Hunter Adrenaline is a set mod dropped from the Hemocyte during Operation: Plague Star and Ghoul Purge bounties that converts a percentage of Health damage received into Energy. If the user has no Shields, damage taken to Overguard granted from an ally is converted into Energy.
Stats[]
Rank | Efficiency | Cost |
---|---|---|
0 | +7.5% | 6 |
1 | +15% | 7 |
2 | +22.5% | 8 |
3 | +30% | 9 |
4 | +37.5% | 10 |
5 | +45% | 11 |
Set Bonus[]
This mod is part of a set, whose set bonus increases with each additional mod equipped from that set.
Hunter Set: Companions gain X% additional damage to targets affected by a Slash status effect.
Mods Equipped | Bonus Damage |
---|---|
1 | 25% |
2 | 50% |
3 | 75% |
4 | 100% |
5 | 125% |
6 | 150% |
Drop Locations[]
Mission Drop Tables
Mission Type | Source | Rotations or Drop Table |
Chance[1] | Quantity[2] | Avg. per roll[3] | Star Chart Nodes |
---|---|---|---|---|---|---|
Ghoul Bounty | Ghoul Purge Bounty Lvl 15-25 Stages 2 & 3 | A | 12.14% | 1 | 0.1214 |
|
Ghoul Bounty | Ghoul Purge Bounty Lvl 15-25 Stage 1 | A | 36.76% | 1 | 0.3676 |
|
Enemy Drop Tables
Enemy | Drop Table Chance[4] | Item Chance[5] | Chance[6] | Expected Kills[7] | Quantity[8] | Avg. per roll attempt[9] |
---|---|---|---|---|---|---|
Ghoul Rictus Alpha | 50% | 75.88% | 37.94% | 3 | 1 | 0.3794 |
Hemocyte | 100% | 28.95% | 28.95% | 3 | 1 | 0.2895 |
Sourced from the official drop table repository. See Module:DropTables/data to edit on the wiki.
Notes[]
- The amount of Energy gained from damage taken to health is affected by Warframe Armor.
- Stacks with
Rage for a total of 85% damage conversion.
- Applies to Status Effects that deal damage over time and damage that bypasses shields.
- Damage taken to Overguard only applies energy if the user does not have Shields (
Inaros and
Nidus).
- The Overguard must also come from an ally. As such,
Kullervo's
Recompense does not receive this benefit despite his lack of shields.
- The Overguard must also come from an ally. As such,
- Does not apply to the following sources of damage:
- Self-inflicted damage, such as
Nekros's
Despoil or
Combat Discipline.
- Laser traps encountered in the Orokin Void and Orokin Derelicts.
- Health lost due to the Vampire Nightmare Mode modifier, or health drained in Survival missions by falling to 0% life support.
- Self-inflicted damage, such as
Tips[]
- Hunter Adrenaline gains more mileage when equipped to Warframes with high Health such as
Ash,
Inaros,
Mesa,
Saryn or
Nidus.
- Hunter Adrenaline can be used alongside healing effects to create a renewable source of energy.
- Examples of healing include
Life Strike or
Healing Return for melee weapons, Valkyr's
Hysteria ability, and the healing abilities of
Trinity and
Oberon.
- Note that Trinity already possesses a primary means of generating energy via
Energy Vampire.
- Note that Trinity already possesses a primary means of generating energy via
- Many Warframe ability Augments (such as Saryn's
Regenerative Molt) create healing effects which can be employed in the same fashion.
- Beware of high amounts of burst damage which may overwhelm a Warframe before they can heal themselves.
- Examples of healing include
- If the player has
Quick Thinking equipped and suffers lethal damage, the gain in energy will be converted back over as emergency health.
- When hunting for vaults in the Orokin Derelict, or even outside of the derelict, equipping the Decaying Dragon Key handicap to sacrifice shields will reduce the time needed before Hunter Adrenaline can take effect.
Patch History[]
Hotfix 35.5.6 (2024-04-10)
- Updated Overguard Interactions With Hunter Adrenaline
As announced last week, we’ve changed how Overguard interacts with effects that benefit from receiving damage on Warframe to make it more co-op friendly. Specifically, the Hunter Adrenaline Mod. The conversations regarding Dante’s abilities with Overguard became a driving factor to look at these interactions and find ways in which we can make them work to benefit co-op play. Overall, these changes aim to create a harmonious arrangement between the often unpredictable Overguard gains from allies and Hunter Adrenaline.
The following changes are in addition to their existing functionality.
Hunter Adrenaline
Previously, Overguard granted by allies could prevent you from gaining Energy from these Mods (since it blocked damage dealt to Health). So, in an effort to create a more co-op friendly experience between the two, we’ve made the following change:
Now, Hunter Adrenaline can convert the Damage on Overguard granted by allies to Energy while Shields are inactive.
More specifically, they will trigger when the last source of Overguard originates from an ally (includes spawned allies, such as Specters). This allows shield-less Warframes, such as Inaros and Nidus, to be able to regenerate Energy via these Mods when they would have previously been blocked by Overguard granted by allies.
Here are the exact stat details:
- Hunter Adrenaline: +45% (same effectiveness as the base functionality) of Damage on Overguard granted by allies to Energy while Shields are inactive.
NOTE: Warframes that grant themselves Overguard, like Kullervo or Rhino, will not be able to trigger Hunter Adrenaline from their own Overguard. Only Overguard granted by allies is eligible because this is the only interaction that is potentially disruptive to your build (i.e your ally puts Overguard onto your Rage-Build Nidus).
Update 22.3 (2017-11-15)
- Introduced.
See also[]
Rage - another mod with the same functionality.
CollapseSet Mods | ||||||||||||||||||||||||||||||||||||||
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- ↑ 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)
31 comments
I can't imagine it would be that crazy if Kullervo could use hunter adrenaline. Very few warframes are good options for hunter adrenaline, after all. Might as well let him be one of them.
Just tested today. This mod WILL NOT proc if you have no shields and generate your OWN overguard.
So for Kullervo, parasitic rhino, parasitic Styanax, and parasitic Frost this does not work. It WILL work on the above mentioned, as long as the only overguard you have, is from outside sources. Should you have ally overguard, then cast an ability that grants your own overguard, and vise versa, Rage/HA turns off immediately until ALL overguard is lost. Whether this is bugged or not I've no idea, as the patch notes clearly state "they will trigger when the last source of Overguard originates from an ally" When in reality that actually means they will trigger when the *only source of overguard originates from an ally
TLDR pathc notes should not say "when the last source" it functions currently, as "when the ONLY source of overguard is from allies" SO it does not work for any frame with innate generation, if they use their overguard ability
This and rage are getting a slight update in interaction with shieldless frames (inaros, nidus etc.). If overguard is gained on these frames they still get the benefit of energy when overguard takes damage.
The base functionality is unchanged, but they are making considerations for frames that rely on it since overguard essentially shuts it down against the intended use of it, and most sources of overguard for those frames come from teammates
So.. is this mod good for kullervo now?
Is there any similar changes for Arcane Avenger and Nourish burst? Also it appears this will be a sudden buff for kullervo in the mid of overguard vs shieldless frame battle
Neither thing was mentioned no.
Arcane avenger already works with overguard.
Haven't run into a situation where nourish and overguard are together so don't know about any oddities there.
Does this work with Overguard from Kullervo?
Iirc it does not since overguard isnt health
Overguard is bassicly slightly diffrent shield
This mod single handedly carried me through thermia fractures solo , with those insane shock proc
As the note above does not specify how specifically armor affects this mod I did some test and found that you gain energy based on how much health you lose in total so having more armor means that while you lose health slower you will gain energy slower. I did tests with Chroma and base 300 HP Chroma gained around 134 energy at death with hunter adrenaline regardless of whether he had more armor or not.
Thank for answering the question, As I was think the same too. So the faster you loose health the faster you gain energy.
"As the note above does not specify how specifically armor affects this mod I did some test and found that you gain energy based on how much health you lose in total so having more armor means that while you lose health slower you will gain energy slower."
That's literally common sense though. Of course if you have less damage to health then Hunter's Adrenaline would have less health-hit-points to scale off of. However, despite this condition, having more armor is still a better direction than having less.
Does this also not work with Garuda's Bloodletting?
Iirc no but why would it bloodletting already gives u energy
How does grendel not have high enough health to be mentioned but mesa does?
Because with grendals new augment its kinda broken, the game thinks that feast is still an energy drain ability and as such auras like energy syphon and mods like hunt adren still don't proc like they should
This does not seem to work on sevigoth's shadow
How does the set bonus react with procs given by your pets? If I have mecha set and kubrow spreads slash from the mark, will that slash proc damage get increased by this set bonus?
Does this work while in operator mode?
nope
does it work with despoil?
It says in the article that it does not.
IMO, far easier to obtain than Rage.
Does not work on Orb Mother Boss fights as well
Why would you think that? It works the same regardless.
Sometimes this doesn't seem to work? Happens, or I notice, after revives in eidolon fights. Does this happen to anyone else?
Eidolons have abilities with magnetic proc, which might be removing your energy. Hydrolyst has a lot of them.
Just a note, but was hunting teralysts as Harrow with this mod equipped, but was getting no energy when damaged by teralyst. Can someone confirm whether or not teralyst damage will proc the energy regen?
I'm not sure about the teralyst but i'm having the same issue with Ghouls. I have Valkyr with the Hunter Adrenaline mod and I noticed that my energy wasn't regenerating when hit with their toxin/cold proc. Tried an experiment with Inaros and the mod equipped and had the same result. But then I did an Infested Survival and found that the toxin damage from enemies there DID give me energy, so I don't know now..
It says 'HEALTH damage'. Damage on shields won't give you energy back. This also explains why toxic proc was giving the energy.
Same here. Works alright with hydrolist, but the gantulist laser beams for example reliably don't trigger rage/ hunter adrenaline for me...
Eidolons proc magnetic fairly frequently, beyond that IDK why it shouldn't work.
As for the Ghouls not giving energy, the toxin/cold procing cloud they leave behind is considered an environmental hazard and thus will not give you energy (similar to Orokin Death Orbs and Tar Mutualist Moa tar puddles). Essentially this mod will trigger when an enemy deals health damage, but not you taking damage from another source like self damage.
Maybe I'm just lit, but is the math correct that with QT, Glad Finesse, Rage, and this mod, do you become full on immortal?
Before, 240% efficiency/40% conversion (i think) came out to be .96 energy return, meaning that you would slowly lose energy. I would think that would mean that 300% efficiency/85% conversion would lead to a 2.55 energy return, so you would actually gain energy from taking lethal damage.
Or I just have no clue how it works, which is highly possible.
I could be wrong but considering your math that would mean that say for instance that you have QT, Hunter Adrenaline, and rage that would come out to 300% efficiency/40% conversion which would come out to 7.5 energy return. To me that for one that doesn't make sense mathmatically why not having glad finesse would result in more energy and two even if that was the case I tested that out in game and this does not happen. I haven't got the Glad Finesse mod yet so I can't test your example right now.
After looking into some information about the mods it seems even if the effciency and conversion was lets say something rediculous like 1000% it really wouldn't do anything. Ever since they made it where quick thinking does not actually do anything until you hit 2 hp in which rage get deactivated it not possible to become completely immortal with just these 4 mods.
So...if I understand the story of the gentleman above, the lacking factor is Healing. Meaning that life strike / winds of purity / Healing Return / Healing Abilities (Oberon Renewal), when applied well, could very well simulate a nuclear-proof warframe. That way Quick Thinking effect is about surviving any hit, while applying heals keeps the rage effect in play.
Pretty much
This is exactly the case. i'm building an infinite survival build for my Oberon that includes this combo, Phoenix Renemwal, Djinn with Reawkening, Primed Regen, and Sacrifice, as well as a few other ways to get out of dying to even instant death situations.
Stacking Hunter Adrenaline with Rage, to pair with Primed Flow and Quick Thinking works wonders. This pairing with Valkyr and Hunter Recovery, for example, practically makes Valk immortal.
You can do it for pretty much any frame that has a high energy pool. I saw somebody surviving lvl 150 Corrupted Bombards with Oberon P using this setup, you can turn pretty much any frame into an energy vampire Trinity. I wonder if this will get nerfed?
Saw this comment and I had all the mods and decided
Why not?
Then I added a few random mods with it like power strength and vitality and the such and
DANG, It's better than my usual build in terms of surviability
I don't remeber where; but I got this mod outside the event recently. from an Alert mission I would guess but I can't confirm this.
Hunter mods drop from the Ghoul bounties.
In a much to high quantity...
And now we won't need "Rage" again :d
Its not silly, first the playerbase complains about how bad and underwhelming the mod sets are. Now you get a strong mod set that is better at it's job and still you guys will have something to talk crap about.
To the guy above me, the problem is that set mods were terrible overall in most cases and the bonus wasn't even worth it by the end. Hunter adrenaline as a SINGLE mod replaces rage outright and gives a small set bonus on top of that. This isn't fixing set mods, its power creeping older normal mods outright.
It's not really powercreeping considering that Rage costs less to equip.
It's not powercreeping if you consider applying them in tandem makes it even more powerful. Rage isn't obsolete at all. Perhaps you may never use it, but 75% health to energy return is a miracle worker in rough situations. Or just to fuel a casting-based Inaros or Nidus.