Valence Formation is a Warframe Augment Mod for
Lavos that allows weapons to gain the corresponding element of an ability whenever it is cast, with a guaranteed status effect.
Stats[]
| Rank | Elemental Damage | Cost | |
|---|---|---|---|
| 0 | 50% | 20s | 6 |
| 1 | 100% | 20s | 7 |
| 2 | 150% | 20s | 8 |
| 3 | 200% | 20s | 9 |
Acquisition[]
- This mod can be acquired by attaining the rank of General under New Loka, or the rank of Exalted under the Red Veil, and spending
25,000 to purchase.
Notes[]
- Only mixing any element (by holding one or two of his abilities) will contribute to the bonus weapon damage when an ability is used.
- Only one element bonus can be active at a time, casting another ability with a mixed element will replace it and refresh the duration.
- Bonus elemental will combine with elements on the weapon if applicable, but the specific elemental proc will remain.
- Affects damage-over-time from Lavos' abilities.
- Unlike any other buff in the game, this one cannot be negated by nullifying bubble and enemy abilities, also jumping into the void doesn't reset it.
- Valence Formation is the only buff in the game that affects the aoe explosion of
Vile Discharge, though it will only add the status effect, not damage.
- However, the proc will effect Lavos if he is within range unless he has Valence Block active.
Tips[]
- This allows Lavos to freely deal with enemy weaknesses such as removing armor with
Corrosive while wielding a
Viral based weapon, or dealing with shields by adding
Magnetic damage. - Shotguns are ideal weapons to utilize with this augment as each pellet will gain the boosted damage and proc the element on every hit.
- Conversely, beam weapons may be less effective than expected as modding for multishot will not increase the number of hits.
- Can damage the Profit-Taker Orb's shields, allowing Lavos to adapt when she changes her elemental weaknesses.
- In some cases, it can be beneficial to use an unranked version of this mod so that the innate status effects on the weapon are more likely to happen, while the element from Valence Formation will still be guaranteed on hit.
- Elemental bonuses will affect the damage of their respective status effects, so status effects from an unranked Valence Formation will deal less damage.
Bugs[]
- Does not affect the tether mode of the thrown
Ferrox or
Tenet Ferrox
Maximization[]
Patch History[]
Update 35.5 (2024-03-27)
- Introduced.
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13 comments
"Bonus elemental will combine with elements on the weapon if applicable, but the specific elemental proc will remain." Did this get changed? I'm using a Syam with no elementals, buffing with electricity from Valence Fusion, and I'm only getting rad procs.
Pretty sure it's the same. I've been adding cold to Corrosive/Heat builds and it does cold procs alongside the Corrosive/Blast damage from the weapon.
It would be nice if infused element in Lavos special bar also grant the same buff bonus. We can paint more nasty status setup by sheer passive augment
This is technically expected but putting multishot on beam weapons does not increase the amount of status effects from Valence Formation.
That's a really good thing to note here, maybe this should be added to this page?
Guaranteed status is quite busted since anything with good crit but incapable of proccing status can keep proccing whatever status u infuse it with. I'm just whipping out random stuffs for lavos now lmao.
Yea its designed for Cedo since that thing can't status with its meat on a frame that's supposed to print statuses
Bonus elemental will combine with elements on the weapon if applicable, but the specific elemental proc will remain.
So, if i'm understanding this correctly...
If you have a single, uncombined element on a weapon, and infuse another single element with Valence Formation, the end result is that the weapon will deal forced procs of your infused element, but the actual weapon damage will become the applicable fused element?
For example, let's say you have an Ignis that deals purely Heat damage. You infuse Electricity. This would mean that you now have an Ignis that deals Radiation Damage with forced Electricity procs. Correct?
Would your shots now also be applying Radiation status instead of Heat status as a part of their normal status chance roll?
And on the subject of damage... Let's say you already modded that Ignis to deal radiation damage, by adding both heat and electricity mods. Let's say +150% worth of added damage of each. If you were to then infuse Heat, would your forced heat procs scale their damage using the modded added heat damage that was combined into radiation, combined with Valence Formation's added heat damage, for a total of +350% added heat damage?
Yes, the bonus dmg will combine with applicable single elements of the build. Your ignis will indeed deal rad dmg while having forced elec procs. And yeah, natural procs now change into rad as that's the dmg you've dealing. You get rad and elec procs
For heat procs scaling, the formula has "heat dmg bonuses". Combined or not, your +150%heat definitely boosts the proc
I tested all 3 myself, using a catchmoon primary and a javlok. Using pure heat weapons against the inoffensive murmur health types worked quite well. My results perfectly match the expectations.
Alright, that's very weird, because i'm getting a completely different result that suggests that Valence infused single elements won't combine with existing single elements. But I have a theory as to what's going on.
I have a Phantasma Prime modded for Corrosive and Heat. I figured that it would be ideal because it applies so many status effects per hit due to the innate multishot.
It can apply Impact, Heat, Radiation, and Corrosive procs on it's own, with Heat being about 50% of the total elemental damage. When I applied an Electricity infusion, I was applying forced Electricity procs, as expected, but I was also still applying heat procs at the same rate as before, in addition to the other elements.
I tested this with Toxin and Cold as well- no Gas or Blast procs ever showed up, and Heat continued to proc, suggesting that it was not merging with the Valence infused element.
Now, because you specifically mentioned catchmoon and javlok, I believe that the reason for the inconsistency has to do with the fact that those weapons have innate heat, whereas my phantasma's heat is solely from mods. I haven't tested a weapon with an innate element myself because I honestly got a bit excited about the science and wanted to share my findings, but at the very least, there seems to be some wonkiness to element combining, since I should not have been able to apply electricity and heat procs simultaneously otherwise.
I have a Phantasma Prime modded for Corrosive and Heat ... When I applied an Electricity infusion, I was applying forced Electricity procs, as expected, but I was also still applying heat procs at the same rate as before, in addition to the other elements.
Because Valance Fusion is feeding into Corrosive (Toxin + Elec) there. Whenever you form a combined element via modding two primary elements, any additional buffs that gives one of those two primary elements will feed into that combined element.
Your example is within the expected behaviour.
Ok, I probably should have just tested this before writing the above comment, but whatever.
I tested a Torid and a Shedu. Both of them combined elements as you described.
Then I tested a normal Hek modded with just a single toxin mod. This, contrary to my expectation, also combined elements, creating viral/gas/corrosive. So the odd factor out right now is the Phantasma. Here's where it gets interesting, though. And by interesting I mean not nearly as interesting as I had originally thought because I forgot an important detail.
I swapped out the heat for cold. When infusing toxin or electricity, no element merging would occur. But if I infused heat, I would get blast procs instead of cold procs.
In other words, it's working exactly like element merging always does, and combines with preexisting added elements, which I managed to completely forget about. I also seem to have failed to notice that applying Cold to the original setup does, indeed, create Blast. I suspect part of the problem there was that I did the original "test" in a 6 minute time limit bounty and was getting blast procs from glaive throws, which I mixed up in my haste/excitement.
So, long story short: the wonkiness was entirely my own error, since I completely forgot about different sources of the same element merging to the highest existing priority in the merging priority chain, in this case being the mods on the weapon. On the bright side, though, my original intention was to apply multiple single-element statuses at once, and that's still entirely possible due to the forced proc.
Kinda goes hard with Cedo, since its got low status chance. The procs go into overdrive
200% of what? base? total?
Of base, modified by +damage% mods. Just like any other similar ability.
Elemental, lmao
Get a status spreader like Ignis or Nukor > Put Viral on it > Put 2 Emerald Shards on Lavos to increase corrosive procs to 14 > Activate corrosive skill > Melt
Elec infuse -> proc melee influence -> change to your desired element -> spam melee within m.influence duration
It is a very interesting mod. The only downside is that you REALLY have to think about your weapon loadout if you want this mod to work to your benefit. And the note above about pellet weapons and status is a good one. It is not OP though -- you will be constantly fiddling with Lavos' ability to keep the augment going.
Added note: even with a lot of duration you only get 30-ish seconds on the element boost on your weapons versus default 20 seconds.
My man, 50% duration isn't "a lot" and you literally don't have to think about your loadout since you can switch elements on the fly (that's the whole point of lavos) and 30 seconds is not short considering you're playing a frame that spams abilities
I think he meant the weapon base elements that the formation combines into for faction damage bonus etc. But even that's kinda a moot point since I have a specific melee & ranged solely for Valence Formation Lavos status types wise etc
Cheeser of the Profit Taker
Lmao why didnt i think of this
It seems that bugged for profit taker, as some elements dont deal damage while infused. I suspect that it adds another instance of damage on top of the damage that hits, rendering blocked hits moot.
That happened to me too for a while, but now it's working.
It was because my Zenith I was using had a base element equipped onto it (Cold), causing all elements using that element to combine and making it no longer that element (Needed to use Electricity, but using this mod to get it made Magnetic).
Secondary empower completely bypasses the combining issue. Works best with high pellet/s weapons, personal fav is twin roggas, tho pyrana prime is a solid alternative from what I read
It keeping electric procs while combining is so busted
As a lavos main this is great
Agreed. Makes some weapons more juicy. And some weapons get completely busted with just single imbuement.