once

- For reference to current DOT (damage over time) effects: slash deals 35% of base every 1 sec for 6 secs, heat/elec/toxin/gas deals 50% of base every 1 sec for 6 secs

- Synergies between procs will be listed when the 2nd element of the synergy is mentioned to avoid confusion

- Damage increases dont affect proc weighting

- Whenever nuetral damage is mentioned, imagine void damage without the void gimmicks

- Bosses retain their current status caps

- Obviously numerous abilities would need to be changed, im not going into that

Slash: Uncapped

- Proc deals 40% of (modded) slash damage as true damage every 1.2 secs for 6 secs, with the first instance happening the moment it is procced, deals 90% less damage to shields

- For the first 10 procs permanently decreases fire rate/attack speed and reload speed by 5% per stack and increase spread by 10% per stack (it will be hard handling weapons with all the blood loss from the cuts)

- If the enemy has no armor and no shields, increase raw slash damage by 150% (not procs)

Impact: Uncapped

- Proc deals 25% of (modded) impact damage as impact damage every 0.8 secs for 6.4 secs, with the first instance happening the moment it is procced, deals 30% less damage to shields

- Every tick of the proc reduces targets armor by 4 + 0.75% of their current armor, this value is affected by impact mods (and negative impact cant reduce it to bellow half of the original)

- For every 15 procs, decrease the target's current armor by 20%

- If the target has no armor, increase impact headshot damage by 200% (not procs)

Puncture: Uncapped

- Proc deals 20% of (modded) puncture damage as nuetral damage every 0.8 secs for 6.4 secs, with the first instance happening 0.8 secs after it is procced, deals 50% less damage to shields

- For every 20 armor removed by procs on the target before puncture is procced, increase proc damage by 1% (so if an enemy lost 200 armor each tick deals 30% of modded puncture damage)

- If the enemy has no armor and no shields, double all puncture damage received by the target (affects raw damage and new procs)

New Proc Shattering: Cap of 1

- Shattering has no raw damage associated and cannot be modded onto weapons, it will automatically proc when the target has 10 impact, 10 slash and 10 puncture procs at the same time

- Increases all physical (IPS) damage received by 650%, affects damage from all sources (abilities, raw, procs, enviroment etc)

Heat: Cap of 100

- Proc deals 30% of (modded) heat damage as heat damage every 1.2 secs for 6.4 secs with the first instance happening 1.2 it after it is procced

- Every tick of the proc increases armor volnurabilities by 5% until they reach 75%

- Refreshes and stacks the same way as now

Synergy: double impact's armor strip

Cold: Cap of 50 or lower

- Procs double the status duration of other elemental procs, on duration of 8 secs, cold isnt affected by status duration mods

- For the first 10 procs slow down all of the enemy's actions by 7% for each proc

- After the 10 proc, every 5 procs have a 15% chance to completely freeze the enemy (much like frost freeze) with a 100% chance at 50 procs, frozen enemies lose 30% of their max armor and receive 50% more damage from all elemental procs, if an enemy is frozen cold is automatically capped

Synergies: Impact deals triple damage to frozen enemies, Heat causes the freeze to remove 30% additional max armor

Toxin: Uncapped

- Proc deals 30% of (modded) toxin damage as nuetral damage every 1 sec for 8 secs with the first instance happening the moment it is procced, can bypass shields but lose 80% damage in the process, 95% if target is affected by a shield osprey

- Every tick of the proc increases the damage of subsequent toxin procs by +1% and reduces their duration by 0.25 secs, up to a minimum of 3 secs (so if you proc toxin after another toxin proc has run out, it will deal 38% damage per sec and last for 6 secs)

- For every 30 procs, proc one additional viral onto the target

- Raw toxin damage no longer bypasses shields

Synergy: If slash procs are present, increase the damage of toxin procs by an additional 10% (so they start at 40% dmg per sec)

Electric: Uncapped

- Each proc deals 50% of (modded) electic damage as electric damage 0.5 secs after being procced

- At 10 procs, briefly stun the target

- If more than 1 electric procs are present on death, the target releases chain lightning (4m chain range) that deals 200% of (modded) electric damage as electric damage per proc, and chains up to as many targets as the procs remaining, with each chain the lighting loses 1 proc and procs 1 electric onto the target hit, if the lightning cant find a target to chain to then the last target receives 20% of the remaining procs

Synergy: Whenever an enemy becomes frozen, trigger the on kill effect

Corrosive: Cap of 1 or higher

- Each proc reduces target's current armor by 10%

- The first proc increases armor volnurabilities by 25% but cannot exceed 75%

- If no armor is present, double the raw heat/toxin/cold/elec damage on the target (only when they are uncombined)

Synergies: ticks from heat and impact procs reduce an additional 2% of the target's current armor

Viral: Uncapped

- Each proc lasts 6 secs

- For the first 10 procs, same as current viral (100% to 325% increased damage to health)

- For any proc after 10, increase damage done to health by 15%

- Each viral proc has a 15% chance to cause a toxin proc based off 50% of viral's (modded) damage, chance is doubled after reaching 10 viral procs

Synergies: Each slash proc tick has a 10% chance to cause a toxin proc based on 50% of the ticks damage, If the enemy is frozen, on death spread 10% of the viral procs onto enemies within 6m

Gas: Uncapped

- The first proc creates a 4m aoe that lasts for 3 secs and refreshes with each new gas proc within the aoe as well as moving its center to towards the latest gas proc, for up to the first 10 procs the aoe increases up to 8m, for any

additional the aoe increases by 0.25 m and duration is reduced by 0.1 sec, gas is unaffected by status duration mods and cold

- The aoe deals 20% of (modded) gas proc damage as gas damage with 50% falloff, scaling the same way as current heat procs, every 0.6 secs, the gas cloud has a 20% chance (+ 5% per proc, can go beyond 100%) to proc a toxin proc based on 30% of the tick damage

Synergies: enemies affected by viral have a +50% chance to receive a toxin proc, electric can chain range increased to 6m after hitting enemies in the aoe

Blast: Cap of 15

- Every proc causes non blast non physical procs to have a 10% chance to proc twice

- For every 3 blast procs, the enemy explodes on death in a 1m aoe (+1m per 3 procs) spreading 5% of elemental procs affecting the target (+5% per 3 procs), staggers enemies affected by the blast if at 15 procs

- First proc increases all armor stripping on target and damage to shields by 50%

Synergies: frozen enemies spread twice as many procs, electric doesnt spread but instead has a chance (10% per blast proc) to create an additional lighting on death

Magnetic: Caps off 1 or higher

- First second and third proc increase the likelihood of magnetic procs happening on target by 2x 3x and 4x respectively, this effect doesnt apply when there are no shields

- Each proc doubles damage done to shields by raw magnetic damage

- Once shields are down, create a 6m explosion that deals damage equal to 100% of the magnetic damage dealt to the shields as nuetral damage and have a 10% chance per 2 magnetic procs to dissarm enemies affected

- If the target has no shields the magnetic has a 5% chance to disarm the target, if the target has no ranged weapons or cant be disarmed magnetic caps

Synergies: Toxin bypasses shields losing only 60% damage and 90% if affected by shield osprey

Radiation: Uncapped

- Retains same confusion mechanics and duration as current version

- Creates a 4m aoe aura around the enemy that deals 30% of (modded) radiation damage as nuetral damage to nearby enemies every 1 sec

- The target itself receives 5% of (modded) radiation damage as radiation damage every 0.3 secs, with each tick the target loses 1% of their current armor

Synergies: increases slash, toxin and heat proc damage by 20%, blast increases the aura range to 6m

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