Weeping Wounds is an uncommon Melee mod that increases status chance as the Melee Combo Counter increases.
Stats[]
| Rank | Status chance | Cost |
|---|---|---|
| 0 | +6.7% | 4 |
| 1 | +13.3% | 5 |
| 2 | +20% | 6 |
| 3 | +26.7 % | 7 |
| 4 | +33.3% | 8 |
| 5 | +40% | 9 |
Drop Locations[]
Mission Drop Tables
| Mission Type | Source | Rotations or Drop Table |
Chance[1] | Quantity[2] | Avg. per roll[3] | Star Chart Nodes |
|---|---|---|---|---|---|---|
| Necralisk Bounty | Necralisk Bounty Lvl 15-25 Stage 2 | A | 10.29% | 1 | 0.1029 |
|
| Necralisk Bounty | Necralisk Bounty Lvl 15-25 Final Stage | A | 14% | 1 | 0.14 |
|
| The Circuit | Tier 1 The Circuit (Normal) | A | 0.67% | 1 | 0.0067 |
Accessed through Duviri's The Circuit gamemode |
| The Circuit | Tier 3 The Circuit (Normal) | A | 0.67% | 1 | 0.0067 |
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] |
|---|
Sourced from the official drop table repository. See Module:DropTables/data to edit on the wiki.
Notes[]
- Unlike dual stat mods (e.g.
Virulent Scourge), Weeping Wounds can increase status chance without introducing a new damage type into the mix. - Weeping Wounds can often be significantly more powerful than a single dual stat mod in increasing pure status chance.
- Weapons with at least 19% base status chance can reach 100% status chance when using Weeping Wounds at a 12x combo multiplier.
- Weeping Wounds can not be equipped on Exalted Weapons.
Calculation[]
The formula for calculating the increased status chance reached by the mod is as follows:
- Status Chance = Weapon Status Chance × [1 + Mod Status Bonus + Weeping Wounds Bonus × (Combo Multi - 1)]
For example, a weapon with 20% base status chance, modded with maxed
Voltaic Strike (0.6) and Weeping Wounds (0.4), and with a Combo Counter of 4.0x would reach 20% × [1 + 0.6 + 0.4 × (4.0 - 1) ] = 56% chance to proc.
| Base Status Chance | Difference Per Multiplier | Combo Multipliers (No Status Chance Increase at 1x) | |||||||||||
| 1x | 2x | 3x | 4x | 5x | 6x | 7x | 8x | 9x | 10x | 11x | 12x | ||
| 5 | 2 | 5 | 7 | 9 | 11 | 13 | 15 | 17 | 19 | 21 | 23 | 25 | 27 |
| 10 | 4 | 10 | 14 | 18 | 22 | 26 | 30 | 34 | 38 | 42 | 46 | 50 | 54 |
| 15 | 6 | 15 | 21 | 27 | 33 | 39 | 45 | 51 | 57 | 63 | 69 | 75 | 81 |
| 20 | 8 | 20 | 28 | 36 | 44 | 52 | 60 | 68 | 76 | 84 | 92 | 100 | 108 |
| 25 | 10 | 25 | 35 | 45 | 55 | 65 | 75 | 85 | 95 | 105 | 115 | 125 | 135 |
| 30 | 12 | 30 | 42 | 54 | 66 | 78 | 90 | 102 | 114 | 126 | 138 | 150 | 162 |
| 35 | 14 | 35 | 49 | 63 | 77 | 91 | 105 | 119 | 133 | 147 | 161 | 175 | 189 |
| 40 | 16 | 40 | 56 | 72 | 88 | 104 | 120 | 136 | 152 | 168 | 184 | 200 | 216 |
| 45 | 18 | 45 | 63 | 81 | 99 | 117 | 135 | 153 | 171 | 189 | 207 | 225 | 243 |
| 50 | 20 | 50 | 70 | 90 | 110 | 130 | 150 | 170 | 190 | 210 | 230 | 250 | 270 |
| 55 | 22 | 55 | 77 | 99 | 121 | 143 | 165 | 187 | 209 | 231 | 253 | 275 | 297 |
| 60 | 24 | 60 | 84 | 108 | 132 | 156 | 180 | 204 | 228 | 252 | 276 | 300 | 324 |
Status Chance = Weapon Status Chance × [1 + Mod Status Bonus + Weeping Wounds Bonus × (Combo Multi - 1)]
- Weeping Wounds Bonus: This is the bonus provided by
Weeping Wounds based on its rank. - Combo Multi: This is the multiplier from your melee combo counter.
- Mod Status Bonus: This is the total of all other equipped mod bonuses added together (excluding Weeping Wound bonuses of course). For example, a maxed
Voltaic Strike (+60%) and
Melee Prowess (+90%) on a weapon gives a Mod Status Bonus of +150%.
Trivia[]
- Prior to Update 26.0 (2019-10-31), Weeping Wounds provided +45% status chance per combo level. Status chance was calculated according to the following equation:
- Status Chance = Base Status Chance × (1 + Mod Status Chance) × (1 + Weeping Wounds Multiplier × Combo Multiplier)
Bugs[]
- If you are client-side and are using the Naramon focus school, being in operator mode when your combo multiplier goes down, can cause your status chance to overstack.
See Also[]
Melee Prowess, another mod that increases Status Chance.
Volcanic Edge,
Voltaic Strike,
Vicious Frost, and
Virulent Scourge, dual stat mods which increase status chance and elemental damage.
Body Count,
Drifting Contact, and
Gladiator Rush, melee mods that extend the duration of the melee combo counter.
Blood Rush, a melee mod with a similar effect for Critical Hit chance.
Enduring Strike, a Dark Sector mod that increases combo count chance on lifted enemies.
Patch History[]
Update 29.5 (2020-11-19)
- Fixed Weeping Wounds not applying to Garuda’s Talons (only applies when Talons are the single equipped Melee).
- Fixed return issue with combo stacking Melee Mods (like Weeping Wounds) not resetting while in Operator with a very specific loadout as Client, as reported here: https://forums.warframe.com/topic/1202616-blood-rush-still-bugged/
Update 29.0 (2020-08-25)
- Now drops from level 15-25 Necralisk Bounties
Hotfix 27.5.4 (2020-05-20)
- Fixed Weeping Wounds bonuses not resetting if you’re the Operator when the Combo expires.
Hotfix 26.0.5 (2019-11-06)
- Fixed Weeping Wounds Mod not applying its bonus correctly.
Update 26.0 (2019-10-31)
- Now increases Status chance in a Stacking Multiplier, 40% per combo tier.
- (Undocumented) Added buff icon.
Hotfix 18.4.13 (2016-02-22)
- Fixed the Weeping Wounds Mod not properly increasing based on the player’s melee combo multiplier.
Hotfix 18.4.1 (2016-01-25)
- Added to the game as an event-exclusive drop from Operation: Shadow Debt.
Last updated: Hotfix 26.0.5 (2019-11-06)
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- ↑ Chance to roll item within drop table
- ↑ Amount rewarded on successful roll
- ↑ (Quantity × Chance)
- ↑ Chance to roll drop table
- ↑ Chance to roll item within drop table
- ↑ (Drop Table Chance × Item Chance)
- ↑ (1 / Chance), see WARFRAME Wiki:Expected & Nearly Guaranteed Numbers for more details
- ↑ Amount rewarded on successful roll
- ↑ (Quantity × Chance), average item quantity on a roll attempt (successful or not)