Puncture damage's status effect is Weakened, causing the victim's attacks to deal 30% less damage over 6 seconds. Additional procs will only refresh the duration. Affected enemies will have a yellow aura.
Enemies killed by a Puncture proc may have a large bloody hole on where they were hit by the killing blow.
As with all damage types effective against armor, Puncture damage's type modifier works in two ways: it ignores a percentage of the target's armor, and increases the damage dealt in the same way as a type modifier against hitpoints. Practically speaking, this means that Puncture damage is only reduced by 50% of a target's whole Ferrite Armor and the base damage is increased by +50%. Similarly, Puncture damage is only reduced by 85% of a target's whole Alloy Armor and the base damage is increased by +15%.
These weapons deal more than a majority of their physical damage as Puncture. The damage ratio is important for physical damage status effects, because the game weights the likelihood of which proc occurs according to physical damage ratio. Hence, these weapons proc Weakened more than Knockback or Bleed.
Excalibur summons 5 / 7 / 10 / 12 javelins against enemies within a radius of 15 / 18 / 22 / 25 meters. Excalibur then drives his weapon into the ground, launching the javelins into their targets. Each javelin inflicts 500 / 650 / 800 / 1000 damage.
While javelins do notPunch Through objects or enemies, their striking position is optimized to ensure a successful hit on their targets when they spawn. This allows the javelins to bypass obstacles in the environment including walls, cover, and Grineer Shield Lancer shields.
Radial Javelin will not target enemies behind obstacles in the environment unless Excalibur has line of sight, or unless the enemy is aware of Excalibur within a short period of time (e.g., an enemy that spots Excalibur and runs out of view can still be targeted by Radial Javelin if the ability is used within a small time frame).
Loki creates a holographic decoy that draws enemy fire when deployed. With 400Shields and 200Health, the decoy will last for a maximum of 7 / 15 / 20 / 25 seconds.
Decoy's shield capacity and total health are not affected by Ability Strength.
Decoy's placeable range is not affected by Ability Range.
Wielding a Lato (Lex Prime in Loki Prime's case), the decoy is capable of inflicting an Impact proc that can stagger enemies, a Puncture proc that reduces the damage of the target's attacks by 30% for 6 seconds, and a Slash proc that deals a minuscule 1 damage per tick.
Aside from the mentioned status effects, the decoy's shots do not inflict damage.
Deploying a decoy while one is already active will remove the previous decoy from the field.
If enough damage is done to the decoy, it will collapse and disappear.
If aimed at a ceiling or the sky, the decoy will appear directly below the aimed point, allowing it to be placed in higher platforms.
If placed in a position where enemies cannot reach:
Within a few seconds Infested enemies will swap their aggro to another target.
Grineer and Corpus enemies will keep trying to aim at the Decoy until it disappears even if they cannot see or hit it, making it extremely effective if placed in good cover against enemy fire.
Decoy has a tendency to fall through certain props on the map. This means a decoy can be placed on top of something, for example: a pillar, and it will sometimes fall through it, being protected from within the prop.
Savior Decoy is a Warframe Augment Mod for Loki that allows Decoy to absorb any fatal damage dealt to the player before switching places, along with reducing Decoy's casting time.
Enemies will focus on the decoy if it is deployed closer to them than Loki is, allowing Loki to deal heavy damage or escape an area without being targeted.
Decoy's defenses do not increase at higher levels or with Ability Strength, making it very weak at high levels if not placed in cover.
Decoy can be used in conjunction with Switch Teleport, essentially allowing teleportation to any point where Decoy can be placed. It should be noted that sometimes there is no switch and loki is just teleporting close to decoy, so careful placing is required sometimes.
The hologram blocks lasers from Laser Barriers, allowing passage through when deployed directly on top of them (as they only emit from one side).
Decoy can be used as means to find or lure out hiding enemies.
The copy will only start firing its Lato if there is an enemy close enough to be attracted, but it will not stop firing once all affected enemies are dead. Keep this in mind when using Decoy to scout enemy locations.
Can also be used to hold doors open, which can be useful when the following area is full of enemies, allowing players to engage them from a safer distance.
Limbo can put the decoy in the rift, making it completely invincible against enemies not also in the rift, although this eliminates its ability to apply procs on enemies.
Can obtain bonus shielding from Shield Osprey Specters, adding some shielding while increasing the shield recharge rate and delay of the decoy. The Specter will also automatically prioritize targets like Decoy to protect, just like it will prioritize following other specters. Note that the osprey is terribly weak, and the decoy will attract heavy fire, making the possibility of the specter dying quickly much higher.
Misc:15 / 20 / 25 / 35 (% health + shields to damage)
Info
Oberon smites an enemy target with hallowed light up to 20 / 30 / 40 / 50 meters away, dealing 150 / 200 / 300 / 500 damage while knocking-down and applying a Radiation proc.
Additionally, the target emits 3 / 4 / 5 / 6 orb projectiles that seek out enemies within 5 / 7.5 / 10 / 12.5 meters from the main target, over a duration of 12 seconds. Each orb deals 75 / 85 / 100 / 150Radiation damage, plus 15 / 20 / 25 / 35 % of the main target's maximum health and shields divided among the number of orbs; staggers and weakens its enemy target, and has a low chance to cause a Radiation proc.
Number of orbs and their base damage are affected by Ability Strength, while the health and shields to damage conversion is not.
Weaken reduces the target's damage output by 30% for 6 seconds.
If there are more orbs than enemies in homing range, the remainder will fire in random directions bouncing off of any environmental surface they touch, locking on to the first enemy which crosses into their homing range.
Multiple orbs from a single cast can hit the same enemy if they travel close enough to the target after bouncing.
Smite is a one-handed ability and as such will not interrupt full actions such as reloading, shooting, or charging weapons.
Smite Infusion is a Warframe Augment Mod for Oberon that allows Smite to be held on cast, creating a wave of energy traveling outward from the user that temporarily grants the caster and nearby allies additional Radiation damage to all attacks.
Try using Smite's guaranteed Confusion proc to misdirect enemies by turning a high-threat target and nearby foes against each other.
Moreover, the additional Weaken effect forces enemies to expend more time fighting against their confused comrade.
Bugs
When affected by the critical chance buff from a Smeeta Kavat's Charm, the orbs will deal orange critical hits, though will only do 0-1 additional damage depending on target. (E.g: level 125 Chargers receive 0 additional damage from the critical hits, but level 125 Bombards receive 1 more damage, tested at 154% Ability Strength.)
Overcome with rage, Valkyr unleashes a pair of energy talons, the Valkyr Talons, as her melee Exalted Weapon. Normal attacks deal 100 / 125 / 200 / 250 damage within 2 meters.
As an example, with a maxed Pressure Point, Shocking Touch and Intensify, the normal attacks of a rank-3 Hysteria will deal Base Damage × (1 + Damage Mods) × (1 + Elemental Mods) × (1 + Strength Mods) = 250 × (1 + 1.2) × (1 + 0.9) × (1 + 0.3) = 1,358.5 damage.
The mods that can be equipped on and affect Valkyr Talons include:
Hysteria's combo counter decay is affected by Power Spike.
Radial damage from slam attacks diminishes with distance, does not have a critical chance, is not affected by the Melee Combo Counter, and will cause enemies within range to suffer a knockdown.
Ground finishers inflict 1600% of the total modified damage from normal attacks. Prompted finishers inflict 6400% of the total modified damage from normal attacks as True Damage.
The damage composition of a ground finisher is the same as a modified normal attack; however, Impact damage from ground finishers is multiplied by 125%.
The finisher multipliers for both attacks are affected by Finishing Touch.
Each attack adds to the Melee Combo Counter; however, radial damage from slam attacks does not.
Hysteria's innate lifesteal is calculated from the total damage of Valkyr's melee attacks after resistances are applied. Hysteria's lifesteal is also additive when combined with other sources of lifesteal
For example, a maxed Life Strike and a rank-3 Hysteria will yield Base Lifesteal + Lifesteal Mods =5% + 20% = 25% lifesteal on heavy hits.
While active, Valkyr becomes immune to all damage and status effects.
Status immunity includes crowd-controlling effects such as knockdowns, staggers, and Nauseous Crawler paralysis.
Certain attacks will still push Valkyr away, and shock waves will cause her to bounce into the air. However, these attacks will not force Valkyr to the ground.
Statuses that were already active when Hysteria was cast will not be removed. However, Valkyr will be immune to their damage regardless.
Valkyr emits an aura with a radius of 5 meters around her while Hysteria is active, and 30% of the total damage she ignores is stored. If any enemies within this aura have line-of-sight of Valkyr when Hysteria is deactivated, Valkyr will be dealt 25% of all stored damage as Impact damage.
The aura will continue to grow up to 20 meters and each kill reduces it by 1 meter. It cannot be reduced below 5 meters under any circumstances.
Stored damage is calculated from the total damage Valkyr ignores before resistances are applied.
The amount of stored damage can be monitored at the top right of the HUD under Hysteria's ability icon.
Highlighted enemies become unmarked if Valkyr moves out of range, negating the damage taken when Hysteria expires.
Since enemies need line-of-sight, invisibility prevents the damage.
After activation, a percentage counter will appear on the ability icon. The percentage increases to 100% over the course of 40 seconds.
Hysteria consumes 2.5 energy per second at 0% while active. The cost will increase by an additional 2.5 until it caps out at 15 energy per second at 100%. Hysteria will remain active until either Valkyr's energy is depleted, or the ability is deactivated by casting it again (default 4 ).
While Hysteria is active, Valkyr can cast her other abilities and user her primary and secondary weapon. Switching weapons will disable Hysteria's effects, including making her vulnerable to damage again; it will also pause the energy cost increase but will continue to drain energy at the current rate.
Hysteria comes installed with its own unique stance. Additional combos will be unlocked as Hysteria increases in rank.
Has a cast time of 1 second, affected by Natural Talent.
Despite being classified as its own weapon, Speed Holster will have no effect on casting speed. However, it will affect Hysteria's 'unequip' animation, played upon its deactivation.
Hysteria's attacks can damage enemies across the Rift Plane.
Hysteria is a unique Stance exclusive to Valkyr Talons that can only be acquired and used by activating Valkyr's fourth ability, Hysteria. This Stance overrides the Stance on any currently equipped melee weapon for as long as Hysteria remains active.
Hysteria is a unique stance which can only be temporarily obtained through the use of Valkyr's Hysteria. There are no other possible methods to obtain this stance.
During this stance mode, Valkyr has increased mobility mid-air, performing continuous aerial somersaults.
The final four attacks of Fervor have Valkyr swipe around a full 360 degrees, allowing her to attack enemies around without needing to change directions. Due to Hysteria's high power nature, this can clear tightly-knit crowds quickly.
Madness is a special combo where after its last attack, it is possible to chain it back to the seventh attack by continually pressing the attack key (doesn't require to hold the RMB ).
Delirium inflicts an all-around attack on its hold-attack.
Delirium's low sweeping kick on the hold-attack has a good chance of knocking down enemies prone, making them vulnerable to a ground finisher followup. Its short range means that it may not knock down all enemies in the vicinity however.
The hold-attack, which looks like a roundhouse kick, has a 100% chance of inflicting Impact proc.
Unlike other weapons that use this slide attack, Launching Spring makes Valkyr spin quickly 3 to 4 times before delivering an uppercut, which can deal up to a 5-hit combo against a single target, or 4 hits against multiple enemies.
Unlike One Point utilized by other fist-using stances (Fists, Claws and Sparring), Frenzy accelerates Valkyr downwards instead of letting her float in the air as she waits to strike the ground.*
Rise From Ashes has Valkyr raise one leg straight into the air, only to slam it down on a single target after a short charge time. This attack knocks the opponent to the ground and begins a finisher attack, similar to a stealth kill.
This stance will be ranked up as the ability is ranked up as well. Hence, some combos will not be accessible until the ability has been completely ranked up.
* - Requires further testing/May be an unintended bug
The stance was previously categorized under "Furax" instead of "Valkyr Talons".
Hysteria is one of three identified stance mods that are exclusive to a Warframe instead of a weapon type, the other two being Excalibur's Exalted Blade and Wukong's Primal Fury.
Oddly enough, before Hotfix 14.0.6, the mod card appeared to be a background-less version of Voltaic Strike. This was changed as of Hotfix 14.0.6, where the image was replaced with a grey-grid.
Although having lost characteristics where Valkyr would float mid-air when attacking during Hysteria pre-Update 14, if a player attacks off a downward slope, Hysteria will for a moment let Valkyr attack regularly while in mid-air, followed shortly with Frenzy.
Hysterical Assault is a Warframe Augment/Exilus mod for Valkyr that allows her to pounce onto enemies while in Hysteria by meleeing while aiming, dealing damage on contact. It also provides brief immunity when aiming a primary or secondary weapon.
There may be a dark red hue for the duration of Hysteria, making it difficult to see enemies. This is especially problematic if Infested Parasites are nearby.
Turning 'Color Correction' off in Options > Display can alleviate this issue.
Her invulnerability can be taken advantage of in reviving teammates in exchange for consuming energy and not attacking enemies with her powerful claws.
This can also be used to escape powerful opponents at the middle point of this ability. Allowing greater hit and run tactics.
It's preferable to use Steel Charge over Growing Power when modding for pure damage as the former adds more damage to Hysteria than the latter.
It's recommended to activate Melee Auto-targeting System in the options as Valkyr's awkward attack animations may miss a lot.
Players who suffer low FPS (Frames per second) may want to avoid attack speed boosts, such as Warcry, while using Hysteria. High attack speeds can result in a loss of DPS as melee attacks are "semi-automatic".
Charge Attacks in Hysteria open enemies to Finishers, allowing you to reliably use the damage boost without spending energy on her Paralysis ability.
This finisher also knocks enemies down, allowing for a successive ground finisher for a quick burst of high damage.
Bugs
Using Hysteria the moment you are downed by enemies will cause you to bug. Sometimes, you will only be able to use your actual melee weapon, but it will swing as though it is your claws; Other times you will be able to use your other weapons, and all while being invincible. You must wait until the effect ends for the bug to clear.
Attacks outside the vulnerability radius of Hysteria are still counted to the damage received in the Hysteria status, however these additional points do no effect at the end of the duration.
If only a melee weapon is equipped in the player's loadout, casting Hysteria while holding either a Codex or Synthesis Scanner will cause Hysteria's attacks to instead use the equipped melee's quick-attacks, while also rendering both combos and blocking unusable.