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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 1 The Circuit (Normal) A 0.67% 1 0.0067

Accessed through Duviri's The Circuit gamemode

The Circuit Tier 3 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 does work with quick melee strikes, as they do increase the Combo Counter, which is counted and maintained even if the weapon is not actively equipped.
  • Blood Rush cannot be equipped on Diwata Diwata, ExaltedBladeWeapon Exalted Blade, ValkyrTalons Valkyr Talons, IronStaff Iron Staff, DesertWind Desert Wind, or ShadowClaws Shadow Claws.
  • Pairs very well with Mod TT 20px Body Count, Mod TT 20px Drifting Contact, Mod TT 20px Gladiator Rush, or The PrimaryDexterity Primary Dexterity & SecondaryDexterity 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 Mod TT 20px 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 Mod TT 20px 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 Mod TT 20px Cat's Eye (+60%) or special abilities like ArcaneAvenger 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[]

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)

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)

Last updated: Update 26.0 (2019-10-31)

  1. Chance to roll item within drop table
  2. Amount rewarded on successful roll
  3. (Quantity × Chance)
  4. Chance to roll drop table
  5. Chance to roll item within drop table
  6. (Drop Table Chance × Item Chance)
  7. (1 / Chance), see WARFRAME Wiki:Expected & Nearly Guaranteed Numbers for more details
  8. Amount rewarded on successful roll
  9. (Quantity × Chance), average item quantity on a roll attempt (successful or not)
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