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Somedude1000

Broken Syndicate Mods Thread!

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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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Ugh, really? You'd think they would have fixed that when they fixed Chaos but I guess they missed the bug reports.

 

I hope it gets fixed soon too >.<

 

I'll test it again after the following hotfix, that should come after the holiday season

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To be clear, these are not the magnetic blasts that happen every 2k xp yes?

 

Yes, I will send you a clip in a bit.

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Repelling Bastille is not repelling enemies after it gets filled up. I have the Augment maxed out for a 100% chance to repel.

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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

 

I guess so :/ 

 

It's making me sad that i cant even be sure exactly what is wrong 

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No problem.  Just to clarify I meant the SG Syndicate mod.  I still need to do more testing.  Warframe is one of those games where..A LOT of things are happening..and I'm too sleepy to pay attention right now lol

 

Yeah Muzzle flash I believe it's called, I added it in, let me know once you're done testing mate

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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.

 

 

Aah I see, I think the problem here is clientside, thank you <3

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Also, greedy pull is not extended with +range mods or it just has a terrible base range..

 

I believe it simply has terrible base range mate, it's also LoS apparently so that makes it a bit hard to use

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it does, in a small area around zephyr.

So does that mean the buff only works if allies are close to her? The testing that I did did not work when my allies were pratically beside me and away from me. I was the host.

However, I do not know if Jet Stream would have any other effects if I wasn't the host.

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Justice blades is working as intended. It increases all slash/puncture/impact damage at 100% this does factor in any other slash/puncture/impact mods as well.

 

This was tested as both host and client 25 times both. I tested both the calculations in mod loadout screen and via actual damage in mission.

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It would be insanely beneficial to DE if they placed indicators on the mods that would denote statistical interactions with regards to other strength, range,duration, and efficiency mods within the codex. This would utterly annihilate problems individuals experience with various systems within the game and alleviate problems with future releases as well.

 

This reminded me of something, now that augments have timers over them, if someone casts an augmented ability, there should be a timer for all the people receiving a buff, so any augment that doesn't provide this timer will also be listed here :s

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Mesa's SG isn't effected by range mods (needs confirmation.)  Could be intentional but the power itself is so I was like ehhh range should increase the blind rage..I need to do more testing

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I began testing last night on Fire Fright for Ember. I found that the augment does not cause 100% chance of Panic effect. While it does cause a burn 100% of the time. Tested in 50 runs 25 as host 25 as client, this is not a host/client issue. Part of the time mobs just rush through the fire and continue actions normally even though they are on fire.

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Getting word that this will be fixed with tomorrows Update! 

 

Thanks for the detailed report :)

Sooo, we going to have 15.5.9.1?

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Finally got Entropy Burst for my Supra this evening, was pretty bummed to see it still isn't working properly. Same problem as is listed on the opening post here. Was looking forward to my Supra doing 80%+ status per-round, too.

 

*EDIT* Great job from OP accumulating all these together in one thread.

 

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

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Justice blades is working as intended. It increases all slash/puncture/impact damage at 100% this does factor in any other slash/puncture/impact mods as well.

 

Awesome! Adding confirmation now!

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It's weird, Irradiating Disarm and Despoil has been working perfectly for me both as hosts and clients.

I had this occur last night with Despoil as well. HMM there may be some issue like with Nova's AMD resulting from the connection to hosts with a bad or sub par connection. I can attest to the fact that when the augment failed for me I was playing with a friend hosting who lives in canada and admits he has a sub par connection.

 

I would have to test further today to see if it is reflecting accurately on a client connection to both a bad host and a good host(I wish it always just defaulted to best connection no matter who invited who or who's key is used). Currently it seems that if someone invites you and chooses to host a void run they will always be hosting the run. It has become necessary in clan that I always invite everyone >.<

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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.

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Back after further testing. Jet Stream indeed works. It works similar to an aura of an eximus. It requires allies to be within X meters away from caster. Aura range is affected by power range. Does not require allies to be nearby when casted. Allies will recieve speed and projectile speed boost as long as skill is casted and they are within the effective range. Buff is removed as soon as allies leave the effective range.

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Q quick update; Todays hotfix notes say greedy pull has been fixed, I will not however, update the main post ntil we can confirm this, and it will contine to have "awaiting confirmation" until itt is thoroughly tested, I apologize for this :/

 

If I find the time to play warframe I'll go on and test out a few of the other "awaiting confirmation" mods, perhaps more of them have now been fixed

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Hello all

 

I'd like to know:

For Antimatter Absorb, enemy Hit-Scan weapons are only attracted if they are in the absorb field, otherwise bullets will still go through the absorb and hit the player.

 

Does this register as a bug or is working as intended?

If it is intended, this means that this mod is only useful against Corpus and most Corrupted.

 

Cheers!

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Greedy Pull now drags drops the full range of the pull ability but all this ONLY WORKS FOR THE HOST

Pull and Greedy pull do NOT work for clients. I got an answer back from support about this.. they were not very supportive.

All they did was ask me to post a bug report in the forums WTF really? Couldn't they forward the ticket to whoever is responsible for bugfixes???

What a waste of time and clear lack of consideration to the consumer O.o

Well I will make a dedicated topic for this problem and who knows someone might be bothered to actually look at fixing it.

 

Noted, I will list that in :s

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