Warframe

Warframe

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Somewhat-Hidden Mechanics [OUTDATED]
By Loiya
Numbers! Synergies! Item passives!
Overall useful info that's not readily provided in-game. Not really for any single purpose.
There's a chance you'll like it™.
   
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DISCLAIMER
MY PASSION FOR THE GAME DIED YEARS AGO, AND DE'S IN-GAME DOCUMENTATION IMPROVED DRASTICALLY A FEW UPDATES AFTER THIS GUIDE WAS CREATED. TAKE ALL THE CONTENTS WITHIN ALONGSIDE A GRAIN OF SALT. Things will likely be outdated, irrelevant, readily-provided by in-game texts, and the like; if someone wants to continue to update this article in my stead, they should contact me so I can provide editing permissions.
Secret Handshakes
Secret handshakes, or Syndicate handshakes, are triggered when players do the handshake emote while both of them are wearing a sigil from the same Syndicate. There have been times where they perform the handshake for a completely different Syndicate.

Syndicate handshakes, with gifs
(Half of these are from the animator's Tumblr, the other half are from a devstream. Please excuse the "play" icon in some of 'em)



Standard Handshake














Steel Meridian













Red Veil













Cephalon Suda














Arbiters of Hexis














New Loka

















Perrin Sequence
Secondary Element Creation
Secondary elements are created by applying 2 elemental damage mods to a weapon, or 1 in the case of a weapon with innate elemental damage. These combinations can be found with a bit of experimentation, or...



What isn't immediately apparent is the order in which elements will be chosen. They are, in fact, chosen according to a mod placement hierarchy. This hierarchy is from closest to top left (first to be considered) to closest to bottom right (last to be considered) on the mod layout. Innate weapon elemental damages are considered the last in the hierarchy. However, you can force it to be in a different position in the hierarchy if you use a mod of the same element as the innate element (e.g. putting Stormbringer on the top left slot of Synapse will change the position of its innate electric damage from last in hierarchy to first in hierarchy). Also, if using multiple mods with the same element, the first position is defining when they get combined.
Arcane Stacking
Two Arcanes of the same type can be equipped together. They are divided into two types, which I'll refer to as "indie" and "additive."
Indie arcanes have their effects and chances improved with each upgrade.
Additive arcanes have the same effect potency at all levels, while only the activation chance increases.



"Indie" Arcanes
  • These Arcanes act completely independent of each other. Upon meeting their trigger condition it is possible to trigger none, either or both.
  • Note: The buff icon will only display the Arcane that triggered last.
  • As an example, using two Rank 3 Arcane Awakening will result in a chance of 0.36 to trigger neither, 0.48 to trigger either and 0.16 for both to activate, in the last case providing +200% damage to secondaries.
  • Either Arcane can trigger again, even while the other remains active or isn't triggered at the same time.. They are independent of each other.
  • The same rules apply for Arcanes of different ranks.
  • As lower ranked Arcanes have lower buff duration (when applicable) they will obviously run out quicker, if both were triggered at once.
  • Note: If the buff icon was shown for the shorter one, it will be removed from the UI even while the longer one remains active.




"Additive" Arcanes
  • E.g. Arcane Barrier, Arcane Arachne, Arcane Deflection
  • For these the trigger chance stacks additively.
  • As example, using two unranked Arcane Resistance (20% each), you'll have a total chance of 40% to not be affected by a Toxin status effect.
Thrown Melee + 1H Secondary
While you have a throwable melee (Glaive, Kestrel, Orvius, etc.) and a 1-handed secondary weapon equipped, switching to your secondary mid-mission will cause you to wield the two simultaneously. While this is active, the throwable will have a new mechanic that rewards you for timing your throws properly. Just release the quick-melee button when the icon turns blue.

I personally find this setup to be fun to use solely because of the melee stance you get while it's active. The glaive'll be airborne for every press of the button, flying around you and stuff. Give it a try if you haven't seen it already.
Numbers! (Critical hit breakdown)
Critical hits. They're good in any situation where you need to kill something.
Weakening for capture? Not so much.

If the critical hit chance for a weapon exceeds 100%, not only will every shot be a critical hit, but there is a chance for an orange crit to occur. Orange crits are critical hits that deal even more damage than normal yellow crits, and are called such because their damage is displayed with orange numbering. Once a weapon's critical chance exceeds 200% every attack has a chance to red crit, which deals even more damage. When the chance to crit exceeds 300% all damage numbers will be displayed in red, but the crit multiplier varies based on the level of critical chance. The crit level starts at 1 for yellow crits, level 2 crits are hits from any critical chance greater than 100%, and level 3 crits are hits from any critical chance greater than 200%. This pattern continues indefinitely with critical level increasing by 1 each time the critical chance exceeds another 100%.
  1. 0.01% to 100% = level 1, yellow.
  2. 100.01% to 200% = level 2 orange.
  3. 200.01% to 300% = level 3, red.
  4. 300.01% to 400% = level 4, red.
Et cetera.

Critical headshots get a further damage increase following this formula:
Critical Headshot Damage = Damage × Critical Multiplier × Headshot Multiplier (Varies by enemy, usually 2) × 2 (Headcrit Multiplier)

Attacking from stealth does not grant a critical hit; the damage colors for stealth bonus damage and level 1 crit damage are the same.

Vigilante mods, like this one, grant a chance to increase a critical hit level by 1. They're "set bonus" mods, so using more than one at a time will increase the chance, up to 30%.








Cats Eye and Affinity (Exp) Gain
Affinity gained by those affected by Cats Eye will also be gained by the related Adarza Kavat regardless of affinity range.
Hunter Munitions and Status Chance
If both Hunter Munitions and a "normal" slash proc are applied, only one will take effect despite slash procs being stackable. If anything affects which proc gets overwritten, such as damage, it isn't documented.
Shattering Impact (Mod)
  • Shattering Impact takes effect on every melee hit from weapons with any Impact damage. It has no effect if the melee weapon's Impact damage is zero or if the enemy is immune to Impact damage or currently completely immune (grey healthbar). Note that it is not necessary to proc the Impact status effect to trigger the armor reduction.
  • The amount of armor reduction per hit is a flat, constant value, independent of the amount of Impact damage inflicted. Since the reduction is applied to the target's base armor, for a given enemy type it will always take the same number of hits to completely drain the enemy's armor, regardless of his level.
  • Compared to Corrosive statuses, the armor reduction of Shattering Impact scales more steeply into higher enemy level regimes, as the number of Corrosive statuses required to fully deplete a target's armor scales logarithmically with its level, while the number of Shattering Impact hits does not increase at all. However, it should be noted that the armor decrease from Shattering Impact in its progression is linear while that from Corrosive statuses are exponential, so even though Shattering Impact may nullify armor faster, Corrosive statuses' armor reduction might be quicker initially.
  • The interaction mechanics of Shattering Impact with other sources of armor reduction are a subject of ongoing research. At max level, the number of hits required to fully deplete an enemy's armor varies between a single hit for enemies with only 5 base armor up to 84 hits for those enemy types with 500 base armor, the current maximum non-boss base armor in the game.
  • As of update 18.1.4 Shattering Impact doesn't reduce enemy armor when used with the charge attacks of thrown weapons. The charge attack from a Blade and Whip type weapon will however reduce enemy armor.
Damage Falloff + Projectile Speed
Projectile Speed increases the lifetime of non-hitscan projectiles and the fall-off distance of hitscan projectiles. As an example, putting more projectile speed on a Corinth will makes the airblast (secondary fire) travel further, but also require more distance to detonate. (Do airblasts detonate, or just open? I'd assume it's a canister of compressed air) On the other hand, the Corinth's primary fire will recieve increased fall-off distance, increasing effective range. In the case of arching projectiles like grenades, they will have decreased arc in addition to increased travel distance and speed. In short, they'll go straight with enough projectile speed.

On the flip-side, negative projectile speed can be crippling. Having more (less?) than -100% projectile speed on your mods will incur a flat 50% damage penalty.
Status Chance + Multishot
When firing multiple pellets in a single attack, the status chance on a listed weapon in the Arsenal is actually the calculated probability that at least one of its pellets will proc. For example, the Strun Wraith displays a 40% status chance, but in fact has a ~4.98% chance for each of its ten pellets.

To calculate the status chance of a single pellet, the following formula is needed:

Chance per Pellet = 1 − (1 − Status Chance × Status Multipliers)(1 ÷ Base Number of Pellets)

Status Chance is the base status chance of the weapon listed in the Arsenal.
Status Multipliers refers to status chance bonuses granted to the player through mods; Toxic Barrage grants an additional 60% status chance which would increase a weapon's base status chance from 40% to 0.40 × (1 + 0.60) = 64%. In this case, the Status Multiplier is (1 + 0.60).
Base Number of Pellets refers to the unmodded amount of pellets fired per shot.
The above equation shows that for weapons with innate multishot, 100% status chance will result in all pellets having a 100% proc chance. This is an important fact because a status chance below 100% greatly reduces the proc chance per pellet.

The status of a weapon listed in the Arsenal is the probability that any shot or strike with that weapon can be calculated using the following formula:

Listed Status Chance = 1 − (1 − Chance per Pellet)Modified Number of Pellets

Modified Number of Pellets refers to the modded amount of pellets fired per shot.
When more than one status in different pellets of the same shot can have an effect (e.g. Corrosive procs), it is more important to know the expected value of status effects per shot instead. This value can be determined with the following formula:

Statuses Triggered = Number of Pellets × Chance per Pellet
Statuses Triggered refers to the average number of status effects triggered per shot.
When looking at the effect of multishot mods on overall status chance of weapons with or without innate multishot, one can use the following expression:

Status Probability = 1 − (1 − Status Chance × Status Multipliers)(Multishot Multipliers)
Status Probability is the probability to proc at least once in a single round. This value is the listed status chance shown in the Arsenal.
Multishot Multipliers are the multishot bonuses granted to the player through mods; Hell's Chamber grants an additional 120% multishot which would increase a weapon's base number of pellets from 10 to 10 × (1 + 1.20) = 22. In this case, the Multishot Multiplier is (1 + 1.20).

Because bonus status chance mods affect the chance that at least one projectile will inflict a status effect (rather than the Chance per Pellet), weapons with large numbers of pellets get dramatically stronger when they reach 100% status chance. The table below explains this: the damage from procs is related to the number of procs. Compare the number of procs at 100% against the number of procs at 99%. The developers could fairly easily fix this by making the status chance instead based on the chance per pellet. This would likewise make most shotguns stronger, as they would get larger numbers of procs without reaching the magical 100% status chance.

Even More Loot from Nekros' Desecrate
  • Bodies that are cut in half or into multiple pieces before or after death by Slash damage are each treated as distinct "corpses," each part with their own chance to yield additional loot.
  • Depending on the enemy type, the body may be eligible to split into anywhere from 2 to 6 parts, or none at all.
  • Because Hydroid's Undertow preserves the bodies of enemies it kills, Desecrate synergizes very well with it if used properly. Also applies to Inaros' Sandstorm.
  • Multiple Nekros' Desecrate do not stack directly, except for having more coverage, faster Desecration of multiple corpses and a higher chance for a single successful Desecrate roll. Multiple Desecrates can at times overlap each other due to ping differences and interaction between the host and other clients, which can give additional loot if 2 or more Nekros were to Desecrate the same corpse at the same time within the ping latency window.
What Not to use Hunter Synergy on

Let's take a Dread and an Amprex. Both have a 50% crit chance, but the benefit from Hunter Synergy is lower while Dread's equipped. This is because Hunter Synergy is using the crit chance of an uncharged shot, which is 25%. If you want to get the most out of this mod, don't use a bow.

Note: It is perfectly fine to do this with the Lenz or Daikyu, as they cannot be fired unless fully charged.
Secura Lecta Credit Multiplier Formula

Usable at Mastery Rank 8, this weapon multiplies the amount of credits dropped by anything it kills. At MR8, this is a 2X multiplier. This bonus increases by 0.2 per excess mastery rank, capping at a 4X multiplier at MR18.
Secura Lecta + Molecular Prime (Nova 4) Synergy
The credit-multiplying property of the Secura Lecta will be passed onto the explosions created by enemies affected by Molecular Prime. In the event of a chain reaction, the explosions will pass on the multiplier as well.
Faction Damage Mod + Status Procs
Just to clarify, this section covers these mods:





As you know/can tell, this mod effect increases damage against a specific faction. However, when a status effect is inflicted, the status is boosted by the weapon's corresponding damage and this mod, meaning status effects recieve more of a bonus than the weapon's displayed damage. This can be brought further by using the gas elemental type (Heat + toxin), which can apply toxin and cause the faction damage mod to be applied again.
Blood Rush Calculation


The bonus from Blood Rush is multiplied by your combo multiplier, as opposed to stacking repeatedly with each milestone. The Venka Prime's passive, which increases each multiplier stage by 0.75 instead of 0.5, allows it to benefit more from this mod.
Unlabelled Item Effects: Primary
Amprex
  • The Amprex fires a single beam of electricity which then chains to nearby enemies.
  • Chain lightning will also be emitted if an enemies corpse is chosen as original target. This also applies to the Atomos.
  • Additional electrical arcs are also emitted, striking randomly around the player. However, these stray arcs are purely visual effects.



Argonak
  • The Argonak's main feature is its target-highlighting scope that functions whilst zoomed in;
  • Highlights targets in the color selected on the appearance energy slot.
  • Highlight range of 100 meters.
  • Targets must be within relatively close proximity of the crosshair to highlight; will not light up all enemies on screen.
  • Only highlights enemies; will not highlight objects, squadmembers, Companions, or other allied forces (e.g. in Invasions or Syndicate Missions).
  • Highlights enemies through most obscuring conditions like fog or smoke, making it much easier to spot enemies in poor visibility situations.



Buzlok
  • The Buzlok's alt-fire shoots a beacon which causes primary fire to home in on the beacon. Homing bullets, essentially.
  • Upon attaching a beacon, the user is granted a buff that lasts for 20 seconds and adds 50% absolute Critical Chance, stacking upon the weapon's total critical chance.
  • This buff is in effect against all enemies, not just the targeted one. As an example, in close range before the bullets redirect or against other enemies moving in between.
  • This buff stays in effect even if the targeted enemy is killed.
  • The bonus Critical Chance is not affected by mods.
  • The tracking beacon will not affect enemies or allies under the effect of invisibility such as Corpus Targets.
  • Although negligible due to low damage and a 1x critical multiplier the alternate fire is affected by the critical chance buff.
  • Multishot and Punch Through mods do not affect the tracking beacon.
  • When used with Mirage's Hall of Mirrors, each illusory copy of the Buzlok will fire its own tracking beacon. However, the homing rounds from every copy will home in on the player's tracking beacon. This effect takes place even if the tracking beacon is active by launching before activating Hall of Mirrors.
  • After a projectile hits the target, it loses its homing function. Therefore, punched-through projectiles will not re-home on a target.



Glaxion
Enemies that are frozen solid will take at least 1 hit of damage from any source to be destroyed regardless on how much damage it is dealt. This can block powerful enemy projectiles such as Napalm and Bombard shots.





Ignis (Wraith version, too)
Shade's Ghost can activate even if the Ignis is being fired, so long as the fire key is held down upon Ghost's activation.






Lenz
Lenz will still have Cold proc effect even if its Cold damage is changed into a secondary elemental damage like Viral.







Mutalist Quanta
  • Shoots a large, Infested orb that travels a short distance, stops, then explodes after 9 seconds. Additional shots will home in and combine with the first orb, similar to Simulor orbs.
  • Orbs can be stacked up to three times.
  • Launching an orb costs 5 ammo per orb.
  • Shots fired through a single orb will gain up to +~29% damage (without any elemental mods equipped). An orb stacked twice will yield +~190% damage, while three stacks will yield +~271% damage.
  • In general, the damage bonus consists of a reduction of base damage by 1/3 along with +101% / +379% / +510% bonus electricity damage depending on whether the orb has 1 / 2 / 3 stacks. This bonus is applied to each stack of orbs shot through, and maximum damage is typically reached for one orb with three stacks.
  • Shots fired through the orb deal additional Electricity b Electricity damage.
  • Shots fired through the orb will gain additional critical chance, unaffected by mods.
  • Shots fired through the orb will also receive a 25% increase to critical multiplier, multiplicative with critical damage mods such as Vital Sense.



Panthera
The alt-fire allows the Panthera to be used with Combustion Beam. Don't question it.




Phantasma
Unlike the Panthera (and despite actually being a beam weapon), the Phantasma can't use Combustion Beam, nor Sinister Reach.
Additionally, the alt-fire charge rate is affected by magazine capacity mods.




Tenora
Tenora's charge shot deals 23 base damage for every 1 ammo consumed (a total of 230 base damage with a max consumption of 10 ammo) per shot.






Veldt
The Veldt is currently the only weapon in the game with variable zoom that is not a sniper rifle. It doesn't get a damage bonus from the zoom, however.






Zenith
  • The alt-fire deploys a disk and changes the Zenith's firing mode to semi-auto.
  • The disk reveals enemies through walls, marking their headshot areas.
  • The Zenith attains infinite punch-through while in semi-auto mode.
  • Because of this, it is the only weapon in the game that can shoot through the outside of Frost's Snow Globe.
Unlabelled Item Effects: Secondary
Acrid
  • The weapon will proc toxin on every single shot, even if another elemental status procs. So if you mod the weapon to deal only corrosive damage using an electricity mod, the weapon will proc toxin on every shot, and have a chance for corrosive procs.

  • The proc chance listed on the weapon is actually for any other elemental damage that is created by the weapon.
  • It cannot proc toxin twice with one shot.


Angstrum (Prisma, too)
Angstrum's shots bounce off Nullifiers' barriers rather than exploding, and will detonate upon hitting another solid object. Beware as this includes the player who fired it.






Castanas
Throwing these at an Arctic Eximus snowglobe and detonating them will kill the Eximus.








Cyanex
Not really a passive, but equipping a riven with negative projectile speed will drastically increase this gun's tracking ability. Thought it was worth noting.






Fusilai
Despite being labeled as Semi-Auto, it will re-fire as long as the secondary fire button is held and 3 or more rounds are left in the magazine (only two consecutive shots allowed at default magazine size.)






Hystrix
The Hystrix has four firing modes, one for each basic element. It'll always apply the selected status effect regardless of whether another element is applied via mod.





Knell
  • Headshots on invulnerable enemies will still grant the Death Knell buff
  • The Death Knell buff additively increases the modded crit multiplier by 0.5x, modded status chance by 20%, and grants unlimited ammo for 2 seconds.
  • Stacks up to three times and can be refreshed on consecutive headshots.





Nukor
  • Enemies affected by Nukor will temporarily take double damage from the Nukor itself and 50% more damage from all succeeding attacks, including other weapons and powers, this effect can be listed visually by the increase of size to select bodyparts.


  • Despite the visual indication of this being for specific body parts, the damage resistance debuff applies regardless of the bodypart targeted.
  • The damage resistance debuff effect has a limited duration and will be reapplied upon contact and continued use of the Nukor's beam.



Pandero
The base firerate of the alt-fire seems to scale logarithmically with magazine capacity mods, at approximately 4.65 + 1.46 x ln (Magazine Capacity). This base firerate is increased normally by firerate mods.





Sonicor
  • The UI damage value of 50 refers to the explosion. The projectile itself deals up to 150 additional damage to the single closest enemy - however, the projectile is affected by damage falloff and will deal less damage the further it has travelled, down to a minimum of 25 damage.
  • The UI critical chance value of 10% refers to the explosion. The projectile itself has 0% critical chance.
  • The UI status chance value of 0% refers to the projectile itself. The explosion has 25% status chance.
  • While listed as alarming, the Sonicor's explosion is completely silent. The main projectile, however, has inconsistent noise levels upon directly hitting an object or enemy. Therefore, for stealth play, it is advisable to shoot beside the enemy, letting the explosion do the damage, instead of directly shooting at them.
  • If an enemy is killed while in the line of sight of another enemy, they will not be alerted given that the explosion deals the killing blow.
  • Projectiles can pass through Arctic Eximus Snow Globes.


Stug
Despite the status chance displaying 0% for the shots, the Stug's explosions actually do cause procs to their targets, with a 10% status chance that is affected by mods. The DoT caused by each blob is what has the 0% status chance stated in the weapon's stats.



Zakti
Dart explosions will make enemies vulnerable to melee finishers, as well as stealth damage multipliers.
Unlabelled Item Effects: Melee
Ack & Brunt
Blocking elemental damage attacks stores a charge that additively increases the damage of the next attack by 17.5%. The charge can stack up to 4 times before being consumed.





Gunsen
Unlike most weapons, a forward jump attack with the Gunsen provides no additional momentum. Instead, it briefly prolongs air-time.





Heliocor (Synoid, too)
  • The Heliocor will not grant Standing for Cephalon Simaris even if players are carrying Synthesis Scanners in their Gear, though the weapon will still perform Codex scans as normal.
  • If the equipped Synthesis Scanner is enhanced with the Sol-Battery Widget, scans through melee kills will not use up scanner charges.





Hirudo
  • Every successful critical hit with the Hirudo will return 5% of damage dealt to the enemy as health to the player.
  • Each successful critical hit also increases the player's max health by 5%, referred to as Invigorated buff.
  • The health bonus lasts for 15 seconds, which refreshes everytime the player lands another critical hit while the buff is active.

  • The Invigorated buff can stack up to 5 times, for a maximum of 25% additional health bonus.




Lesion
  • On dealing status procs on an enemy, the Lesion has a unique feature whereby it gains 15% additional attack speed for 6 seconds, as well as 100% Toxin damage.
  • Attack speed buff is additive to attack speed mods on the weapon.
  • This buff does not stack with repeated status procs.


  • This buff duration is not refreshed upon inflicting procs while the buff is still active. The buff must first expire before another instance can be activated.
  • The Toxin damage is additive to other elemental mods on the weapon.




Magistar
Innate 10% Blast effect proc.








Orvius
Channeling the glaive prior to throwing it will consume 5 energy to make the weapon fly above the first enemy in its path and suspend them in midair for 3 seconds. The disc then inflicts 3 ticks of damage to the suspended target before exploding and damaging all enemies around it and then return to the user.







Paracesis
Polarizing/forma'ing the weapon will increase its max rank by 2, up to a maximum of 10 at 5 forma. Beacuse of the extra ranks, maxing out the Paracesis will grant 4,000 MR points as opposed to the usual 30. Each polarization will also add 13.5% bonus damage towards Sentients. At 5 polarizations, every non-slam attack will reset sentient damage resistances.
  • Polarizing/forma'ing the weapon will increase its max rank by 2, up to a maximum of 10 at 5 forma.
  • Beacuse of the extra ranks, maxing out the Paracesis will grant 4,000 MR points as opposed to the usual 3,000.
  • Each polarization will also add 13.5% bonus damage towards Sentients.
  • At 5 polarizations, every non-slam attack will reset sentient damage resistances.

Redeemer, Sarpa









Berserker cannot be triggered by charged shots.
Charged shots are affected by the following:
  • Channeling and channeling mods, such as Life Strike.
  • Stealth melee damage multiplier. They will alarm enemies, though.
  • Melee Combo Counter.

    Non-charged shot stuff:
  • Each target hit provides 1 hit to the counter. Multiple pellets striking a single target will only count as 1 hit.
  • Attack speed mods.
  • Warframe abilities.
  • Redeemer's shots have significantly lower status chance than the Sarpa, as it follows shotgun status chance calculation. See "Multishot + Status Chance."



Sheev
While its attack speed is low, it attacks several times per swing, which makes its actual attack rate higher than listed, especially with a fast stance.






Sigma & Octantis, Silva & Aegis (Prime version, too)
  • Blocking attacks stores a charge that increases critical and status chance for the next attack. 15%, additive multiplier.
  • Up to 4 charges can be stacked before being consumed.











Skiajati
  • Finisher attacks with this weapon turn your Warframe invisible for 5 seconds.
  • This invisibility is broken by attacking or using an ability.






Telos Boltace
  • Players receive 20% boosts to Bullet Jump velocity, Aim Glide duration, and Wall Latch duration when the Telos Boltace is equipped in a loadout.
  • The Telos Boltace does not need to be wielded for the player to receive the boosts.






Wolf Sledge
Chucking this thing and hitting a head will cause it to seek a random nearby enemy.
Unlabelled Item Effects: Prime-Exclusive
Ballistica Prime
  • Enemies killed by this weapon's charged shot will leave behind a ghost that will fight alongside the player similar to Specters.
  • If multiple enemies are killed with the same charged shot with Punch Through, they will all become ghosts.
  • Ghosts do not block bullets/projectiles, similar to Mirage's Hall of Mirrors.
  • The Shadow Stalker cannot produce a ghost. The Stalker (Dread variant), however, will.
  • Contrary to the Warframe wiki, Bursa units and Juggernauts can produce a ghost. Bursas will only produce one if they're not hacked.
  • Eximus enemies killed by a charged shot will become ghosts of their non-Eximus versions.
  • A ghost of an enemy that spawns minions, such as Drahk Masters, Hyekka Masters, or Sniper Crewman, can spawn friendly minions but will expire along with the ghost that spawned them.
  • Ghosts are not created if the enemy is killed by a DoT proc such as slash or gas, even if the shot was a charged shot.
  • Ghosts can also not be created from said slash procs to nearby enemies, even if it was a charged shot and even if it kills the nearby enemies. They also cannot be created from the explosions caused by Molecular Prime, even if the weapon's kill shot explosion turns the original enemy into a ghost.

Fang Prime
Despite not having any slash damage on it, this has a 100% chance to apply a slash proc when performing a finisher.









Kogake Prime
5% bonus movement speed while equipped.







Venka Prime
The combo multiplier for the Venka Prime is 0.75, as opposed to the 0.5 of other melee weapons.



Zhuge Prime
Reload time is reduced to 2 seconds (1 less than normal) if the magazine is empty.
Unlabelled Item Effects: Sentinel Weapons
Artax (Taxon's weapon)
The Artax will inflict guaranteed Cold status effect on enemies even if the weapon's element has been changed via elemental damage mods.





Deconstructor (Helios' weapon)
Deconstructor Prime's stats say it deals a base 75 impact damage. However, the weapon cycles damage types with each shot, going from impact, to slash, then puncture, making it effective against all enemy types. (Well, except prosecutors)






Stinger (Djinn's weapon)
Projectiles have 100% Toxin proc chance, regardless of other elements are installed.
Unlabelled Item Effects: Warframe-Specific Weapons
Valkyr Talons (Hysteria)

Charged attacks will initiate finishers. If the player isn't close enough to perform a finisher normally, the enemy will instead made vulnerable to finishers.






Garuda's Talons

The Talons can deal damage to enemies that are inside/outside of Limbo's Rift, like all damage-dealing Warframe abilities. They do not, however, scale with power strength.








Desert Wind (Serene Storm)

Waves travel 20 meters with unlimited punch-through. The waves will also reflect enemy projectiles back towards their original location.
Direct hits with Baruuk's fists or the waves have a chance to permanently disarm the enemy.





Balefire Charger (Balefire)

While Hildryn has overshields, Balefire Charger shots will ragdoll enemies.
41 Comments
Loiya  [author] Oct 1, 2019 @ 12:17pm 
Updated to include Balefire Charger, Desert Wind, Zhuge Prime, Wolf Sledge, and Cyanex. Will add the Cats Eye and Hunter Munitions bits from CresentArcSet after this post.
Grimmace Sep 13, 2019 @ 4:25pm 
I learned the hard way that alt fire while holding a coolant canister has you toss it like a hand grenade, destroying it. I worked so hard for it too, man. My team abandoned me, and I tried to use the Azima disc.
Scout1 (Treia) Aug 8, 2019 @ 10:17am 
Thank you for this. I learned quite a few things, all of which sadly should REALLY have been documented ingame.

If you update it again, please note that Nekros and other frame abilities which increase loot do not stack anymore. e.g. Nekros + Hydroid, or Hydroid + Khora, or Nekros + Khora, etc
Doomclaw Mar 15, 2019 @ 12:13am 
{nekros tips continued....}
~ You can get more shadows than the 7 default if the shadows you summon can make their own spawns such as broodmothers and drakkar masters. These shadows WILL count for shield of shadows and has the potential to max out damage reduction for you, making nekros a very viable tank given his self healing abilities and excellent synergy with equilibrium
~ creeping terrify inflicts a cold proc on enemies that works well with healing return and a weapon than can hit many enemies with as few swings as possible, doubled with nekros' passive, and effects from despoil/equilibrium combo, this allows nekros to maintain almost constant healing and add to survivablity
Doomclaw Mar 15, 2019 @ 12:12am 
I main nekros so here's some tips for those seeking to use him for more than just a loot whore:
~ terrify with enough power strength and a single corrosive projection in the squad can almost completely strip armor, thereby reducing the need for multiple CP's and allowing for more flexible squad comps
~ shadows can have their health degen reduced or even reversed with enough power duration and rejuvenation aura equipped, allowing you to keep your favorite shadows indefinitely provided you keep them healed from normal damage. Also shadows draw agro, making them useful in any mission type
~ soul punch can 1 shot any enemy in the game that is vulnerable to CC under these conditions: You SP them out of the borders of the map which is easily doable if you position correctly, or you SP them into a crack or crevice of the terrain/map where it blocks them from standing back up. This includes static props in the environment that they can get stuck on
CrescentArcSet Feb 25, 2019 @ 2:32pm 
Very helpful, thank you.

3 Suggested additions:
*[Cats Eye] causes the kavat to receive ALL affinity from those it buffs, in the same way frames would receive 100% of ability kills;
*[Hunter Munitions] won't proc at the same time as a normal Slash proc;
*for non-shotguns the increases from multi-shot show average damage, as the multi-shot on a single bullet is chance based: so +100%-MS is a +100%-DMG, but +120%-MS is +100%-DMG & 20% chance for an additional 100% damage (+200% in total); despite the arsenal shows damage as if 0.2 of an extra bullet would always be fired, which may be misleading.

The 3rd one is my understanding from the wiki page.
Loiya  [author] Nov 18, 2018 @ 12:44pm 
Garuda's Talons added.
Loiya  [author] Oct 13, 2018 @ 9:38am 
Paracesis update.
Loiya  [author] Aug 31, 2018 @ 4:22pm 
Updated to include the Phantasma.
Loiya  [author] Jun 21, 2018 @ 7:30am 
Don't make me take it from multiple angles for the sole purpose of proving you false m80