[DE]Danielle Posted October 31, 2019 Share Posted October 31, 2019 DEV NOTE: Because so much is changing by design with THE OLD BLOOD, we want to be clear on how we’re handling your feedback. The majority of week 1-2 Hotfixes will speak to feedback. We want to combine feedback and stats together to iterate. To be a part of the feedback conversation please be constructive and clear (expand the spoilers below for a guide on how to write feedback), and most importantly, patient. Spoiler HOW TO WRITE FEEDBACK: 1. Keep it simple Write simple, directed points about the topic you feel strongly about. Remember to be constructive and to the point. 2. Back it up Support your points with concrete points. X has better stats than Y. This ability is less useful when considering X. Provide in-game situational evidence or a solid foundation for your argument to rest upon. 3. Be polite The best feedback occurs when two people discuss opposing viewpoints to find a constructive middle ground. Discussion is a natural part of feedback! Ensuring that it is polite and without personal attacks is key. We’re far less inclined to listen to feedback filled with personal attacks and rude speech. We are all trying our best! The Forums can be an amazing tool when used correctly. We look forward to hearing your thoughts on Grendel, how to acquire him, and his signature weapon! There’s nothing wrong with first reactions - but relearning takes time. We are especially interested in feedback from players who have taken time to understand The Old Blood. Thank you! --------------------------------------------------------------------- This thread will be used to house your feedback on the Melee Phase 2: STATS changes from The Old Blood: Update 26. If you would like to read up on all the Melee Phase 2: TECHNIQUES changes and provide feedback, please visit the dedicated Melee Phase 2: TECNIQUES Feedback Megathread. Expand the spoilers below for the full list of stat changes from Melee Phase 2: Spoiler 8. Weapon Stats and Mastery Limits With this new change, there is a broad-sweeping review of Melee weapons and how they function with the new system: Mastery Rank - Weapons have been reviewed to make sure their function and power are aligned with an appropriate Mastery Rank, similar to passes made on Primary and Secondary weapons. Base Damage - Since the Combo Multiplier will apply to Heavy Attacks only, the base damage of all melee weapons has significantly increased. Base Range - Along with damage, range has also been increased to make sure you get the most chop for your buck. While base range is being increased, Range Mods are going to have a different calculation applied to them. This is detailed in Section 9. Mod and Arcane Channeling Functionality - As mentioned above, any Mods or Arcanes with functionality tied to Channeling have had their stats altered to increase Lifted Status, Heavy Attack damage and Combo Counter modifiers. Spoiler Universal properties Range increased for kick attacks from 1.5 to 2m (Except for Sparring weapons which is increased to 2.5m) Combo Duration increased from 3 to 5 seconds Daggers General Parry Angle set to 45 Follow Through increased from 0.3 to 0.9 MASTERY RANK 0-3 Ceramic Dagger Damage increased from 35 to 140 Range increased from 1 to 1.8 Status Chance increased from 10% to 20% Critical Chance increased from 5% to 10% Heat Dagger Mastery Rank increased from 0 to 3 Damage increased from 45 to 14 Impact, 76 Puncture, 56 Slash and 62 Heat Range increased from 1 to 1.75 Status Chance increased from 5% to 14% Critical Chance increased from 5% to 14% Critical Damage increased from 1.5x to 1.6x Dark Dagger Mastery Rank increased from 0 to 2 Damage increased from 35 Radiation to 58 Puncture, 36 Slash and 60 Radiation Range increased from 1 to 1.75 Status Chance increased from 10% to 22% Critical Chance increased from 5% to 8% MASTERY RANK 4-6 Sheev Mastery Rank increased from 0 to 5 Damage increased from 45 to 270 Range increased from 1 to 1.7 Critical Chance increased from 5% to 13% Critical Damage increased from 2x to 2.1x Karyst Mastery Rank increased from 0 to 6 Damage increased from 50 Toxin to 30 Impact, 84 Puncture, 72 Slash and 87 Toxin Range increased from 1 to 1.75 Status Chance increased from 10% to 26% MASTERY RANK 7-9 Rakta Dark Dagger Damage increased from 50 Radiation to 88 Puncture, 62 Slash and 96 Radiation Range increased from 1 to 1.75 Status Chance increased from 10% to 30% Critical Chance increased from 5% to 12% Critical Damage increased from 1.5x to 1.8x Dual Daggers General Parry Angle set to 50 Follow Through increased from 0.3 to 0.8 MASTERY RANK 0-3 Fang Damage increased from 30 to 108 Range increased from 0.75 to 1.65 Status Chance increased from 8% to 16% Critical Chance increased from 5% to 8% MASTERY RANK 4-6 Okina Damage increased from 40 to 140 Range increased from 0.75 to 1.7 Status Chance increased from 15% to 20% Critical Chance increased from 5% to 16% MASTERY RANK 7-9 Ether Daggers Mastery Rank increased from 0 to 6 Damage increased from 45 to 224 Range increased from 0.75 to 1.75 Status Chance increased from 15% to 30% Critical Chance increased from 5% to 10% Critical Damage increased from 1.5x to 1.8x MASTERY RANK 10-12 Fang Prime Mastery Rank increased from 0 to 10 Damage increased from 36 to 178 Physical damage split now matches base Fang Range increased from 1 to 1.75 Status Chance increased from 5% to 26% Critical Chance increased from 5% to 26% Critical Damage increased from 1.5x to 2.6x Fist General Parry Angle set to 50 Follow Through increased from 0.5 to 0.9 MASTERY RANK 0-3 Mk-1 Furax Damage increased from 35 to 90 Range increased from 0.5 to 1.25 Ankyros Mastery Rank increased from 0 to 2 Damage increased from 30 to 90 Range increased from 0.5 to 1.25 MASTERY RANK 4-6 Furax Mastery Rank increased from 0 to 5 Damage increased from 35 to 135 Range increased from 0.5 to 1.25 Status Chance increased from 10% to 11% Critical Chance increased from 20% to 25% Critical Damage increased from 2x to 2.3x Tekko Mastery Rank increased from 2 to 6 Damage increased from 45 to 160 Range increased from 0.5 to 1.25 MASTERY RANK 7-9 Ankyros Prime Mastery Rank increased from 0 to 8 Damage increased from 38 to 128 Range increased from 0.5 to 1.25 Status Chance increased from 15% to 16% Critical Chance increased from 20% to 28% Critical Damage increased from 2x to 2.4x Furax Wraith Mastery Rank increased from 3 to 9 Damage increased from 35 to 139 Range increased from 0.5 to 1.25 Status Chance increased from 10% to 15% Critical Chance increased from 25% to 30% Critical Damage increased from 2.5x to 2.7x Initial Combo Count set to 20 MASTERY RANK 10-12 Tekko Prime Damage increased from 56 to 180 Range increased from 1 to 1.35 Sparring General Parry Angle set to 50 Follow Through increased from 0.5 to 0.9 MASTERY RANK 0-3 Kogake Mastery Rank increased from 0 to 2 Damage increased from 35 to 120 Range increased from 0.5 to 1.25 MASTERY RANK 4-6 Obex Mastery Rank increased from 0 to 4 Damage increased from 25 to 120 Range increased from 0.5 to 1.25 MASTERY RANK 7-9 Hirudo Damage increased from 55 to 130 Range increased from 0.5 to 1.25 Status Chance increased from 5% to 11% Critical Chance increased from 15% to 30% Korrudo Damage increased from 61 to 193 Range increased from 0.5 to 1.25 MASTERY RANK 10-12 Kogake Prime Damage increased from 70 to 242 Range increased from 0.5 to 1.25 Status Chance increased from 34% to 38% Prisma Obex Mastery Rank increased from 4 to 10 Damage increased from 25 to 150 Range increased from 0.5 to 1.25 Claws General Parry Angle set to 55 Follow Through increased from 0.5 to 0.8 MASTERY RANK 4-6 Venka Mastery Rank increased from 3 to 4 Damage increased from 37 to 140 Range increased from 0.5 to 1.75 Ripkas Mastery Rank increased from 3 to 5 Damage increased from 55 to 173 Range increased from 0.5 to 1.75 MASTERY RANK 13-15 Venka Prime Mastery Rank increased from 8 to 14 Damage increased from 55 to 188 Range increased from 0.5 to 1.8 Status Chance increased from 15% to 24% Critical Chance increased from 25% to 32% Critical Damage increased from 2.5x to 2.6x Nunchaku General Parry Angle set to 55 MASTERY RANK 7-9 Ninkondi Mastery Rank increased from 0 to 8 Damage increased from 45 Electricity to 90 Impact and 100 Electricity MASTERY RANK 10-12 Shaku Mastery Rank increased from 0 to 10 Damage increased from 55 to 180 Status Chance increased from 25% to 34% Critical Chance increased from 7.5% to 18% MASTERY RANK 13-15 Ninkondi Prime Mastery Rank increased from 10 to 14 Damage increased from 54 to 234 Warfans General Parry Angle set to 55 Follow Through increased from 0.6 to 0.7 MASTERY RANK 7-9 Gunsen Mastery Rank reduced from 10 to 8 Damage increased from 50 to 160 Range increased from 0.5 to 1.7 Gunblades General Parry Angle set to 45 MASTERY RANK 4-6 Redeemer Damage increased from 60 to 180 Range increased from 0.5 to 1.7 Status Chance increased from 10% to 22% Critical Chance increased from 5% to 10% Critical Damage increased from 1.5x to 1.8x MASTERY RANK 7-9 Sarpa Damage increased from 70 to 160 Range increased from 0.5 to 1.75 Status Chance increased from 10% to 28% Critical Chance increased from 5% to 14% Critical Damage increased from 1.5x to 2x MASTERY RANK 10-12 Redeemer Prime Damage increased from 80 to 212 Range increased from 0.5 to 1.75 Status Chance increased from 28% to 30% Critical Chance increased from 16% to 24% Rapiers General Parry Angle set to 60 Follow Through decreased from 1 to 0.7 MASTERY RANK 7-9 Destreza Damage increased from 75 to 158 Range increased from 1 to 2.5 Status Chance increased from 5% to 14% Critical Chance increased from 20% to 28% Endura Damage increased from 95 to 200 Range increased from 1 to 2.5 Status Chance increased from 25% to 36% Critical Chance increased from 5% to 10% MASTERY RANK 10-12 Destreza Prime Damage increased from 76 to 170 Range increased from 1 to 2.5 Status Chance increased from 18% to 20% Critical Chance increased from 24% to 32% Glaives As a general note, self damage has been removed from Glaive power throws. As this decision made it through the testing pipeline, some mentioned this impacts a specific Chroma interaction, but positively impacts 41 other Warframes. More specifically, the Power Throw Mod has been changed to not create explosions when hitting an object or enemy on its last bounce, it solely offers a Punchthrough addition. General Parry Angle set to 55 Follow Through increased from 0.5 to 0.7 MASTERY RANK 0-3 Kestrel Damage increased from 35 to 84 Range increased from 0.5 to 1.2 Glaive Damage increased from 45 to 105 Range increased from 0.5 to 1.25 Status Chance increased from 10% to 12% Critical Chance increased from 10% to 12% MASTERY RANK 4-6 Orvius Damage increased from 70 to 195 Range increased from 0.5 to 1.3 Status Chance increased from 15% to 18% Critical Chance increased from 15% to 18% Block+Alt Fire to throw glaive that will Suspend enemies MASTERY RANK 7-9 Cerata Mastery Rank increased from 3 to 7 Damage increased from 44 Toxin to 19 Impact, 36 Puncture, 52 Slash and 76 Toxin Range increased from 0.5 to 1.25 Falcor Damage increased from 78 to 230 Range increased from 0.75 to 1.3 Status Chance increased from 28% to 34% Halikar Damage increased from 45 to 149 Range increased from 0.5 to 1.2 Status Chance increased from 20% to 29% Critical Chance increased from 10% to 17% Pathocyst Damage increased from 82 to 262 MASTERY RANK 10-12 Glaive Prime Damage increased from 50 to 164 Range increased from 0.5 to 1.25 Critical Chance increased from 15% to 22% Nikanas General Parry Angle set to 55 Follow Through increased from 0.6 to 0.7 MASTERY RANK 4-6 Nikana Damage increased from 45 to 142 Range increased from 1 to 2.5 Status Chance increased from 10% to 16% Critical Chance increased from 10% to 16% MASTERY RANK 7-9 Dragon Nikana Damage increased from 85 to 188 Range increased from 1 to 2.5 Status Chance increased from 15% to 22% Critical Chance increased from 15% to 22% MASTERY RANK 10-12 Skiajati Damage increased from 77 to 175 Range increased from 1 to 2.7 Status Chance increased from 27% to 30% Critical Chance increased from 15% to 19% Critical Damage increased from 1.9x to 2.1x Slam Radius increased from 3 to 6 Nikana Prime Mastery Rank increased from 0 to 12 Damage increased from 95 to 198 Range increased from 1 to 2.5 Status Chance increased from 20% to 28% Critical Chance increased from 20% to 28% Critical Damage increased from 2x to 2.4x Two Handed Nikanas General Parry Angle set to 55 MASTERY RANK 7-9 Tatsu Damage increased from 96 to 214 Range increased from 2 to 3 Status Chance increased from 23% to 28% Critical Chance increased from 11% to 16% Critical Damage increased from 1.9x to 2x Sword and Whip General Parry Angle set to 60 MASTERY RANK 7-9 Lacera Damage increased from 80 Electricity to 12 Impact, 38 Puncture, 66 Slash and 100 Electricity Range increased from 1 to 2.5 Critical Chance increased from 2.5% to 5% Mios Damage increased from 80 to 177 Range increased from 1 to 2.5 Critical Chance increased from 15% to 19% MASTERY RANK 10-12 Jat Kusar Mastery Rank increased from 10 to 11 Damage increased from 80 Heat to 79 Impact, 13 Puncture, 45 Slash and 81 Heat Range increased from 1 to 2.4 Status Chance increased from 5% to 19% Tonfas General Parry Angle set to 60 MASTERY RANK 0-3 Kronen Damage increased from 65 to 130 Range increased from 1 to 2.5 Critical Chance increased from 5% to 10% MASTERY RANK 4-6 Boltace Mastery Rank increased from 2 to 4 Damage increased from 85 to 176 Range increased from 1 to 2.5 Status Chance increased from 25% to 28% Critical Chance increased from 5% to 6% MASTERY RANK 7-9 Ohma Damage increased from 100 Electricity to 76 Impact, 38 Slash and 110 Electricity Range increased from 1 to 2.5 MASTERY RANK 10-12 Telos Boltace Mastery Rank increased from 8 to 11 Damage increased from 85 to 210 Range increased from 1 to 2.5 Status Chance increased from 25% to 35% Critical Chance increased from 10% to 20% MASTERY RANK 13-15 Kronen Prime Mastery Rank increased from 8 to 13 Damage increased from 66 to 212 Range increased from 1 to 2.5 Status Chance increased from 24% to 34% Critical Chance increased from 12% to 22% Polearms General Parry Angle set to 55 Follow Through reduced from 0.8 to 0.6 MASTERY RANK 0-3 Orthos Damage increased from 50 to 175 Range increased from 2 to 3 Status Chance increased from 15% to 18% Critical Chance increased from 5% to 6% Tonbo Damage increased from 80 to 184 Range increased from 2 to 3 MASTERY RANK 4-6 Guandao Damage increased from 90 to 202 Critical Chance increased from 22% to 28% Cassowar Damage increased from 70 to 188 Sydon Mastery Rank increased from 2 to 5 Damage increased from 75 to 225 Range increased from 2 to 2.9 Serro Mastery Rank increased from 2 to 6 Damage increased from 75 Electricity to 96 Slash and 138 Electricity Range increased from 2 to 3 Status Chance increased from 25% to 26% Critical Chance increased from 5% to 8% MASTERY RANK 7-9 Kesheg Damage increased from 105 to 241 Range increased from 2 to 2.9 Status Chance increased from 10% to 23% Critical Chance increased from 7.5% to 19% Pupacyst Damage increased from 90 to 284 Range increased from 1.5 to 2.7 Lesion Mastery Rank increased from 7 to 9 Damage increased from 100 to 237 Range increased from 1.5 to 2.7 Status Chance increased from 30% to 37% Critical Chance increased from 5% to 15% MASTERY RANK 10-12 Vaykor Sydon Mastery Rank increased from 8 to 11 Damage increased from 85 to 213 Range increased from 2 to 2.9 Status Chance increased from 25% to 33% Critical Chance increased from 15% to 21% Critical Damage increased from 2x to 2.5x Radial Blind now triggered by Block+Alt Fire at full charge Orthos Prime Mastery Rank increased from 2 to 12 Damage increased from 65 to 234 Status Chance increased from 15% to 36% Critical Chance increased from 10% to 24% Critical Damage increased from 2x to 2.2x Staves General Parry Angle set to 60 MASTERY RANK 0-3 Mk-1 Bo Damage increased from 45 to 90 Range increased from 2 to 3 MASTERY RANK 4-6 Bo Mastery Rank increased from 0 to 4 Damage increased from 50 to 140 Amphis Mastery Rank increased from 0 to 5 Damage increased from 55 to 130 Range increased from 2 to 3 Status Chance increased from 10% to 21% Critical Chance increased from 7.5% to 13% Critical Damage increased from 1.5x to 1.7x Tipedo Mastery Rank increased from 3 to 6 Damage increased from 50 to 124 Range increased from 1.5 to 3 MASTERY RANK 7-9 Broken Scepter Mastery Rank increased from 5 to 7 Damage increased from 60 to 179 Range increased from 1.5 to 2.9 MASTERY RANK 10-12 Bo Prime Mastery Rank increased from 5 to 10 Damage increased from 70 to 176 Status Chance increased from 25% to 32% Critical Chance increased from 12.5% to 24% Critical Damage increased from 2x to 2.6x Tipedo Prime Damage increased from 76 to 170 Range increased from 1.5 to 3 Scythes General Parry Angle set to 60 Follow Through reduced from 0.8 to 0.6 MASTERY RANK 0-3 Anku Damage increased from 70 to 170 Range increased from 1 to 2.8 MASTERY RANK 4-6 Ether Reaper Mastery Rank increased from 3 to 4 Damage increased from 65 to 180 Range increased from 1 to 2.7 Status Chance increased from 15% to 20% Critical Chance increased from 15% to 20% MASTERY RANK 7-9 Caustacyst Damage increased from 75 Corrosive to 17 Impact, 71 Puncture, 69 Slash and 103 Corrosive Range increased from 1 to 2.9 Status Chance increased from 30% to 37% Critical Chance increased from 5% to 9% Hate Mastery Rank increased from 2 to 8 Damage increased from 70 to 230 Range increased from 1 to 2.8 Status Chance increased from 15% to 20% Critical Chance increased from 20% to 30% MASTERY RANK 10-12 Reaper Prime Mastery Rank increased from 2 to 10 Damage increased from 75 to 200 Range increased from 1 to 2.8 Status Chance increased from 12% to 25% Critical Chance increased from 20% to 35% Critical Damage increased from 2x to 2.5x Heavy Blades General Parry Angle set to 55 Follow Through increased from 0.2 to 0.6 MASTERY RANK 0-3 Gram Damage increased from 100 to 160 Range increased from 1 to 2.8 Scindo Damage increased from 100 to 200 Range increased from 1 to 2.6 Galatine Damage increased from 125 to 182 Range increased from 1.45 to 3 MASTERY RANK 4-6 Dark Split-Sword (Heavy Blade) Damage increased from 90 Radiation to 68 Puncture, 52 Slash and 100 Radiation Range increased from 1.45 to 2.8 Zenistar Damage increased from 130 Heat to 80 Impact, 68 Slash and 150 Heat Range increased from 1 to 2.6 Status Chance increased from 25% to 30% Critical Chance increased from 5% to 10% Disc Duration is now a base of 10 seconds and is increased by the Combo Multiplier MASTERY RANK 7-9 Scindo Prime Mastery Rank increased from 4 to 8 Damage increased from 130 to 250 Range increased from 1 to 2.7 Status Chance increased from 15% to 24% Critical Chance increased from 20% to 26% Critical Damage increased from 2x 2.4x MASTERY RANK 10-12 Paracesis Damage increased from 144 to 222 Range increased from 1.45 to 2.9 Status Chance increased from 12% to 22% War Damage increased from 140 to 250 Range increased from 1.45 to 3.2 Status Chance increased from 20% to 26% Critical Chance increased from 20% to 26% Critical Damage increased from 2x 2.6x MASTERY RANK 13-15 Galatine Prime Damage increased from 165 to 280 Range increased from 1.45 to 3 Status Chance increased from 20% to 26% Critical Chance increased from 20% to 26% Gram Prime Damage increased from 180 to 300 Range increased from 1.45 to 2.9 Hammers General Parry Angle set to 50 Follow Through increased from 0.2 to 0.4 MASTERY RANK 0-3 Fragor Damage increased from 115 to 200 Range increased from 2 to 2.5 Magistar Damage increased from 80 to 210 Range increased from 1 to 2.5 MASTERY RANK 4-6 Jat Kittag Damage increased from 130 to 200 Range increased from 2 to 2.8 Sibear Damage increased from 130 Cold to 70 Impact, 20 Puncture, 50 Slash and 100 Cold Range increased from 1 to 2.6 Status Chance increased from 10% to 30% MASTERY RANK 7-9 Heliocor Damage increased from 140 to 280 Range increased from 2 to 2.5 Status Chance increased from 2.5% to 12% Critical Chance increased from 25% to 38% Sancti Magistar Damage increased from 120 to 240 Range increased from 1 to 2.6 Status Chance increased from 10% to 20% Critical Chance increased from 20% to 30% Volnus Mastery Rank increased from 4 to 9 Damage increased from 100 to 220 Range increased from 1.8 to 2.9 Wolf Sledge Damage increased from 130 to 259 Range increased from 1.5 to 3.1 MASTERY RANK 10-12 Arca Titron Damage increased from 180 to 360 Range increased from 2 to 2.6 Synoid Heliocor Damage increased from 120 to 280 Range increased from 2 to 2.6 Status Chance increased from 20% to 40% Critical Chance increased from 10% to 16% Initial Combo Count set to 20 Fragor Prime Mastery Rank increased from 7 to 12 Damage increased from 130 to 270 Range increased from 1 to 2.6 Status Chance increased from 10% to 18% Critical Chance increased from 35% to 40% Initial Combo Count set to 30 Machetes General Parry Angle set to 55 MASTERY RANK 0-3 Kama Damage increased from 45 to 90 Range increased from 1 to 2.4 Status Chance increased from 2% to 10% Critical Chance increased from 5% to 12% Critical Damage increased from 1.5x to 1.8x Machete Damage increased from 25 to 120 Range increased from 1 to 2.5 Status Chance increased from 10% to 15% Critical Chance increased from 5% to 10% Prova Damage increased from 35 Electricity to 52 Impact and 76 Electricity Range increased from 1 to 2.5 Status Chance increased from 10% to 16% Critical Chance increased from 5% to 14% Critical Damage increased from 1.5x to 2x MASTERY RANK 4-6 Gazal Machete Damage increased from 52 to 178 Range increased from 1 to 2.6 Status Chance increased from 25% to 30% Kreska Damage increased from 70 to 190 Range increased from 1 to 2.4 Nami Solo Mastery Rank increased from 0 to 6 Damage increased from 35 to 172 Range increased from 1 to 2.5 MASTERY RANK 7-9 Prisma Machete Damage increased from 25 to 193 Range increased from 1 to 2.5 Status Chance increased from 10% to 31% Critical Chance increased from 5% to 15% Critical Damage increased from 1.5x to 1.9x Prova Vandal Mastery Rank increased from 3 to 8 Damage increased from 48 Electricity to 80 Impact and 118 Electricity Range increased from 1 to 2.5 Status Chance increased from 10% to 32% Critical Chance increased from 5% to 14% Critical Damage increased from 1.5x to 2x MASTERY RANK 10-12 Machete Wraith Mastery Rank increased from 1 to 11 Damage increased from 45 to 211 Range increased from 1 to 2.5 Status Chance increased from 10% to 33% Critical Chance increased from 5% to 19% Critical Damage increased from 1.5x to 2.1x Sword and Shield General Parry Angle set to 70 MASTERY RANK 0-3 Silva and Aegis Damage increased from 35 to 98 Range increased from 1 to 2.5 Ack and Brunt Damage increased from 50 to 149 Range increased from 1 to 2.5 MASTERY RANK 10-12 Cobra and Crane Damage increased from 100 to 296 Physical damage changed from 90% Impact, 10% Puncture to 70% Impact and 30% Puncture Range increased from 1 to 2.6 Critical Chance increased from 10% to 15% Sigma and Octantis Damage increased from 60 to 174 Range increased from 1 to 2.5 Silva and Aegis Prime Damage increased from 120 to 318 Range increased from 1 to 2.5 Status Chance increased from 25% to 30% Critical Chance increased from 15% to 25% Swords General Parry Angle set to 55 MASTERY RANK 0-3 Skana Damage increased from 35 to 120 Range increased from 1 to 2.5 Status Chance increased from 10% to 16% Jaw Sword Damage increased from 44 to 120 Range increased from 1 to 2.5 Status Chance increased from 10% to 18% Critical Chance increased from 5% to 6% Cronus Damage increased from 35 to 106 Range increased from 1 to 2.5 Status Chance increased from 10% to 18% Critical Chance increased from 5% to 6% Heat Sword Mastery Rank increased from 0 to 3 Damage increased from 35 to 147 Range increased from 1 to 2.5 Status Chance increased from 10% to 20% Pangolin Sword Mastery Rank increased from 0 to 3 Damage increased from 37 to 150 Range increased from 1 to 2.5 Status Chance increased from 10% to 22% Critical Chance increased from 5% to 8% MASTERY RANK 4-6 Plasma Sword Mastery Rank increased from 0 to 4 Damage increased from 35 Electricity to 34 Impact, 12 Puncture, 88 Slash and 66 Electricity Range increased from 1 to 2.5 Status Chance increased from 15% to 18% Critical Chance increased from 15% to 18% Mire Mastery Rank increased from 0 to 5 Damage increased from 35 to 23 Impact, 23 Puncture, 47 Slash and 65 Toxin Range increased from 1 to 2.7 Status Chance increased from 10% to 31% Critical Chance increased from 5% to 9% MASTERY RANK 7-9 Ether Sword Mastery Rank increased from 0 to 7 Damage increased from 37 to 192 Range increased from 1 to 2.5 Status Chance increased from 10% to 34% Critical Chance increased from 5% to 10% Dark Sword Mastery Rank increased from 0 to 8 Damage increased from 35 Radiation to 120 Puncture, 60 Slash and 80 Radiation Range increased from 1 to 2.5 Status Chance increased from 10% to 40% Prisma Skana Mastery Rank increased from 0 to 8 Damage increased from 35 to 170 Range increased from 1 to 2.5 Status Chance increased from 10% to 16% Critical Chance increased from 20% to 28% Critical Damage increased from 2x to 2.2x Krohkur Mastery Rank increased from 7 to 9 Damage increased from 70 to 217 Range increased from 1 to 2.5 Critical Damage increased from 1.7x to 2.3x MASTERY RANK 10-12 Broken War Damage increased from 90 to 187 Range increased from 1 to 2.5 Status Chance increased from 10% to 20% Critical Chance increased from 15% to 35% Critical Damage increased from 1.5x to 2.2x Dakra Prime Mastery Rank increased from 6 to 10 Damage increased from 60 to 170 Range increased from 1 to 2.5 Status Chance increased from 10% to 18% Critical Chance increased from 15% to 36% Critical Damage increased from 1.5x to 2.4x Skana Prime Mastery Rank increased from 0 to 12 Damage increased from 42 to 210 Range increased from 1 to 2.5 Status Chance increased from 10% to 26% Critical Chance increased from 10% to 26% Critical Damage increased from 1.5x to 2.6x Dual Swords General Parry Angle set to 60 MASTERY RANK 0-3 Dual Skana Damage increased from 35 to 120 Range increased from 1 to 2.5 Status Chance increased from 10% to 16% Nami Skyla Mastery Rank increased from 0 to 2 Damage increased from 50 to 125 Range increased from 1 to 2.5 Status Chance increased from 10% to 15% Critical Chance increased from 5% to 10% Dual Kamas Damage increased from 42 to 96 Range increased from 1 to 2.4 Status Chance increased from 7.5% to 15% Critical Chance increased from 5% to 10% Dual Heat Swords Mastery Rank increased from 0 to 3 Damage increased from 35 to 147 Range increased from 1 to 2.5 Status Chance increased from 10% to 20% Dual Zoren Damage increased from 30 to 70 Range increased from 1 to 2.3 MASTERY RANK 4-6 Dark Split Sword Mastery Rank increased from 0 to 5 Damage increased from 65 Radiation to 56 Puncture, 28 Slash and 32 Radiation Range increased from 1 to 2.4 Dex Dakra Damage increased from 65 to 142 Range increased from 1 to 2.5 Status Chance increased from 20% to 24% Critical Chance increased from 10% to 16% Dual Cleavers Mastery Rank increased from 3 to 5 Damage increased from 35 to 157 Range increased from 1 to 1.7 Dual Ichor Damage increased from 35 Toxin to 19 Impact, 11 Puncture, 45 Slash and 47 Toxin Range increased from 1 to 2.3 Dual Raza Damage increased from 48 to 110 Range increased from 1 to 2.4 Status Chance increased from 5% to 10% Critical Chance increased from 20% to 25% MASTERY RANK 7-9 Dual Kerez Damage increased from 44 to 115 Range increased from 1 to 2.5 Twin Basolk Mastery Rank increased from 3 to 7 Damage increased from 65 Heat to 55 Impact, 15 Puncture, 55 Slash and 85 Heat Range increased from 1 to 2.4 Dual Ether Mastery Rank increased from 0 to 8 Damage increased from 40 to 180 Range increased from 1 to 2.5 Status Chance increased from 10% to 28% Critical Chance increased from 5% to 20% Critical Damage increased from 1.5x to 2x Dual Kamas Prime Mastery Rank increased from 6 to 8 Damage increased from 70 to 160 Range increased from 1 to 2.4 Status Chance increased from 20% to 25% Critical Chance increased from 15% to 20% Prisma Dual Cleavers Mastery Rank increased from 3 to 9 Damage increased from 35 to 133 Range increased from 1 to 1.7 MASTERY RANK 10-12 Twin Krohkur Mastery Rank increased from 6 to 10 Damage increased from 70 to 250 Range increased from 1 to 2.5 Nami Skyla Prime Damage increased from 60 to 180 Range increased from 1 to 2.5 Status Chance increased from 30% to 34% Critical Chance increased from 20% to 22% Critical Damage increased from 1.5x to 2x Whips General Parry Angle set to 45 MASTERY RANK 0-3 Lecta Damage increased from 45 Electricity to 20 Puncture, 25 Slash and 56 Electricity MASTERY RANK 4-6 Atterax Mastery Rank increased from 2 to 5 Damage increased from 45 to 129 Scoliac Damage increased from 55 to 150 Status Chance increased from 15% to 29% Critical Chance increased from 5% to 13% Galvacord Damage increased from 80 to 210 MASTERY RANK 7-9 Secura Lecta Damage increased from 75 Electricity to 30 Puncture, 66 Slash and 80 Electricity Status Chance increased from 25% to 30% Critical Chance increased from 5% to 15% Zaws Balla Dagger Damage increased from 68 to 224 Range increased from 1 to 1.7 Staff Damage increased from 80 to 224 Ooltha Sword Damage increased from 72 to 224 Range increased from 1 to 2.5 Staff Damage increased from 85 to 224 Mewam Sword Damage increased from 86 to 224 Range increased from 1 to 2.5 Polearm Damage increased from 101 to 244 Cyath Machete Damage increased from 72 to 230 Range increased from 1 to 2.6 Polearm Damage increased from 101 to 248 Dehtat Rapier Damage increased from 68 to 224 Range increased from 1 to 2.5 Polearm Damage increased from 80 to 244 Kronsh Machete Damage increased from 86 to 234 Range increased from 1 to 2.4 Polearm Damage increased from 101 to 250 Plague Kripath Rapier Damage increased from 70 to 213 Range increased from 1 to 2.5 Polearm Damage increased from 82 to 230 Plague Keewar Scythe Damage increased from 79 to 309 Range increased from 1 to 1.7 Staff Damage increased from 93 to 262 Sepfahn Nikana Damage increased from 72 to 226 Range increased from 1 to 2.5 Staff Damage increased from 85 to 226 Rabvee Machete Damage increased from 68 to 234 Range increased from 1 to 2.4 Hammer Damage increased from 146 to 252 Dokrahm Scythe Damage increased from 68 to 308 Range increased from 1 to 1.8 Heavy Blade Damage increased from 146 to 286 9. Mod Re-balancing and Functionality Changes Since the base damage of melee is being buffed, some notable Mods are getting a balance and/or functionality pass. With the wide amount of changes happening to Channeling and Heavy Attacks, some Mods have had to be reworked into other systems or have had changes to the way their damage scales. For full transparency, some of these are nerfs to specific Mods, but we felt these were necessary to truly allow Phase 2 to be treated as a new beginning for melee. Our intention is to create engaging melee and Modding variety, which is not possible when there is a one-best loadout or single Mod that can kill almost anything in the game. We love killing things effectively, but we also want the combat to be engaging and feel powerful. Spin attacks still exist, but the repetition of them is something we’re trying not to force you to use. To reiterate: select tools made Spin attacks optimal at the cost of the more interesting Melee system, and we’re trying to rectify that. At the moment, the current list of Mods and their proposed changes are listed below. All Channeling Mods - have been changed to the Melee Parent type to bring them in line with Melee Phase 2 changes Amalgam Organ Shatter - Will be changed from Charge Attacks to Heavy Attacks. Blood Rush - Will now scale differently, using a stacking multiplier based on the Combo Counter, raising 60% per Combo Counter tier (something much easier to achieve in Phase 2). Condition Overload - Now uses a stacking multiplier based on how many Status Effects are on the target at 120% damage per Status. During this whole Melee rebalance, Condition Overload remained a persistent outlier. Since launch, it has had an unintended stacking mechanic, that nothing else uses in the game: it grew exponentially, making it too volatile to balance. We know there’s nothing worse than ‘how can you call this unintended’, so let’s explain the history: initially it did the stacking on final damage, which, as you know from previous changes, we have been trying to move away from. This is because this type of stacking makes for very hard to control damage progression, and tends to be very confusing as to which damage, Melee/Proc etc, applies where. This new version of the mod makes Condition Overload’s damage multiplication become equal to Pressure Point when the enemy has 1 Status applied, better than Primed Pressure Point at 2 Statuses applied, and from there it just grows and grows. Even though the maximum potential damage is lower now, we think it is still an extremely powerful Mod in its latest iteration. The new ‘Lifted’ Status also counts for Condition Overload calculation. Revised Stances and the new Heavy Attack give reliable ways of applying Status to enemies, which greatly increases the reliability of Condition Overload Spoiler Corrupt Charge - Adds a large amount to the Combo Counter, but significantly reduces the time it takes for the Combo Counter to drain. Covert Lethality - is remaining as a Dagger Mod for now with +16 Initial Combo and 100% Finisher damage, pending later review. (Note: This has changed from what was laid out in the recent Dev Workshop) Dispatch Overdrive - Increases player movement on a Heavy Attack hit. Enduring Affliction - Increases the Status Chance on enemies suffering from the Lifted Status. Enduring Strike - Increases the Combo Counter chance when hitting Lifted enemies. Focus Energy - Add Electrical damage to an attack, as well as increasing Combo Counter generation. Focused Defense - Adds an additional 20 degrees to a weapons blocking angle. Gladiator Mod Set - Adds a multiplier with the Combo Counter up to 60% for the whole set. Guardian Derision - Will add more to the Combo Counter for blocking hits. (Note: The Taunt mechanic is still in place.) Killing Blow - Increases Heavy Attack damage and decreases the ‘wind-up’ time for Heavy Attacks Life Strike - Heavy Attacks will now regenerate Health. Maiming Strike - Changes from an additive buff to a stacking buff, but base functionality increased 150%. Quickening - Grants +40% Attack Speed, +20% Combo Count Chance Reach / Primed Reach - Will now increase range in a way that has been normalized. In the previous incarnation, long-range weapons were getting too much of a benefit, while short-range weapons were barely seeing any increase at all. Reflex Coil - Increased Combo Point Efficiency when using Heavy Attacks. Reflex Guard - +100% Combo Count Chance while Blocking. Spring-Loaded Blade - Will now provide a maximum of 3 additional stacks of Melee Range. True Punishment - Add 40% Critical Chance, but reduces the chance to add to the Combo Counter by -10% Weeping Wounds - Increases Status chance in a Stacking Multiplier, 40% per combo tier. This update will also see some changes to the following Weapon, Arcane and Focus School buffs: Zenurik - Inner Might - Has been changed to provide 60% Combo Efficiency, instead of Channeling Efficiency. Synoid Heliocor, Furax Wraith and Fragor Prime - All receive bonus initial Combo Count to offset the boosted Channeling Damage they had previously. Exodia Triumph Arcanes - Have been changed to +50% chance to increase the Combo Counter on hit. Exodia Valor Arcanes - Have been changed to +200% chance to increase Combo Count when hitting Lifted Enemies. Exodia Brave Arcanes - Now grants +5 Energy Generation when killing an Enemy with a Heavy Attack. This can stack up to 3 times. Again, some of these changes are subject to review and change. Now that Melee Rework: Phase 2 has been rolled out, there will surely be additional balance passes as usability and effectiveness are used (or abused). Need to report a bug? Visit the THE OLD BLOOD Bug Report Megathread. Link to comment Share on other sites More sharing options...
ShogunGunshow Posted October 31, 2019 Share Posted October 31, 2019 (edited) Kogake has an abnormally low Heavy Slam Attack. Primed Pressure Point, Primed Fever Strike, Shocking Touch. 1081 damage. Considering Dark Dagger's Heavy Slam is 616 damge clean with no mods, something really seems screwy with the Kogake. edit: Yeah, the Kogake's base heavy slam is 120. That can't be right. Edited October 31, 2019 by ShogunGunshow Stat clarification Link to comment Share on other sites More sharing options...
vFlitz Posted October 31, 2019 Share Posted October 31, 2019 Condition Overload being additive with Pressure Point makes the latter unwanted and obsolete on any weapon that can do status at least a little. With two procs CO is at 240%, or 3.4x base damage done. Primed Pressure Point will increase that to 4.95x, which is only a 45% increase in damage at the cost of a mod slot, and improvement becomes smaller the more procs you add. And getting to two procs is really simple - most weapons don't even need to use their status chance for that because stances provide forced procs. The sudden change in the stat's value is especially detrimental to Rivens. Previously Melee Damage was a solid roll, now it's quite undesirable. While I can understand the reasoning behind making CO not be multiplicative with itself, it should still be multiplicative pressure point, or pressure point should be buffed to sit somewhere in the middle between CO's minimum performance and maximum expected (as in, when not jumping through a lot of hoops to get as many procs on an enemy as is humanly possible) performance. 5 Link to comment Share on other sites More sharing options...
Dragazer Posted October 31, 2019 Share Posted October 31, 2019 The combo counter seems to cap out at 220 hits, is that intended? Link to comment Share on other sites More sharing options...
Ellusion Posted October 31, 2019 Share Posted October 31, 2019 Could you please provide a bit more info about the new Blood Rush mechanics? Previously I was able to get consistent orange crits above 2.5x, now crits are still yellow at max counter (same weapon without crit chance change). I did the math, and there is a discrepancy between my in game experience, and the values i got... 🤔 3 Link to comment Share on other sites More sharing options...
AXCrusnik Posted October 31, 2019 Share Posted October 31, 2019 Anyone know what "follow through" is supposed to mean in reference to melee (as opposed to the conclave mod)? Link to comment Share on other sites More sharing options...
purplevolus Posted October 31, 2019 Share Posted October 31, 2019 so i guess this might be a bug but melee combos now only have 1 attack for most the weapons and red crits are only hitting double digest and i guss like the combo swings or normal swing animations dropped from about 12 different wing animations to only 2 total for every weapon and keep getting stuck in animaitons and cant roll out of them the moment i tap the melee button a single time except for some single handed weapons it doesnt happen with but ya a bunch issues started and can tab melee and start a melee combo and then roll mid air lunching your self endlessly into the sky Link to comment Share on other sites More sharing options...
(XBOX)GearsMatrix301 Posted November 1, 2019 Share Posted November 1, 2019 Condition overloads been nerfed into uselessness..... Link to comment Share on other sites More sharing options...
Ocerkin Posted November 1, 2019 Share Posted November 1, 2019 condition overload is trash range on polearms and staves are trash heavy attacks are basically useless and arent worth having thanks for making melee worse, fix or revert either would be great 7 Link to comment Share on other sites More sharing options...
Test-995 Posted November 1, 2019 Share Posted November 1, 2019 Damage is just plain worse, it feels like 1% of damage prior update. Range is mostly a buff, don't see a problem there. Link to comment Share on other sites More sharing options...
vaarnaaarne Posted November 1, 2019 Share Posted November 1, 2019 2 hours ago, vFlitz said: Condition Overload being additive with Pressure Point makes the latter unwanted and obsolete on any weapon that can do status at least a little. With two procs CO is at 240%, or 3.4x base damage done. Primed Pressure Point will increase that to 4.95x, which is only a 45% increase in damage at the cost of a mod slot, and improvement becomes smaller the more procs you add. And getting to two procs is really simple - most weapons don't even need to use their status chance for that because stances provide forced procs. The sudden change in the stat's value is especially detrimental to Rivens. Previously Melee Damage was a solid roll, now it's quite undesirable. While I can understand the reasoning behind making CO not be multiplicative with itself, it should still be multiplicative pressure point, or pressure point should be buffed to sit somewhere in the middle between CO's minimum performance and maximum expected (as in, when not jumping through a lot of hoops to get as many procs on an enemy as is humanly possible) performance. This is why I felt that the original idea of limiting CO to 3 stacks was a good one. Right now CO's only been made not-utterly-broken in its bonus, but it's still basically mandatory. 1 Link to comment Share on other sites More sharing options...
George_PPS Posted November 1, 2019 Share Posted November 1, 2019 Very flashy attacks? Yes. I’d even say that the new melee attacks are superficially fun for 30 minutes. But effectiveness? Greatly reduced. Now melee attacks are much ineffective, have many stops/pauses and move awkwardly. Why why why you want to nerf it to the ground? The best parts of melee 2.0 are destroyed. The flash attacks and slightly increased damage in the new update can’t make up for it. The overall fun factor of melee system is greatly reduced. What’re the next and most fun/powerful things/weapons in Warframe getting nerfed? Link to comment Share on other sites More sharing options...
George_PPS Posted November 1, 2019 Share Posted November 1, 2019 12 minutes ago, Test-995 said: Damage is just plain worse, it feels like 1% of damage prior update. Range is mostly a buff, don't see a problem there. Imo the melee system is now a bunch of flashy toy melees with pathetic damages and more problems. If something doesn’t break, don’t fix it. DE broke the best parts of melee 2.0. 2 Link to comment Share on other sites More sharing options...
UuvoPlajaa Posted November 1, 2019 Share Posted November 1, 2019 Gladiator mod set effect doesn't affect Exalted weapons anymore 😞 Link to comment Share on other sites More sharing options...
Daiwulf Posted November 1, 2019 Share Posted November 1, 2019 Fury: V polarity - 9 drain - +30% attack speed Gladiator Vice: V Polarity - 9 drain - 30% attack speed + set bonus Primed Fury: V polarity - V polarity - 14 drain - 55% attack speed Quickening (Changed): V polarity - 9 drain - 40% attack speed + 20% combo chance Seems like Fury (which was already outperformed by Gladiator Vice) has been heavily outperformed by Quickening . Fury needs to have a decrease in drain to a max of 7 while maintaining the current 30% attack speed to allow people to fit it in cheaper builds. 7 Link to comment Share on other sites More sharing options...
fr4gb4ll Posted November 1, 2019 Share Posted November 1, 2019 so far, i'm not much enthusiastic with the new 'heavy attack' at cost of the old 'channeling'. i might have been one of the few players who actually used channeling often and had multiple weapons build for this effect and therefore can't see much use of the heavy attack for anything but real high level enemies (that are those with lvl200++) or some boss-type ones in the mid-range (about lvl100, sortie style). losing the whole combo with just one heavy attack, regardless of how fast it's build up again, makes it pointless to use 'casual' during a mission - especially since the animation for the heavy attack takes far too much time in most scenarios... don't get me wrong, i like having an option for such heavy attacks, but with my arsenal of weapons i see no need for anything like it when normal attacks can easily kill enemies in one swing... i just would rather have an option for both, heavy attack and channeling - that is all. and, as for channeling: stealth killing is now even more a pain in the arѕe since we can't make those corpses 'disapear' fast like we could with active channeling - or will there be a parazon mod for it? if not, take this as an inspiration for one ^^) Link to comment Share on other sites More sharing options...
George_PPS Posted November 1, 2019 Share Posted November 1, 2019 47 minutes ago, Ocerkin said: condition overload is trash range on polearms and staves are trash heavy attacks are basically useless and arent worth having thanks for making melee worse, fix or revert either would be great At least the new and ineffective melee system looks very FLASHY. Link to comment Share on other sites More sharing options...
VoadorHolandes Posted November 1, 2019 Share Posted November 1, 2019 It has been said that stacking combo multiplier is much easier now, but that seens to be completely untrue. It takes much longer for it to get going to get much meager rewards from mods such as Blood Rush and Weeping Wounds. Whereas before you were able to get a 1.5 combo going at 5 hits to gain 1.5 times the benefit from these mods, now it takes 20 to get one time the benefit, In fact, for one to get a similar benefit from a 1.5 combo BR as it was before, you need a 5 stack combo with 80 hits! And that is considering that the mods seen to be effecting only the base stat and not the overall one. It is easier to reach higher counts of combo, but much slower to reach low combo counts. Now, what puzzles me is that, the combo system was remade in order to fit heavy attacks in it; and for what? For an attack that will (definitely) kill one mob in a game in which you kill thousands every match? Why is it that, as they get higher, combo multipliers are given in shorter intervals rather than the contrary? I don't think this works at all. * Has anyone else tested weeping wounds yet? To me it doesn't seen to be working at all. Even a high status weapon such as the Ohma won't give a guaranteed proc during a 12x Combo. 4 Link to comment Share on other sites More sharing options...
Tarasios Posted November 1, 2019 Share Posted November 1, 2019 (edited) Nevermind I misread... Edited November 1, 2019 by Tarasios was wrong Link to comment Share on other sites More sharing options...
Andele3025 Posted November 1, 2019 Share Posted November 1, 2019 59 minutes ago, Test-995 said: Damage is just plain worse, it feels like 1% of damage prior update. Range is mostly a buff, don't see a problem there. Some ranges werent buffed while some werent nerfed. E.g. Idea between gram vs galatine was gram has more damage but less range, now they are the same. Also someone accidentally reduced the range of whips twice because a 10m rope now barely hits 5m (i expected a nerf to hit 7m with prime reach) in addition to making Burning Wasp stance completely derp. Base attack is no longer 2 diagonal swipes while the forward attack actually animation locks you in place. Only forward block is correct being a gap closer. Link to comment Share on other sites More sharing options...
nokturnihs Posted November 1, 2019 Share Posted November 1, 2019 Mathematically (before animation clumsiness added in this update) melee weapons are significantly now much less capable of competing with primaries and secondaries. This effectively eliminates most melee from the competitive gameplay balance. So either DE needs to also nerf primary and secondary damage to a third of what it is now, restore the global damage bonus from combo or triple the damage of all melee weapons from the scaled base damage of their new values or some combination therein. Taking melee well below the efficacy of gunplay also kind of defeats the whole "space ninja" thing overall. 2 Link to comment Share on other sites More sharing options...
thor_sten Posted November 1, 2019 Share Posted November 1, 2019 (edited) First impression: The new stats, damage-wise, feel overpowered in normal missions and "lacking" in higher leveled ones. Before the Update my trusty Tonbo would work fine in Arbitrations and Sorties, once it reached Damage*3, now it's basically locked at Damage*2 and feels like it lacks any punch in Arbitrations (the new FX and Sounds might be a bit responsible for the feeling, but given that I have to "dance" around enemies longer than before, this might be not the whole story). On top of this, I can't see me using heavy attacks at all. On normal missions (level<50) the new improved melee weapon stats kill normal enemies without a need for a heavy attacks. And against most bosses they feel useless. Even if they can hit the right spots at all (Lephantis is basically out of the Picture I guess), It takes to long to use it reliable in their vulnerable phases (say the moment, a juggernaut exposes it's belly, or the split-seconds Mutalist-Alad-V becomes vulnerable). On higher level Missions a heavy attack takes to much time, locking me in an animation that let's me exposed and hits 1-2 enemies at best. I'm not using Maiming Strike, but I'd rather "copter" around the enemies a bit longer, than standing still long enough to annihilate a single grunt (A Nox might perhaps the only enemy unit I'd use such an attack on, otherwise it feels like a waste of time and ressources). To me, heavy attacks add nothing to the game. That's not to say "revert it all back ASAP", but perhaps you might take the new Status Quo to A) Revamp enemy scaling. A bit tougher at the beginning, a bit softer at the end, perhaps? B) Give us something interesting to hit with the heavy attacks, say some revamped (field) bosses, or more tough guys like the Noxes, rather than "Do I really want to waste all the combo counter on yet another grunt? Nope.". Perhaps some destructible terrain/doors? C) Perhaps replace heavy attacks, with "automatically execute a combo of your choice with +X Damage"? Edited November 1, 2019 by thor_sten 1 Link to comment Share on other sites More sharing options...
-Kittens- Posted November 1, 2019 Share Posted November 1, 2019 4 minutes ago, thor_sten said: Lephantis is basically out of the Picture air combo Link to comment Share on other sites More sharing options...
-Kittens- Posted November 1, 2019 Share Posted November 1, 2019 Sparring, Glaives, and Gunblades need substantial damage boosts. Link to comment Share on other sites More sharing options...
grimdragonking Posted November 1, 2019 Share Posted November 1, 2019 Sorry to ask this but what about the mods energy channel and reflection. Reflection is a warframe mod that only works with channeling and is a common. As for energy channel uses more energy for more damage. Bring up this question cause they re not on the list? 1 Link to comment Share on other sites More sharing options...
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