Antewise

Warframe Damage Types: Damage 3.0 Removed Resistances Entirely

Updated 25 Oct 2026 Source Warframe Wiki — Damage and Armor pages (Damage 3.0 faction vulnerability model, enemy armour reduction formula, status effect values), retrieved 25 October 2026 from wiki.warframe.com By
Data status: The facts on this page were checked against the source named above. Game values can still shift with a patch, so re-check anything that looks off.

The biggest change nobody’s guide mentions

Search for Warframe damage types and most results still describe Ferrite Armor, Alloy Armor, Cloned Flesh and Robotic health. That is Damage 2.0, and it no longer exists.

Damage 3.0 collapsed every health, armour and shield type into one of each, then moved vulnerabilities off health types and onto factions. All Grineer are now weak to Impact and Corrosive at all times, armoured or not. There are no resistances left to avoid.

This removes an entire category of decision. You no longer ask “what should I not use here”. You ask only “which of the two weaknesses is more useful on this faction”, which is a much smaller question and much easier to answer correctly.

Faction weaknesses

FactionWeak to
GrineerImpact, Corrosive
CorpusPuncture, Magnetic
InfestedSlash, Heat

The remaining factions — Sentient, Murmur, Kuva Grineer, Corpus Amalgam, Deimos Infested — have their own pairs, visible in the Codex after scanning one enemy of that faction, or by aiming at an enemy with the Synthesis Scanner and the Data-Parse widget. Their unlock conditions differ: Sentient needs The Second Dream, Murmur needs Whispers in the Walls, Kuva Grineer needs The War Within, Corpus Amalgam needs the Jupiter Junction, Deimos Infested needs Heart of Deimos.

Two weaknesses per faction, one physical and one elemental, is the whole system. Everything else is status effects.

Why armour is a formula problem, not a damage problem

Enemies do not use the player armour formula. Below 2,700 net armour, enemy damage reduction is:

DR = 90% × √(armour / 2700)

That square root is the reason the Steel Path feels impossible. Plug in values:

Net armourDamage reductionEffective health multiplier
30030.0%1.43×
67545.0%1.82×
1,20060.0%2.50×
2,70090.0%10.0×

At 2,700 armour a target has ten times its listed health. Combine that with the Steel Path’s 250 percent health modifier and an enemy that reads 10,000 health actually takes 250,000 damage worth of work.

Now apply Corrosive at 5 stacks, which removes 77.8 percent of that armour and leaves 599:

DR = 90% × √(599/2700) = 90% × 0.471 = 42.4%

Effective health drops from 10× to 1.74×. Stripping armour is not a damage bonus, it is a five-fold reduction in the work required. That is why Corrosive is not optional on armoured content.

Corrosive caps at six stacks, not ten

Each Corrosive stack multiplies remaining armour by 0.74. The tooltip says ten stacks and 80 percent reduction, which reads as “stack to ten”. The arithmetic says otherwise.

StacksRemaining armourReduction
174.0%26.0%
340.5%59.5%
522.2%77.8%
616.4%83.6% — capped at 80%
104.9%capped at 80%

The sixth stack already overshoots the 80 percent cap. Stacks seven through ten add nothing at all. So “stack Corrosive to ten” is not a strategy, it is four wasted applications — and against trash mobs that die in one or two hits, you will never get there anyway.

Status effects, with real numbers

Physical:

TypeEffect
ImpactFlinch plus longer stagger per stack; raises the Parazon finisher health threshold by 8% per stack, up to 80% at 5 stacks
PunctureTarget deals 40% less damage and takes +5% crit chance for 6s; up to 80% and 25% at 5 stacks
Slash35% of base damage per second as Cinematic damage for 6s, after a 1s delay, bypassing armour. Uncapped stacks

Base elemental:

TypeEffect
Heat50% base damage per second for 6s, panic for 4s, strips up to 50% armour over 2s. Uncapped
Cold-50% move, fire and attack speed, +0.1 crit multiplier for 6s. 10 stacks reach 90% slow and +0.5 multiplier; the 10th stack freezes for 3s and adds +1.0 multiplier
Electricity50% base damage per second to enemies within 3m for 6s, stuns the target 3s
Toxin50% base damage per second for 6s, bypasses shields. Uncapped

Combined:

TypeEffect
Viral+100% damage to health for 6s, up to +325% at 10 stacks
Corrosive-26% current armour for 8s, multiplying, capped at -80%
Magnetic+100% damage to shields and Overguard, up to +325%; blocks natural shield regen
Gas3m cloud dealing 50% base damage per second for 6s, up to 10 stacks and 6m radius, persists after the enemy dies
RadiationTarget attacks allies with +100% damage, up to +550%; bosses take +250% from other units at 4 stacks
Blast30% base damage explosion after 1.5s; at 10 stacks or on death, all stacks detonate for 300% base damage in 5m

Viral versus Corrosive, settled with arithmetic

Viral’s first stack gives +100%, which is a doubling. Stacks two through ten add the remaining 225 points, so the first stack carries 30.8 percent of the total benefit and costs one application.

Corrosive’s first stack removes 26 percent of armour. Against a 2,700-armour target that moves DR from 90 percent to 83.9 percent, dropping effective health from 10× to 6.2×. That single stack does more work than nine stacks of almost anything else.

They are not competitors. Corrosive fixes the armour problem; Viral multiplies what gets through. A build with neither is doing raw damage against a 10× multiplier. A build with both needs the armour stripped first or Viral is amplifying a number that is being cut by 90 percent.

The practical split: Corrosive against armoured Grineer, Magnetic or Toxin against Corpus (Toxin bypasses the shield entirely, which is often faster than breaking it), Heat or Gas against Infested crowds.

Slash, and why the bleed is the real weapon

Slash’s bleed is 35 percent of base damage per second for six seconds, applied as Cinematic damage, which bypasses armour reduction entirely. That is 210 percent of base damage per proc, and stacks are uncapped.

A weapon with 70 percent Slash weighting and a high fire rate therefore applies a damage-over-time that ignores the 90 percent armour wall while also hitting with the direct damage. This is why “Slash and Viral” became the default answer: Viral multiplies the health damage, Slash reaches health without caring about armour, and neither depends on stripping anything first.

The catch is that Slash weighting is fixed by the weapon. Check the base physical split before assuming a weapon is a Slash weapon — the best weapons page ranks weapons with their base distributions visible.

Building the element

Elements combine in mod slot order, left to right, so mod placement decides the result. Heat plus Toxin makes Gas; Toxin plus Heat also makes Gas, but the placement changes which element is treated as first for other combinations.

Capacities and drain interact with this, and the mods guide covers the polarity math that decides whether you can fit the combination at all. If you are fighting armoured content, the Steel Path guide explains the 250 percent health modifier that makes the armour formula bite, and arbitrations is where enemies start at level 60-80 with the same formula applying.

Frequently asked questions

Does Warframe still have damage resistances?

No. Damage 3.0 decoupled vulnerabilities from health types, so each faction has fixed weaknesses and no resistances. All Grineer are always weak to Impact and Corrosive whether armoured or not.

What is the enemy armour damage reduction formula?

Below 2,700 armour it is 90% times the square root of armour divided by 2,700. At 2,700 armour that is exactly 90 percent reduction, which turns the enemy's effective health into ten times its nominal value.

How many Corrosive stacks do I need?

Five or six. Each stack multiplies remaining armour by 0.74, and the cap is 80 percent reduction at 10 stacks. By stack five you have already removed 77.8 percent, so the last four stacks buy almost nothing.

Why is Viral better than Corrosive against Grineer?

Viral multiplies the damage that reaches health rather than reducing armour, and one stack already doubles it. But Viral does nothing against armour itself, so it only wins once armour is stripped by another source.

Is Slash still the best physical damage type?

For armoured enemies, yes. Its bleed deals 35 percent of base damage per second for six seconds as Cinematic damage, which bypasses armour reduction, and Slash stacks are uncapped.

Should I use Impact for the Grineer weakness instead of Corrosive?

Impact's value is the Parazon finisher threshold, not damage. Corrosive's armour reduction is worth far more against armoured targets, so treat Impact as the weaker half of the pair.

Does Magnetic work on Corpus shields only?

Magnetic amplifies damage to shields and Overguard and blocks shield regeneration. Against health it does nothing, so a Magnetic build needs a second element for the health bar.

Is Heat better than Corrosive against Grineer?

Heat strips up to 50 percent armour over 2 seconds and stacks uncapped, but the strip is per-proc and slower than Corrosive's multiplicative reduction. Heat plus Corrosive is a legitimate pairing; Heat alone is not.

Do damage types matter on the Steel Path more than on the normal chart?

Yes, because the armour formula's square root makes high armour disproportionately punishing. The same element choice that was a 10 percent difference on the normal chart is a multiple on the Steel Path.

More Warframe guides

Sources

Figures and item data on this site are read from the game’s own reference wiki before publishing. Where a value could not be confirmed there, the page says so instead of filling the gap.