Melee Duplicate is a Melee Arcane Enhancement causes on Base (Yellow) Critical Hits to inflict a second instance of damage.
Effect[]
Rank | Chance |
---|---|
0 | 25% |
1 | 40% |
2 | 55% |
3 | 70% |
4 | 85% |
5 | 100% |
Acquisition
- Awarded from Netracells.
- Awarded from Deep Archimedea.
Item | Source | Chance | Expected | Nearly Guaranteed |
---|---|---|---|---|
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Netracells | 10% | ~ 10 A Rotations | 65 ± 21 A Rotations |
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Deep Archimedea / A | 10% | ~ 10 A Rotations | 65 ± 21 A Rotations |
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Deep Archimedea / C | 25% | ~ 4 C Rotations | 24 ± 8 C Rotations |
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Deep Archimedea / B | 15% | ~ 6 B Rotations | 42 ± 14 B 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.
Notes[]
- Creates a separate damage instance that will reroll the chance to apply status and also the critical tier.
- It is possible to create a duplicated hit that is either non critical, tier 1 (yellow) or tier 2 (orange).
- The effect can proc on Exodia Contagion, unless the first burst of damage kills the enemy (or one shot it).
- Forced status procs will apply to the duplicated hit if they originate from the melee weapon.
- Duplicated hit will not apply a forced status from
Seeking Talons.
- Duplicated hit will not apply a forced status from
Bugs[]
- If used with Xata's Whisper or Toxic Lash, this arcane will duplicate the damage instance coming from these abilities rather than the melee hit. This results in 3 damage instances rather than the expected 4.
- If Xata's Whisper and Toxic Lash are active at the same time, the damage instance from Xata's Whisper will be duplicated.
Patch History[]
Update 36.0 (2024-06-18)
- Optimized the Melee Duplicate Arcane to help prevent performance lag.
Hotfix 35.0.8 (2024-01-11)
- Fixed a script error caused by Melee Duplicate.
Update 35.0 (2023-12-13)
- Introduced.
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Eidolon • Arcane Helmets • Ostron • Operator • Amp • Solaris United • The Holdfasts • The Quills • Vox Solaris |
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47 comments
Does it duplicates finisher hits ?
What about ground finishers that can hit multiple enemies (for example after inaros sandstorm succ) will it hit them twice or is it limited to regular E hits and heavy?
Yes, it duplicates finisher hits.
Destreza Prime can have 6 instances of damage for a single back finisher with this arcane.
After using this with some heavy attack builds and Exodia Contagion, I looked into the possibility of replacing Blood Rush on weapons with Gladiator Vice, paired with Gladiator Might which is usually included anyways.
Now, my test weapon was Okina Prime. Using both Gladiator mods, at 12x combo we have +240% CC, which brings the total to 102% CC. This is perfect for Duplicate, it is almost the exact number needed to maximize the value of double hits.
If we went without this and put Blood Rush over Gladiator Vice, at 12x combo we have +600% CC, which makes the total 210% CC. The way crit calculation works, this makes for slightly less damage than the previous one (it has 2 instances of 6.5x damage while this has a single instance of 12x). Not to mention you proc status twice, meaning your Virals and Corrosives and such get to proc two times. This means, for Viral-Slash builds, Duplicate would theoretically make for the most damage with the least strict conditions.
Did I miss anything here?
Hm... doesn't seem to affect the radial AoE from Slam attacks. i tried with a Ruvox modded for 98.8% Heavy Attack crit chance, but never saw Heavy Slams strike twice. normal heavy attacks do work, so i guess the radial damage doesnt count as a melee hit anymore
What happens if you do an oragen crit?
Non yellow will not activate the arcane.
There is actually a very fun interaction you can do with Melee Duplicate, this thing does not have a cooldown alongside Exodia Hunt, so you have to build any 2H Zaw with a stance you can easily hold down E or your melee keybind. The best I could think of is a Zaw Hammer specifically using Crushing Ruin stance and holding right click and just do the Forward Block or even the regular Neutral combo. Next is build the highest base crit you can find alongside the attack speed, this is important. The stance itself ends in slams left and right alongside multiple hits, each of this slam can trigger the Exodia Hunt, but that is not all, the Melee Duplicate also affects slams meaning, in every slam you do you have a very high chance to trigger the Slam Pull of Exodia Hunt (Remember this has no cooldown) so there is also a very high chance you trigger two Exodiah Hunt pulls in one slam so you can literally vacuum enemies as many times as you want, it looks like the Vacuum mod for Sentinels except you are literallly dragging hordes of enemies. You can double the fun by simply replacing Melee Duplicate with Melee Vortex but that limits you to guaranteeing Magnetic Procs on the enemy, this way you wont limit yourself to the elements and actually have some stupid synergy just by holding down melee.
The only purpose of this arcene is to turn bad weapons into average weapons
It doesn't even do that. The builds for this have a very specific range of stats for you to want to abuse.
Depends. Exodia Contagion builds usually end up exactly in that crit-range and stay there, since you can't use bloodrush or so for that.
Take a Zaw with 32% crit chance, slap sacrificial steel (and primed pressure point instead of sacrificial pressure) on it and you get 102.4% crit chance, perfect for melee dublicate.
In that case it is simply a "double your damage"-arcane.
Take Chroma, and realize that Vex armors buff gets applied TWICE for exodia contagion... have fun blasting the enemy in the face with damage in the 100.000.000s... twice : 3
^also put r9 Blood Rush on any weapon with 20% crit chance for ~100.1% crit chance at 12x combo
Great with wolf sledge which is in a crit sweet spot. Since the sledge bounces to multiple enemies, it builds combo fairly quick from throws. even quicker with this.
Found something really weird: Full-fledged sentients, the ones with adaptation function doesn't take any damage from duplicated damage instance. it literally says hard "0" when it happens.
It works on projectiles from Innodem Incarnon's aim glide attacks.
Works on finisher hits too
Does this arcana affect the glaive prime with the heavy attack?
Yes (well it affects Xoris, so guessing it affect that too)
It is great for quickly stacking forced slash procs, as they are applied twice, creasing a heavy DoT effect.
In terms of the pure explosion damage, you are much better off using Melee Exposure or Melee Retaliation (if you can reliably charge overguard with frames like Kullervo).
If it works with Relentless Combination, could be awesome.
Why? It's a trash mod by now.
If it ever was useful, it's been pushed out of builds with how tight melee slots are.
Only obtainable in the 5 netracell missons per week or also ouside of that?
Only netracell, next update they will increase the chance of getting it.
Ncells now removing all non legendary arcanes and ramp up the chances
Ever seen the weapon guides for status weapons telling you to use non-maxed mods so they don’t affect the Slash weight so you "deal more damage"? This Melee Arcane is that person
Lol best comment
I slash how I please.
This is shit effects for a legendary Arcane they could have made it:
Based on Melee Critical Hit Tier get a XX% chance for your Melee attack to strike multiple times dealing the same damage and status after 1 second.
Yellow Crit Strike one additional time
Orange Crit Strike two additional times
Red Crit Strike Three additional times
Enemies can only be affected by this effect once every 1 second.
Additional Damage instances will be dealt on the enemy after 1 second.
When in effect enemies would have an icon on their health bar similar to status effects and the value could be 1, 2 or 3 depending on the crit tier.
Effects should only work on hits that make contact with the melee weapon, spectral attacks, AOE or range melee attacks should not trigger this effect for balancing.
Who would use this exactly? this is specifically made for status weapons with good crit damage but shit crit rate and rely mostly on Warframe buffs or arcane avenger to crit. This is one example of an ultra niche legendary arcane that nobody sane would use unless for content or for flexing.
THEY SHOULD HAVE JUST MADE A MULTISHOT(HIT) MOD FOR MELEE.
If melee had a true multishot (especially on crits, especially "on orange crits and above"), melee weapons would be SO overpowered that they would urgently need to be nerfed. Do you remember how DE nerfed the “Weeping Wounds + Blood Rush” combo? Do you want a second nerf to 10-20% per combo level?
So this is exactly the arcane that was created to strengthen relatively weak weapons (or specific ones that are played with regular critical hits, such as detonation build glaives).
At the same time, boosted melee in this game do not need any arcanes, it still hits for billions of damage.
This has to be the most stupid idea for an arcane I've ever seen. 4x Initial Combo Dex Nikana. Kullervo for red crits. Equivalent of a 16x Heavy Attack, with no preparation, achieved. Congrats on making melee the undisputed best in the game again.
Really should learn how to read it says "Yellow crits" So red crit and even orange crit weapons don't benefit from it.
Thank you all for reinforcing the notion that DE should never, ever look to the average player on ideas and feedback due to how retarded and short sighted most of you are.
It only works on yellow crits
"Base" critical hits mean the first tier, yellow only
If you get 2 yellow crits in one hit then it's as good as getting an orange crit hit
Alsso if the crit is above 100 the "duplicated" hit can roll as an orange making 130-140 sweet spot a thing , since a t1+t2 can be stronger than even a t3
Yellow is 2(yellow) x 12(combo) x 2(duplicate) = 48
Orange is 3(orange) x 12(combo) = 36
Red is 4(red) x 12(combo) = 48
Or am I wrong?
Has any tried using Melee Duplicate on a melee weapon and then seeing if the effect triggers on exalted weapons such as iron staff or exalted blade ?
I am guessing that you haven't?!
Pretty sure it works on titania.
Does the second hit proc shattering impact?? Meaning 12 armor strip per hit.
Yes. With Amalgam Argonak Metal Augur you'll have another +12. With Mirage's hall of mirrors you'll have 4 extra procs per swing for up to 120 base armour strip on every hit. You could add Xata's Whisper for a total of 180.
On a Balla Zaw with 18% cc and 18% status with blood rush(96% cc), weeping wounds (96%) and Exodia Force(which uses AAMA's strip on every proc and also shattering impact strips on impact aoe procs), enemies are likely to be completely armour stripped as soon as you touch them. I'm sure there's room for improvement but you can see where it's going.
Who cares about armor stripping them if they're already dead with Exodia Contagion and a good crit zaw. Double the dmg with abilities and double that again with duplicate and they dead
Cause options are nice and not everyone is a meta whore with no sense of adventure or imagination.
As of Jan 9th 2023 this arcane goes for 100p PER COPY.
Unless you really want the arcane for your build, I would highly recommend selling it now, and getting it back at a later time, when it is more affordable. At a 5% drop chance for 5 missions every week, it's going to stay at this ridiculous price forever. Especially considering its effect isn't that great. At least not 100p/copy great.
As of jan 25th 2024 its going for 105p per copy damn
Not for long
The Netracell drops are being reworked
Possibly even a legendary arcane guaranteed.
Arcane mafia on their way to manipulate market prices again:
Well its by far the best meelee arcane if you're not using meelee meta, aka if you dont want to use Naramon and if you also wanna do mixed/gunplay. Its pretty strong for builds around 100% crit chance, practically double damage. Or in other words: You're not forced to use meelee meta to dish out good damage. So the price is understandable.
I made a calculator to find the best crit chance for this thing, given a crit multiplier and arcane rank: https://www.desmos.com/calculator/lxd7ltpszh
tl;dr: Until it reaches rank 2 you're better off modding for maximum crit chance, without considering the benefit this thing provides to status procs. From there onward your target CC falls as rank increases and as CD decreases, but it never goes all the way down to 100% until your MODDED crit multiplier is stuck at 2 or below.
Yeah, I only remembered the crit shards a few minutes after posting. Fwiw you can type whatever value you want directly into the text field or you can click on the "8" to set a different maximum if you really want to use the slider. As far as I can tell Desmos saves changes to a new graph every time, so the one at that link seems to be set in stone.
With 6.8 Crit multiplier and Rank 2 arcane, it says the optimal CC is 216%, but doesn't that guarantee orange crits, meaning the arcane won't proc at all?
Sorry, I meant rank 1 arcane
That's correct, and it means you're better off using a different melee arcane until it reaches rank 2! At that point it'll only be a slight difference in DPS if you mod for the crit chance indicated by the calculator, but that difference will grow in favor of melee duplicate as its rank increases.
Since you can reach 216% crit in the first place though, that's around where it becomes a toss-up whether it's better to use melee duplicate or something else. The main, direct benefits you'd see from using duplicate at its optimal CC value as opposed to building for orange/red crits are an overall increase in applied status procs and the potential to free up a mod slot to add an extra dimension to your build.