Boreal's Hatred is a set mod mod that increases a Warframe's Shield Capacity and Ability Efficiency. It becomes available after completion of The New War.
Stats[]
| Rank | Shield Capacity | Ability Efficiency | Cost |
|---|---|---|---|
| 0 | 11% | 2.5% | 4 |
| 1 | 22% | 5% | 5 |
| 2 | 33% | 7.5% | 6 |
| 3 | 43% | 10% | 7 |
| 4 | 54% | 12.5% | 8 |
| 5 | 65% | 15% | 9 |
Set Bonus[]
This mod is part of a set, whose set bonus increases with each additional mod equipped from that set.
Boreal Set: Reduced damage by X% when airborne
| Mods Equipped | Damage Reduction |
|---|---|
| 1 | 20% |
| 2 | 40% |
| 3 | 60% |
Acquisition[]
Mission Drop Tables
| Mission Type | Source | Rotations or Drop Table |
Chance[1] | Quantity[2] | Avg. per roll[3] | Star Chart Nodes |
|---|---|---|---|---|---|---|
| Cetus Bounty | Narmer Cetus Bounty Lvl 50-70 Stage 4 | A | 9.09% | 1 | 0.0909 |
|
| Cetus Bounty | Narmer Cetus Bounty Lvl 50-70 Stages 2 & 3 | A | 13.51% | 1 | 0.1351 |
|
| Cetus Bounty | Narmer Cetus Bounty Lvl 50-70 Stage 5 | A | 12.5% | 1 | 0.125 |
|
| Fortuna Bounty | Narmer Fortuna Bounty Lvl 50-70 Stage 4 | A | 9.09% | 1 | 0.0909 |
|
| Fortuna Bounty | Narmer Fortuna Bounty Lvl 50-70 Stage 5 | A | 12.5% | 1 | 0.125 |
|
| Fortuna Bounty | Narmer Fortuna Bounty Lvl 50-70 Stages 2 & 3 | A | 13.51% | 1 | 0.1351 |
|
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[]
- Cannot be equipped together with either
Amar's Hatred or
Nira's Hatred.
Patch History[]
Update 34.0 (2023-10-18)
- Base vs Final Stats in Modding - Health / Energy / Shield / Armor Stat Overhaul
If you’ve spent any time invested in the deeper nuances of Modding, you may be familiar with “Warframe Math” - math that upon first glance doesn’t really make sense, but once you learn the inner workings of the game, it all comes together. While we can appreciate the value that complex systems offer to a certain subsect of players, there are other aspects of the game that should have clear and understandable outcomes. Namely: Shield, Health, Energy, and Armor Modding.
Pop quiz: what is 300 + 440%? If you answered 740, you may just be an Excalibur player.
Vitality (+440% Heath), Redirection (+440% Shields), Flow (+150% Energy), and Steel Fiber (+110% Armor) come with large modifier values that don’t seem to match their outcome in-game. This is because these Mods apply their multiplier to the base stats of the Warframe - i.e., the stats you have at Rank 0. In the Excalibur example, a Rank 30 Excalibur’s Health stat of 300 earns an additional 440 Health from max rank Vitality (+440% Heath) since it applies to his base rank Health stat of 100, resulting in 740 total health.
In this update, we have removed this obfuscation by having Health, Shield, Energy, and Armor Mods apply to the stats of Warframes at their current rank. Continuing our Excalibur example, instead of Vitality always applying to Excalibur’s base rank 100 Health, it would apply to his Health stat based on his rank - namely, the stat you can actually see in your Arsenal. If your Excalibur were Rank 30, his Health stat would be 300, which means Vitality’s multiplier would be calculated off of 300.
With previous Health and Mod values, additional adjustments are needed to make this revision work while maintaining game balance. By only changing where the multiplier applies, a Rank 30 Excalibur would receive an extra 1,320 Health from max rank Vitality, resulting in a total health stat of 1,600. This outcome is a significant buff, which is not the intention of this system change.
To remedy this, we approached this problem in two ways:
1 - We reduced the overall multiplier for Health, Shield, Energy, and Armor Mods.
Since these now affect Max Rank Warframe stats, these Mods need to scale differently to maintain the status quo. Additionally, we wanted these new values to be as clear and understandable to all players as possible! Here are a few examples of these value changes:
- Vitality: Reduced from +440% to +100% Health
- Redirection: Reduced from +440% to +100% Shield Capacity
- Steel Fiber: Reduced from +110% to +100% Armor
- Flow: Reduced from +150% to +100% Energy Max
Doing some quick math, this means that a Rank 30 Excalibur (300 Health) with a reworked Vitality Mod (+100% Health, applied to the final Health stat) would receive 300 extra Health, for a total of 600. That, in contrast, is a nerf, which we also don’t want to do.
So, our next step:
2 - We adjusted Warframe Health, Shield, Energy, and Armor values to keep the end result of the revised Mods as close to the original values as possible.
With this change, Excalibur’s Rank 30 Health stat is 370. With +100% Health from a max Vitality Mod, his resulting Health stat would be 740, which matches what it was originally.
While this path to the same result may seem a little complicated, the outcome matches our intention: we want players to be able to look at their Health, Shield, and Armor Mods, and be able to understand how they affect the stats they see in their Arsenal.
In addition to everything above, we also increased the base stat values for Warframes so that these revised Mods offer similar value for lower-ranked Frames. To do so, we reduced the amount of Health/Shield/Energy that Warframes earn per rank in half, and transferred the sum of that value to their base stats.
Warframe Mod Changes:
- Boreal's Hatred: +65% Shield Capacity (was +150%)
Hotfix 31.0.8 (2022-01-12)
- Fixed a post-New War Set Mod bonus of “reduced damage while airborne” not being applied.
Update 31.0 (2021-12-15)
- Introduced.
Last updated: Update 31.0 (2021-12-15)
| CollapseSet Mods | ||||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- ↑ 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)
7 comments
Jade 4 ability, she can tank a lot with this set on
Good filler Imo
Styanax: I will take your entire stock!
#TrueStory
Does anybody know if the Set bonus is calculated as 3 stances of 20% or one stance of 60%?
According to the Set Mods page, they 20% from each piece of the set bonus stack according to how many of the mods from the set you are currently using. 20%/40%/60% , 1/2/3 pieces respectively.
Anyone tried this with Aviator to see if they stack?
Titania's bugmode is not technically airborne. So the DR of those mods doesn't do squat.
Unless you've discovered something the wiki doesn't know about, Titania counts as airborne when in bugmode in regards to these mods.
Razorwing | WARFRAME Wiki | Fandom
Yareli is also Airborne on her board, not that anyone outside myself would know.
https://forums.warframe.com/topic/1314993-boreal-mods-still-dont-provide-damage-reduction-in-flight/
Someone else did some testing. Some of the airborne DR's work with Titania.
Nice to finally have a second efficiency mod that doesn't have negative duration. This should make building frames that have channeled abilities a little easier.
This + Streamline makes a good counter to Blind Rage, especially if you don't use BR at max rank. Been using it for my Caliban build, and the shield capacity bump is appreciated there. Not nearly as much as Redirection, obviously, but I justified not having that because of this. Niche use cases, but comes in clutch in those cases. Hildryn might like this one too.
It was already easy with channeled abilities. Literally just use Streamline and Fleeting Expertise together, and boom: minimum energy drain. The only time the duration penalty is a problem, is if you're reducing it *even more* with something like Transient Fortitude.
Is efficiency for channeled abilities still capped at 190, or is this about to make those even cheaper to run??
You still can't reduce cost below 25% of original, the 190% counteracted duration being 40% for channeling. If you run Transient Fortitude and don't need duration for skills at all, you can run this mod instead of a token duration mod counteracting TF.
In the formula you'll basically make all skills cost 0 and thus negative duration multiplying cost won't do anything. Then the cost just gets raised to the minim of 25%.
Abilities can never, ever, cost less than 1/4th of their original cost. Channeled abilities can make use of extra efficiency to counter negative duration, but they still can't go below 1/4th cost.