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Somedude1000

Broken Syndicate Mods Thread!

Question

Hello all!

 

Recently I have been seeing a few threads about certain syndicate mods currently not working, in order to keep people updated on which syndicate mods / augments do not work, I have made this thread to compile them and their issues, and to keep you guys updated in case there are changes to the mods. 

 

I will update the list with more mods that do not work once I get and test them, but I encourage you guys to take part and let me know if there are other "broken" mods,

 

URGENT; This list is in no way 100% accurate, I rely on you guys to help me compile this, error is likely in some of these augment notes, though we strive to avoid this is possible, I update as often as I can, but I am not online the whole day, and therefore cannot always fix / update any mistakes at times

Last Updated ; 15 /1 /2015

 

WEAPON AUGMENTS

 

1. Mod name : Toxic Blight

Syndicate : Red Veil

Weapon : Mire

Problem : +100% toxic damage either does not work or damage value is not displayed when modding

Status : Fixed ~15.6.0

Source : Via my own testing

 

2. Mod name : Bright Purity

Syndicate : New Loka

Weapon : Skana (Prime)

Problem : +100% Melee dmg value is not displayed when modding

Status : Fixed ~15.6.0

Source : Via my own testing

 

3. Mod name : Justice Blades 

Syndicate : Steel Meridian

Weapon : Dual Cleavers

Problem : +100% Melee dmg either does not work or value is not displayed when modding

Status : Fixed ~15.6.0 (geninrising's Fix confirmation)

Source : Hollow118's post

 

4. Mod name : Entropy Burst 

Syndicate : Cephalon Suda

Weapon : Supra

Problem : Additional Status chance does not consider 20% base status, but rater is multiplicative of base status without augment

Status : Not fixed - As of 15.6, status still multiplies from supras base status as opposed to base status + entropy burst bonus 

Source : xyLoneZ's post

 

5. Mod name : Entropy Spike 

Syndicate : Cephalon Suda

Weapon : Bolto

Problem : Explosions deal 0 damage

Status : Fixed ~15.6.0 (Judqment8's Fix confirmation)

Source : AstroBoy_DE's response


_______________________________________________________________________________________________________
 
WARFRAME AUGMENTS
 
 

1. Mod name : Greedy Pull 

Syndicate : Perrin Sequence / New Loka

Warframe : Mag (Prime)

Problem : Does not work for clients

Status : Not fixed - As of 15.10, despite being patched, Greedy pull still does not work for clients, only range was increased with the patch Jax_Cavalera's reference

Source : AdFinitum's postDarkix's post

 

2. Mod name : Savage Silence (Requires Testing)

Syndicate : Cephalon Suda / Perrin Sequence

Warframe : Banshee

Problem : Finisher damage not being applied even after fix

Status :  Awaiting confirmation

Source :Tigrexian's post
 

3. Mod name : Resonance 

Syndicate : Cephalon Suda / Perrin Sequence

Warframe : Banshee

Problem : Does not work Possibly may not work for clients (Jeht's Fix confirmation)

Status : Fixed ~15.6.0 (ebya's fix confirmation

Source : Gazie's thread / xyLoneZ's post

 

4. Mod name : Pacifying Bolt 

Syndicate : Arbiters of Hexis / New Loka

Warframe : Nyx (Prime)

Problem : Pacifying bolts do not always stun enemies

Status : Fixed ~15.6.0 Nobunigun's Fix confirmation

Source : Man_In_Suitcase's post >
 
5. Mod name : Muzzle Flash (Needs confirmation)

Syndicate : Red Veil / Steel Meridian

Warframe : Mesa

Problem : Not affected by range mods

Status : Awaiting confirmation

SourceIshki88's post 
 
6. Mod name : Irradiating Disarm (Requires Testing)

Syndicate : Red Veil / Arbiters of Hexis

Warframe : Loki (Prime)

Problem :  Possibly working only for hosts

PSA > Irradiating Disarm currently causes hives in Hive missions to become invulnerable

Status : Awaiting confirmation

 
 
7. Mod name : Swing Line 

Syndicate : Perrin Sequence / New Loka

Warframe : Valkyr

Problem : Does not work after hitting a wall or ceiling

Status : Not fixed

Source : Naftal's post 
 
8. Mod name : Repelling Bastille

Syndicate : Perrin Sequence / Cephalon Suda

Warframe : Vauban

Problem : Randomly allows enemies through after filling (*sub-notice > bounce sound effect seems inaudible when using repelling bastille as client)

Status : Not fixed

 
8. Mod name : Tesla Link

Syndicate : Perrin Sequence / Cephalon Suda

Warframe : Vauban

Problem : Teslas do not appear link for clients, potentially more thann 4 links between teslas

Status : Not fixed

Source : my and Samura1Kitten's testing
 
10. Mod name : Fire Fright

Syndicate : Steel Meridian / Red Veil

Warframe : Ember (Prime)

Problem : Does not guarantee panic proc when maxed as advertised in patch notes

Status : Not fixed

Source : geninrising's post
 
11. Mod name : Shock Trooper

Syndicate : Arbiters of Hexis / Red Veil

Warframe : Volt

Problem : Does not buff allies

Status : Not fixed

Source : skRose's post
 
12. Mod name : Despoil 

Syndicate : Perrin Sequence / Red Veil

Warframe : Nekros

Problem : Does not calculate efficiency as client

Status : Fixed Otenko's fix confirmation

Source : geninrising's post
*Note; Death without being revived by a teammate causes efficiency to be counted as intended
 
13. Mod name : Shield Transference

Syndicate : Cephalon Suda / Perrin Sequence

Warframe : Mag

Problem : Does not shield sprinting / sliding / knocked down players 

Status : Fixed ~15.11.0

Source : TDS0Spoderman's post
 
14. Mod name : Hallowed Eruption

Syndicate : New Loka / Steel Meridian

Warframe : Oberon

Problem : Does not cause explosion as both host and client

Status : Fixed geninrising's Fix confirmation

Source : geninrising's post
 
15. Mod name : Total Eclipse

Syndicate : Arbiters of Hexis / Cephalon Suda

Warframe : Mirage

Problem : Does not show mirage's personal damage buff

Status : Not fixed

Source : geninrising's post
 
_______________________________________________________________________________________________________
 
Notes;
 
*Please note that mods like stinging truth on the Viper and Winds of purity on the Furis intentionally do not work with their Dual counterparts
*Augment mods and syndicate weapons no longer self -revive you
*A response by a dev team member has been posted, suggesting these mods will be fixed in tomorrows (12/12/2014) update > Mods that were supposed to be affected by this will  be captioned "Requires Testing" until fix confirmation
*Fixed mods will have their status changed to "Fixed" once it can be confirmed they work as intended or "In progress" if there has been additional information on them from a dev
*Some mods may require additional confirmation, those mods will have "Needs confirmationlisted next to their names and  their statuses will be listed as "Awaiting confirmation"until it can be made absolutely sure they have a problem. "Awaiting confirmation" may also be used to list statuses of mods that require testing
*Reporting a bug means you will be qouted as a Source for reference, I will link to your post as a source, I'm counting on you guys to be responsible and honest when reporting!
*If you encounter a bug and have no idea where it goes, i encourage you to post it in Crackle2012's Shiny Bug Thread 
 
 
_______________________________________________________________________________________________________

 

DAILY SUMMARIES

 

15/12/2014

  • More clarification for Repelling Bastille added
  • PSA added for Irradiating Disarm
  • Added links to The Oddball Bugs thread 

 

16/12/2014

  • Added Fire Fright
  • Added notice that self resurrection is no longer possible

 

17/12/2014

  • Clarification and status changes for Resonance
  • Multiple "requires testing abilities now have their status changed to "Awaiting confirmation"

 

18/12/2014

  • Entropy Spike now confirmed to be fixed
  • Justice Blades now confirmed to be fixed
  • Added sub notice to Repelling Bastille

 

19/12/2014

  • Resonance now confirmed to be fixed
  • Added Tesla Link

 

27/12/2014

  • Added Shock Trooper

 

31/12/2014

  • Added Despoil
  • Added Shield Transference

 

13/1/2015

  • Added Hallowed Eruption

 

15/1/2015

  • Added Requires Testing for both Despoil and Irradiating Disarm
  • Added urgent general notice

 

16/1/2015

 

21/1/2015

  • Despoil now confirmed to be fixed

 

24/1/2015

  • Total Eclipse added to the list

 

1/2/2015

  • Shield Transference now confirmed to be fixed

 

11/2/2015

  • Hallowed Eruption now confirmed to be fixed

 

_______________________________________________________________________________________________________
 

Edits;

 

Edit 1; Added Entropy Spike to list

Edit 2; Removed Entropy Spike (Thx to Tveoh) Reverted, the explosion works, but there is no damage

Edit 3; Added Justice Blades to list(Thx to Hollow118)

Edit 4; Clarification on Bright Purity added (Thx to Misanthroplonker)

Edit 5; Added Entropy Burst to list(Thx to xyLoneZ / MrNonApplicable)

Edit 6; Added Greedy Pull to list (Thx to Darkix / AdFinitum)

Edit 7; Added clarification for Winds of Purity and Stinging Truth mods

Edit 8; Added dev response citation to main post

Edit 9; Added clarification on status change of fixed mods

Edit 10; Added Savage Silence to list (Thx to Tigrexian)

Edit 11; Added Pacifying Bolts to list (Thx to Man_in_Suitcase)

Edit 12; Separated syndicate weapons and warframe augments

Edit 13; Corrected grammatical mistakes

Edit 14; Added notes 

Edit 15; Entropy Spike status revised and clarified

Edit 16; Edited introduction

Edit 17; Added Resonance

Edit 18; Added "Needs Confirmation" notice

Edit 19; Justice Blades currently needs confirmation

Edit 20; Added Sources and posts relating to confirmation for reference

Edit 21; Added Jet Stream (Thx to Larcetosus)

Edit 22; Added Muzzle Flash (Thx to Ishki88)

Edit 23; "Awaiting confirmation" status added

Edit 24; Toxic Blight and Bright Purity confirmed to be fixed

Edit 25; Added requires testing captions for mods meant to be affected by 15.6 changes

Edit 26; Confirmed that Resonance is not working

Edit 27; Added Repelling Bastille (Thx to Hawk197)

Edit 28; Added Irradiating Disarm (Thx to maj.death)

Edit 29; Added Iron Shrapnel (Thx to CenSilver)

Edit 30; Removed Iron Shrapnel

Edit 31; Clarification added for Jet StreamIrradiating Disarm and Repelling Bastille

Edit 32; Added Swing Line

Edit 33; Pacifying Bolts now confirmed to be fixed

Edit 34; Clarification added for Repelling Bastille

Edit 35; Jet Stream removed as it works as intended

Edit 36; Repelling Bastille removed as it works as intended   (Reverted, Repelling Bastille has now been updated to reflect this)

Edit 37; Added Irradiating Disarm PSA at request

Edit 38; Added a link to The Oddball bugs thread

Edit 39; Added Fire Fright

Edit 40; Added clarification in notes that self resurrection is no longer possible

Edit 41; Added clarification to Resonance

Edit 42; Updated statuses of multiple mods to awaiting confirmation

Edit 43; Entropy Spike now confirmed to be fixed

Edit 44; Justice Blades now confirmed to be fixed

Edit 45; Added sub notice to Repelling Bastille

Edit 46; Resonance now confirmed to be fixed

Edit 47; Added Tesla Link

Edit 47; Edited misnamed mod

Edit 48; Added Shock Trooper (Thx to skRose)

Edit 49; Added Despoil (Thx to geninrising)

Edit 50; Added Shield Transference (Thx to TKS0Spoderman)

Edit 51; Added Hallowed Eruption (Thx to geninrising)

Edit 52; Added note to Despoil (Thx to ebya)

Edit 53; Despoil and Irradiating Disarm now updated to reflect that they require testing

Edit 54; General notice provided to prevent confusion on how accurate the list may be

Edit 55; New link to Crackle2012's Shiny bug thread 030 added

Edit 56; Greedy Pull still does not work for clients, though it's range has been extended

Edit 57; Despoil now confirmed to be fixed

Edit 58; Added Total Eclipse (Thx to geninrising)

Edit 59; Shield Transference  now confirmed to be fixed

Edit 60; Hallowed Eruption now confirmed to be fixed

 

 

_______________________________________________________________________________________________________

 

Status;

 

Because I live in  the (Kuala Lumpur / Singapore) timezone, I won't be able to update at some times during the day / night, as I will be asleep, additionally, I sometimes may not be able to update on Thursdays as I will be at chemotherapy sessions

 

We're currently OFFLINE and not updating! 

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What is this about? Justice Blades work just fine, increasing damage in arsenal and ingame and it has worked from the beginning...

 

I don't have the mod yet, some of the mods listed are based on confirmation by other players, if they made a mistake and told me that there is a problem, then I may have put it in by mistake, I'll need to collect more info on justice blades before I can remove it if there is not a problem with it

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"Once per charge up"? Bolto isn't a charge weapon. It sounds like he's talking about the big explosion that happens when the affinity meter fills on every syndicate mod. Entropy Spike is also supposed to make the Bolto's bolts have a chance of little explosions, like Thunderbolt does for bows.

I don't have the mod so I can't say for sure whether it does or not but I've seen a lot of people complaining about it being broken.

 

I speak horrible English, his statement had me very confused :S

 

I'll re-add the mod, I just got it and tested it, the thunderbolty-effect does not seem to happen as advertised

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Well then it's definitely not working as intended, or the animation isn't showed with MP (it could be my computer I'm playing WF on ultra low settings, Using Unix+virtualization).

Will try to switch roles with nova and see if it works.

Playing Warframe with all setting the higher possible

Played a kappa as host with a nova (prime if it changes anything)

My resonnance did stack with his molecular , some grineers were even fully covered by the sonar. Dunno what's happening there :c

 

Alright! As ling as you shoot the weakspots it should be causing more sonars to happen, if it isn't the mod is still unfixed :/

Perhaps is there a cap on resonnance , as i said above i saw mobs fully covered with weak spots. It may just stop proc'ing at this point

Or perhaps it is just a setting/ host-client problem ? definitively need more testing though

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I wonder if  Pacifying Bolt  stun chance is affected by strength mods, and the disarm is working now, but its very rare to happen. 

 

Awesome! I'll list it as fixed

 

The disarm has a horribly low chance unfortunately :/

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There seems to be some mistake here on my part, is Total eclipse actually problematic or isn't it? I can't confirm this myself yet and don't want to be erroneous  >_>

 

Gotcha! Thx for reporting :>

I was reporting that Total eclipse does not show said buff as per your previous idea on noting which augments do not display a buff indicator at the top right of the UI.

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Add Despoil pls. When client Despoil is often not calculating health drain with 75% efficiency even though maxed Fleeting and Streamline are used. This appears to fluctuate however.

 

Roger that

 

IF you run / Slide or get knocked down as a Mag with shield transference on some bullets are able to hit you , i blame it on the small size of the shield that sometimes your legs or head pop out 

 

Alrighty!

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today just bring disarm loki with irradiating disarm 90% sure im not the host and that work fine (T3E)

but sometimes enemies wont change they weapon to light-stick.

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Awesome thread Somedude1000!!  Just saw this for the first time actually, nice man! :-)  Reminds me of another thread I know of..... haha! 

 

Actually do you mind if I stick a link to this thread in my oddball bugs (PC) thread next time I update it?

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Shock trooper is not giving the augment buff to allies. Have tested on a Mesa, Mirage, Saryn, Nova and others. s: Been trying to make it work for countless amounts of defense missions.

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Duration for Irradiating Disarm actually scales with your duration. Tested this with a duration build and I'm getting ~20s disarm radiation. This is when I'm the one hosting, so I haven't tested if it works on client too.

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Just ended some run as client on Nekros some with 0 effiency and other with 80%, cost on life was the same (on at least 50% of those), but when going for 75% or 70% cost was correctly reduced.

 

And it seems that a death fixes it (death without getting a friendly revive).

 

Can't DJ anymore today, we'll try again tomorrow. 

 

Edit : typo

 

Awesome! I'll add that as a note 

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I wish It worked too Q>Q Supra is still a little better than before though, we have that going for us

 

Thx! I couldn't have done it without the community though

 

Indeed. I sacrificed Heavy Caliber to fit Entropy Burst, it was that or Shred, but I find the punch-through & spool-up boost much more useful. Even with the semi-broken status % it was radiation-proccing through whole mobs on Kiste. So much fun hearing "PAUNG" and the little rad symbol pop up above all those heads!

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Zephyr's Jet Stream isn't working correctly on teammates. testing mostly in dark sector conflict, but didn't seem to be working in normal missions either

 

Were you client or host mate? It would be handy to know >.< Keep in mind you have to be very

 

Banshee resonnance is said to be fixed now, will test and edit this post soon

 

EDIT : Shooting the target will indeed (sometime) trigger another sonar.

 

Awesome! I'll test it out myself to see if we can confirm <3

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The new Rhino I.S. one isn't workin at all. Can you pu it in?

Also, the Viper one Failed to ress me, despite the fact that I activated it twice while downed...

 

Could you clarify mate? I don't understand :/

 

Also, mate they are not supposed to res you anymore, that was a bug apparently

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Shock trooper is not giving the augment buff to allies. Have tested on a Mesa, Mirage, Saryn, Nova and others. s: Been trying to make it work for countless amounts of defense missions.

 

Alrighty i'll throw it in, were you client btw?

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I was reporting that Total eclipse does not show said buff as per your previous idea on noting which augments do not display a buff indicator at the top right of the UI.

 

Right, sorry >_>

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Just to be clear i was host , so resonnance definitively works for hosts now , It should be tested when you are the one joining a party though

 

Just to be clear i was host , so resonnance definitively works for hosts now , It should be tested when you are the one joining a party though

 On 20 runs as clients on 3 of them  it didn't worked (or the proc is very low and I was really unlucky).

 

Those 3 runs I had a nova as host, maybe it doesn't properly work (animation or the mod itself) with MP+sonar on the mobs.

 

Will do more run when I can.

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I've just used Fire Fright yesterday and the panic proc is guaranteed (at max level) when you're the host.

 

I haven't used it as a client, but the constant Heat Procs exist when you're host at least.

 

I'll update this tomorrow as well, thanks for helping check this out!

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Isnt Mire deal toxin on ground slam only? Maybe that damage is increased

 

Well, when I used the mire earlier the toxic dmg seemed to work vs crewmen, though it wouldn't necessarily proc is all, Ground slam simply (almost) guarantees toxic dmg. The toxic dmg is very, very low though on normal attacks without modding, afaik

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