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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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Do you have overextended on? I know repelling bastille's repel chances gets affected by power strength... for some reason...

No I do not utilize over extended in current testing.

 

In addition I found through approximately 100 tests that overextended has no effect (or seems to) on the number of targets it would let through. At times it would repel all enemies for the entire duration and at times it would let one through almost immediately.

 

There may be some issue regarding the number of times something can be repelled but I do not feel that is the case. Even with maximum power strength via a blind rage, Transient fortitude, and intensify build there were times it would have 3 held and a fourth would come running through. 

 

Either way honestly it is a workable augment and I have had fun with it but the whole false advertising thing rankles and under the hood mechanics if there are any are seriously detrimental to player support of augment mods in general.

 

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.

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Getting word that this will be fixed with tomorrows Update! 

 

Thanks for the detailed report :)

 

at last :)

 

glad to hear that

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Hey, I am glad that my thread inspired you!  You absolutely can take full credit for this thread, I didn't suggest that you make it or anything man.  I had no idea my thread "inspired" it.  I didn't mean for it to sound like I meant that, if it did then I apologize!  What I meant was, it just reminded me alot of my thread when I saw it, which is actually awesome!  I'm very glad to hear this! :-)

 

Keep up the good work Dude!!... That is, Someone... 1000?  lol!

 

Tbh though, credit on the forums is a silly concept, the main objectives here are to both help other players, and maybe offer some assistance to the devs from time to time in helping exponentially improve the game, whether we helped test a mod out, or we create a thread with meaningful feedback, or even if we throw out some tips for new players, we are doing just that, that's what being on forums.warframe.com is all about >.<

 

Lolz the novelty of this username never wears out, I'll never change it !

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Not sure if it matters anymore, but when I was using Despoil today (as a client in a Void mission) efficiency worked fine for me. 60% from Fleeting brought the cost down to 20 health. Additionally, later in the mission I had spent a revive and the cost of Despoil was still 20 health.

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Wait WHAT?!?

It was all over the place and DE didn't say a thing about it in the patch notes!

It's even (Still) written on the Wiki!!!

Do you have any source confirming it was a bug...?

It was a bug that was fixed in previous couple patches. I can't be bothered to find it, but you just got to take it for granted.

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Hay all, I've not updated the thread for quite some time recently, as I have been rather busy on my own business, rest assured, I still come back to check on it every once in a while, though at this rate it is unlikely any of the mods will receive significant fixes and corrections.

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Getting word that this will be fixed with tomorrows Update! 

 

Thanks for the detailed report :)

 

Glad to hear that, i just got myself a nice Bright Purity and like to see how far i can push the ol' Skana with it.

 

It's with the Latos in such a sad place.

 

 

Broken syndicate mods?

 

(...)

So either that's broken, or the bonus effects are only during that "Power up" phase and that's not made clear anywhere important or obvious (If thats the case, the mod card should be like "+1 Blight, +100% Toxin damage while Blight is active" Rather than "+100% toxin damage, +1 blight")

 

The non damage ones, which apply multi-shot (Hek) or crit chance increase (Grinlok) seem to work just fine and their changes are clearly displayed in the arsenal screen. Seems like they are supposed to work any time.

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Entropy Spike does cause an explosion.  Its once per charge up, can be hard to see in the chaos of battle but i have seen it.  Its not big or that flashy, but things do go boom.

 

That's BS. I've used the Bolto with Entropy Spike ever since it was released and I've never seen an explosion. Sure the Entropy works (only reason why I've used it), but the actual explosion with NORMAL BOLTS isn't happening.

 

I'm really excited about the upcoming update. Hopefully these really get fixed. The leaked Warframe augments wouldn't hurt either. I want my Bastille <3 <3 *shot*

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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.

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Also could it be added that you can't hear the bounce with Vauban's Repelling Bastille if you are a client. If you are hosting then you can hear the bouncing sounds just fine.

 

Something like "Missing sound effect as a client".

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Um, I won't be awake until about 12 hours form now, until then, this thread will remain unedited and will not be updated, sorry guys

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Irradiated disarm does not seem to last the full 12 seconds when maxed.

 

Got it.

 

Did you make sure you removed fleeting expertise just in case?

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Tested fire fright as host 5 times today, it seemed to work just fine, I'll test it a few times as client in the evening too >.<

 

 

More updates coming tomorrow, in the mean time, happy holidays!

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Quietly bumping this post , most mods are not working and it is quite frustrating 

 

EDIT : tested zephyr mod , seem to be working alright , but just for the allies really near you , like mirage

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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?

 

Not at all >.<

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Not sure if it matters anymore, but when I was using Despoil today (as a client in a Void mission) efficiency worked fine for me. 60% from Fleeting brought the cost down to 20 health. Additionally, later in the mission I had spent a revive and the cost of Despoil was still 20 health.

 

Excellent! I'll list it as fixed now :D

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A bit of testing and messing around with hives has shiwn that not only irradiating disarm, but also certain radiation procs can cause hives to suddenly go invulnerable.

 

Also, Happy New Year guys! Hope this year we get the schtuff fixed and looked at properly >.<

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Thank you! I'll add this with the blue label, your time and effort is appreciated <3

 

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

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Please add Oberon's Hallowed Eruption. Currently you cannot cause the explosion as either host or client

 

Will do ^_^

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