Spring-Loaded Blade is a mod that temporarily increases the range of a melee weapon's attacks after inflicting a Status Effect with that weapon.
Stats[]
Rank | Effect | Duration | Cost |
---|---|---|---|
0 | +0.2m | +4s | 4 |
1 | +0.3m | +8s | 5 |
2 | +0.5m | +12s | 6 |
3 | +0.7m | +16s | 7 |
4 | +0.8m | +20s | 8 |
5 | +1.0m | +24s | 9 |
Drop Locations[]
Mission Drop Tables
Mission Type | Source | Rotations or Drop Table |
Chance[1] | Quantity[2] | Avg. per roll[3] | Star Chart Nodes |
---|---|---|---|---|---|---|
The Circuit | Tier 4 The Circuit (Normal) | A | 1.49% | 1 | 0.0149 |
Accessed through Duviri's The Circuit gamemode |
The Circuit | Tier 6 The Circuit (Normal) | A | 1.03% | 1 | 0.0103 |
Accessed through Duviri's The Circuit gamemode |
Enemy Drop Tables
Enemy | Drop Table Chance[4] | Item Chance[5] | Chance[6] | Expected Kills[7] | Quantity[8] | Avg. per roll attempt[9] |
---|---|---|---|---|---|---|
Narmer Thumper Doma | 15% | 12.5% | 1.875% | 53 | 1 | 0.01875 |
Plains Commander | 100% | 0.5% | 0.5% | 200 | 1 | 0.005 |
Tusk Thumper Doma | 15% | 12.5% | 1.875% | 53 | 1 | 0.01875 |
Sourced from the official drop table repository. See Module:DropTables/data to edit on the wiki.
Notes[]
- When using this mod on
Zenistar the range bonus can be triggered both by the disc and melee attacks and the disc will update range without having to redeploy it.
- Range bonus is additive to other range mods.
- Can stack twice, for a max increase of +2m.
Patch History[]
Update 26.0 (2019-10-31)
- Now gives a flat +1m range for 24s on status effect (previously +30% range for 24s on status effect).
Update 22.0 (2017-10-12)
- Introduced.
CollapseMelee 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)
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50 comments
Starting to notice they ruined all the range mods in this game which really sucks
The low point cost of this mod for +2 range, vs Primed Reach makes it more useful than expected.
Does this mod stack with others? I see KnightFrame run this + Primed Reach on pretty much all of his builds (and he goes against 9999 level enemies), but what's the purpose of both running at the same time?
Its good to stack with primed reach for weapons with low range like valkyrs exalted claws. thats about it...
He goes for max range, all the scaling mods, crit and faction mods on his melees and uses guns to proc viral maximum range is there to just proc slash on as many enemies as possible with forced slash procs. He made a in-depth melee guide recently going over this https://youtu.be/TjPVvTJJbx0
Very very rare and Primed reach makes this pointless.
Main reason to use this is for the cheaper cost to equip, melee that has an innate D polarity and you are not using life strike or healing return, or to have both for maximum range without a riven mod.
Or you can have em both if you feel like it
Correct, useful for getting a couple extra meters out of some max range build of some kind.
Easy 10 meter UFO. You suck.
Wow, this mod sucks. It gives less that normal Reach for more points.
Reach - 1.1 meters, costs 7 points, lasts forever
S-L Blade - 1 meter, costs 9 points, lasts 24 seconds, needs to be built up from 0 by inflicting status, also a rare mod.
My Destreza Prime hits 7.7 Metres (more for regular Destreza of couirse, but - why)... With this mod I can rach just under 10 metres.... with only primed reach many melee can't really even hit 5 metres. After getting this mod finally I would be giving up extra damage on this critical weapon, but could perhaps have almost the greatest slide attack range beyond a garbage melee with a maximum range riven. Depends on fighting low level enemies who DON'T need to be crited with 15k slash damage before even getting a combo multiplier, or high level ones who need the damage against them and I am fine with the +2.2 range on my riven.
Yh tho primed reach is better
I think these are meant to be used together
Build up is literally no problem unless you use korrudo with 5% base status
Even in the Korrudo’s case, its not really an issue since most (if not all) stances can force proc impact, puncture or slash.
Does this get affected by Exodia Contagion?
No, exodia contagion SUCKS now, it deal impact dam and direct hits its does impact over time... dealing NO DAMAGE
It just staggers...
because this is a flat bonus and not an add on percentage this mod benifits melees with small ranges, if you have a long range wep like a pole or hvy blade adding this mod wont give sig benefits
ALL range mods grant flat bonus since the melee rework
if your weapon hit in a semicircle in front of you :
if its range is 1m : it will hit an area of 1.6 m²
if its range is 3m : it will hit an area of 14.1 m² (9x the area for 1m)
if its range is 5m : it will hit an area of 39.3 m² (2.8x the area for 3m)
if its range is 7m : it will hit an area of 77.0m² (1.96x the area for 5m)
I think that means my Destreza Prime can hit 197.8 Metres Squared in front of me after the 2 metre increase here, 2.2 from Riven, 3 from primed range & the 2.5 base range.
I meant 147.8, basically double the 7 metres one.
Why would you use this when primed reach exists? Because they stack.
If your heavy attack scythe or whatever already murders everything in one hit, the only way to make it better is to make it hit more things.
this still sucks, if it stacked like berserker did, then we would be looking at something worth the mod slot
in some build without riven, this is the best thing to use.
but if we want more range, a riven with range and some other stat is better, and i never found a situation where this mod is better than the 8th best mod. (so is not the one to remove when we want to add a riven ; exepte if it is only for low level and i don't need to max the damage)
i take it this is like other similar status mods that only work if a mob lives after a strike, thus "inflicting" a status effect and getting the bonus after that strike, but doing all of nothing if a mob dies instantly because the status effect was never applied due to instant death?
Why does a mod that gives conditional range still give a worse bonus than the mod with a static bonus from the start. This needs to at least max out to +4 range to be any use.
its still a mod which only works when a condition is true and even then the bonus sucks.
My point is that there is never a reason to use this over primed reach. Sure if you have room in you build you can use both but that was not my point. When you only have space for 1 range mod the one that gives a conditional boost should be stronger. Otherwise why give it the negative of having a condition in the first place? I know this isn't the only mod that does this and I think it's bad design in general.
Reasons to use this over Primed Reach:
- it provides more range than Reach.
- It's cheaper in capacity cost, so it can fit in certain builds.
- it's not expensive to max out.
You only need 2 stacks and the duration of 24 seconds feels good enough, if your weapon has a decent status chance anyways. It's not hard to get 2 stacks or keep them up.
One of the mods with the same effect will always be better in your build, but that doesn't mean that the other one shouldn't exist. Besides, they stack well together!
This mod provides +2 range
Primed Reach provides +3
this is gonna be buffed in melee 3.0 to be on par with berserker vs prime fury but this time its spring-loaded blade vs primed reach
It seems like Primed Reach still wins.
Or just put them both if you want
Or if you prefer a more cheaper variant at cost of 1m range
Now at least, it stacks to +90%.
what's the point of this mod? All it does is take up a mod slot. You could just slap on a Primed Reach and go 165% range.
theres no room to put this on my best melees as i would have to give up some dmg mod and im not doing that for 30% more range
i found this mod to be helpfull with whips scince their crit chance is 5% so i have no crit mods and i switched out my drifting contact and found its not as strong as the contact mod
the only saving grace is the 24 sec duration. this mod is basicly good for whips on low level missions for killing enemys really fast
Even a half-ranked non-primed Reach is better than this. Surely it's meant to stack? Hope the melee rework will take a look at this.
if i could use primed reach and reach at the same time i would
seems like another one of those oddball mods that you'll probably never use because by the time you get one you'll likely have better mods to fill your slots with. also melee range in itself is an odd attribute since it's never disclosed ingame. we have (Primed) Reach, but the arsenal doesnt tell us what a weapon's attack range actually is and it's not even consistent across weapons of the same type
Not sure why this still doesn't stack like Berserker.
exactly what I was thinking.
That would be awesome
For those wondering, this is not useful for the Zenistar. While it is additive to (Primed) Reach, it's too cumbersome to use with it as you have to proc the effect before you toss the disk. Massive shame.
It could still have some use, possibly, if the effect stays on the Zenistar's disk for it's whole duration instead of the mod's stated 24 seconds. Could someone confirm?
I am confused as to how the mod works. For example, if I have this mod on Telos Boltace, would it trigger only from its close range melee attacks or would its slide aoe attack proc it as well?
Another confusing thing is the source of the proc. Does it proc only, when the weapon it is on makes a status proc or would it also proc off other weapon' status procs, like the Arca Plasmor?
Is it only status procced with the melee, or can I use a Hystrix like CO?