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Flow increases the Maximum Energy reserve of a Warframe.

Stats[]

Normal
Rank Effect Cost
0 +17% 4
1 +33% 5
2 +50% 6
3 +67% 7
4 +83% 8
5 +100% 9


Flawed
Rank Effect Cost
0 +18% 2
1 +36% 3
2 +54% 4
3 +72% 5


Base Energy totals for unranked and rank 30 Warframes
100 (150) 125 (175) 150 (200) 175 (225) 200 (250) 225 (275) 250 (300)
150 (225) 187 (262) 225 (300) 262 (337) 300 (375) 337 (412) 375 (450)
175 (262) 218 (306) 262 (350) 306 (393) 350 (437) 393 (481) 437 (525)
200 (300) 250 (350) 300 (400) 350 (450) 400 (500) 450 (550) 500 (600)

Drop Locations[]

Mission Drop Tables

Mission Type Source Rotations
or
Drop Table
Chance[1] Quantity[2] Avg. per roll[3] Star Chart Nodes
Excavation Tier 3 Excavation B 6.67% 1 0.0667
Survival Tier 3 Dark Sector Survival B 6.67% 1 0.0667
Survival Kuva Fortress Survival B 6.67% 1 0.0667
Survival Tier 3 Survival B 6.67% 1 0.0667
The Circuit Tier 4 The Circuit (Normal) A 1.49% 1 0.0149

Accessed through Duviri's The Circuit gamemode

The Circuit Tier 6 The Circuit (Normal) A 1.03% 1 0.0103

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]
Arid Butcher 3% 1.01% 0.0303% 3300 1 0.000303
Bailiff 3% 1.01% 0.0303% 3300 1 0.000303
Bailiff Defector 3% 1.01% 0.0303% 3300 1 0.000303
Butcher 3% 1.01% 0.0303% 3300 1 0.000303
Drahk Master 3% 1.01% 0.0303% 3300 1 0.000303
Drekar Manic 3% 1.01% 0.0303% 3300 1 0.000303
Frontier Bailiff 3% 1.01% 0.0303% 3300 1 0.000303
Frontier Butcher 3% 1.01% 0.0303% 3300 1 0.000303
Grineer Manic 33% 0.67% 0.2211% 452 1 0.002211
Hyekka Master 3% 1.01% 0.0303% 3300 1 0.000303
Infested Chroma 3% 20% 0.6% 167 1 0.006
Infested Mesa 3% 20% 0.6% 167 1 0.006
Juno Dera MOA 3% 1.01% 0.0303% 3300 1 0.000303
Kuva Butcher 3% 1.01% 0.0303% 3300 1 0.000303
Kuva Drahk Master 3% 1.01% 0.0303% 3300 1 0.000303
Kuva Hyekka Master 3% 1.01% 0.0303% 3300 1 0.000303
Narmer Dera MOA 3% 1.01% 0.0303% 3300 1 0.000303
Tenno Specter 3% 20% 0.6% 167 1 0.006
Tusk Butcher 3% 1.01% 0.0303% 3300 1 0.000303

Sourced from official drop table repository.

Notes[]

  • The energy increase is applied to the base (rank 0) energy reserve of a Warframe before energy gains from level ups are applied.
    • Example: A rank 30 LokiIcon272 Loki has a maximum energy pool of 225 and a base energy of 150. When equipped with a max rank 5 Flow mod (+150%), the Warframe would have 225 + (150 × 150%) = 450 maximum energy.
  • This mod is better than Mod TT 20px Streamline mod for some purposes.
    • Due to a higher energy pool, abilities can be cast more often. The additional energy allows for more uses than the reduced usage of Streamline.
    • The additional energy benefits certain mods (such as Mod TT 20px Quick Thinking and Mod TT 20px Rage).
    • The higher energy cap allows toggled duration abilities like SoundQuake130xWhite Sound Quake and Absorb130xWhite Absorb to last longer.
    • However, as the mod simply increases the amount of energy the player can store it isn't beneficial when energy is constantly being used. Players who frequently use abilities should consider Streamline or a combination.
  • For specific Warframe base and maximum values, see Warframes Comparison.

Gallery[]

Patch History[]

Update 34.0 (2023-10-18)

Base vs Final Stats in Modding - Health / Energy / Shield / Armor Stat Overhaul

If you’ve spent any time invested in the deeper nuances of Modding, you may be familiar with “Warframe Math” - math that upon first glance doesn’t really make sense, but once you learn the inner workings of the game, it all comes together. While we can appreciate the value that complex systems offer to a certain subsect of players, there are other aspects of the game that should have clear and understandable outcomes. Namely: Shield, Health, Energy, and Armor Modding.

Pop quiz: what is 300 + 440%? If you answered 740, you may just be an Excalibur player.

Vitality (+440% Heath), Redirection (+440% Shields), Flow (+150% Energy), and Steel Fiber (+110% Armor) come with large modifier values that don’t seem to match their outcome in-game. This is because these Mods apply their multiplier to the base stats of the Warframe - i.e., the stats you have at Rank 0. In the Excalibur example, a Rank 30 Excalibur’s Health stat of 300 earns an additional 440 Health from max rank Vitality (+440% Heath) since it applies to his base rank Health stat of 100, resulting in 740 total health.

In this update, we have removed this obfuscation by having Health, Shield, Energy, and Armor Mods apply to the stats of Warframes at their current rank. Continuing our Excalibur example, instead of Vitality always applying to Excalibur’s base rank 100 Health, it would apply to his Health stat based on his rank - namely, the stat you can actually see in your Arsenal. If your Excalibur were Rank 30, his Health stat would be 300, which means Vitality’s multiplier would be calculated off of 300.

With previous Health and Mod values, additional adjustments are needed to make this revision work while maintaining game balance. By only changing where the multiplier applies, a Rank 30 Excalibur would receive an extra 1,320 Health from max rank Vitality, resulting in a total health stat of 1,600. This outcome is a significant buff, which is not the intention of this system change.

To remedy this, we approached this problem in two ways:

1 - We reduced the overall multiplier for Health, Shield, Energy, and Armor Mods.
Since these now affect Max Rank Warframe stats, these Mods need to scale differently to maintain the status quo. Additionally, we wanted these new values to be as clear and understandable to all players as possible! Here are a few examples of these value changes:

  • Vitality: Reduced from +440% to +100% Health
  • Redirection: Reduced from +440% to +100% Shield Capacity
  • Steel Fiber: Reduced from +110% to +100% Armor
  • Flow: Reduced from +150% to +100% Energy Max

Doing some quick math, this means that a Rank 30 Excalibur (300 Health) with a reworked Vitality Mod (+100% Health, applied to the final Health stat) would receive 300 extra Health, for a total of 600. That, in contrast, is a nerf, which we also don’t want to do.

So, our next step:

2 - We adjusted Warframe Health, Shield, Energy, and Armor values to keep the end result of the revised Mods as close to the original values as possible.

With this change, Excalibur’s Rank 30 Health stat is 370. With +100% Health from a max Vitality Mod, his resulting Health stat would be 740, which matches what it was originally.

While this path to the same result may seem a little complicated, the outcome matches our intention: we want players to be able to look at their Health, Shield, and Armor Mods, and be able to understand how they affect the stats they see in their Arsenal.

In addition to everything above, we also increased the base stat values for Warframes so that these revised Mods offer similar value for lower-ranked Frames. To do so, we reduced the amount of Health/Shield/Energy that Warframes earn per rank in half, and transferred the sum of that value to their base stats.

Warframe Mod Changes:

  • Flow: +100% Energy Max (was +150%)

See also[]

  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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