Rage is a Warframe mod that converts a percentage of Health damage received into Energy.
Stats[edit | edit source]
Rank | Effect | Cost |
---|---|---|
0 | +10% | 6 |
1 | +20% | 7 |
2 | +30% | 8 |
3 | +40% | 9 |
Notes[edit | edit source]
- The amount of Energy gained from damage taken to health is affected by Warframe Armor.
- Stacks with
Hunter Adrenaline for a total of 85% damage conversion.
- Applies to Status Effects that deal damage over time and damage that bypasses shields.
- Does not apply to the following sources of damage:
- Self-inflicted damage, such as
Nekros's
Despoil, or
Combat Discipline.
- Laser traps encountered in the Orokin Void and Orokin Derelicts.
- Health lost due to the Vampire Nightmare Mode modifier, or health drained in Survival missions by falling to 0% life support.
- Self-inflicted damage, such as
Tips[edit | edit source]
- Rage gains more mileage when equipped to Warframes with high Health such as
Ash,
Grendel,
Inaros,
Mesa,
Saryn,
Nidus, or
Valkyr.
- Damage reduction from things like armor have mixed value with Rage, since it allows you take survive more damage, but reduces energy gained as well. Damage reduction which applies to shields, such as
Adaptation and various warframe abilities, are particularly bad due to them making it harder to lose health at all.
- This means that frames with low health and high damage reduction and/or shields are usually a poor choice for Rage.
- Rage can be used alongside healing effects to create a renewable source of energy.
- Examples of healing include
Life Strike for melee weapons, melee weapons such as
Hirudo, Valkyr's
Hysteria ability, and the healing abilities of
Trinity and
Oberon.
- Note that Trinity already possesses a primary means of generating energy.
- Many Warframe ability Augments (such as Saryn's
Regenerative Molt) create healing effects which can be employed in the same fashion.
- Beware of high amounts of burst damage which may overwhelm a Warframe before they can heal themselves.
- Examples of healing include
- If the player has
Quick Thinking equipped and suffers lethal damage, the gain in energy will be converted back over as emergency health.
- When hunting for vaults in the Orokin Derelict, or even outside of the derelict, equipping the Decaying Dragon Key handicap to sacrifice shields will reduce the time needed before Rage can take effect.
- Rage converts 5% less energy than
Hunter Adrenaline, but costs 2 less Capacity at max rank. This makes Rage preferable in builds that are tight on Capacity, particularly ones that utilize Umbral mods.
Bugs[edit | edit source]
- Rage does not provide energy if attacked by Arc Traps
Gallery[edit | edit source]
Patch History[edit | edit source]
- Reduced effectiveness of the interaction between Rage/Quick Thinking mods to prevent indefinite immortality in all game modes.
- Rage mod no longer converts oxygen-depletion damage in Survival mode to energy and will not convert asphyxiation or vampire damage to energy.
- Fixed Rage mod not having a polarity.
- Introduced
See also[edit | edit source]
Hunter Adrenaline another mod with the same functionality.
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