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For the Grineer enemy type, see Seeker.
For player rank, see Mastery Rank.

Seeker is a mod that increases punch through of a pistol by 0.35 per rank for a maximum of 2.1 at rank 5.

Stats[]

Rank Effect Cost
0 +0.4m 10
1 +0.7m 11
2 +1.1m 12
3 +1.4m 13
4 +1.8m 14
5 +2.1m 15
Body Units Punctured
Punch through +0.4 +0.7 +1.1 +1.4 +1.8 +2.1
Humanoid 0 1 1-2 2 2-3 3
Quadruped 0 0 0-1 1 1 1-2

Data may differ due to width variances from dynamic posing.

Drop Locations[]

Mission Drop Tables

Mission Type Source Rotations
or
Drop Table
Chance[1] Quantity[2] Avg. per roll[3] Star Chart Nodes
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]
Ancient Healer 3% 1.01% 0.0303% 3300 1 0.000303
Deimos Ancient Healer 3% 1.01% 0.0303% 3300 1 0.000303
Swarm Mutalist MOA 3% 1.01% 0.0303% 3300 1 0.000303

Sourced from the official drop table repository. See Module:DropTables/data to edit on the wiki.

Notes[]

Tips[]

  • A Rank 1 Seeker is sufficient to pass right through the metal shields of Shield Lancers. Increasing this mod's level will allow for good crowd control, as it pierces through dead bodies and enemies.
  • When equipped to any non-hitscan secondary weapon and used against General Sargas Ruk, you will deal very visibly multiplied damage versus his weakspots.

Gallery[]

See also[]

Patch History[]

Update 18.13 (2016-05-27)

  • Fixed the Seeker pistol Mod displaying the wrong value.

Hotfix 15.5.8 (2014-12-05)

  • Fixed issue with Gammacor caused by using the Barrel Diffusion, Lethal Torrent and Seeker Mods all at once.

Update 9.2 (2013-07-19)

  • Fixed the Seeker and Seeking Force mods so that their puncture amount increases with each level, instead of every other level.
  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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