Última edición, 12-06-2018 por HolyHole47
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Armadura is an attribute that reduces damage taken to health but not to shields. Not all enemies possess armor: Warframes, most bosses, and all Grineer do, but normal Corpus and Infested enemies do not have any. For a given Warframe, its armor value can be found in the Arsenal. Armored enemies have their base armor values listed in the Codex but this value increases when they spawn with higher levels.
In combat, enemies with more than one point of armor have their health bars displayed yellow instead of red; it is possible to strip away armor value through certain abilities or damage procs, turning those enemies' health bars back to red.In the daño system, health bars always have a health class (flesh, cloned flesh, etc.) which decrease or increase incoming damage depending on damage type (ferrite or alloy) that further decreases or increases incoming damage. This additional class is removed if the armor is stripped.
When damage is inflicted to an armored target, there are two related calculations made.
- The working armor value of the target is increased or decreased based off the damage type, armor class, and health class of the weapons and entities involved.
- Incoming damage is reduced by the type-modified armor value according to a damage reduction formula.
Armor Class ModifiersEditar
- See also: Daño#Damage Calculation
Damage type modifiers will affect the effectiveness of the target's armor value. They are given by the following equation:
Net Armor = Armor × (1 − Armor Class Modifier)
- Armor is your armor value before considering damage types.
- Armor Class Modifier can be found on the nearby charts.
Apart from this armor value modification, type damage modifiers against the armor and health classes of the target also plainly multiply the damage. There is a more accurate total damage calculation further down the page, but this section covers the armor value modification.
Damage Reduction FormulaEditar
The damage reduction from armor is as follows:
|Damage Reduction =||Net Armor|
|300 + Net Armor|
A net armor value of 300 will reduce incoming damage by 300 ÷ 600 = 0.5 = 50%, so only half of the weapon's damage is inflicted in total. At 600, you receive only 33% (600 ÷ 900 = 0.67) of a weapon's outgoing damage. At 900 armor, damage is divided by 4 (900 ÷ 1200 = 0.75), and so on.
- Artículo principal: Health#Effective Health
Effective health is the concept that each single point of health you have actually absorbs more than one point of damage, so you effectively have more hit points than indicated. Therefore, there are two ways that armor functionality can be imagined: either as a reduction to damage, or as an increase of effective health and incoming heals.
An alternative way to think of armor transforms the above equation to the following:
|Effective Health =|
|1 - Damage Reduction|
- Nominal Health means "health in name", referring to the Health points in your screen's upper right corner.
- Effective Health is your "health in effect", reflecting a "truer" measurement of survivability.
Example 1: If you have 1000 Nominal Health, 100 armor, and are being attacked with only impact damage, your Effective Health would be:
|300 + 100|
|1 - .25||.75|
Example 2: If you have 1000 Nominal Health, 600 armor, and are being attacked with only impact damage, your Effective Health would be:
|300 + 600|
|1 - .666||.333|
ModsEditarSteel Fiber and Armored Agility increase armor value when equipped along with Focused Defense when channeling with melee. As a percentage modifier, Warframes with higher base armor values have a higher benefit from it. Like with most other stats, armor gains from mods stack additively together before being multiplied with the Warframe's base armor:
Total Armor = Base Armor × (1 + Mod Multiplier)
- Mod Multiplier refers to the value on the mods equipped. It is 1.1 at max rank Steel Fiber, 0.45 at max rank Armored Agility, and 1.55 with both equipped.
Neglecting damage type modifiers, the relative increase in effective health from this mod is exactly proportional to the armor increase:
|Effective Health Increase = Mod Multiplier × (1 −||1||)|
For example, for Warframes with the common base armor value of 65, a maxed Steel Fiber increases effective health by only about +19.6%, whereas the benefit of a maxed Vitality at level 30 is +246.7%. Valkyr, at 600 base armor, still only gets +73.3% out of a maxed Steel Fiber. However, the effective health increases from Steel Fiber apply as gains from sources of healing—that is to say, increasing armor increases the effective healing received, whereas simply increasing max nominal health does not.
Metal Fiber is the equivalent mod for sentinels, while Kavats and Kubrows can increase armor via Link Armor, as well as via the Kavasa Prime Collar for the latter. Link Armor increases their armor by a percentage of the Warframe's total armor, which means that equipping Steel Fiber or Armored Agility on a Warframe directly increases the armor of its Kavat or Kubrow companion; the Kavasa Prime Collar gives a flat +100 armor bonus.
For the Tenno who chose the School of Unairu, they will have access to certain Ways that grants and increase of the player's own and their allies' armor after activating their Focus Ability.
Valkyr lets out a rallying cry that bolsters her allies melee speed while slowing down nearby enemies.
|Fuerza:15% / 20% / 25% / 50% (speed buff)|
25% / 35% / 45% / 50% (armor buff)
15% / 20% / 25% / 30% (slow)
|Duración:7 / 10 / 12 / 15 s|
|Alcance:15 / 20 / 22 / 25 m|
Valkyr's Warcry ( ) increases the armor of all friendly units within range by 50%, or up to 142% with maximized Ability Strength. This bonus is calculated additively with other base armor multipliers, such as Steel Fiber. A Valkyr with a max rank Steel Fiber and unmodified Ability Strength increases her armor according to the following equation:
- Armor = Base Armor × (1 + Mod Multiplier + Warcry Modifier)
- Armor = 600 × (1 + 1.1 + 0.5)
- Armor = 1560
Healing waves of energy flow outward from Oberon to his allies, regenerating health over time.
Energy Drain: 2 s−1
Energy Drain per Target: 3 s−1
|Fuerza:125 / 150 / 175 / 200 (armor buff)|
50 / 75 / 100 / 125 (initial heal)
|Duración:20% / 25% / 35% / 45% (bleedout slow)|
20 s (buff)
|Alcance:10 / 15 / 20 / 25 m|
If Oberon or any allies affected by Renewal stands on or moves onto his Hallowed Ground, they will receive the Iron Renewal buff, which grants 125 / 150 / 175 / 200 bonus armor for as long as Renewal is active, which can be increased by Ability Strength to 598 bonus armor. Once Renewal is deactivated, the armor buff will remain on all affected units for 20 more seconds. Bonus armor is added after other armor increases. An Oberon with a maxed Steel Fiber and Intensify under the effect of the Iron Renewal buff has armor equaling:
- Armor = Base Armor × (1 + Mod Multiplier) + Iron Renewal bonus × Ability Strength
- Armor = 150 × 2.1 + 200 × 1.3
- Armor = 575
Depending on Chroma's elemental alignment, an offensive area-of-effect is created. Chroma and his nearby allies are imbued with defensive energy.
|Fuerza:1.5x / 2x / 2.5x / 3x (damage multiplier)|
25% / 75% / 100% / 150% (armor boost)
|Duración:10 / 15 / 20 / 25 s|
|Alcance:6 / 8 / 10 / 12 m|
When shields are hit, Chroma's armor grows stronger, when health takes a hit, weapon damage increases. Active for a limited time, maximum increases correspond to rank.
|Fuerza:2x / 2.5x / 3x / 3.5x (max armor multiplier)|
100% / 125% / 150% / 175% (max damage bonus)
|Duración:10 / 15 / 20 / 25 s|
- Artículo principal: Hallowed Reckoning
- Artículo principal: Ironclad Charge
Rhino's Rhino Charge ( ) can be modified with the Ironclad Charge ability augment, which increases his armor by 50%, or 142% with maximized Ability Strength, for each enemy hit. This bonus is calculated multiplicatively with other armor modifiers, such as Steel Fiber. A Rhino with a max rank Steel Fiber and unmodified Ability Strength that has charged through 5 enemies increases the armor according to the following equation:
- Armor = Base Armor × (1 + Ironclad Modifier × Enemies Struck) × (1 + Mod Multiplier)
- Armor = 190 × (1 + 0.5 × 5 ) × (1 + 1.1)
- Armor = 190 × 3.5 × 2.1
- Armor = 190 × 7.35
- Armor = 1396.5
In the above example, using Ironclad Charge against 5 enemies increases Rhino's damage reduction from 57.08% at 399 armor to 82.32% at 1396.5 armor.
Total Armor = Base Armor × (1 + Mod Multiplier + Arcane Guardian Bonus)
Warframe Armor and Effective HealthEditar
Unlike health and shield, a Warframe's armor doesn't change as it advances from Rank 0 to Rank 30, with the exception of Nidus. All Warframes have Ferrite Armor and Flesh health. There are currently no effects that remove Warframe armor.Armor/Chart
Enemy armor values are displayed under the codex and infobox, but scale to the enemy's level. Generally, only Grineer and boss enemies have armor, while the only Corpus and Infested units to posses armor are Bursa units, Oxium Osprey and the Juggernaut. When the enemy health bars is yellow, armor is in effect and damage will be reduced and cause it to flicker red.
Scaling of enemy armor values uses the following formula:
Armor = Base Armor × (1 + ((Current Level − Base Level)1.75 ÷ 200))
- Base Armor: Base armor value for the enemy.
- Current Level: The level of your target enemy.
- Base Level: This is the initial level an enemy can spawn. This is important because certain enemy types, such as Heavy Grineer, will not spawn until certain levels (like level 8 for Heavy Gunners), so while they may be level 30, their armor has only scaled up 22 times.
As mentioned before, this formula causes high level Grineer (lets say up from level 50) to be very hard to kill, as you can see in the example of a level 108 Heavy Gunner:
- 500 × (1 + (((108 − 8)1.75) / 200))
- = 500 × (1 + (3162 / 200))
- = 500 × 16.81
- = 8405
Damage Received = Attack Damage ÷ (1 + (8405 / 300)) =
Damage Received = Attack Damage × 0.0345
The resulting damage received by the Heavy Gunner is dramatically reduced to ~3.45% of original damage.
Removing Enemy ArmorEditarThere are several effects which reduce enemy armor. If a target's armor is reduced to 0, it loses its armor type. As such,
Corrosive Status ProcsEditar
- Artículo principal: Corrosive Damage
- Artículo principal: Proyección corrosiva
Proyección corrosiva is an aura mod of
polarity that persistently reduces the armor of all enemies in the mission by 30%. If multiple cell members equip Proyección corrosiva, their effects stack additively: 2 auras reduce enemy armor by 60%, 3 auras reduce enemy armor by 90%, and 4 auras completely eliminate armor from every enemy spawned in the mission entirely. There is no benefit beyond redundancy to having more than 4 auras, in the case of Trial missions with more than 4 cell members. However, only 3 Proyecciónes corrosivas are required for complete armor removal if there are 3 Coaction Drifts in the group.
- Artículo principal: Shattering Impact
- Artículo principal: Seeking Shuriken
This ability augment makes Shuriken find weaknesses in the target's armor, temporarily reducing its armor values by 70% for 8 seconds at max rank. The armor reduction is multiplicative on the target's total armor. Ability Strength increases this armor reduction percentage; at 143%, a Seeking Shuriken removes all armor from a foe.
- Net Armor = Total Armor × (1 − 0.70)
- Artículo principal: Sonic Fracture
This ability augment makes Sonic Boom strain the targets' armor, temporarily reducing their armor values by 70% for 8 seconds.The armor reduction is multiplicative on the target's total armor. Ability Strength can increase this armor reduction percentage and this augment can strip all the armor off of an affected enemy if the Ability Strength is increased above 143%.
- Net Armor = Total Armor × (1 − 0.70)
This ability freezes enemies and reduces their armor by 40% for the duration of the effect. The armor reduction is multiplicative on the target's total armor. Ability Strength increases this armor reduction percentage; at 250% Ability Strength, Avalanche can remove all armor from affected enemies.
- Net Armor = Total Armor × (1 − 0.40)
- Artículo principal: Fracturing Crush
This ability augment makes Crush strain the targets' armor, temporarily reducing their armor values by 50% for 7 seconds. The armor reduction is multiplicative on the target's total armor. Ability Strength does not increase this armor reduction percentage.
- Net Armor = Total Armor × (1 − 0.50)
This ability causes affected enemies to flee and reduces their armor by 20% for the duration of the effect. The armor reduction is multiplicative on the target's total armor. Ability Strength increases this armor reduction percentage; at maximized strength, Terrify can remove 56.8% of armor from foes.
- Net Armor = Total Armor × (1 − 0.20)
- Artículo principal: Abating Link
This ability augment makes Link drain the targets' armor, temporarily reducing their armor values by 45% for the ability's duration. The armor reduction is multiplicative on the target's total armor. Ability Strength increases this armor reduction percentage; at 223%, Abating Link can remove all armor from a foe.
- Net Armor = Total Armor × (1 − 0.45)
For the Tenno who chose the School of Unairu, they will have access to certain Ways that remove their enemies' armor after activating their Focus Ability.
|Mecánicas de Daño|
| Armadura Enemiga • Armadura Warframe • Atravesar • Daño • Golpe Crítico|
Multidisparo • Partes del cuerpo del enemigo • Multiplicadores del Tipo de Daño al Enemigo
|Tipos de Daño|
|Físico||Impacto • Perforación • Cortante|
|Elemental||Calor • Eléctrico • Frío • Toxina|
|Combinado||Corrosivo • Explosión • Gas • Magnético • Radiación • Viral|
|Monedas||Créditos • Ducados • Platino • Reputación|
|General|| Afinidad • Atajos de teclado • Clan • Tributo diario • Enfoque • Fundición • Fusión|
Mods (Dañado) • Orbitador • Polarización • Rango de Maestría • Recoger
Sistema de intercambio • Transmutación
|Modo de Juego||Misión||Cargas de apoyo aéreo • Alerta (Alertas Tácticas) • Archwing • Escuadrón • Recompensa por desafíos • Muerte • Marcas de muerte • Comportamiento de enemigo • HUD • Maniobras (Archwing) •|
|Sigilo||Pirateo • Nivel de ruido • Sigilo|
|Atributos||Armas||Precisión • Munición • Velocidad de ataque • Golpe crítico •|
|Warframe||Atributos (Armadura • Salud • Escudos) • Habilidades • Habilidad Pasiva • Nivel de amenaza|
|Matemática||Escala de nivel enemigo • Maximización (Duración • Eficiencia • Rango • Fuerza) •|