Blood Rush is an uncommon Melee mod that increases critical chance as the Melee Combo Counter increases.
Stats[]
| Rank | Effect | Cost | Effect at 12x |
|---|---|---|---|
| 0 | +3.6% | 4 | 39.6% |
| 1 | +7.3% | 5 | 80.3% |
| 2 | +10.9% | 6 | 119.9% |
| 3 | +14.6% | 7 | 160.6% |
| 4 | +18.2% | 8 | 200.2% |
| 5 | +21.8% | 9 | 239.8% |
| 6 | +25.5% | 10 | 280.5% |
| 7 | +29.1% | 11 | 320.1% |
| 8 | +32.8% | 12 | 360.8% |
| 9 | +36.4% | 13 | 400.4% |
| 10 | +40% | 14 | 440% |
Drop Locations[]
Mission Drop Tables
| Mission Type | Source | Rotations or Drop Table |
Chance[1] | Quantity[2] | Avg. per roll[3] | Star Chart Nodes |
|---|---|---|---|---|---|---|
| Necralisk Bounty | Necralisk Bounty Lvl 30-40 Final Stage | A | 13.21% | 1 | 0.1321 |
|
| Necralisk Bounty | Necralisk Bounty Lvl 30-40 Stage 4 | A | 7.53% | 1 | 0.0753 |
|
| Necralisk Bounty | Necralisk Bounty Lvl 30-40 Stage 4 | C | 7.53% | 1 | 0.0753 |
|
| Necralisk Bounty | Necralisk Bounty Lvl 30-40 Stage 2 & 3 | A | 9.59% | 1 | 0.0959 |
|
| Necralisk Bounty | Necralisk Bounty Lvl 30-40 Stage 2 & 3 | C | 9.59% | 1 | 0.0959 |
|
| Necralisk Bounty | Necralisk Bounty Lvl 30-40 Final Stage | C | 13.21% | 1 | 0.1321 |
|
| Spy | Lua Spy | A | 12.18% | 1 | 0.1218 | |
| The Circuit | Tier 1 The Circuit (Normal) | A | 0.67% | 1 | 0.0067 |
Accessed through Duviri's The Circuit gamemode |
| The Circuit | Tier 3 The Circuit (Normal) | A | 0.67% | 1 | 0.0067 |
Accessed through Duviri's The Circuit gamemode |
Enemy Drop Tables
| Enemy | Drop Table Chance[4] | Item Chance[5] | Chance[6] | Expected Kills[7] | Quantity[8] | Avg. per roll attempt[9] |
|---|
Sourced from the official drop table repository. See Module:DropTables/data to edit on the wiki.
Notes[]
- Blood Rush multiplies critical chance based on the Melee Combo Counter tier increase.
- Without a Combo Counter, Blood Rush provides no bonus to critical chance. At 2x, it increases critical chance by 0.40 × (2 - 1) = 40% and at 3x, it increases critical chance by 0.40 × (3 - 1) = 80%. At the standard max Combo Counter of 12x, it increases critical chance by 440%.
- Blood Rush cannot be equipped on
Diwata,
Exalted Blade,
Valkyr Talons,
Iron Staff,
Desert Wind, or
Shadow Claws. - Pairs very well with
Body Count,
Drifting Contact,
Gladiator Rush, or The
Primary Dexterity &
Secondary Dexterity arcanes which allow players to keep the Combo Counter up more consistently. - Since thrown attacks from Glaive weapons are affected by the Combo Counter, they will also receive any bonus from Blood Rush.
Calculation[]
The formula for calculating the increased critical chance reached by the mod is as follows:
- Crit Chance = Weapon Crit Chance × [1 + Mod Crit Bonus + Blood Rush Bonus x (Combo Multi - 1)] + Static Crit Bonus
For example, a weapon with 20% base critical chance, modded with maxed
True Steel (1.2) and Blood Rush (0.4), and with a Combo Multiplier of 4.0x would reach 20% × (1 + 1.2 + 0.4 × (4.0 - 1)) = 68% chance to crit.
The table below displays the critical chance that a melee weapon can achieve depending on its base critical chance and current combo multiplier.
| Base Crit Chance | Difference Per Multiplier | Combo Multipliers (No Critical Chance Increase at 1x) | |||||||||||
| 1x | 2x | 3x | 4x | 5x | 6x | 7x | 8x | 9x | 10x | 11x | 12x | ||
| 2 | 0.8 | 2 | 2.8 | 3.6 | 4.4 | 5.2 | 6 | 6.8 | 7.6 | 8.4 | 9.2 | 10 | 10.8 |
| 4 | 1.6 | 4 | 5.6 | 7.2 | 8.8 | 10.4 | 12 | 13.6 | 15.2 | 16.8 | 18.4 | 20 | 21.6 |
| 6 | 2.4 | 6 | 8.4 | 10.8 | 13.2 | 15.6 | 18 | 20.4 | 22.8 | 25.2 | 27.6 | 30 | 32.4 |
| 8 | 3.2 | 8 | 11.2 | 14.4 | 17.6 | 20.8 | 24 | 27.2 | 30.4 | 33.6 | 36.8 | 40 | 43.2 |
| 10 | 4 | 10 | 14 | 18 | 22 | 26 | 30 | 34 | 38 | 42 | 46 | 50 | 54 |
| 12 | 4.8 | 12 | 16.8 | 21.6 | 26.4 | 31.2 | 36 | 40.8 | 45.6 | 50.4 | 55.2 | 60 | 64.8 |
| 14 | 5.6 | 14 | 19.6 | 25.2 | 30.8 | 36.4 | 42 | 47.6 | 53.2 | 58.8 | 64.4 | 70 | 75.6 |
| 16 | 6.4 | 16 | 22.4 | 28.8 | 35.2 | 41.6 | 48 | 54.4 | 60.8 | 67.2 | 73.6 | 80 | 86.4 |
| 18 | 7.2 | 18 | 25.2 | 32.4 | 39.6 | 46.8 | 54 | 61.2 | 68.4 | 75.6 | 82.8 | 90 | 97.2 |
| 20 | 8 | 20 | 28 | 36 | 44 | 52 | 60 | 68 | 76 | 84 | 92 | 100 | 108 |
| 22 | 8.8 | 22 | 30.8 | 39.6 | 48.4 | 57.2 | 66 | 74.8 | 83.6 | 92.4 | 101.2 | 110 | 118.8 |
| 24 | 9.6 | 24 | 33.6 | 43.2 | 52.8 | 62.4 | 72 | 81.6 | 91.2 | 100.8 | 110.4 | 120 | 129.6 |
| 26 | 10.4 | 26 | 36.4 | 46.8 | 57.2 | 67.6 | 78 | 88.4 | 98.8 | 109.2 | 119.6 | 130 | 140.4 |
| 28 | 11.2 | 28 | 39.2 | 50.4 | 61.6 | 72.8 | 84 | 95.2 | 106.4 | 117.6 | 128.8 | 140 | 151.2 |
| 30 | 12 | 30 | 42 | 54 | 66 | 78 | 90 | 102 | 114 | 126 | 138 | 150 | 162 |
| 32 | 12.8 | 32 | 44.8 | 57.6 | 70.4 | 83.2 | 96 | 108.8 | 121.6 | 134.4 | 147.2 | 160 | 172.8 |
| 34 | 13.6 | 34 | 47.6 | 61.2 | 74.8 | 88.4 | 102 | 115.6 | 129.2 | 142.8 | 156.4 | 170 | 183.6 |
| 36 | 14.4 | 36 | 50.4 | 64.8 | 79.2 | 93.6 | 108 | 122.4 | 136.8 | 151.2 | 165.6 | 180 | 194.4 |
| 38 | 15.2 | 38 | 53.2 | 68.4 | 83.6 | 98.8 | 114 | 129.2 | 144.4 | 159.6 | 174.8 | 190 | 205.2 |
| 40 | 16 | 40 | 56 | 72 | 88 | 104 | 120 | 136 | 152 | 168 | 184 | 200 | 216 |
| 42 | 16.8 | 42 | 58.8 | 75.6 | 92.4 | 109.2 | 126 | 142.8 | 159.6 | 176.4 | 193.2 | 210 | 226.8 |
| 44 | 17.6 | 44 | 61.6 | 79.2 | 96.8 | 114.4 | 132 | 149.6 | 167.2 | 184.8 | 202.4 | 220 | 237.6 |
| 46 | 18.4 | 46 | 64.4 | 82.8 | 101.2 | 119.6 | 138 | 156.4 | 174.8 | 193.2 | 211.6 | 230 | 248.4 |
| 48 | 19.2 | 48 | 67.2 | 86.4 | 105.6 | 124.8 | 144 | 163.2 | 182.4 | 201.6 | 220.8 | 240 | 259.2 |
| 50 | 20 | 50 | 70 | 90 | 110 | 130 | 150 | 170 | 190 | 210 | 230 | 250 | 270 |
Crit Chance = Weapon Crit Chance × [1 + Mod Crit Bonus + Blood Rush Bonus x (Combo Multi - 1)] + Static Crit Bonus
- Blood Rush Bonus: This is the bonus provided by
Blood Rush based on its rank. Using mods from the Gladiator Set will increase this bonus further. For example, using two Gladiator Mods will effectively bring the total value up to 60%. - Combo Multi: This is the multiplier from your melee combo counter.
- Mod Crit Bonus: This is the total of all other equipped mod bonuses added together (excluding Static and Blood Rush bonuses).
- Static Crit Bonus: This is the bonus provided by mods like
Cat's Eye (+60%) or special abilities like
Arcane Avenger (+45%). These bonuses stack additively with each other.
A spreadsheet that performs the same calculation, and also allows to enter your Crit Chance % from Crit Mods and the CC% per combo, can be found online here.
Trivia[]
- Prior to Update 26.0 (2019-10-31), Blood Rush provided +165% critical chance per combo level. Critical chance was calculated according to the following equation:
- Crit Chance = [Base Crit Chance × (1 + Mod Crit Chance) + Static Critical Chance Modifiers] × [1 + (Blood Rush Multiplier × Combo Multiplier)]
See Also[]
- Gladiator Mod Set, which has a similar effect.
- Weeping Wounds, the Status Effect equivalent.
Patch History[]
Update 30.5 (2021-07-06)
- Melee Mod Nerfs
Blood Rush’s maximum value is being lowered. This changes the achievability of consistent Red Crits from just one Mod (on most Melee weapons, some High-Critical exceptions), and now additional help will be needed via Mods, Arcanes, or Warframe abilities to achieve consistent Red Crits.
One Mod alone generally delivering the best tier of Criticals felt too powerful.
Blood Rush is changing from:
+60% Critical Chance stacks with Combo Multiplier
To
+40% Critical Chance stacks with Combo Multiplier
Update 29.5 (2020-11-19)
- Fixed Blood Rush not applying to Garuda’s Talons (only applies when Talons are the single equipped Melee).
- Fixed return issue with combo stacking Melee Mods (like Blood Rush) not resetting while in Operator with a very specific loadout as Client, as reported here: https://forums.warframe.com/topic/1202616-blood-rush-still-bugged/
Update 29.0 (2020-08-25)
- Now drops from level 30-40 Necralisk Bounties
Hotfix 27.5.5 (2020-05-21)
- Fixed the Blood Rush Critical Chance boost not resetting when the Melee combo counter is reset.
Hotfix 27.5.4 (2020-05-20)
- Fixed Blood Rush bonuses not resetting if you’re the Operator when the Combo expires.
Update 26.0 (2019-10-31)
- Changed from multiplicative to additive with other mods. Now only multiplies base critical chance. Critical chance bonus went from 165% to 60%.
- (Undocumented) Added buff icon.
Update 18.5 (2016-03-04)
- Added as potential reward from Lua Spy missions.
Hotfix 18.4.1 (2016-01-25)
- Added to the game as an event-exclusive drop from Operation: Shadow Debt.
Last updated: Update 26.0 (2019-10-31)
| CollapseCritical Hit Mods | |||
|---|---|---|---|
| Rifle | Chance | ||
| Damage | |||
| Shotgun | Chance | ||
| Damage | |||
| Pistol | Chance | ||
| Damage | |||
| Melee | Chance | ||
| Damage | |||
| Arch-gun | Chance | ||
| Damage | |||
| Arch-melee | Chance | ||
| Damage | |||
| Weapon Augment | |||
- ↑ Chance to roll item within drop table
- ↑ Amount rewarded on successful roll
- ↑ (Quantity × Chance)
- ↑ Chance to roll drop table
- ↑ Chance to roll item within drop table
- ↑ (Drop Table Chance × Item Chance)
- ↑ (1 / Chance), see WARFRAME Wiki:Expected & Nearly Guaranteed Numbers for more details
- ↑ Amount rewarded on successful roll
- ↑ (Quantity × Chance), average item quantity on a roll attempt (successful or not)
256 comments
> Blood Rush does work with quick melee strikes, as they do increase the Combo Counter, which is counted and maintained even if the weapon is not actively equipped.
I don't think this line is relevant anymore.
Why...? Quick melee is still a valid input. You press melee without hard swapping to it... right? Your Combo Counter increases as usual per your Combo Count Chance %.
Has there been a change to how Blood Rush/Gladiator Mods interact with Exalted Melee? My understanding was that you can't benefit from the crit bonus unless you stack with a regular melee weapon first. Now for some reason you can throw the mods on your regular melee, stack combo counter with just the exalted weapon and get the crit buff. With BR+3 GladMods it should be around 170%, I think it's lower than that but it's definitely there. There might be some interaction I don't understand, but can someone confirm?
It's complicated. It tends to not work if a gladiator mod is on teh exalted weapon. also tends to sometimes fade if the bonus goes down from the normal combo counter ticking down.
Does it also apply 'X2 for Heavy Attacks' like the other '*** Steel' mods? TIA
Yes, it just gives the melee crit chance, any mechanic related to it works as intended
That wasnt teh question.
The awnser is no, blood rush is not doubled for heavy attacks. the true steel mods were given the 2x to 1)buff to heavy attack builds and 2) a reason to use them,for aformentioned heavy builds, over blood rush...which is meant for combo builds
Is Venka Prime's 13x combo multiplier still affected by blood rush? From my testing it seems that way. Can someone verify and add?
Will come back with proof.
And then Lone Tenno went mad and never came back with proof.
Actually...
The Formula is WRONG!
The Values from the Table on the other side, are correct!?
For Example:
Kronen Prime with a Base Crit Chance of 22%
0% Mod Crit Bonus
Blood Rush with 12x Combo Counter
0% Static Crit Chance
The "wrong" Formula:
9702% Crit Chance is WRONG!
9702% increased Crit Chance is also WRONG!
The "TRUE" Formula:
Final Weapon Crit Chance = Weapon Crit Chance + (Weapon Crit Chance ÷ 100 × (Mod Crit Bonus + Blood Rush Bonus × (Combo Multi - 1))) + Static Crit Bonus
This would be:
118.8 is CORRECT!
For all "non" Blood Rush Crit Calculation use this:
Final Weapon Crit Chance = Weapon Crit Chance + (Weapon Crit Chance ÷ 100 × Mod Crit Bonus) + Static Crit Bonus
I can't believe this guy came back 1.5 years later just to essentially tell everyone that he is stupid.
Amazing.
This has to be a troll doing this on purpose
It's so funny how he says do not divide by anything but in his formula he shows Wcc/100. This dude definitely trolling.
This thread spanning over a year is crazy LOL. The dedication to the argument is somewhat respectable although dumb.....
should i do lua spy or deimos bounties
Deimos bounties
Does this work with ash's blade storm?
Recent Ghoul Saw is a abysmal 15% cc base so it needs 2 gladiator mods for it to crit on every attack, it wouldn't need those pre nerf blood rush (not like that would help it). Thanks DE, you just reduced the amount of viable hybrid melees whereas the top tier weapons didn't feel a thing. I wonder if these ppl even play their own game
Who even cares about melee anymore, its all explosive spam
As day begins and night sets, explosives will meet the sweet kiss of the nerf hammer just like melee before them
With Innodem, it starting to return to melee spam again
Congratulations X5os you predicted Melee Duplicate 2 years in advance
With the Sacrificial Steel mod that guarantees 220 crit chance I dont see the point of this mod -- unless you use both mods. The table shows max 270 crit chance on a melee that has a lot of base crit. Am I misunderstanding? For a typical melee weapon with around 20 crit chance might as well use sacrificial steel.
I simply use Sacrificial Steel use this because maintaining combo counter is a pain in the ass and this mod does't outperform S.Steel until you reach half way to max combo counter
How is maintaining combo difficult?
I imagine they mean when spawn rates are so abysmal that enemies end up few and far between. Sometimes it really does feel like you're playing hide and seek when in the normal starchart.
Finner, its because DE actually added a stealth nerf to the ai, that stops them from moving towards the player, they will actually stand still alot, and i have seen this a ton since last year.
DE is really stupid
You could take down the Bug Section, as it was fixed last November.
No idea if i did the calculation right or not, but with my stropha i get 651% chance to crit
I did it like : 30+(1+180+40(12-1)) and ended up with an insanely high number, if anyone could help me out
id love u forever
Nvm i fucked up lmfao
All this nerf did was reduce the number of hybrid weapons and with CO nerf aswell status weapons are a little bit worse, a lose lose situation how lovely
I can't be the only one who's peeved by the fact that DE nerfed melee and then barely buffed guns. Thanks for making the issue worse, guys :/
Not that they barely buffed guns, they did the whole thing in a typical DE fasion: nerf something, and then throw out new stuff to "buff" the thing that was supposed to get more powerful. Yeah, the stuff we got like the galvanized multishot and arcanes are great, but the grind you hae to do to get to the powerlevel that was taken away just hurts.
^ The Grind part isn't for the Galvanized mods and to level them that's relatively fast... the grind part is to get the gun arcanes.
When is chart gonna apply the changes?
Got it to drop from the spy on lua, lich wanted it more tho.
Ouch bro that hurts to hear
My baby nooooooooooooo
Wow!!! Thanks DE!!! I was actually somewhat enjoying the game recently but with the new needless nerfs I won't be again!!! Thanks for nerfing this and Condition Overload even though you said you wouldn't be in a DevStream!!! I appreciate the absolute dishonesty and lack of trust I hace for your company as a whole!!!
BTW, this is why your game started plummeting in 2019
Thank you lone tenno <3
Imagine bitching about a nerf that doesnt even matter since you kill everything on any level anyway in this game...
And you shouldnt try to think so much for yourself, you are stupid af...
R/iamverybadass
Lol rather ironically galv mods are nerfed
So I used the blood rush formula for my orthos prime but I got a much higher number than what the table says I should get.
The formula for the table was:
Base crit chance + (1 + mod bonus + blood rush bonus * (combo counter - 1))
However it says the formula is:
Base crit chance * (1 + mod bonus + blood rush bonus * (combo counter - 1))
Which is correct, im confused
Idk if you're still confused a month later but the second formula is correct. At 12x combo counter without mod bonus you get: 24 * (1 + 0,6 * (12 - 1)) = 182,4% CC for Orthos Prime.
I use Mirage + Xoris a lot and have plenty of fun. However, I find that my blood rush stacks often reset, disregarding the current combo counter. Since you cannot reset your combo counter easily with the Xoris, it becomes impossible to gain any more Blood Rush stacks quickly. I have just experienced this very clearly in a Defense mission, with 12x combo counter but 0 Blood Rush stacks; I did not pull out Operator mode. This leads me to believe the Blood Rush buff is a separate system from the combo counter, and that there's some sort of situation where Blood Rush stacks can be reset. Has anyone else experienced the same phenomenon, and if so, do you know anything about it/about how Blood Rush stacks might be reset?
Welp, did some searching and found this: https://forums.warframe.com/topic/1237465-xoris-randomly-losing-combo-buffs-like-blood-rush-and-weeping-wounds/
It seems as though many people corroborate my situation. Hope DE looks into this and doesn't just go "yeah, nerf it more"; I really love this build.
Spent time in the Simulacrum and it seems that the bug truly is quite random (unpredictable, not non-deterministic). I lose blood rush stacks throwing in all ways - I just jumped onto a pillar, threw it straight down at my feet, and lost blood rush like that. I couldn't possibly recreate this behavior for a video, however - it's too rare.