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Redirection increases the Maximum Shield Capacity of a Warframe. It is the first normal Mod that all new players receive in Warframe, where it is automatically given upon activating the Orbiter's Mods console.

Stats[]

Normal
Rank Effect Cost
0 +9% 2
1 +18% 3
2 +27% 4
3 +36% 5
4 +45% 6
5 +55% 7
6 +64% 8
7 +73% 9
8 +82% 10
9 +91% 11
10 +100% 12


Flawed
Rank Effect Cost
0 +6% 2
1 +13% 3
2 +19% 4
3 +25% 5

Drop Locations[]

Mission Drop Tables

Mission Type Source Rotations
or
Drop Table
Chance[1] Quantity[2] Avg. per roll[3] Star Chart Nodes
Cetus Bounty Cetus Bounty Lvl 5-15 Stage 2 A 15.49% 1 0.1549
Cetus Bounty Cetus Bounty Lvl 5-15 Stage 1 A 20% 1 0.2

Enemy Drop Tables

Enemy Drop Table Chance[4] Item Chance[5] Chance[6] Expected Kills[7] Quantity[8] Avg. per roll attempt[9]
Ancient Disruptor 3% 25.29% 0.7587% 132 1 0.007587
Brood Mother 3% 25.29% 0.7587% 132 1 0.007587
Darek Draga 3% 25.29% 0.7587% 132 1 0.007587
Dargyn Pilot 3% 25.29% 0.7587% 132 1 0.007587
Deimos Brood Mother 3% 25.29% 0.7587% 132 1 0.007587
Deimos Therid 3% 25.29% 0.7587% 132 1 0.007587
Derivator Crewman 3% 25.29% 0.7587% 132 1 0.007587
Draga 3% 25.29% 0.7587% 132 1 0.007587
Elite Arid Lancer 3% 25.29% 0.7587% 132 1 0.007587
Elite Frontier Lancer 3% 25.29% 0.7587% 132 1 0.007587
Elite Lancer 3% 25.29% 0.7587% 132 1 0.007587
Juno Crewman 3% 25.29% 0.7587% 132 1 0.007587
Kuva Elite Lancer 3% 25.29% 0.7587% 132 1 0.007587
Nox 3% 19.36% 0.5808% 172 1 0.005808
Scavenger Drone 3% 38.72% 1.1616% 86 1 0.011616
Shock Draga 3% 25.29% 0.7587% 132 1 0.007587
Tar Mutalist MOA 3% 25.29% 0.7587% 132 1 0.007587
Tusk Elite Lancer 3% 25.29% 0.7587% 132 1 0.007587

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

Notes[]

  • The increase to shield capacity provided by Redirection is applied after rank bonuses from levelling up a warframe.
    • For example, if a maxed Redirection is applied to a level 30 Frost PrimeIcon272 Frost Prime, the base shield capacity (550) is increased by the +100 base shield rank bonus, giving 650. This total is multiplied by 2 (+100% Shield bonus from redirection), giving a grand total of 1300 shield capacity.

Gallery[]

Patch History[]

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

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.

Warframe Mod Changes:

  • Redirection: Reduced from +440% to +100% Shield Capacity
Removal of Flawed Mods from Vor's Prize

Flawed Mods are a special variant of Mods that are only accessible via the Vor’s Prize Quest and were intended to be an early introduction for players to the Modding system. Over the years, we have come to understand that these Mods have the unintended effect of players investing Endo that would be better used in the non-flawed variants.

As a result, we have removed Flawed Mods from Vor’s Prize and replaced them with the normal variants. Additionally, players who already own Flawed Mods have had them replaced with the normal variant with this update's release -- excluding the April Fool’s Flawed Ammo Drum from 2016, of course. The conversion maintained the Mod rank, so a Rank 3 Flawed Vitality has become a Rank 3 Vitality, etc.

Any equipped Flawed Mods have been uninstalled, so be sure to check your builds if this affects you!

Flawed Mod Storage Site
After posting our initial Dev Workshop outlining the Flawed Mods removal, many players expressed their desire to keep them for a variety of reasons. Luckily for those Tenno, we managed to find the original (disposal) storage site of the Flawed Mods and have made them available to players once more.

Seek out the storage site near Cressa Tel in Iron Wake on Earth to purchase them anew. We did our best to price these rare finds fairly, keeping in mind that these are now collector’s items of course, so they can be yours for the cost of a few (thousand) Credits!

While this is a tongue-in-cheek implementation of new Flawed Mods acquisition, we appreciate the value that these Mods offer to certain players and wanted to keep them available for those who requested it.

Note: Due to the unique acquisition method for these Mods, players will not be able to dissolve Flawed Mods for Endo or Transmute them.

Adjusting for Increased Mod Drain
As Flawed Mods are being removed, we want to ensure that new players can still create their early builds and equip Mods onto their equipment. Since normal Mods have a higher drain than their Flawed variants, we’re approaching this problem in two ways:

Secondly, we’ve reduced the base Drain for a few core Mods by 2. This will allow these Mods to fit into early game builds more easily, but also has the benefit of reducing their overall Drain at all ranks.

Here are the Mods that have been reduced from a Drain of 4 to 2 at Rank 0:

  • Redirection - new Max Rank Drain of 12

Update 11.3 (2013-12-12)

  • Redirection mod now remains in the player’s inventory after completing the tutorial.

Update 10.8 (2013-11-13)

  • Fixed mod card sorting so that like-named cards are grouped properly (Sentinel Redirection separate from Warframe Redirection).

Vanilla (2012-10-25)

  • Item introduced with game release.

See Also[]

  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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