Hotfix 35.5.7 (2024-04-17)
- Fixed a script error when viewing stats for Itzal’s Penumbra ability.
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.
For Armor, this is the one stat that does not increase with your Warframe’s level (with some exceptions). Armor values across the board have been slightly increased to compensate for the Mod changes.
Not to beat a dead Kaithe, but Mods will now be applying to the Max Rank stat instead of the Base Rank. You may look at these numbers and think “nerf” or “buff” depending, but the outcome is that total Modded values are the same, if not a little higher in some cases. Here are a few outliers before we get into the nitty-gritty of it:
- Lavos, Nidus, Nidus Prime, and Kullervo all have buffs to their Armor values as a result of this change.
- Ex: Nidus Prime’s Armor stat increased from 910 (previous) to 1,050 (new with this update) with max Steel Fiber Equipped. With all 3 Umbral Warframe Mods equipped, this buff results in a difference of 1198 Armor (previous) to 1470 Armor (new with this update).
- Garuda and Garuda Prime’s received buffs to their Modded Energy pool.
- ie. Garuda Prime’s Energy stat has been increased from 800 (previous) to 912 (new with this update) with max Primed Flow equipped.
Archwing Changes
Archwings have also been updated to apply Health / Shield / Energy / Armor values to Max Rank stats.
Archwing Stat Changes:
ITZAL
Health: Base Rank - 200 (from 400) / Max Rank - 450 (from 600)
Shields: Base Rank - 220 (from 200) / Max Rank - 420 (from 600)
Armor: Base Rank - 50 (from 50)
Energy: Base Rank - 220 (from 200) / Max Rank - 270 (from 360)
While there may be significant changes to Warframe Stats and Mod values as a part of this overhaul, the end result is that your Builds should mostly stay the same. The key difference is the added clarity of what your Health / Shield / Energy / Armor Mods do in your Upgrade screens!
Hotfix 27.0.9 (2020-01-09)
- Fixed permanent Water FX on players using Itzal’s Arch Line to escape water.
Hotfix 27.0.6 (2019-12-18)
- Fixed ability to yeet the Jordas Golem with Itzal’s Arch Line ability, thus breaking the mission.
Update 26.1 (2019-11-22)
- Archwing Flight & Itzal Changes
Blink has become a universal ability for all Archwings! Your ‘Roll’ binding in Archwing triggers its new Blink mechanic that Blink mechanic that propels over 2x the distance of original Blink (but can't be increased by Mods), with a cooldown of 3 seconds to prevent spamming - but at no Energy cost to you! Adding to the mix, we’ve changed how Afterburner is triggered to allow for simultaneous upward movement during its burn. Previously, the default Afterburner was to hold Shift to Sprint and Space Bar to initiate Afterburner. Now, holding Shift to Sprint and W will trigger the Afterburner once you get some momentum going. This new method may feel weird at first, and we’ll be watching for feedback as we continue to polish for a fluid flight experience.
ARCH LINE has replaced Itzal’s Blink ability: Launch a tethered hook that either pulls enemies close, or pulls the Warframe towards any stationary objects it hooks onto.
Update 25.7 (2019-08-29)
- Fixed being able to use Itzal’s Blink in Submersible levels to swim or fall outside of the map.
Update 25.5 (2019-07-31)
- Fixed using the Itzal’s Fighter Escort ability while in Submersible water resulting in immediate drone destruction and the infamous ‘Abilities In Use’ issue.
- Fixed the Itzal’s Penumbra Ability resulting in a ‘ugly insta stop’ animation.
Update 23.3 (2018-08-09)
- Fixed Itzal Fighter Escort drones pausing if you get too far away from them.
Hotfix 22.17.3 (2018-04-11)
- Fixed a script error when using Itzal’s Penumbra ability.
Update 15.11 (2015-01-21)
- Increased the Itzal Archwing’s Fighter Escort Ability to 20.
- Added visual effect for Itzal’s Fighter Escort drones exploding once the Ability expires.
Hotfix 15.7.2 (2014-12-19)
- Introduced
Last updated: Update 23.3 (2018-08-09)