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Kinetic Ricochet is a mod that allows shots from the Tetra Tetra to bounce and travel further. Shots will bounce off of enemies and terrain.

Stats[]

Rank Bounces Distance Cost
0 +1 +5% 2
1 +2 +10% 3
2 +3 +15% 4
3 +4 +20% 5
4 +5 +25% 6
5 +6 +30% 7

Drop Locations[]

Mission Drop Tables

Mission Type Source Rotations
or
Drop Table
Chance[1] Quantity[2] Avg. per roll[3] Star Chart Nodes

Enemy Drop Tables

Enemy Drop Table Chance[4] Item Chance[5] Chance[6] Expected Kills[7] Quantity[8] Avg. per roll attempt[9]
002-ER 10% 12.5% 1.25% 80 1 0.0125
Armis Ulta 10% 12.5% 1.25% 80 1 0.0125
Auditor 10% 12.5% 1.25% 80 1 0.0125
Azoth 10% 12.5% 1.25% 80 1 0.0125
Derim Zahn 10% 12.5% 1.25% 80 1 0.0125
Dru Pesfor 10% 12.5% 1.25% 80 1 0.0125
Jad Teran 10% 12.5% 1.25% 80 1 0.0125
Jen Dro 10% 12.5% 1.25% 80 1 0.0125
Lockjaw & Sol 10% 12.5% 1.25% 80 1 0.0125
M-W.A.M. 10% 12.5% 1.25% 80 1 0.0125
Nako Xol 10% 12.5% 1.25% 80 1 0.0125
Pelna Cade 10% 12.5% 1.25% 80 1 0.0125
Rana Del 10% 12.5% 1.25% 80 1 0.0125
Raptor RX 10% 12.5% 1.25% 80 1 0.0125
Tia Mayn 10% 12.5% 1.25% 80 1 0.0125
Ved Xol 10% 12.5% 1.25% 80 1 0.0125

Sourced from official drop table repository.

Notes[]

  • Can be used on the PrismaTetra Prisma Tetra and TenetTetra Tenet Tetra variants as well.
    • For the Tenet Tetra, this mod will not affect the grenade Alternate Fire.
  • Projectiles interact strangely with punch through effects - they will not bounce off of enemies, and will often stop after hitting terrain.
    • It seems that when the projectile hits a surface it decides if it can penetrate the object or not, if it can't, it bounces off the surface. This process goes on as long as the projectile has not penetrated anything yet. The projectile will only punch through what it can penetrate, and after the first penetration, it works just like normal projectile with the bounce effect.
      • Due to the bullet penetrating thin obstacles at first hit, it is recommended not to use punch through if you plan to shoot the floor or the walls to make full use the bounce effect as it will often penetrate the walls or floor and not stay in the space.
    • In general, it is recommended not to use any punch through mods.
  • The mod will reduce the range of the projectiles from infinite to 100 meters. Every time the projectile bounces, that range seems to be further decreased. After just two bounces, the projectile will fizzle out after traveling less than 32 meters from the initial firing position.

Tips[]

  • Shots will not bounce if they are in flight for too long. It is easier to get maximum bounces using Mod TT 20px Terminal Velocity and other mods that increase flight speed.
  • Shots can hit the same enemy multiple times. For best results, fire into narrow hallways and crowded areas.
  • Works very well with Magnetize130xWhite Magnetize, allowing each projectile to hit the target all 6 times.

Media[]

Gallery[]

Patch History[]

Update 26.0 (2019-10-31)

  • Now an Exilus Weapon mod.

Hotfix: The Index Preview 2 (2016-10-21)

  • Fixed the Kinetic Ricochet Mod having a static 2D image as opposed to the newer 3D images.

Update: The Index Preview (2016-10-20)

  • Introduced.
Weapon Augments & Weapon-Exclusive Mods Edit Tab
Syndicate Augments
Mod TT 20px Eroding BlightMod TT 20px Gleaming BlightMod TT 20px Toxic BlightMod TT 20px Stockpiled Blight
Mod TT 20px Entropy BurstMod TT 20px Entropy FlightMod TT 20px Entropy SpikeMod TT 20px Entropy Detonation
Mod TT 20px Justice BladesMod TT 20px Scattered JusticeMod TT 20px Shattering JusticeMod TT 20px Neutralizing Justice
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Mod TT 20px Deadly SequenceMod TT 20px Sequence BurnMod TT 20px Toxic SequenceMod TT 20px Voltage Sequence
Mod TT 20px Blade of TruthMod TT 20px Gilded TruthMod TT 20px Stinging TruthMod TT 20px Avenging Truth
Arena Augments
Mod TT 20px Tether GrenadesMod TT 20px Flux OverdriveMod TT 20px Thermagnetic ShellsMod TT 20px Static DischargeMod TT 20px Kinetic Ricochet
Mod TT 20px Electromagnetic ShieldingMod TT 20px Vulcan BlitzMod TT 20px Acid ShellsMod TT 20px Rift StrikeMod TT 20px Nightwatch NapalmMod TT 20px Fomorian AccelerantMod TT 20px Hunter's BonesawMod TT 20px Harkonar ScopeMod TT 20px Medi-Ray
Nightwave Augments
Mod TT 20px Bursting MassMod TT 20px Napalm GrenadesMod TT 20px Wild Frenzy
Mod TT 20px Efficient BeamsMod TT 20px Exposing HarpoonMod TT 20px Meticulous Aim
Mod TT 20px Deadly ManeuversMod TT 20px Dizzying RoundsMod TT 20px Precision Strike
Mod TT 20px Combat ReloadMod TT 20px Range Advantage
Mod TT 20px Critical PrecisionMod TT 20px Vile Discharge
Mod TT 20px Eximus AdvantageMod TT 20px Metamorphic Magazine
Mod TT 20px Sentient BarrageMod TT 20px Sentient Surge
Mod TT 20px Critical MutationMod TT 20px Volatile Variant
Nightwave Offerings and Conclave Augments
Mod TT 20px Ambush OpticsMod TT 20px Brain StormMod TT 20px Directed ConvergenceMod TT 20px Double TapMod TT 20px Focused AccelerationMod TT 20px Shrapnel RoundsMod TT 20px Skull ShotsMod TT 20px Spring-Loaded Broadhead
Amalgam Augments
Mod TT 20px Amalgam Argonak Metal AugerMod TT 20px Amalgam Daikyu Target AcquiredMod TT 20px Amalgam Furax Body CountMod TT 20px Amalgam Javlok Magazine WarpMod TT 20px Amalgam Ripkas True Steel
Entrati Augments
Mod TT 20px Damzav-VatiMod TT 20px Zazvat-KarMod TT 20px Bhisaj-BalMod TT 20px Hata-Satya
  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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