Charging his abilities with every step, he's streamlined for speed. This is Gauss, the runner, the rapid.
If the battle seems out of control, Tenno, you're not going fast enough.
Release Date: August 29th, 2019
Engines ready for ignition. Coolant circulation systems online. Revved into kinetic overdrive, the speedster Gauss leaves his competition amidst the dust. Accelerate and race across vast landscapes or seas. Recharge power from hostile strikes and reduce the force of their impact. Flash-freeze enemies dead in their tracks, then spontaneously combust his foes, as he paves the path to a swift victory. Gauss kickstarted in Update 25.7 (2019-08-29): Saint of Altra.
Acquisition
Gauss's main blueprint can be purchased from the Market. Gauss's component blueprints drop from Tier C Disruption on Kappa, Sedna. Each component has a 7.84% drop chance.Item | Source | Chance | Expected | Nearly Guaranteed |
---|---|---|---|---|
![]() |
Sedna Disruption / C | 7.84% | ~ 12 C Rotations | 84 ± 28 C Rotations |
![]() |
Sedna Disruption / C | 7.84% | ~ 12 C Rotations | 84 ± 28 C Rotations |
![]() |
Sedna Disruption / C | 7.84% | ~ 12 C Rotations | 84 ± 28 C Rotations |
All drop rates data is obtained from DE's official drop tables.
See Mission Rewards#Standard Missions for definitions on reward table rotations.
For more detailed definitions and information,
visit here.
Crafting
Lore & History
- Main article: Leverian#Gauss
Blastcrete emplacements, air sentries... its fields saturated with tremor mines. A great fortress for the Great Lords of Ceres... until they were pitched from the roof, immortal bodies erupting on the dread mines below.
An insurgency, from within. The Dax sent to reclaim Altra fared no better. Those that ran the gauntlet of bore-guns were soon cindered in the field beyond... That's when they called in our fleet-footed friend here.Altra Syandana:
Gauss Airfoil:
The Saint of Altra. If the mind wanders, what do you see?
I see a vivid Lord-like Festival, the tremor mines bursting in a blinding wave, rising toward Altra. And Gauss - a smear of light, just ahead of the thermal avalanche - fast as fire. No... faster.As backup, Gauss was then called in to quell the insurgency. With his immense speed, he blitzed through the minefield and into the tower and was able to reclaim it. His victory earned him the title: The Saint of Altra.
Notes
- When Gauss wields his Signature Weapons:
- Gauss possesses the second fastest Sprint Speed of all Warframes at 1.4, behind
Gauss Prime. This replaces
Loki/
Loki Prime's Sprint Speed of 1.25.
- Due to the blueprints' ingredients, players must be at both Ostron Rank 4 - Surah and Solaris United Rank 4 - Cove, at the minimum, in order to acquire rare gem blueprints from the factions.
Trivia
- Gauss is named after Carl Friedrich Gauß, the German mathematician and physicist who made significant contributions to many fields in mathematics and sciences, most notably in Electromagnetism, Differential Geometry, Algebra, and Statistics.
- The term Redline is an automotive term that refers to the maximum revolutions-per-minute (RPM) that an engine is designed to withstand without damaging its own components. It can also be used as a verb to refer to running an engine at or beyond its maximum safe RPM (e.g. "to redline").
- The name of the Gauss Mag Helmet, his alternate helmet, is a deliberate reversal of one of
Mag's alternate helmets, the Mag Gauss Helmet.
- Gauss is the 41st unique Warframe to be released.
- Unlike several other Warframes that require exclusive resources from only one of the Landscapes, Gauss's Chassis and Systems require resources from Plains of Eidolon and Orb Vallis, respectively.
- Gauss is the first Warframe whose component blueprints are acquired from Disruption.
- Gauss is the first Warframe to be featured in the Leverian.
- The Leverian displays Gauss's airfoil system as a separate part.
- The Nightwave act "Patron", in which the player must donate to the Leverian, features Gauss as its icon.
- Gauss was planned to be released simultaneously with his best friend
Grendel, but the latter required more time for development. As a nod to their friendship, Grendel appears in Gauss's profile video riding a K-Drive while Gauss sprints beside him. Gauss also appears in Grendel's profile video to receive benefits from
Nourish and a mention in Grendel's Leverian exhibit.
- Gauss is the fourth Warframe to use another type of ability resource besides Energy, after
Nidus,
Baruuk, and
Hildryn. In Gauss' case, he uses his Electrokinetic Battery.
- However, unlike the other Warframes, all of Gauss's Abilities still require energy to activate.
- While using Mach Rush, Gauss can be heard "breathing" heavily. If Redline is active at the same time, his breaths become quicker and louder.
- In Gauss's profile video, Lotus pronounces his name as "goss" (/ɡɔs/, to rhyme with "moss"), as opposed to the usual pronunciation of "gouse" (/ɡaʊs/, to rhyme with "house"). Unlike
Titania this pronunciation choice is inconsistent as Drusus uses the latter option.
We... are not done. Our gourmet, Grendel, demands a gallant equal.
Lightning to his gastric thunder. A livid energy. Meteoric as messenger of long-forgotten Gods.
Between these two, the unspeakable, and the inescapable, there must be no more talk of defeat.
For thankless eyes shall be seared blind in the heat of HIS passing. Gauss.Release Date: January 17th, 2024
Gauss Prime is the Primed variant of Gauss, sporting higher Shields and even faster Sprint Speed, as well as an additional
polarity. Gauss Prime was released alongside
Acceltra Prime and
Akarius Prime.
Acquisition
Crafting
Manufacturing Requirements | |||||
---|---|---|---|---|---|
![]() 25,000 |
![]() 1 |
![]() 1 |
![]() 1 |
![]() 5 |
Time: 3 Day(s) |
Rush: ![]() | |||||
![]() ![]() |
|||||
Gauss Prime Neuroptics Blueprint | |||||
![]() 15,000 |
![]() 2 |
![]() 600 |
![]() 1,100 |
![]() 4,975 |
Time: 12 Hour(s) |
Rush: ![]() | |||||
Gauss Prime Chassis Blueprint | |||||
![]() 15,000 |
![]() 2 |
![]() 450 |
![]() 1,425 |
![]() 5,500 |
Time: 12 Hour(s) |
Rush: ![]() | |||||
Gauss Prime Systems Blueprint | |||||
![]() 15,000 |
![]() 2 |
![]() 3 |
![]() 1,150 |
![]() 3,800 |
Time: 12 Hour(s) |
Rush: ![]() |
Notes
Trivia
Gauss Prime is the thirteenth Primed Warframe to have Signature Weapons, after Grendel Prime,
Wisp Prime,
Hildryn Prime,
Baruuk Prime,
Revenant Prime,
Khora Prime,
Garuda Prime,
Harrow Prime,
Gara Prime,
Octavia Prime,
Atlas Prime, and
Banshee Prime.
Media
To achieve supersonic speed, Gauss draws upon both his Energy reserves and his state-of-the-art electrokinetic battery to fuel his abilities. Gauss has access to 80% of the battery in his default state; activating
Redline grants access to 100% of the battery. The battery, displayed as a gauge meter above his ability icons, acts as a secondary resource that charges or drains depending on the ability he uses:
Passive
- +0.66% battery per meter as Gauss moves.
- +?% battery per second while reviving an ally in Bleedout.
- -3% battery if Gauss falls out of bounds.
- -15% battery per second if Gauss stands in a Nullifier Crewman bubble.
- +10% battery on cast.
- +1% battery per enemy hit.
- -1% battery per second while active.
- -0.1% battery per hit received.
- +0.25% battery per melee hit to enemies.
- -2% battery per second while below 100% on the counter.
- After Redline expires, the battery drains to the amount displayed on Redline counter (e.g. if the counter is at 20%, the battery will decrease to 20%).
The amount of battery stored amplifies Gauss's abilities:
- Gauss passively gains bonus Shield recharge rate and shield recharge delay reduction for every point of battery stored in his gauge, up to a maximum of 120% for recharge rate and 80% for recharge delay when the battery is full.
- Affects the damage reduction of
Kinetic Plating.
- Affects the damage and status duration of
Thermal Sunder.
- Affects the fire rate, attack speed, reload speed, and casting speed bonuses, as well as the Redline counter and projectiles fired when above 80% battery, of
Redline.
- Additionally procs special effects of Thermal Sunder when above 80% battery and while Redline is active.
Abilities
![]() |
![]() 1 ![]() +12.5/s |
Mach Rush Burst into a hyper-sprint bowling over enemies and charging the battery. Crashing into solid objects generates a powerful shockwave. Hold to rush continuously. Introduced in Update 25.7 (2019-08-29) |
![]() ![]() |
![]() | |||
![]() 4 / 6 / 8 / 10 m (shockwave radius) | |||
Misc: 10% (battery charge on cast) 1% (battery charge per hit)6 / 8 / 10 / 12 m (dash distance)
100% ( 50% (energy discount from Redline) |
Info
- Gauss sprints into action, propelling himself forward at supersonic speed toward the aiming reticle and instantly charging his battery by 10%. Tap the ability key to dash forward 6 / 8 / 10 / 12 meters. Hold down the ability key (default 1 ) to rush forward continuously at 25 m/s; while rushing, Gauss can also sustain Mach Rush by holding down the forward movement key instead (default W ). Release the hotkeys for Mach Rush to halt Gauss in his tracks.
- Rush speed scales with Sprint Speed and Movement Speed bonuses, given by the following:
- For example, a Gauss using
Rush with
Dispatch Overdrive active will have a Rush Speed of
25 + 6 * 1.4 * 1.25 * [(1 + 0.3) * (1 + 0.6) - 1] = 36.34 m/s
- For example, a Gauss using
- While rushing, Gauss is able to run across large bodies of water, commonly found on the Plains of Eidolon and Orb Vallis.
- While rushing, Gauss's maneuverability is greatly reduced.
- While rushing, Gauss can jump from the ground, but not double jump.
- Rolling, meleeing, aiming or firing/charging a weapon will also cancel the rush.
- Rush speed scales with Sprint Speed and Movement Speed bonuses, given by the following:
- When Gauss dashes or rushes past enemies within
2 / 3 / 3 / 4 meters from him, they suffer a knockdown and will charge his battery by 1% per enemy hit. If Gauss crashes into a solid obstacle, he stops on impact and generates a powerful kinetic shockwave that expands to a
4 / 6 / 8 / 10 meter radius explosion, inflicting
200 / 400 / 600 / 800
Impact damage and blasting away all enemies within range.
- Ability Synergy:
- While active,
Kinetic Plating adds 100%
Slash damage to Mach Rush's shockwave, and makes it inflict a
Slash proc on enemies caught in its explosion radius.
- Mach Rush through a
Thermal Sunder area to add its
Cold or
Heat damage to Mach Rush's knockdown and shockwave explosion.
- Mach Rush energy cost is halved during
Redline.
- While active,
- Mach Rush expends
25 energy to sprint, then drains
12.5 energy per second while active and will remain active until Gauss's energy is depleted, or the ability is deactivated.
- Gauss cannot replenish energy using
Energy Vampire,
Rally Point, Rift Plane's innate energy regeneration, Squad Energy Restores,
Energy Siphon,
Energy Nexus,
Dreamer's Bond, and/or
Wellspring while Mach Rush is active.
- Energy Orbs, Orokin Void Death Orb's energy restores,
Rage,
Hunter Adrenaline,
Spellbound Harvest,
Arcane Energize, and
Emergence Dissipate's Energy Motes can still replenish Gauss's energy during Mach Rush.
- Mach Rush's energy drain is not converted into shields by Augur Mods.
- Gauss cannot replenish energy using
- Mach Rush is a one-handed action. As such, it can be used while performing various maneuvers and actions without interruption.
Augment
- Main article: Mach Crash
Mach Crash is an Warframe Augment Mod for Gauss'
Mach Rush that grants it the ability to create a vortex upon colliding with level geometry, vacuuming nearby enemies in.
Tips & Tricks
- Tap Mach Rush to dash a set distance for quick repositioning.
- In crowded hallways full of enemies, chain several Mach Rush dashes aimed at objects or walls to damage and blast away enemies clearing a path for your team. Dash in a zigzag pattern to create multiple shockwaves and reposition yourself behind the crowd.
- Players can release the ability key when holding down the forward key while rushing to keep Mach Rush active. Release both keys to stop.
- Mach Rush allows Gauss to bypass the likes of Grineer Sensor Bars and Corpus Laser Barriers safely.
- Sometimes the initial dash may or may not trigger alarms in Spy missions.
- Use Cold
Thermal Sunder to slow enemies knocked down or ragdolled by Mach Rush from recovery.
- As the energy cost is halved during
Redline, Mach Rush is a more economical option to charge the battery compared to Thermal Sunder.
- With a high enough sprint speed stat and battery charge, tapping Mach Rush can potentially cost no energy, allowing you to easily keep Gauss's battery charged to it's maximum during Redline.
- Using Mach Rush while aim-gliding and blocking will wall-latch onto the point of impact.
![]() |
![]() 2 ![]() |
Kinetic Plating Generate armor plating that converts a portion of absorbed Kinetic Damage (Physical, Introduced in Update 25.7 (2019-08-29) |
![]() |
![]() | |||
![]() | |||
Misc: 0.1% (battery drain per hit)1% (battery drain per second)0.25% (battery charge per melee attack)2 / 3 / 4 / 5 % (energy restore per hit)50% (damage reduction cap at empty battery)100% (damage reduction cap at full battery)
100% ( 100% (base melee damage bonus and stagger chance from Redline) |
Info
- Gauss expends
50 energy to shield himself in a barrier of kinetic energy with one swift motion, protecting himself against incoming
Impact,
Puncture,
Slash,
Cold,
Heat, and
Blast damage types, while also becoming immune to
Heat,
Cold,
Blast,
Stagger, and
Knockdown statuses for
15 / 20 / 25 / 30 seconds. While active, Kinetic Plating drains 1% battery power per second and
battery power per hit received, to reduce affected damage by a minimum of
14% / 16% / 18% / 20% at empty battery, up to a maximum of
70% / 80% / 90% / 100% at full battery. 2% / 3% / 4% / 5% of incoming damage is converted into extra Energy for Gauss. Melee attacks while Kinetic Plating is active will restore 0.25% battery. Kinetic Plating deactivates on duration end or by manually pressing the ability key again (default 2 ).
- Maximum damage reduction cannot exceed 100%. Minimum damage reduction cannot exceed 50%.
- Damage reduction is calculated as:
Min Damage Reduction + (Max Damage Reduction - Min Damage Reduction) × Current Battery Level - For example, with Kinetic Plating at rank 3, 100% Ability Strength, and battery level at 80%, the damage reduction will be: 20% + (100% - 20%) × 80% = 84%
- Damage reduction is calculated as:
- Battery drain per second, battery drain per hit, energy restore per hit, and battery charge per melee attack are not affected by Mods.
- Both damage reduction and energy restoration still function even when the battery is empty.
- Energy restoration is calculated before all damage mitigation.
- Maximum damage reduction cannot exceed 100%. Minimum damage reduction cannot exceed 50%.
- Ability Synergy:
- While Kinetic Plating is active, it adds 100%
Slash damage to
Mach Rush's shockwave, and makes it inflict a
Slash proc on enemies caught in the explosion radius.
- While the battery level is boosted during
Redline, Kinetic Plating also grants Gauss a 100% base melee damage bonus and 100% chance to stagger enemies on hit.
- While Kinetic Plating is active, it adds 100%
Tips & Tricks
- Kinetic Plating stacks and synergizes well with
Adaptation.
- Kinetic Plating provides initial protection while Adaptation builds up damage resistance from 0% to 90%.
- Though Kinetic Plating's damage resistance can reach 100% at full battery, it cannot cover all damage types, making it possible to get instantly killed by high level toxin damage.
- Adaptation's damage reduction can alleviate this downside.
- Kinetic Plating stacks with
Hunter Adrenaline and, when combined, can quickly restore energy while under heavy fire.
- Kinetic Plating synergizes well with
Quick Thinking as it reduces energy drain upon fatal hit, and also compensates with its energy restoration.
- Kinetic Plating does not require high Ability Strength to be viable as its damage reduction is primarily scaled with battery level.
- Damage reduction will be 84% with 100% Ability Strength at 80% battery level.
- This can be scaled up to 90%, which requires 250% Ability Strength.
- However, at full battery, damage reduction will reach 100% if Ability Strength is 100% or more.
![]() |
![]() 3 ![]() |
Thermal Sunder Siphon kinetic energy from the area, charging the battery and inflicting Introduced in Update 25.7 (2019-08-29) |
| ||||||||
Subsumable to Helminth |
Info
- Gauss expends
50 energy to manipulate the kinetic energy around him to create an area of extreme temperatures with an initial radius of
6 / 8 / 10 / 12 meters, which gradually shrinks to a final radius of
3 / 4 / 5 / 6 meters and lasts for
6 / 9 / 12 / 15 seconds.
- Tap the ability key (default 3 ) to absorb kinetic energy, charging battery power by 10% to inflict a
Cold proc on all enemies within range, lasting for
2.5 - 5 / 3 - 6 / 3.5 - 7 / 4 - 8 seconds based on battery. Enemies caught in the area creation receive
75 - 375 / 100 - 500 / 125 - 625 / 150 - 750
Cold damage based on battery with guaranteed Status Effect; enemies lingering inside the area also receive damage per second, which diminishes in amount with the size of the area. When cast on enemies already affected by
Cold proc, they receive 9 additional
Cold status procs to be instantly frozen solid for the full status duration.
- Hold down the ability key to expend kinetic energy, draining battery power by 10% to inflict a
Heat proc on all enemies in range, lasting for a minimum duration of
2.5 - 5 / 3 - 6 / 3.5 - 7 / 4 - 8 seconds based on battery. Enemies caught in the area creation receive
150 - 750 / 200 - 1000 / 250 - 1250 / 300 - 1500
Heat damage based on battery with guaranteed Status Effect; enemies lingering inside the area also receive damage per second, which diminishes in amount with the size of the area. When cast on enemies already affected by
Heat proc, Thermal Sunder deals its normal damage plus the damage of the current
Heat proc[1].
- Damage per second has a moderate chance to stagger light enemy units within the area.
- Enemies already afflicted with a status effect of the same type will have it reapplied; its status duration uses the battery power level at the time of the new Thermal Sunder cast.
- Tap the ability key (default 3 ) to absorb kinetic energy, charging battery power by 10% to inflict a
- Casting Thermal Sunder of the opposite damage type on enemies already afflicted with
Cold or
Heat procs, combines the damage type into
Blast. Affected enemies first have the initial status effect removed, receive the new status effect, they also receive a
Blast proc and deals damage based on the mode being used plus the damage of the canceled status.
Blast damage is given by :
- For example: Casting a
Heat Thermal Sunder at 80% battery followed by a
Cold Thermal Sunder at 70% battery with 6 seconds left on the
Heat proc will deal: [300 + 0.8 * (1500 - 300)] * 6 + [150 + 0.7 * (750 - 150)] = 8,130 damage.
- The order in which the elemental procs are combined changes the direction in which enemies within the ability area are knocked back by the
Blast proc. Casting
Cold first then
Heat will knock enemies outwards, while casting
Heat first then
Cold will pull enemies in towards the player.
- When casting both elements, the elemental proc cast second will override and replace the first element already present, e.g. if enemies were affected by the
Cold area first, casting
Heat proc on them will remove the
Cold proc and replace it with
Heat.
- Ability Synergy:
Mach Rush through a Thermal Sunder area to add its
Cold or
Heat damage to Mach Rush's knockdown and shockwave explosion.
- Thermal Sunder gains bonuses to its status effects when
Redline is active and above the redline battery charge (>80%):
Cold mode applies 10
Cold status procs to instantly freeze enemies solid.
Heat mode's damage is doubled. This doubling is applied after the bonus damage from active heat procs on a target, allowing consecutive casts to do double the previous cast's damage.
- The
Blast proc permanently reduces enemy's current amount of armor based off of battery power level, up to a maximum of 100% with a full battery charge, before inflicting its damage.
- Armor reduction scales linearly from 0% armor reduction at 80% battery to 100% armor reduction at 100% battery.
- Can be recast while active to create new Cold or Heat sunder areas. Gauss may create up to 4 distinct areas of either element, resulting in only 8 total distinct areas active at once. Casting Thermal Sunder in a new area after reaching the maximum of
Heat or
Cold areas will remove the oldest area of corresponding element.
- Subsuming Gauss to the Helminth will offer Thermal Sunder and its augments to be used by other Warframes.
Augment
- Main article: Thermal Transfer
Thermal Transfer is a Warframe Augment Mod for Gauss's
Thermal Sunder, increasing elemental damage for himself and allies within range.
![]() |
![]() 4 ![]() |
Redline Push Gauss' battery beyond the redline, supercharging his Abilities and setting Fire Rate, Attack Speed, Reload Speed, and Holster Rate into overdrive. When past the redline, bolts of arcing electricity dance periodically from Gauss, exploding en masse when the ability is deactivated. Introduced in Update 25.7 (2019-08-29) |
![]() ![]() ![]() |
![]() 15 / 20 / 25 / 30 s (duration)6 - 30% / 9 - 45% / 12 - 60% / 15 - 75% (fire rate buff)5 - 25% / 6 - 30% / 7 - 35% / 8 - 40% (attack speed buff)4 - 20% / 6 - 30% / 8 - 40% / 10 - 50% (reload speed buff)
4 - 20% / 6 - 30% / 8 - 40% / 10 - 50% (casting speed buff) | |||
![]() | |||
Misc: ? m (activation knockback radius)+20% (battery limit release)50% (projectile accuracy)50% (energy discount for Mach Rush)100% (melee damage bonus and stagger chance for Kinetic Plating)
100% ( ≤100% ( ![]() |
Info
- Gauss expends
100 energy to overclock his battery, blasting away enemies within ? meters around him and gaining access to 100% of his battery for
15 / 20 / 25 / 30 seconds. During Redline, Gauss grants himself bonus weapon Fire Rate by
6% - 30% / 9% - 45% / 12% - 60% / 15% - 75%, melee Attack Speed by
5% - 25 % / 6% - 30% / 7% - 35% / 8% - 40%, and Reload Speed and Casting Speed by
4% - 20% / 6% - 30% / 8% - 40% / 10% - 50%, based on battery. While active, Redline drains 2% battery power per second. Redline deactivates on duration end or by manually pressing the ability key again (default 4 ).
- Redline introduces a new counter onto the battery gauge, shown as a percentage value between 0% and 100%. While the battery level is above 80%, the Redline counter gradually increases. The speed of the increase is based on battery level, with the counter decreasing if the battery level drops below the Redline limit. When the Redline counter reaches 100%, battery drain from abilities will be completely negated.
- Redline counter maximum growth scales inversely with
Ability Duration (e.g. more duration reduces growth), calculated as: 100% / ( Duration × 1/3 ). This means the Redline counter cannot be maxed earlier than 1/3rds of its duration.
- While battery power level is above the Redline limit release, damaging projectiles of arcing electricity will periodically shoot out from Gauss and home in on nearby enemies with 50% accuracy, dealing
100 / 200 / 300 / 400 damage, with a distribution of 81.25%
Impact and 18.75%
Puncture damage with a moderate status chance and guaranteed
Stagger effect. On deactivation, a variable number of projectiles are simultaneously released from Gauss and explode on impact with enemies.
- Number of projectiles released during Redline and on deactivation are affected by battery power level above the redline battery charge (>80%).
- Projectiles will become more accurate and strike enemies more frequently, with the higher the battery power level beyond the redline limit.
- When Redline expires, battery drains to amount displayed on Redline counter (e.g. if the counter is at 20%, the battery will decrease to 20%).
- Redline counter maximum growth scales inversely with
- Ability Synergy:
Mach Rush energy cost is halved when cast during Redline.
- While the battery level is boosted during Redline,
Kinetic Plating also grants Gauss a 100% base melee damage bonus and 100% chance to stagger enemies on hit.
Thermal Sunder gains bonuses to its status effects when Redline is active and above the redline battery charge (>80%):
Strength Mods | Duration Mods | Range Mods |
---|---|---|
![]() |
![]() | |
![]() |
![]() |
|
![]() |
![]() |
![]() |
![]() |
![]() |
|
Update 36.0 (2024-06-18)
- Gauss Thermal Sunder Changes
Gauss’ Thermal Sunder has been updated to properly reflect the mechanics of Cold, as he is one of the few Warframes capable of fully Freezing targets with Thermal Sunder!
- Tapping Thermal Sunder during Redline will now apply 10 Cold stacks - resulting in the same full Freeze. Its duration scales with the duration of his Ability.
- Tapping Thermal Sunder will add 9 Cold stacks on the second tap if it hits a target already affected by a Cold Status to reach full Freeze.
Hotfix 35.5.3 (2024-04-04)
- Fixed a crash related to Gauss’ Mach Rush ability.
Hotfix 35.5.1 (2024-03-27)
- Fixed a script error caused by Gauss’ Mach Rush ability.
Update 35.5 (2024-03-27)
- Fixed Gauss Prime build requirements descriptions incorrectly referencing Disruption missions.
- Fixed the Helminth Cyst spawning inside of Gauss Prime’s Helmet instead of on his neck, making it near impossible to see.
Update 35.1 (2024-02-20)
- Fixed Gauss’ Noble Animation Set having a noticeable “pop” when looping - it has been smoothed out for a more seamless loop!
Hotfix 35.0.10 (2024-01-18)
- Fixed Gauss’ battery gauge overlapping the combo counter UI if higher than 2x.
- Fixed the Zenurik Badge being comically big and positioned above Gauss Prime’s head.
- Fixed several offset issues with Emblems (when Gauss Prime has a skin equipped), the Prisma Latron Armour Set, and the base Protovyre Chest and Leg Armor on Gauss Prime.
Hotfix 35.0.9 (2024-01-17)
Update 35.0 (2023-12-13)
- Fixed certain parts of the Gauss’ Nitrolyst Helmet being incorrectly positioned when Redline mode is disabled.
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
Note: These are not all of the Mods affected by this change. We share the comprehensive list further down in this section of the update notes.
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.
For Armor, this is the one stat that does not increase with your Warframe’s level (with some exceptions). Armor values across the board have been slightly increased to compensate for the Mod changes.
Not to beat a dead Kaithe, but Mods will now be applying to the Max Rank stat instead of the Base Rank. You may look at these numbers and think “nerf” or “buff” depending, but the outcome is that total Modded values are the same, if not a little higher in some cases.
Warframe Stat Changes:
GAUSS Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300) Shields: Base Rank - 455 (from 150) / Max Rank - 555 (from 450) Armor: Base Rank - 185 (from 175)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)