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Patch History[]

Lua error in Module:Version at line 109: p._getVersion(name): Version name or alias"35.5.7" not found (add to Module:Version/data if needed).

  • Fixed issue with Valkyr Prime not holding Nataruk’s arrow in her hand while her Noble Animation Set is equipped.

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:

VALKYR
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 135 (from 50) / Max Rank - 185 (from 150)
Armor: Base Rank - 630 (from 600)
Energy: Base Rank - 100 (from 100) / Max Rank - 150 (from 150)

VALKYR PRIME
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 135 (from 50) / Max Rank - 185 (from 150)
Armor: Base Rank - 735 (from 700)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

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!

General Fixes:
  • Fixed Valkyr's Hysteria dampening too much of the player's game sound.

Update 33.0 (2023-04-26)

  • Fixed many mods that previously worked on Exalted Weapons not correctly applying, for example (but not exclusively) Life Strike not working when installed on Exalted Melee Weapons. Valkyr's Hysteria not having life steal was in the same category.

Update 32.2 (2022-11-30)

WARFRAME AUGMENT BUFFS - PART 3 (FINAL)

In the Veilbreaker and Nora’s Mix Vol 1 updates, we buffed a number of underused Warframe Augments (from Ash to Oberon). This third and final batch of buffs tackles Warframe Augments from Saryn to Zephyr. We have increased their viability in missions, which we hope will encourage more build diversity.

*Stats below are all at Max Rank.

VALKYR
Prolonged Paralysis

  • Was: Affected enemies are pulled towards Valkyr and the stun duration is increased by 200%.
  • Changes:
    • The pull strength now scales with distance from Valkyr - meaning enemies are now pulled close to Valkyr instead of colliding or flying past her.
    • Stunned enemies will now remain standing instead of getting knocked down so that they are opened up to standing finishers.

Swing Line

  • Was: After using Rip Line, the next 4 Rip Lines will have no energy cost while airborne.
  • Changes:
    • Added +20% Parkour Velocity.
Fixes:
  • Fixed Valkyr’s Augment Mod Swing Line not working when casting directly above the player.

Hotfix 30.7.3 (2021-09-10)

  • Fixed Valkyr’s Rip Line animation being broken.

Update 28.1 (2020-07-08)

Xoris Interaction Changes

Certain Warframe Abilities and Exalted weapons will now reset the Melee Combo Counter only if the Xoris is being used. The overwhelming Damage output of certain Warframe Abilities was not our intention with an infinite Melee Combo weapon, and the conversation of ‘Xoris or you’re doing it wrong’ is greatly restrictive in terms of player choice.

Warframe Abilities / Exalted Warframe weapons affected by this are:

  • Valkyr Talons

The full breakdown can be read here.

Fixes
  • Fixed Valkyr's Bastet Helmet to make certain metal areas the proper untintable dark that matches the rest of the Helmet. It still won't be tintable but it should now match the correct color channel. As reported here.

Update 28.0 (2020-06-11)

  • Fixed inability to gain Energy from Energy Restores after using Valkyr’s Hysteria.

Hotfix 27.5.4 (2020-05-20)

Update 27.4 (2020-05-01)

  • Valkyr Ability videos have been added to their respective Arsenals!

Update 25.6 (2019-08-08)

Hysterical Assault - Hysteria Augment - Valkyr
  • Let invulnerability linger for half a second when aiming to prevent getting downed immediately in high-damage areas
  • Increased Range

Update 25.1 (2019-06-05)

  • Fixed Zanuka being unable to capture Valkyr.

Hotfix 23.0.8 (2018-07-09)

  • Fixed using a Warframe with an Exalted Melee weapon, certain actions will lead to a weird "in-between" state, where your Exalted Melee Stance incorporates moves from your currently equipped melee weapon.

Update 23.0 (2018-06-15)

MODDABLE ‘EXALTED’ WEAPONS!

Warframes with unique Ability-driven (Exalted) Weapons can now be separately Modded in your Arsenal! This includes the ability to customize their appearance too!

If you own any of the following Warframes, their “Exalted” Weapon have been added to your Arsenal:

  • Valkyr/Prime’s Talons
    • No customizing since her Talons’ design is all Energy-based!

Exalted Weapons work in the following ways:

  • They appear in your Arsenal as an unranked moddable Weapon option once you’ve unlocked the Ability.
  • All Exalted weapons use the Mod classes expected for the class of weapon.
  • Melee Exalted Weapons have their Stance Mod permanently displayed in the modding UI with access to Combos!
  • While Exalted Weapons can be ranked, they do not count towards Mastery Rank (with the exception of Khora’s Venari).
  • Riven Mods are not generated for Exalted Weapons.

Hotfix 21.0.8 (2017-07-13)

  • Fixed an issue where Clients downed while using Valkyr’s Hysteria would be unable to switch weapons when revived.

Hotfix 21.0.7 (2017-07-13)

  • Fixed casting and deactivating Valkyr’s Hysteria while in Dual-Wield mode resulting in the UI stating the name of your Pistol and ability used.
  • Fixed a script error when casting Valkyr’s Rip Line.

Update 20.1 (2017-04-05)

  • Fixed a case where Valkyr can get stuck in Hysteria.
  • Fixed Valkyr continuing to have her Talons equipped after Hysteria is deactivated if a player was joining the game while the ability was being activated.

Update 19.9 (2017-02-01)

  • Fixed using Valkyr's Hysteria during a ‘Weapon Only’ Sortie resulting in "Power In Use" when casting any ability for the remainder of the mission.

Update 19.4.2 (2016-12-20)

  • Fixed incorrect grammar in Valkyr’s Passive ability description.

Hotfix 19.0.7 (2016-11-22)

  • Introduced Valkyr Prime.

Hotfix: Recurring Nightmares 1 (2016-10-27)

  • Fixed not being able to equip Valkyr Augment Mods on Valkyr.

Update: Recurring Nightmares (2016-10-27)

  • Fixed Valkyr’s Bonds being missing from the Market and not being able to equip them on Valkyr.

Hotfix: The Vacuum Within 3 (2016-10-13)

  • Fixed Warcry not ending when there are no allies/enemies left being affected.

Update: The Silver Grove 1.0 (2016-08-31)

Hotfix: Specters of the Rail 0.12 (2016-07-20)

  • Fixed a crash when casting Hysteria while you have an active Glaive thrown out.

Update: Specters of the Rail 0.0 (2016-07-08)

  • Fixed the growing Hysteria aura turning invisible by Naramon's Shadow Step.

Update: Lunaro (2016-06-15)

  • Fixed Hysteria applying efficiency Mods twice.

Hotfix 18.13.1 (2016-05-27)

  • Fixed Valkyr’s Warcry not having any effect when cast.

Update 18.13 (2016-05-27)

  • Hysteria Changes
    • Energy usage is scaled by duration in Hysteria.
    • Damage mitigated when Hysteria is deactivated is scaled by duration in Hysteria.
    • Hysteria Aura now has a maximum range of 20 meters.
    • When Hysteria is deactivated, Valkyr will only take the mitigated damage if any enemy in the aura has line-of-sight.

Update 18.5 (2016-03-04)

  • Paralysis will no longer be able to stun boss-type enemies.
  • Warcry now has diminishing returns against boss-type enemies.
  • Ripline now has a 0.5x energy multiplier per successive hit.

Hotfix 18.2.2 (2016-01-07)

  • Fixed an error allowing Valkyr to pull player out of the extraction area.

Update 17.7 (2015-10-14)

  • Fixed Kara Alt Helmet twitching when equipped.

Hotfix 17.6.1 (2015-10-07)

  • Fixed using Hysteria multiple times locking players into Hysteria, preventing the use of any weapons.
  • Fixed Valkyr taking damage from broken windows while in Hysteria.

Update 17.6 (2015-10-06)

  • Fixed an issue causing Clients using Valkyr to still take damage while in Hysteria.

Hotfix 17.5.3 (2015-10-02)

  • Fixed Prolonged Paralysis pulling enemies significantly farther than intended.

Update 17.5 (2015-10-01)

  • Abilities Changes:
    • Rip Line now has increased animation speed and vertical boost.
    • Ripline now has reduced energy cost and increased damage for each time cast.
    • Ripline will now soft-lock onto enemies.
    • Valkyr’s HUD will now display the window of opportunity to recast Ripline at lower cost.
    • Hysteria can now be quickly toggled on/off.
    • Hysteria now receives buffs from the player’s melee weapon Mods.
    • Valkyr now passively has 50% knockdown recovery speed and no heavy landing.
  • Fixed Valkyr not receiving credit for kills from Hysteria.
  • Fixed Ripline showing as castable with 0 Energy.

Hotfix 17.0.5 (2015-08-07)

  • Added Apex particles for Paralysis.

Hotfix 17.0.1 (2015-07-31)

  • Fixed Ramparts being usable by Valkyr when in Hysteria.

Update 17.0 (2015-07-31)

  • Fixed Warcry stacking multiple times on Squad members when Eternal War Augment is equipped.

Update 16.7 (2015-06-04)

  • Fixed Hysteria playing sounds from related to the player’s un-equipped melee weapon.

Hotfix 16.5.1 (2015-05-12)

  • Fixed Valkyr’s unique attachments not using the player’s custom colors.

Update 16.2 (2015-04-01)

Hotfix 15.7.2 (2014-12-19)

  • Fixed Hysteria tagging dead enemies with its visual special effect.

Update 15.6 (2014-12-11)

Hotfix 15.5.2 (2014-11-27)

  • Fixed energy efficiency Mods not applying to Rip Line.

Hotfix 15.1.2 (2014-11-08)

  • Fixed a scaling issue seen with Valkyr’s ambient visual effects during Archwing missions.

Hotfix 15.0.1 (2014-10-24)

  • Fixed a bug that was incorrectly scaling Syandanas down on Valkyr by 20%.

Update 15.0 (2014-10-24)

  • Augment:: Paralysis - Mod TT 20px Prolonged Paralysis
  • Fixed an issue where not equipping a melee weapon while using Valkyr would break Hysteria.

Hotfix 14.10.3 (2014-10-15)

  • Parry procs can now be triggered during Hysteria.
  • Fixed an issue with Hysteria finisher animations using Furax animations.

Update 14.6 (2014-09-11)

  • Fixed an issue with Warcry armor buff not properly being removed after the ability ends.

Hotfix 14.0.11 (2014-07-30)

  • Reduced the duration of Hysteria in Dark Sector conflicts.

Hotfix 14.0.9 (2014-07-26)

  • Fixed a common Furax stance card appears in the combos list for Valkyr while Hysteria is active.
  • Fixed Hysteria not functioning properly if a player picked up a data mass while Hysteria is active.

Hotfix 14.0.1 (2014-07-18)

  • Fixed an issue with Hysteria not properly respecting the level of the associated Stance, making combos unusable.

Update 14.0 (2014-07-18)

  • Hysteria has been reworked with an entirely new animation set and sounds! Activate Valkyr’s Hysteria to play through the new combos and movement set!
  • Valkyr’s Hysteria now is affected by the melee ‘combo’ counter bonuses! The higher your combo chain, the more damage Hysteria will do!

Hotfix 13.9.0.2 (2014-06-26)

  • Fixed issue with primary color tint on Kara helmet.

Update 13.5 (2014-05-28)

  • Tweaked the visuals on Valkyr's Immortal Skin.

Hotfix 13.4.1 (2014-05-23)

  • Improved the description for War Cry mod to better indicate melee buffs to teammates.

Update 13.4 (2014-05-21)

  • Fixed an issue with Valkyr's Default Helmet lacking an image and description.

Update 13.2 (2014-05-01)

  • Fixed an issue with the helmet and body tint colors not matching correctly.

Hotfix 13.0.6 (2014-04-17)

  • Fixed an issue with clients breaking after attempting to perform a melee attack after Hysteria has ended.

Update 13.0 (2014-04-09)

  • Fixed ragdolls being affected by Valkyr's powers.

Hotfix 12.4.2 (2014-03-07)

  • Fixed ‘Rank 30 Furax’ bug appearing if using Hysteria and Valkyr.

Update 12.0 (2014-02-05)

  • Valkyr now has 600 base armor.
  • Hysteria ability now takes weapon damage and crit into consideration.

Update 11.5 (2013-12-19)

  • Paralysis - Now only takes 1/3rd of shields but still calculates damage based on 1/2 shield use.
  • Hysteria - Now has life regain/regeneration as damage is being dealt to enemies.

Update 11.3 (2013-12-12)

  • Ripline is now more violent on AI.
  • Fixed the enemy speed debuff on Warcry ability, so that it is now affected by Ability Mods.

Hotfix 11.2.1 (2013-12-06)

  • Fixed issue where Hysteria added a level 30 Furax to Arsenal on mission complete.

Update 11.2 (2013-12-04)

  • Armor buffed from 200 to 300
  • Fixed script error in Rip Line ability that would cause power-in-use bug.
  • Fixed Valkyr's Rip Line being usable on downed players.
  • Fixed Valkyr being vulnerable to Procs from Disruptor and others when Hysteria is active.

Hotfix 11.1.2 (2013-11-29)

  • Fixed Warcry being permanent on enemies.

Hotfix 11.1.1 (2013-11-28)

  • Fixed Warcry not slowing enemies down more at higher levels
  • Fixed Alad V being too weak to Ripline.

Hotfix 11.0.6 (2013-11-25)

  • Fixed Valkyr’s power sounds not playing when using Noble animations.

Hotfix 11.0.3 (2013-11-22)

  • Fixed melee weapon info at end of match not being displayed if Hysteria was active.
  • Fixed melee getting locked for clients after being hit by something that would normally do knockdown when Hysteria is active.
  • Fixed Valkyr using the fist melee style on her regular melee weapon after using her ultimate.

Update 11.0 (2013-11-20)

  • Introduced.
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