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Focus 2.0/Madurai since Update 31.5 (2022-04-27) |
- Not to be confused with the
Madurai Polarity.
The Madurai way is a school dedicated to offense. Tenno of the Madurai way are unrelenting fighters, excelling in the arts of ambush and barrage. Those who master the Madurai school are granted predatory, savage power.
This school focuses to improve the damage output of Operators and Warframes. Their Way-Bound increases Amp energy pool and regeneration.
Since its predecessor Madurai 2.0, this school further increases Operator damage and now increases Amp Critical Chance and Warframe Casting Speed, and consecutive Void Slings now increases Operator energy efficiency and Warframe Ability Strength. Void Strike was additionally reworked to provide an immediate damage bonus over a duration with a cooldown and also increases Ammo Efficiency, rather than a slow buildup that enhances a fixed number of attacks. However, Madurai no longer increases Warframe elemental damage, no longer produces Heat effects, and Void Mode no longer blinds enemies.
Ways[]
Phoenix Talons[]
Physical Damage and Operator Damage increased by 5 / 10 / 20 / 30% | ![]() | |
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Power Transfer[]
45 / 60 / 75 / 100% Amp Critical Damage for 5 / 10 / 15 / 20s on switching to Operator. 20 / 30 / 40 / 50% Casting Speed on switching to Warframe. | ![]() |
Void Strike[]
First Ability consumes all energy to increase damage for 5 / 6 / 7 / 8s. Deal 4 / 6 / 8 / 10% additional damage for every percentage of energy consumed. 70 / 60 / 50 / 40s cooldown. | ![]() | |
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Void Fuel[]
10 / 20 / 30 / 40% Weapon Efficiency for Operator and Warframe while Void Strike is active. | ![]() | |
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Contamination Wave[]
Contamination Wave Second Ability emits a Void wave lasting 0.5 / 1 / 1.5 / 2s that drenches enemies with Void Contamination making them 20 / 30 / 40 / 50% more vulnerable to Operator Damage for 5 / 10 / 15 / 20s.
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Distilled Contamination[]
Distilled Contamination Killing an enemy affected by Contamination Wave makes all affected enemies 20 / 30 / 40 / 50% more vulnerable, while also making the effect last 4 / 6 / 8 / 10s longer. Maximum 2 stacks.
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Chained Sling[]
Chained Sling 20 / 30 / 40 / 50% Energy Efficiency on Consecutive Void Slings.
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Sling Strength[]
Sling Strength Switching to Warframe after a Chained Sling adds 10 / 20 / 30 / 40% Ability Strength for 5 / 10 / 15 / 20s.
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Inner Gaze[]
Increase Energy for Amps and Void Beam by 10 / 20 / 30 / 40%. | ![]() ![]() |
Eternal Gaze[]
Increase Energy Regeneration Rate for Amps and Void Beam by 15 / 30 / 45 / 60%. | ![]() ![]() |
Notes[]
- The Madurai school tree requires 9,000,000 Madurai focus points to fully unlock all nodes at max rank, as well as 1,500,000 and 2
Brilliant Eidolon Shards to unbind both Way-bound nodes, for a grand total of 10,500,000 focus.
- A fully levelled Madurai Operator is capable of:
- Way-Bound: Increases the Operator's Amp and Void Beam energy capacity by 40% and regeneration by 60%
- Warframe Passive: Increases physical damage by 30%, and increases ability Casting Speed by 50% for 20 seconds on Transference.
- Operator Passive: Increases damage by 30% and Increases Amp Critical Damage by 100% for 20 seconds on Transference.
- Void Sling: On consecutive Void Slings, increases the Operator's Energy Efficiency by 50% and Warframe Ability Strength by 40% for 20 seconds.
- First Ability: Consumes all Operator energy to increase Operator and Warframe damage by 10% per 1% energy consumed up to a maximum of 1000%, and increases Amp/Ammo Efficiency by 40%. Lasts 8 seconds, 40 second cooldown.
- Second Ability: Emits a wave that lasts for 2 seconds causing enemies hit to take 50% additional Operator Damage for 20 seconds. Killing a debuffed enemy makes all affected enemies take an additional 50% more damage and increases the duration by 10 seconds, up to 2 stacks.
Patch History[]
Hotfix 33.6.9 (2023-09-12)
- Fixed Madurai’s Power Transfer not triggering reliably if Client has low frame rate (below 30 FPS).
Update 32.3 (2023-02-15)
- Fixed Madurai’s Chained Sling costing more Focus than intended at higher levels.
- Players that paid the unintentionally inflated price will receive an inbox message refunding the cost difference in Eidolon Shards shortly after the update’s launch.
Hotfix 31.5.7 (2022-05-06)
- Shortened and increased the speed of the Contamination Wave’s casting animation.
Hotfix 31.5.4 (2022-05-02)
- Fixed Madurai’s ‘Power Transfer’ effects not refreshing when re-triggered while active.
- This also fixes the HUD stating that it was refreshed, when it was indeed not.
Update 31.5 (2022-04-27)
- MADURAI
The Madurai way follows the path of Engage the Enemy. Speed and savagery characterized the Madurai school.
Madurai’s abilities focus on granting that offensive edge in combat with a combination of Damage increases, weapon efficiency, and Speed enhancements to recklessly attack your foes.
- 6 new Focus abilities.
- POWER TRANSFER (Passive)
- 100% Amp Critical Damage for 20s on switching to Operator. 50% Casting Speed on switching to Warframe.
- VOID FUEL
- 40% Weapon Efficiency for Operator and Warframe while Void Strike is active.
- CHAINED SLING
- 50% Energy Efficiency on Consecutive Void Slings.
- SLING STRENGTH
- Switching to Warframe after a Chained Sling adds 40% Ability Strength for 20s.
- CONTAMINATION WAVE (Second Ability input)
- Second Ability emits a Void wave lasting 2s that drenches enemies with Void Contamination making them 50% more vulnerable to Operator Damage for 20s.
- Added a mark FX similar to Ash's Bladestorm for Contamination Wave. Each contamination level will display its own marker above enemies.
- Second Ability emits a Void wave lasting 2s that drenches enemies with Void Contamination making them 50% more vulnerable to Operator Damage for 20s.
- DISTILLED CONTAMINATION
- Killing an enemy affected by Contamination Wave makes all affected enemies 25% more vulnerable, while also making the effect last 10s longer. Maximum 4 stacks.
- POWER TRANSFER (Passive)
- Eternal Gaze and Inner Gaze remain unchanged.
- Reworked Void Strike:
- It is now the First Ability input.
- First Ability consumes all Operator energy to increase damage for 8s. Deal 10% additional damage for every percentage of Operator energy consumed. 40s cooldown.
- eg. 100% of Energy consumed is 1000% damage.
- Why: Old Void Strike’s long charge up time didn’t provide an ideal gameplay experience within the fast paced environment. Players found themselves sitting in Void Mode waiting for the Damage bonus to build up. Now Void Strike no longer needs Void Mode and has instant damage on input. Additionally, Void Strike is Duration based now instead of per shot, meaning damage gets applied to all pellets of a shotgun for instance.
- Tweaked Phoenix Talons:
- Physical Damage and Operator Damage increased by 30%.
- Why: Adding the additional Operator Damage allows for benefits for both Warframe and Operator in the name of synergy.
- Physical Damage and Operator Damage increased by 30%.
13 comments
Hey guys, can someone tell me if Phoenix Talons from Madurai affects Mesa's Regulators?? Because it's says that affects exalted weapons, but also says that only for phycal damage. Can someone help me?
If the gun has IPS (Impact, Puncture, and/or Slash) in it's capabilities, yes; otherwise, no
>> Void Strike : Does not work on Warframe damaging abilities.
Is it safe to assume it does work on all the abilities not listed on the following page (which needs to be updated but is still recent enough) :
https://warframe.fandom.com/wiki/Abilities/Damage
?
Void Strike increases weapon damage. it's additive to mods like Serration and Hornet Strike. if an ability can benefit from those mods (e.g. Exalted Weapons), then it'll likely also be affected by Void Strike.
Any info on the size of contamination wave?
To be scientific, big enough.
Need help to check whether whipclaw and landslide received Pheonix Talons buff, or was it categorized under "Not working on warframe abilities"
It indeed works with those abilities, since it buffs their stat stick, not the ability.
On phoenix talons it says that it won't increase unique types of damage (such as void), but it does increase operator damage. Do I need something like Virtuous Spike for this to work properly?
I think that part should be reworded for clarity. I think it won't increase unique damage types done by Warframes.
Iirc, it does not work with "Unique" damage types, as in like Heat, Electricity, etc; also Bleed (Slash DPS); and it does nto work on Xaku's Void damage
When the tank school outdamages the damage school
U nooob this is way moore stronger git gut
No, it isn't..
Sounds like people doesn't get what Madurai is suppose to do; it's meant to effectively increase Operator DPS, not warframe DPS
Man, they really just nerfed this way into the damn ground and made it super un-interesting. If DE remembers to introduce more operator abilities tied to ways, gonna definitely switch off Void Strike
The madurai is definitely not nerfed. Its far easier and stronger than before. The only problem is the void sling
You end up with 10x for almost 0 wait. It's better.
I kill more with the operator than with the warframe, just need the right AMP build.
Felt like running some numbers trying to maximize damage from a single amp shot, aside from any damage type altering/status setups. Made two setups for this.
1: Raplak Prism, Klebrik Scaffold, Certus Brace; Eternal Onslaught, Virtuous Strike
Swap to Operator, Power Transfer activates. Use Void Strike. Use Klebrik Scaffold to proc Virtuous Strike. Use Contamination Wave. Shoot the head with Raplak Prism.
Raplak Prism's base 3000 damage is multiplied by 11.3 (initial 100% + Phoenix Talons 30% + Void Strike 1000%) to reach 33,900. Eternal Onslaught is procced alongside Void Strike multiplying (Raplak 38% + Certus 20%) 58% crit rate by 2.8 (initial + Onslaught 180%) making 162.4% crit chance. Multiplying the crit damage (2.6 initial x 2.8 modifiers {initial 1 + 100% Power transfer + 80% Virtuous Strike} = 7.28) creates 246,792 damage. Contamination Wave x1.5 vulnerability makes 370,188 damage. There's also a 62.4% chance to orange crit, doubling to 740,376 damage. Headshot crit damage is doubled again to 1,480,752, plus the individual headshot multiplier (typically x2/3 = 2,961,504/4,442,256). (woo!)
{I know Klebrik doesn't have good crit stats but the high fire rate plus Certus Brace cover that for these purposes, plus Eternal Onslaught activates by the time your using it so in the end it has ({16% base + 20% Certus = 36%} x 2.8) 100.8% crit chance proccing 12 times per second so it can activate Virtuous Strike VERY quickly}
2: Cantic/Rahn Prism, Propa Scaffold, Certus Brace; Eternal Onslaught, Virtuous Strike
(Very similar process to before)
Swap to Operator, Power Transfer activates. Use Void Strike. Use Prism to proc Virtuous Strike. Use Contamination Wave. Fire Propa Scaffold point blank.
(skipping over identical specifications here)
Propa Scaffold's base 9000 damage is multiplied by 11.3 to reach 101,700. Eternal Onslaught is procced alongside Void Strike multiplying (Propa 30% + Certus 20%) 50% crit rate by 2.8 making 140% crit chance. Multiplying the crit damage (2 initial x2.8 modifiers = 5.6) creates 569,520. Contamination wave x1.5 vulnerability makes 854,280 damage. There's also a 40% chance to orange crit doubling to 1,708,560. (propa can't headshot)
{Klamora Prism would be perfectly viable for this as it can crit at a higher rate and with more speed, but given the above calculations on Klebrik I think giving your amp a longer range option would be just fine.}
Both have potential to one-shot a lvl190 Heavy Gunner (not the corrupted variant) and in Steel Path it would still only a few more shots while Virtuous Strike is still active. Granted the same amp build with Unairu armor-stripping plus Unairu Wisp could even one-shot Corrupted Heavy Gunner in Steel Path, but I imagine these builds could down Eidolon shields in a tap like them tridolon speedrunners do. Anyway I hope the big numbers fascinated you as much as it did me.
So void strike cap at 1000%
Does this mean that if I have void flow unbinded it will still consume all energy but buff dmg by 1000% instead of 1900% or just 100 energy will be consumed?
If you have max energy, it will be 1000%, no matter how big or small your max energy is.
How do the stacks of Distilled Contamination work? Do the stacks only apply to the currently affected enemies by contamination wave and then they go away? That makes the most sense given the lack of explicit wording in-game. Also, why does the game say max 2 stacks but the wiki says max 4 stacks? Update notes were seemingly incorrect.
If you kill 2 enemies affected by Void Contamination in that 20 second window, it boosts your operator damage to all other affected enemies by 150% for a further 20 seconds + however much time is left from the original cast, that's it.
Any had any idea if the Contamination Wave suppose to works on eidolon or not? Cuz it seems like the same with/without to me lol
Might be hard to see (i haven't tried yet) but affected enemies have a glowing mark hovering above them.
It does
For Phoenix Talons, it says "Does not increase damage of Warframe abilities." - does this apply to damage made by exalted weapons, such as Mesa's regulators? I don't know if it counts Peacemaker or the Regulators themselves for the calculation.
They do work on Exalted weapons such as Peacemaker and Serene Storm
Does it work with chromatic blade?
Is Chromatic Blade an Exalted weapon? The answer might surprise you!
Chromatic blade doesnt have physical damage tho, it doesnt increase elemental damage
With the new system, this is MANDATORY for Void angels now.
Did steel path angel with just raplak prism and virtuous shadow
I like to use eternal eradicate with raplak prism it works pretty well, especially after using the golden orb zones
Full disclosure, I haven't tested this - but unairu caustic strike + unairu wisp would probably do well on the angels as well. I'm also not sure if their armor or lack thereof persists from their physical to void form - if it does, you can just armor strip them before killing their physical health and that would make their void health much much less tanky too
Void form angels are a different entity from the physical form. They don't have armor to begin with to make it easier for the operator to deal with using the amp and take more damage from the fire boost from the orb domes.