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Patch History[]

Update 35.1 (2024-02-20)

  • Fixed lighting issues with Rhino’s Iron Skin that would cause it to look black.

Hotfix 34.0.8 (2023-11-09)

  • Fixed Rhino’s mustache placement being too far inside his helmet.

Hotfix 34.0.5 (2023-10-26)

  • Fixed Rhino in the Conclave using their PVE stats.

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

Note: These are not all of the Mods affected by this change. We share the comprehensive list further down in this section of the update notes.

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.

Warframe Stat Changes:

RHINO
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
Armor: Base Rank - 240 (from 225)
Energy: Base Rank - 100 (from 100) / Max Rank - 150 (from 150)

RHINO PRIME
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
Armor: Base Rank - 290 (from 275)
Energy: Base Rank - 100 (from 100) / Max Rank - 150 (from 150)

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 33.6.1 (2023-07-31)

  • Fixed Iron Skin in Conclave giving Rhino 60s of invulnerability instead of the intended 0.5s once depleted.

Update 33.5 (2023-06-21)

OVERGUARD ON WARFRAME ABILITIES

Overguard as a Warframe defense mechanism was introduced in Drifter Intrinsics and Decrees with The Duviri Paradox update - it grants additional Health protection and provides Knockdown Immunity while active.

Overguard has virtually the same function (Health buffs and immunities*) as the listed abilities and Augment Mods, so in an effort to expose the mechanic more and establish familiarity with Overguard as a whole (as it also appears on enemies) we have made it the visual indicator for them.

  • Rhino’s Iron Skin

*The base defensive properties of these abilities and Augment Mods have not changed!

This change also has the added benefit of allowing “On Damaged” Mods and Arcanes to apply to all of the above! Prior to this change, the aforementioned abilities would make the player "invulnerable" until the added survivability was depleted. Now, Mods and Arcanes like Adaptation and Arcane Avenger can now be triggered when damage is taken to Overguard, because it is treated similarly to Health and Shields.

The HUD Overguard element has also had slight upgrades for the purposes of registering for these abilities and Augment Mods:

Update 33.0 (2023-04-26)

  • Fixed hand clipping issues for the following Warframes (includes Primes for those who have that variant) when using Hildryn Prime’s Noble animation.
    • Rhino
  • Fixed animation sets for Rhino not sorting alphabetically in the Arsenal.

Update 32.0 (2022-09-07)

WARFRAME AUGMENT BUFFS PART 2

Rhino’s Reinforcing Stomp

  • Was: Iron Skin Health is replenished by 80 for each enemy affected.
  • Now: Iron Skin Health is restored by 4% for each enemy affected. The value of health restored no longer scales with Ability Strength.
    • The percentage of Iron Skin Health restored is based on the Peak Value of Iron Skin following ability cast and invulnerability period.
    • This change should help this Augment scale better in higher-level missions instead of using flat Health values.

Rhino’s Piercing Roar

  • Was: Enemies within 25m will be knocked down and suffer from a Puncture Status Effect. Roar can be recast.
  • Now: Enemies within 25m will be knocked down and suffer 10 stacks of Puncture Status. Roar can be recast. Additionally increases Roar’s Range by +40%.

Update 31.6 (2022-06-09)

  • Fixed Rhino’s Iron Skin VFX not applying properly to all (except the Palatine) Rhino Skins.
  • Fixed motion blur issues on Rhino’s Iron Skin.

Hotfix 31.5.1 (2022-04-27)

  • Fixed script error related to Rhino’s Rhino Charge ability.

Update 31.5 (2022-04-27)

VOIDSHELL SKINS

The Void Jump transmogrified lifeforms and materials alike. In the Void’s clutches, even threads were imbued with adaptive properties. Suddenly, Zariman uniforms seemed to change from cloth, to stone, to metal, to liquid and back again as if of their own free will. The colonists realized materials had manifested new chemical structures, and a character you have yet to meet soon learned to control the transformations. Voidshell imbues cosmetics with the morphic material created in the Void Jump.

Introducing a brand new customization system that allows you to change the Material Structures on Voidshell Skins. There are Primary, Secondary, Tertiary, and Accent slots that can be swapped to materials of your choosing. They can also be color customized for the ultimate tailored look!

In this update, we are debuting the first round of Voidshell Skins featuring Saryn, Volt, and Rhino! Each of these following skins are available in the in-game Market and come with their own Material Structure:

Rhino Voidshell Collection

Adorn Rhino in the morphic material created during the Zariman Void Jump. This collection includes the Rhino Voidshell Skin and Titanium Sheen, a material structure for exclusive use on Voidshell skins.

Update 30.7 (2021-09-08)

  • Fixed a script error related to Rhino’s Iron Skin.
  • Fixed a script error when casting Rhino’s Roar ability.

Hotfix 30.6.1 (2021-08-10)

  • Fixed Rhino Roar buff becoming permanent on other players if they become nullified while the buff is on them.

Hotfix 30.0.6 (2021-04-20)

  • Swapped the crafting requirement of Control Module for Gallium in Rhino Systems Blueprint to ease early player acquisition.

Hotfix 28.3.1 (2020-08-12)

  • Fixed a script error when casting Rhino’s Rhino Stomp Ability.

Hotfix 27.4.4 (2020-05-07)

  • Fixed cases where some Damage/Status Effects might bypass Rhino’s Iron Skin.

Update 27.4 (2020-05-01)

Update 27.2 (2020-03-05)

  • Armor Change:
    • Rhino: 190 to 225
    • Why: The conversation surrounding Arcane Guardian led to a significant review of Armor stats on Warfarmes. The Majority of Warframes received an increase in the Armor stat to increase survivability. Compounded with Shield Gating and the numerous other changes covered, we expect a much more fair feeling playing field for all Warframes.

Hotfix 27.0.11 (2020-01-16)

  • Fixed Rhino’s Roar ability buffing Battle Avionics on the Railjack.
    • Warframe abilities are not intended to increase the performance of the Railjack.

Hotfix 27.0.9 (2020-01-09)

Update 25.7 (2019-08-29)

  • Fixed Emblems being improperly offset on the Rhino Blade of The Lotus Skin.

Update 25.6 (2019-08-08)

Piercing Roar - Roar Augment - Rhino
  • Allow Roar to be recast when equipped
  • Increase debuff duration based on equipped Mods
  • Generate a stagger effect on enemies when the Roar hits

Update 25.5 (2019-07-31)

  • Added Rhino’s Ability videos to his Arsenal diorama.

Update 24.6 (2019-04-04)

  • The following abilities require ground to activate, but can now be cast in the air and will do a melee-esque slam to the ground:
    • Rhino Stomp
  • Increased the speed of Rhino’s Stomp start animation slightly.

Update 23.8 (2018-09-12)

  • Rhino now has a HUD buff indicator for his Iron Skin!

Update 23.3 (2018-08-09)

  • Fixed a script error when casting Rhino’s Rhino Stomp ability.

Update 22.12 (2018-02-09)

  • Reduced the amount of impulse caused by the Iron Shrapnel Augment to avoid sending enemies into orbit.

Update 19.0 (2016-11-11)

  • Fixed some enemies being able to apply a Status Effect through invulnerability abilities such as Rhino’s Iron Skin and Nezha’s Warding Halo.

Hotfix: Recurring Dreams 3 (2016-11-07)

  • Fixed a script error when casting Rhino’s Charge ability.

Hotfix: The Index Preview 4 (2016-10-25)

  • Fixed Clients being unable to hack lock down panels after using numerous Rhino abilities in a row before attempting to hack.

Hotfix: The Index Preview 3 (2016-10-21)

  • Smoothed out frame-time spikes from Rhino Stomp; when surrounded by a lot of enemies it could end up adding 3-4ms on a very fast PC (this occurred once when cast and once to apply time-dilation).
  • Fixed Nyx’ Chaos and Rhino’s Iron Skin causing a script error upon cast.

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

  • Conclave Arsenal now has Ability descriptions specific to Conclave for Rhino.
  • Decreased decay delay and increased decay rate of Rhino’s Iron Skin in Conclave.
  • Optimized Rhino’s Stomp ability to help alleviate performance issues.

Hotfix: The Silver Grove 1.2 (2016-09-02)

  • Fixed Chargers and Zanuka remaining permanently frozen after Rhino’s Rhino Stomp ability.

Update: The Silver Grove (2016-08-19)

  • Fixed Rhino being able to activate his heavy landing Passive on all ground slams.

Hotfix: Specters of the Rail 0.4 (2016-07-11)

  • Rebalanced the Rhino Specter in the Junction to be more manageable for new players.

Update 18.11 (2016-05-11)

  • Improved Rhino Prime’s Iron Skin to appear more metallic.

Hotfix 18.10.6 (2016-05-06)

  • Rhino Prime’s Iron Skin will now reflect your chosen accent color instead of energy color.

Hotfix 18.10.5 (2016-05-04)

  • Rhino Prime’s Iron Skin has received the PBR treatment! This also allows Iron Skin to reflect your chosen energy color. (Default is still gold!)

Hotfix 18.10.4 (2016-05-02)

  • Tweaked Rhino’s default energy color to be slightly more blue.

Update 18.10 (2016-04-29)

  • PBR Conversion - we've added PBR Upgrades on Nyx Prime, Ember Prime, Rhino Prime, and Excalibur Prime!

Update 18.5 (2016-03-04)

  • Increased the range of Rhino’s Stomp in Conclave.
  • Rhino’s Charge will no longer ragdoll boss-type enemies.
  • Rhino’s Stomp will no longer put boss-type enemies in stasis.
  • Atlas’s Landslide and Rhino’s Charge now have a 0.8x energy multiplier per successive hit.

Update 18.1 (2015-12-16)

  • Conclave: Rhino can no longer gain energy while Iron Skin is active:
  • Adjusted the audio FX of Rhino's Roar.
  • Self-damage will no longer increase Rhino's Iron Skin damage buffer.

Hotfix 18.0.4 (2015-12-08)

  • Reduced the effectiveness of Rhino's Iron Skin in PvP.

Update 18.0 (2015-12-03)

  • Rhino has been given a passive: Heavy Impact!
  • Rhino Charge has received the following changes:
    • Rhino Charge can now gore enemies caught in his path!
    • Rhino Charge now has a re-cast combo counter (mechanically identical to Valkyr's Rip Line and Atlas' Landslide).
    • Duration mods no longer affect Rhino's Charge.
    • Range mods will now affect Rhino Charge's distance.
    • Rhino Charge's distance is now based on his Ability combo counter.
    • Rhino Charge will now result in a Blast proc on targets if Iron Skin is active while Charging.
    • Rhino Charge will deal double damage against targets affected by Rhino Stomp.
  • Iron Skin has received the following changes:
    • Iron Skin has damage absorb period at beginning and is affected by armor, like Snow Globe and Tectonics.
  • Rhino Stomp has received the following changes:
    • Fixed 'double getup' when enemies affected by Rhino Stomp get ragdolled.
    • Rhino Stomp is recastable now and picks up new enemies in range.

Hotfix 17.12.1 (2015-11-25)

  • Improved the tintability of metal texture on the Rhino Palatine Deluxe Skin.
  • Fixed incorrect badge placement on the Rhino Palatine Deluxe Skin.
  • Fixed a visual error on Rhino’s Iron Skin when using the Rhino Palatine Deluxe Skin.
  • Fixed a visual error causing Rhino’s Iron Skin to turn black in some tilesets when using the Palatine Deluxe Skin.

Update 17.12 (2015-11-25)

Update 17.10 (2015-11-04)

  • Reduced the damage of Rhino’s Iron Shrapnel Augment in Conclave.

Hotfix 17.6.2 (2015-10-08)

  • Increased the range of Rhino’s Charge in PvP.

Update 17.5 (2015-10-01)

  • Fixed Nullifier bubbles not properly stopping Nova’s Molecular Prime, Rhino’s Stomp or Frost’s Abilities.

Update 17.1 (2015-08-12)

Update 14.5 (2014-08-28)

  • Added HUD counter for Rhino Stomp to show how much longer you have left on your CC (and how long to wait until re-stomp).

Update 12.5 (2014-03-19)

  • Changed Rhino Prime's Iron Skin ability to now appear golden!
  • Tweaks to the visuals of Rhino's abilities.

Update 12.4 (2014-03-05)

  • Introduced Rhino Prime.

Update 11.2 (2013-12-04)

  • Armor increased from 150 to 190.

Update 8.3 (2013-07-04)

  • Rhino: Iron Skin - 400,600,800,1200 damage caps. Removed timer.
  • Rhino Roar: NEW POWER: Radial damage buff for all players within range (10%,15%,25%,50%)
  • Rhino: Rhino Stomp - Rolled Radial blast and Rhino Stomp together. Rhino Stomp now does damage to enemies(150,300,500,700).

Update 8.0 (2013-05-23)

  • Rhino’s Iron Skin ability once again gives push immunity.
  • Rhino’s Iron Skin damage absorption values capped: but up to a damage (d) cap of: 200 d, 400 d, 600 d, and 800 d based on mod rank.
  • Rhino’s Iron Skin ability draws Aggro from enemies.

Update 7.11 (2013-05-17)

  • Rhino Skin no longer grants full invincibility, but can now reach up to 80% Damage Reduction at highest Mod level.

Update 7.9 (2013-04-26)

  • Fixed Rhino Charge and Slash Dash powers framerate dependencies, powers now consistently work as intended.

Hotfix 7.7.2 (2013-04-05)

  • Fixed "power in use bug" with Rhino Stomp.

Update 6.5 (2013-02-22)

  • Fixed issue with Rhino Stomp breaking if an enemy is just killed before the stomp.

Update 6.3 (2013-02-14)

  • Boosted Rhino and Frost base sprint by 5%.
  • Rhino Radial Blast does more damage as it levels.
  • Rhino Stomp stun length escalates with level increase.

Vanilla (2012-10-25)

  • Introduced with game release.
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