Molecular Conversion is a precept mod for the
It is given to players upon claiming
Taxon from the Foundry or buying a
Taxon from the Market.
Stats[]
| Rank | Damage/Shield Restore | Cost |
|---|---|---|
| 0 | 50 | 2 |
| 1 | 75 | 3 |
| 2 | 100 | 4 |
| 3 | 125 | 5 |
| 4 | 150 | 6 |
| 5 | 200 | 7 |
Notes[]
- The amount of Shields created is calculated after taking into account damage modifiers.
- Molecular Conversion will create Overshields for the Warframe if its shield restoration exceeds the amount of shields that the Warframe has lost.
- The overshields stack as long as the player doesn't take damage to their overshields in excess to the shields granted.
- This stacking has an upper limit — 6 times the listed capacity. This is 1,200 overshields at max rank.
- It has a cooldown of about 12 seconds between uses.
- The beam can inflict
Radiation's Status Effect. - Activates from Stealth, but only if target is already alerted.
- Does not work on
Inaros or
Nidus, as they do not have shields. - Enemies killed by the beam are disintegrated.
Tips[]
- Consider placing this mod at the upper-left mod slot so that Taxon can prioritize its use.
Patch History[]
Hotfix 27.3.14 (2020-04-15)
- Fixed a couple script errors if you Rank up after Taxon activates its Molecular Conversion.
Hotfix 19.10.1 (2017-02-14)
- Tweaked Taxon's Molecular Conversion's damage conversion value (per rank) to 50, 75, 100, 125, 150, 200 (previously 50, 100, 150, 200, 200, 200).
See Also[]
| Collapse | ||
|---|---|---|
| Carrier | ||
| Dethcube | ||
| Diriga | ||
| Djinn | ||
| Helios | ||
| Nautilus | ||
| Oxylus | ||
| Shade | ||
| Taxon | ||
| Wyrm | ||
| Other | ||
Lorem ipsum dolor sit amet
24 comments
What "damage modifiers" exactly. does it account for damage from modded sentinel weapon ? does it get affected by things like roar and eclipse with augment ? Do bonds work ? or is it only things like roar simply because its an universal damage boost so there is no other way to increase it.
Simply saying "damage modifiers" without explaining what type is to little info.
I am still messing with this and I hope someone with more experience does the testings to see if theres a way to boost this damage and if the sentinels weapon damage type is calculated with it. I really want this to be viable late game for some type of survivability vs it just being another cannon fodder for MR :(
Imo they should change it to deal true damage, so that both damage and shield gain are more constant.
it seems enemy armour affects its damage, when hit 110lvl heavy gunner it restores 8 shield points
Just like what it said on the page:
The amount of Shields created is calculated after taking into account damage modifiers.
I try testing this and it's only hitting 1 enemy and it's usually only giving me 100 shield at max rank on Frost Prime. I tred against different enemy type and levels, from grineer on mars to infested on sedna. I use it without any sentinel weapon equipped.
I switch to regular Loki to do these tests in stealth and it's giving me 200 again sometimes, but not usually.
At first I thought maybe it follows the same rules as all other radiation damage. Since regular infested takes -50% radiation, I could only get 100 shields from them. This worked at first and made sense for a moment.
HOWEVER
I also use it against grineer and still sometimes only get 100. Nothing in grineer is strong against radiation. I was using ti against regular troopers on mars! I should have been getting 200 every time against those!
Sometimes I was getting odd amounts like 133. I don't have other mods on that would do that, plus it doesn't always give odd amounts. It gave odd amounts on different enemies. And sometimes it gave only 100. Every now any then I got almost 200 but not exactly 200. I wasn't using any ability strength mods or anything like that. Just basic mods like vitality, rush, etc
I can't be bothered to test with a million different variable. It doesn't follow any of the strict radiation rules (unless the radiation modifiers on this wiki are innacurate?)
So either it's very bugged or something else at play that no one knows about.
Maybe it's scoring headshots?
@OP Sounds like it's working fine. You forgot that sadly armor reduces Shield gain.
Hitting a solo Charger restores 100 shields. Charger has 0 armor but 50% radiation resist. 200*0,5 = 100.
If you do the same with armored enemies you notice that as you increase the level that same enemy restores you less shields, and that is why Taxon isn't as used as it could be.
May I know where to get this mod??
When you craft taxon, you get it automatically
Prioritze shield charger over this in the precept order. Maximize shields before replenishing shields, multiplicative benefit.
Why on earth would you waste a slot on Shield Charger in the first place?
its a pretty good mod now..
So thanks to the new ability parasitic armor, this works great for rhinos iron skin if they dont nerf it that is. Let this mod give you extra overshields, activate parasitic armor, ironclad charge into enemies and you're easily going to be seeing 3 to 400k. 1 million if you're trying.
Correction on my comment above. Over shields does nothing for parasitic armor. But shield charger is still great to increase your base shields for PA. Its not like anything important goes on a sentinel so why not.
Anybody know if there's a way to make the lil' bug fire more often?
Upgrade the mod
its a precept mod , so it will prioritse it more if u place this mod in the left most corner
How much damage does it deal? And when does it start to fall off to the point that it is no longer preferable?
the damage is listed in the description on the card itself: 200 at max rank
this ability seems to be able to reach beyond the rift when with Limbo.
not a game changer but Taxon can do damage to targets in other dimensions and restore and / or provide over shields without having to expose either your frame or Taxon to significant danger. i have been loading up on over shields with my limbo.
Are you kidding? It's basically tripling your Limbo's baseline survivability if used right. That's a gamechanger.
Bug ? Nightmare without shield, if the health is maximum Conversion give shields (not with Inaros or Nidus of course).
Sorry about nitpicking, but I got a few extra thing to say about the first note. Damage to enemy shield still create shield for you, not just damage to enemy health. Any kind of damage reduction would be the one reducing the shield genereation, whether it is armor or outright damage reduction (for example, sentient's damage adaptation).
I would add that to the note, but I do not know how to word it without making it too big. Anybody mind doing that?
heh, this + shield charger + guardian = shield restore like crazy :D
Alright I have questions-
Is the 200 damage dealt by this precept mitigated by armor?
Also what is the cooldown of the precept in the least priority slot?
Guess I found something better for tank warframes. Inaros got a new friend.
Just tested, it does not give Inaros shields.
What if I get overshields from Rakta Dark Dagger first?
Inaros' Shield and Overshield Capacity are both 0, so he can't gain shields or overshields from any source. I'm about to test Taxon with Inaros to see if it restores his health instead, which was mentioned in the following comment:
https://warframe.fandom.com/wiki/Taxon?commentId=4400000000003565674&replyId=4400000000014574716
Results: Molecular Conversion does not restore health
There is a chance that the target would be hit with a radiation proc everytime Taxon attacks with this precept.
Better than the Guardian mod?
Um....Why not both?
+ volt overshield = shielding tank ?
having a shield base tank can be a good idea = you tank the damage but not the status
Errr Shield's stink and you'r limited to the area of cast. You would have to cast discharge alot
I put this mod on max priority slot and my Taxon was using it about every 12 seconds or so, I corrected the wiki (unless I'm having some kind of a bug).
I tested it with the countdown you get when you trigger beserker and it seems like it is exactly 14 secconds to me. Someone else that has an easy time recording the game with their hardware should confirm the exact time or we'll just wait for "Void_Glitch" to post the time he finds.
Hm, I have ~13.5 seconds. Tested with Loki
So does ranking it up to r4/5 do anything besides make it cost more?
Likely increases the radius.
I think maybe it's more likely that it decreases the cooldown between uses. Perhaps that's why the testers in the above post were getting different times? Originally the mod was posted as having a 30s CD, now it's listed as 12, so perhaps ranking it up lowers the internal cooldown on the ability.