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List Of Warframe Mods Affecting Archwing


KingTaro
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Warframe mods that work in Archwing:

 

- Redirection

- Vitality

- Vigor

- Steel Fiber

- Flow

- Fast Deflection

- Fortitude

- All aura mods.

 

 

Warframe mods that work in Archwing AFTER a Host Migration:

 

-

- Enemy Sense

- Thief's Wit

- Equilibrium

 

 

Warframe mods that still need testing:

 

- Retribution

- Diamond Skin

- Flame Repellent

- Warm Coat

- Antitoxin

- Insulation

- Lightning Rod

 

 

OP

NOTE: When modding for an Archwing mission, the only mods that transfer over from your Warframe Mod loadout are mods that are: HEALTH, SHIELD, ARMOUR, AND ENERGY RELATED.

 

Source: https://forums.warframe.com/index.php?/topic/328727-warframe-archwing/

 

 

 

From the quote above we know for sure that the following mods are going to affect the Archwing:

 

- Redirection

- Vitality

- Vigor

- Steel Fiber

- Flow

 

 

The keyword in the quote is "RELATED". This means that the mods related to those stats mentioned above, should work as well.

 

- Fast Deflection

- Fortitude

- Streamline (doesn't work: Source)

- Fleeting Expertise (doesn't work: Source)

 

 

What about mods with kind of a special relation to those stats? Such as:

 

- Quick Thinking (doesn't work: Source)

- Rage (doesn't work: Source)

- Shield Flux (works when the host, sometimes won't work when not the host)

 

 

Even though the following mods are not related to any of the stats mentioned above, they also work in Archwing. The mods are:

 

- Enemy Sense (doesn't work, tested by Kthal)

- Thief's Wit (doesn't work, according to Kthal)

 

 

This raises the question, are there more mods that actually work in the Archwing mode?

For instance, these mods seem like they may work as well:

 

- Equilibrium (doesn't work, tested by Kthal)

- Undying Will (doesn't work according to Xenocide420)

- Natural Talent (tested by Electronite)

- Retribution

 

 

And I don't see why the resistence mods wouldn't work in Archwing either:

 

- Diamond Skin

- Flame Repellent

- Warm Coat

- Antitoxin

- Insulation

- Lightning Rod
- Aviator (doesn't work according to https://forums.warframe.com/index.php?/topic/333402-archwing-aviator/)

 

 

And what about the Aura's? Do they all work?

 

The Aura mods all seem to work according to Somedude1000, Reefermun and Dualice. Thanks for the confirmation, guys.

 

 

 

Extra: Sprint mods and Stamina mods do NOT work in Archwing mode:

 

- Rush

- Marathon

- Quick Rest

 

However, the Arcane Helmets that boost stamina and sprint speed DO work in Archwing. (Source).

Edited by KingTaro
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Upon further investigation regarding Thief's wit working with archwing, I found that sometimes it would work, and sometimes it wouldn't (ignoring times where there was a loot detector aura present).

 

One of these times. the mod was initially not working but started working after a host migration, which was something I hadn't been taking into consideration with previous tests. This may be something worth considering with Shield Flux's reported inconsistent performance as well.

Edited by Tails-san
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Upon further investigation regarding Thief's wit working with archwing, I found that sometimes it would work, and sometimes it wouldn't (ignoring times where there was a loot detector aura present).

 

One of these times. the mod was initially not working but started working after a host migration, which was something I hadn't been taking into consideration with previous tests. This may be something worth considering with Shield Flux's reported inconsistent performance as well.

 

I can confirm that for Shield Flux.

After a few more runs, the Shield Flux only worked after a host migration, regardless whether I was the host or not.

Will adjuust the list.

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This is great and all, but we're forgetting to test Aura mods here. We can't outright say 'they all work' if they haven't been tested. Yes, we understand that Rejuvenation, Energy Siphon, Loot detector and Enemy Radar (although useless) all work, but what of the other auras?

 

Surely the scavenger mods would be useless either way, so they're ruled out.

 

What about Sprint Boost? Speed Holster? Physique? Corrosive projection? Shield Disruption? Rifle Amp? (I would say Steel Charge, but I've seen a reddit thread that confirmed stat increases for that)

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This is great and all, but we're forgetting to test Aura mods here. We can't outright say 'they all work' if they haven't been tested. Yes, we understand that Rejuvenation, Energy Siphon, Loot detector and Enemy Radar (although useless) all work, but what of the other auras?

 

Surely the scavenger mods would be useless either way, so they're ruled out.

 

What about Sprint Boost? Speed Holster? Physique? Corrosive projection? Shield Disruption? Rifle Amp? (I would say Steel Charge, but I've seen a reddit thread that confirmed stat increases for that)

 

Sprint Boost: Yes, I wrote that Reddit thread and also tested this later on. Works. 

Physique: Works. 

 

The rest haven't tested but should work regardless. However their usefulness is easy trumpted by the ones you mentioned above. Save for having 4 CP aura team. But that's hard to organise and will rarely happen. 

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Reflex Guard - works; better when maxed

 

Reflection - works. Even maxed, the reflected damage is so low, not worth it IMO

 

Diamond Skin - anecdotally seems to work vs Dregs which can deal Radiation

 

Did Reflex Guard and Reflection work after a host migration or right away?

Also, how did you test Diamond Skin? It's almost impossible to test due to RNG. Unless you go through 1000 test shots, it would be hard to tell.

 

I'm hoping for a DE staff to give us a clear answer whether the resistance mods work in Archwing, to be honest.

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Also, how did you test Diamond Skin? It's almost impossible to test due to RNG. Unless you go through 1000 test shots, it would be hard to tell.

 

If they introduce Archwing PVP (I hope as a single Conclave, just for testing and goofing around more than anything), we can actively test the damage mods.

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What's worse than red text on a white background?

Yellow.

(Please edit the OP...)

 

What people keep forgetting, is there are some mods which 'sometimes work'. These mods are not intended to work, and only do so because of host/client shenanigans, and should be classed as 'not working'.

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Has anyone tried Maglev?  Because I've noticed you can slide in space, since I had it give me slide kills for affinity (though I know you can also get pistol kills in archwing), but I was still able to accomplish it.

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Has anyone tried Maglev?  Because I've noticed you can slide in space, since I had it give me slide kills for affinity (though I know you can also get pistol kills in archwing), but I was still able to accomplish it.

 

Maglev would be classified as one of those 'not meant to work, but bugs might let it sometimes'.

 

This entire discussion is moot now, since no mods other than Auras affect Archwing since a recent update.

Edited by Kthal
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