Blood Rush is an uncommon Melee mod that increases critical chance as the Melee Combo Counter increases.
Stats[]
Rank | Effect | Cost | Effect at 12x |
---|---|---|---|
0 | +3.6% | 4 | 39.6% |
1 | +7.3% | 5 | 80.3% |
2 | +10.9% | 6 | 119.9% |
3 | +14.6% | 7 | 160.6% |
4 | +18.2% | 8 | 200.2% |
5 | +21.8% | 9 | 239.8% |
6 | +25.5% | 10 | 280.5% |
7 | +29.1% | 11 | 320.1% |
8 | +32.8% | 12 | 360.8% |
9 | +36.4% | 13 | 400.4% |
10 | +40% | 14 | 440% |
Drop Locations[]
Mission Drop Tables
Mission Type | Source | Rotations or Drop Table |
Chance[1] | Quantity[2] | Avg. per roll[3] | Star Chart Nodes |
---|---|---|---|---|---|---|
Necralisk Bounty | Necralisk Bounty Lvl 30-40 Final Stage | A | 13.21% | 1 | 0.1321 |
|
Necralisk Bounty | Necralisk Bounty Lvl 30-40 Stage 4 | A | 7.53% | 1 | 0.0753 |
|
Necralisk Bounty | Necralisk Bounty Lvl 30-40 Stage 4 | C | 7.53% | 1 | 0.0753 |
|
Necralisk Bounty | Necralisk Bounty Lvl 30-40 Stage 2 & 3 | A | 9.59% | 1 | 0.0959 |
|
Necralisk Bounty | Necralisk Bounty Lvl 30-40 Stage 2 & 3 | C | 9.59% | 1 | 0.0959 |
|
Necralisk Bounty | Necralisk Bounty Lvl 30-40 Final Stage | C | 13.21% | 1 | 0.1321 |
|
Spy | Lua Spy | A | 12.18% | 1 | 0.1218 | |
The Circuit | Tier 3 The Circuit (Normal) | A | 0.67% | 1 | 0.0067 |
Accessed through Duviri's The Circuit gamemode |
The Circuit | Tier 1 The Circuit (Normal) | A | 0.67% | 1 | 0.0067 |
Accessed through Duviri's The Circuit gamemode |
Enemy Drop Tables
Enemy | Drop Table Chance[4] | Item Chance[5] | Chance[6] | Expected Kills[7] | Quantity[8] | Avg. per roll attempt[9] |
---|
Sourced from the official drop table repository. See Module:DropTables/data to edit on the wiki.
Notes[]
- Blood Rush multiplies critical chance based on the Melee Combo Counter tier increase.
- Without a Combo Counter, Blood Rush provides no bonus to critical chance. At 2x, it increases critical chance by 0.40 × (2 - 1) = 40% and at 3x, it increases critical chance by 0.40 × (3 - 1) = 80%. At the standard max Combo Counter of 12x, it increases critical chance by 440%.
- Blood Rush cannot be equipped on Diwata, Exalted Blade, Valkyr Talons, Iron Staff, Desert Wind, or Shadow Claws.
- Pairs very well with Body Count, Drifting Contact, Gladiator Rush, or The Primary Dexterity & Secondary Dexterity arcanes which allow players to keep the Combo Counter up more consistently.
- Since thrown attacks from Glaive weapons are affected by the Combo Counter, they will also receive any bonus from Blood Rush.
Calculation[]
The formula for calculating the increased critical chance reached by the mod is as follows:
- Crit Chance = Weapon Crit Chance × [1 + Mod Crit Bonus + Blood Rush Bonus x (Combo Multi - 1)] + Static Crit Bonus
For example, a weapon with 20% base critical chance, modded with maxed True Steel (1.2) and Blood Rush (0.4), and with a Combo Multiplier of 4.0x would reach 20% × (1 + 1.2 + 0.4 × (4.0 - 1)) = 68% chance to crit.
The table below displays the critical chance that a melee weapon can achieve depending on its base critical chance and current combo multiplier.
Base Crit Chance | Difference Per Multiplier | Combo Multipliers (No Critical Chance Increase at 1x) | |||||||||||
1x | 2x | 3x | 4x | 5x | 6x | 7x | 8x | 9x | 10x | 11x | 12x | ||
2 | 0.8 | 2 | 2.8 | 3.6 | 4.4 | 5.2 | 6 | 6.8 | 7.6 | 8.4 | 9.2 | 10 | 10.8 |
4 | 1.6 | 4 | 5.6 | 7.2 | 8.8 | 10.4 | 12 | 13.6 | 15.2 | 16.8 | 18.4 | 20 | 21.6 |
6 | 2.4 | 6 | 8.4 | 10.8 | 13.2 | 15.6 | 18 | 20.4 | 22.8 | 25.2 | 27.6 | 30 | 32.4 |
8 | 3.2 | 8 | 11.2 | 14.4 | 17.6 | 20.8 | 24 | 27.2 | 30.4 | 33.6 | 36.8 | 40 | 43.2 |
10 | 4 | 10 | 14 | 18 | 22 | 26 | 30 | 34 | 38 | 42 | 46 | 50 | 54 |
12 | 4.8 | 12 | 16.8 | 21.6 | 26.4 | 31.2 | 36 | 40.8 | 45.6 | 50.4 | 55.2 | 60 | 64.8 |
14 | 5.6 | 14 | 19.6 | 25.2 | 30.8 | 36.4 | 42 | 47.6 | 53.2 | 58.8 | 64.4 | 70 | 75.6 |
16 | 6.4 | 16 | 22.4 | 28.8 | 35.2 | 41.6 | 48 | 54.4 | 60.8 | 67.2 | 73.6 | 80 | 86.4 |
18 | 7.2 | 18 | 25.2 | 32.4 | 39.6 | 46.8 | 54 | 61.2 | 68.4 | 75.6 | 82.8 | 90 | 97.2 |
20 | 8 | 20 | 28 | 36 | 44 | 52 | 60 | 68 | 76 | 84 | 92 | 100 | 108 |
22 | 8.8 | 22 | 30.8 | 39.6 | 48.4 | 57.2 | 66 | 74.8 | 83.6 | 92.4 | 101.2 | 110 | 118.8 |
24 | 9.6 | 24 | 33.6 | 43.2 | 52.8 | 62.4 | 72 | 81.6 | 91.2 | 100.8 | 110.4 | 120 | 129.6 |
26 | 10.4 | 26 | 36.4 | 46.8 | 57.2 | 67.6 | 78 | 88.4 | 98.8 | 109.2 | 119.6 | 130 | 140.4 |
28 | 11.2 | 28 | 39.2 | 50.4 | 61.6 | 72.8 | 84 | 95.2 | 106.4 | 117.6 | 128.8 | 140 | 151.2 |
30 | 12 | 30 | 42 | 54 | 66 | 78 | 90 | 102 | 114 | 126 | 138 | 150 | 162 |
32 | 12.8 | 32 | 44.8 | 57.6 | 70.4 | 83.2 | 96 | 108.8 | 121.6 | 134.4 | 147.2 | 160 | 172.8 |
34 | 13.6 | 34 | 47.6 | 61.2 | 74.8 | 88.4 | 102 | 115.6 | 129.2 | 142.8 | 156.4 | 170 | 183.6 |
36 | 14.4 | 36 | 50.4 | 64.8 | 79.2 | 93.6 | 108 | 122.4 | 136.8 | 151.2 | 165.6 | 180 | 194.4 |
38 | 15.2 | 38 | 53.2 | 68.4 | 83.6 | 98.8 | 114 | 129.2 | 144.4 | 159.6 | 174.8 | 190 | 205.2 |
40 | 16 | 40 | 56 | 72 | 88 | 104 | 120 | 136 | 152 | 168 | 184 | 200 | 216 |
42 | 16.8 | 42 | 58.8 | 75.6 | 92.4 | 109.2 | 126 | 142.8 | 159.6 | 176.4 | 193.2 | 210 | 226.8 |
44 | 17.6 | 44 | 61.6 | 79.2 | 96.8 | 114.4 | 132 | 149.6 | 167.2 | 184.8 | 202.4 | 220 | 237.6 |
46 | 18.4 | 46 | 64.4 | 82.8 | 101.2 | 119.6 | 138 | 156.4 | 174.8 | 193.2 | 211.6 | 230 | 248.4 |
48 | 19.2 | 48 | 67.2 | 86.4 | 105.6 | 124.8 | 144 | 163.2 | 182.4 | 201.6 | 220.8 | 240 | 259.2 |
50 | 20 | 50 | 70 | 90 | 110 | 130 | 150 | 170 | 190 | 210 | 230 | 250 | 270 |
Crit Chance = Weapon Crit Chance × [1 + Mod Crit Bonus + Blood Rush Bonus x (Combo Multi - 1)] + Static Crit Bonus
- Blood Rush Bonus: This is the bonus provided by Blood Rush based on its rank. Using mods from the Gladiator Set will increase this bonus further. For example, using two Gladiator Mods will effectively bring the total value up to 60%.
- Combo Multi: This is the multiplier from your melee combo counter.
- Mod Crit Bonus: This is the total of all other equipped mod bonuses added together (excluding Static and Blood Rush bonuses).
- Static Crit Bonus: This is the bonus provided by mods like Cat's Eye (+60%) or special abilities like Arcane Avenger (+45%). These bonuses stack additively with each other.
A spreadsheet that performs the same calculation, and also allows to enter your Crit Chance % from Crit Mods and the CC% per combo, can be found online here.
Trivia[]
- Prior to Update 26.0 (2019-10-31), Blood Rush provided +165% critical chance per combo level. Critical chance was calculated according to the following equation:
- Crit Chance = [Base Crit Chance × (1 + Mod Crit Chance) + Static Critical Chance Modifiers] × [1 + (Blood Rush Multiplier × Combo Multiplier)]
See Also[]
- Gladiator Mod Set, which has a similar effect.
- Weeping Wounds, the Status Effect equivalent.
Patch History[]
Update 30.5 (2021-07-06)
- Melee Mod Nerfs
Blood Rush’s maximum value is being lowered. This changes the achievability of consistent Red Crits from just one Mod (on most Melee weapons, some High-Critical exceptions), and now additional help will be needed via Mods, Arcanes, or Warframe abilities to achieve consistent Red Crits.
One Mod alone generally delivering the best tier of Criticals felt too powerful.
Blood Rush is changing from:
+60% Critical Chance stacks with Combo Multiplier
To
+40% Critical Chance stacks with Combo Multiplier
Update 29.5 (2020-11-19)
- Fixed Blood Rush not applying to Garuda’s Talons (only applies when Talons are the single equipped Melee).
- Fixed return issue with combo stacking Melee Mods (like Blood Rush) not resetting while in Operator with a very specific loadout as Client, as reported here: https://forums.warframe.com/topic/1202616-blood-rush-still-bugged/
Update 29.0 (2020-08-25)
- Now drops from level 30-40 Necralisk Bounties
Hotfix 27.5.5 (2020-05-21)
- Fixed the Blood Rush Critical Chance boost not resetting when the Melee combo counter is reset.
Hotfix 27.5.4 (2020-05-20)
- Fixed Blood Rush bonuses not resetting if you’re the Operator when the Combo expires.
Update 26.0 (2019-10-31)
- Changed from multiplicative to additive with other mods. Now only multiplies base critical chance. Critical chance bonus went from 165% to 60%.
- (Undocumented) Added buff icon.
Update 18.5 (2016-03-04)
- Added as potential reward from Lua Spy missions.
Hotfix 18.4.1 (2016-01-25)
- Added to the game as an event-exclusive drop from Operation: Shadow Debt.
Last updated: Update 26.0 (2019-10-31)
Critical Hit Mods | |||
---|---|---|---|
Rifle | Chance | Point Strike • Critical Delay • Argon Scope ( Galvanized) | |
Damage | Vital Sense • Hammer Shot • Bladed Rounds | ||
Shotgun | Chance | Blunderbuss • Critical Deceleration • Laser Sight | |
Damage | Ravage ( Primed) • Shrapnel Shot | ||
Pistol | Chance | Pistol Gambit ( Primed) • Creeping Bullseye • Hydraulic Crosshairs ( Galvanized) | |
Damage | Target Cracker ( Primed) • Hollow Point • Sharpened Bullets | ||
Melee | Chance | Blood Rush • Maiming Strike • True Steel ( Sacrificial) | |
Damage | Gladiator Might • Organ Shatter ( Amalgam) | ||
Arch-gun | Chance | Critical Focus • Parallax Scope | |
Damage | Critical Focus • Hollowed Bullets | ||
Arch-melee | Chance | Critical Meltdown • Tempered Blade | |
Damage | Bleeding Edge | ||
Weapon Augment | Deadly Maneuvers • Deadly Sequence • Exposing Harpoon • Hata-Satya • Amalgam Ripkas True Steel |
- ↑ Chance to roll item within drop table
- ↑ Amount rewarded on successful roll
- ↑ (Quantity × Chance)
- ↑ Chance to roll drop table
- ↑ Chance to roll item within drop table
- ↑ (Drop Table Chance × Item Chance)
- ↑ (1 / Chance), see WARFRAME Wiki:Expected & Nearly Guaranteed Numbers for more details
- ↑ Amount rewarded on successful roll
- ↑ (Quantity × Chance), average item quantity on a roll attempt (successful or not)