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Gladiator Resolve is a set mod that increases the health of a Warframe.

Stats[]

Rank Health Cost
0 +7% 4
1 +13% 5
2 +20% 6
3 +27% 7
4 +33% 8
5 +40% 9

Set Bonus[]

This mod is part of a set, whose set bonus increases with each additional mod equipped from that set.

Gladiator Set: Increases melee critical chance by X% per stack of the Melee Combo Counter. This effect stacks with Mod TT 20px Blood Rush.

Mods Equipped Critical Chance
1 10%
2 20%
3 30%
4 40%
5 50%
6 60%

Drop Locations[]

Mission Drop Tables

Mission Type Source Rotations
or
Drop Table
Chance[1] Quantity[2] Avg. per roll[3] Star Chart Nodes
Cetus Bounty Cetus Bounty Lvl 30-50 Stage 4 B 8.79% 1 0.0879
Cetus Bounty Cetus Bounty Lvl 30-50 Stages 2 & 3 B 8.99% 1 0.0899
Cetus Bounty Cetus Bounty Lvl 30-50 Final Stage B 21.62% 1 0.2162

Enemy Drop Tables

Enemy Drop Table Chance[4] Item Chance[5] Chance[6] Expected Kills[7] Quantity[8] Avg. per roll attempt[9]
Aerial Commander 100% 11.06% 11.06% 9 1 0.1106

Sourced from official drop table repository.

Notes[]

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:

  • Gladiator Resolve: +40% Health (was +180%)

Update 32.3 (2023-02-15)

  • Fixed the Gladiator Mods equipped on Garuda Prime not applying its set Critical Chance bonus to her Prime Talons.
    • Gladiator Mods apply to Garuda Prime Talons because they are not an exalted weapon, and don’t interact with other melee mods on their regular melee weapon. The Garuda Prime Talons are similar to Titania’s Diwata in this case, which is why the Gladiator set bonus doesn’t apply to Excalibur’s Exalted Blade and Valkyr’s Talons.

Hotfix 29.10.2 (2021-03-19)

  • Fixed that the Gladiator Set Mod bonus had inadvertently returned to the old additive method. Changed back to the intended stacking multiplier.

Update 29.5 (2020-11-19)

Hotfix 27.5.4 (2020-05-20)

  • Fixed Gladiator Mod Set bonuses not resetting if you’re the Operator when the Combo expires.

Update 26.0 (2019-10-31)

  • Gladiator Mod Set - Critical Chance per Combo Multiplier changed from 15% to 10%.

Update 22.0 (2017-10-12)

  • Introduced.

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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