The Shedu is a Sentient Assault Rifle Arm-Cannon that fires
Heat beams that create
Electricity explosions on impact. When expending the battery, it releases a large pulse, staggering enemies with an
Impact proc and removing Sentient damage resistances. The arm-cannon does not have ammo reserves, and instead regenerates ammo.
The weapon blueprint is given to the player at the end of the Erra quest. Additional blueprints can be bought from Cephalon Simaris for 100,000 Standing.
The Shedu's components are rare drops from Symbilysts found in Sentient Anomalies that appear in the Veil Proxima during Empyrean missions. The ship occupies one random node for 30 minutes, indicated by a red flashing Sentient symbol, then rotates to a different node. Symbilysts were also found in Operation: Scarlet Spear and Operation: Orphix Venom. The parts can be traded between players.
Symbilysts also spawn in Archon Hunts in higher numbers per mission, especially in Defense and Interception missions.
Hotfix 34.0.2 (2023-10-19)
Update 33.0 (2023-04-26)
Hotfix 32.0.2 (2022-09-08)
When we were reviewing ammo acquisition as a whole for Update 32, we felt weapons with Ammo Regen Rate Overrides, or “Battery,” in particular, needed a place within the ecosystem of change we had established. That said, upon review of feedback, we recognize we were a bit heavy-handed with the changes we made to Battery weapons. We have restored their original values for the time being while we reassess how we can better approach these weapons.
We have restored the original values for the following weapons:
Update 32.0 (2022-09-07)
We understand the power fantasy of these weapons is very popular for some, so our first approach was to keep them powerful, but limit how often they can be used by making changes to ammo pick-up.
Ammo Pickup Overrides
The following weapons now have ammo pickup overrides, meaning they gain less from picking up ammo. This mostly applies to AoE weapons, in hopes that players will become more deliberate with their aim to make the most of their Ammo pools. The following lists the specific ammo pick up overrides per weapon category.
Primary Weapons with Ammo Regen Rates Overrides:
During playtesting, the ammo changes alone weren’t enough to significantly change things for AoE weapons. So instead of tightening these values to be overly restrictive, we chose to address other factors that make these weapons so strong, such as headshot damage.
Our approach here is two-fold, to reduce the impact of headshots for AOE weapons, but to also make precision headshots pack a larger punch overall.
Update 31.6 (2022-06-09)
Hotfix 30.8.1 (2021-10-06)
Update 30.7 (2021-09-08)
Update 29.5 (2020-11-19)
Hotfix 29.1.1 (2020-09-18)
Update 28.2 (2020-07-14)
Hotfix 27.5.3 (2020-05-15)
Update 27.4 (2020-05-01)
Hotfix 27.3.14 (2020-04-15)
Hotfix 27.3.8 (2020-04-02)
Hotfix 27.2.2 (2020-03-06)
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:
Hotfix 27.2.1 (2020-03-05)
Update 27.2 (2020-03-05)
We are getting rid of Self Damage and replacing it with something else: instead of Self Damage, it’s now ‘Stagger’. This change completely removes the chance of killing yourself, and instead now creates scenarios where you will interrupt yourself - or ‘Stagger’ - to varying degrees if you aren’t careful.
The degrees of Self-Interrupt start with a small stumble all the way to full knockdown depending on how close you are to the center of explosion. Any Mods referring to Self Damage will be converted to acknowledge Stagger.
With this Self-Interrupt system, we have added dozens of new recovery animations that harness a ninja-like recovery experience. By pressing ‘Jump’ at the correct time, you can execute a ninja-skill-based knockdown recovery to ALL in-game knockdowns. This ninja recovery window is indicated by a glowing FX on your Warframe.
In addition to Self Damage being removed, some of the more powerful AOE weapons without Self Damage presently will have the Stagger added, but it should only be noticeable in cases of extreme inaccuracy on the player’s part. The Weapons include:
In the original Dev Workshop, we said:
As a result of this overall systemic change, Weapons with Stagger will be getting approximately a 20% buff in Damage, with any weapons with AOE receiving a 50% Radial Damage Falloff from central impact.
This is no longer accurate after continued testing. What we are doing now is:
No damage buffs have been added, but any weapons with AOE are receiving ~20% increase in Radius. Additionally, AOE weapons are receiving a 90% Radial Damage Falloff from central impact. This means on the very outer section of the explosion Radius 10% of the Damage will be dealt. Tactics will be deadly - aim true, Tenno.
Why: Several players brought up the history of the Tonkor and we want to make sure we ship this change in a place that’s conservative in its starting point from a balance perspective. The complete removal of Self Damage does change the pace of destruction with some of the game’s most powerful weapons, so we want to make sure we can iterate upwardly instead of releasing a bonanza of explosions with no other choices.
Update 27.1 (2020-02-04)
Hotfix 27.0.11 (2020-01-16)
Hotfix 27.0.10 (2020-01-11)
Hotfix 27.0.9 (2020-01-09)
Update 27.0 (2019-12-13)
The Shedu is a Sentient Assault Rifle Arm-Cannon that fires
Heat beams that create
Electricity explosions on impact. When expending the battery, it releases a large pulse, staggering enemies with an
Impact proc and removing Sentient damage resistances. The arm-cannon does not have ammo reserves, and instead regenerates ammo.
The weapon blueprint is given to the player at the end of the Erra quest. Additional blueprints can be bought from Cephalon Simaris for 100,000 Standing.
The Shedu's components are rare drops from Symbilysts found in Sentient Anomalies that appear in the Veil Proxima during Empyrean missions. The ship occupies one random node for 30 minutes, indicated by a red flashing Sentient symbol, then rotates to a different node. Symbilysts were also found in Operation: Scarlet Spear and Operation: Orphix Venom. The parts can be traded between players.
Symbilysts also spawn in Archon Hunts in higher numbers per mission, especially in Defense and Interception missions.
Hotfix 34.0.2 (2023-10-19)
Update 33.0 (2023-04-26)
Hotfix 32.0.2 (2022-09-08)
When we were reviewing ammo acquisition as a whole for Update 32, we felt weapons with Ammo Regen Rate Overrides, or “Battery,” in particular, needed a place within the ecosystem of change we had established. That said, upon review of feedback, we recognize we were a bit heavy-handed with the changes we made to Battery weapons. We have restored their original values for the time being while we reassess how we can better approach these weapons.
We have restored the original values for the following weapons:
Update 32.0 (2022-09-07)
We understand the power fantasy of these weapons is very popular for some, so our first approach was to keep them powerful, but limit how often they can be used by making changes to ammo pick-up.
Ammo Pickup Overrides
The following weapons now have ammo pickup overrides, meaning they gain less from picking up ammo. This mostly applies to AoE weapons, in hopes that players will become more deliberate with their aim to make the most of their Ammo pools. The following lists the specific ammo pick up overrides per weapon category.
Primary Weapons with Ammo Regen Rates Overrides:
During playtesting, the ammo changes alone weren’t enough to significantly change things for AoE weapons. So instead of tightening these values to be overly restrictive, we chose to address other factors that make these weapons so strong, such as headshot damage.
Our approach here is two-fold, to reduce the impact of headshots for AOE weapons, but to also make precision headshots pack a larger punch overall.
Update 31.6 (2022-06-09)
Hotfix 30.8.1 (2021-10-06)
Update 30.7 (2021-09-08)
Update 29.5 (2020-11-19)
Hotfix 29.1.1 (2020-09-18)
Update 28.2 (2020-07-14)
Hotfix 27.5.3 (2020-05-15)
Update 27.4 (2020-05-01)
Hotfix 27.3.14 (2020-04-15)
Hotfix 27.3.8 (2020-04-02)
Hotfix 27.2.2 (2020-03-06)
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:
Hotfix 27.2.1 (2020-03-05)
Update 27.2 (2020-03-05)
We are getting rid of Self Damage and replacing it with something else: instead of Self Damage, it’s now ‘Stagger’. This change completely removes the chance of killing yourself, and instead now creates scenarios where you will interrupt yourself - or ‘Stagger’ - to varying degrees if you aren’t careful.
The degrees of Self-Interrupt start with a small stumble all the way to full knockdown depending on how close you are to the center of explosion. Any Mods referring to Self Damage will be converted to acknowledge Stagger.
With this Self-Interrupt system, we have added dozens of new recovery animations that harness a ninja-like recovery experience. By pressing ‘Jump’ at the correct time, you can execute a ninja-skill-based knockdown recovery to ALL in-game knockdowns. This ninja recovery window is indicated by a glowing FX on your Warframe.
In addition to Self Damage being removed, some of the more powerful AOE weapons without Self Damage presently will have the Stagger added, but it should only be noticeable in cases of extreme inaccuracy on the player’s part. The Weapons include:
In the original Dev Workshop, we said:
As a result of this overall systemic change, Weapons with Stagger will be getting approximately a 20% buff in Damage, with any weapons with AOE receiving a 50% Radial Damage Falloff from central impact.
This is no longer accurate after continued testing. What we are doing now is:
No damage buffs have been added, but any weapons with AOE are receiving ~20% increase in Radius. Additionally, AOE weapons are receiving a 90% Radial Damage Falloff from central impact. This means on the very outer section of the explosion Radius 10% of the Damage will be dealt. Tactics will be deadly - aim true, Tenno.
Why: Several players brought up the history of the Tonkor and we want to make sure we ship this change in a place that’s conservative in its starting point from a balance perspective. The complete removal of Self Damage does change the pace of destruction with some of the game’s most powerful weapons, so we want to make sure we can iterate upwardly instead of releasing a bonanza of explosions with no other choices.
Update 27.1 (2020-02-04)
Hotfix 27.0.11 (2020-01-16)
Hotfix 27.0.10 (2020-01-11)
Hotfix 27.0.9 (2020-01-09)
Update 27.0 (2019-12-13)
The Shedu is a Sentient Assault Rifle Arm-Cannon that fires
Heat beams that create
Electricity explosions on impact. When expending the battery, it releases a large pulse, staggering enemies with an
Impact proc and removing Sentient damage resistances. The arm-cannon does not have ammo reserves, and instead regenerates ammo.
The weapon blueprint is given to the player at the end of the Erra quest. Additional blueprints can be bought from Cephalon Simaris for 100,000 Standing.
The Shedu's components are rare drops from Symbilysts found in Sentient Anomalies that appear in the Veil Proxima during Empyrean missions. The ship occupies one random node for 30 minutes, indicated by a red flashing Sentient symbol, then rotates to a different node. Symbilysts were also found in Operation: Scarlet Spear and Operation: Orphix Venom. The parts can be traded between players.
Symbilysts also spawn in Archon Hunts in higher numbers per mission, especially in Defense and Interception missions.
Hotfix 34.0.2 (2023-10-19)
Update 33.0 (2023-04-26)
Hotfix 32.0.2 (2022-09-08)
When we were reviewing ammo acquisition as a whole for Update 32, we felt weapons with Ammo Regen Rate Overrides, or “Battery,” in particular, needed a place within the ecosystem of change we had established. That said, upon review of feedback, we recognize we were a bit heavy-handed with the changes we made to Battery weapons. We have restored their original values for the time being while we reassess how we can better approach these weapons.
We have restored the original values for the following weapons:
Update 32.0 (2022-09-07)
We understand the power fantasy of these weapons is very popular for some, so our first approach was to keep them powerful, but limit how often they can be used by making changes to ammo pick-up.
Ammo Pickup Overrides
The following weapons now have ammo pickup overrides, meaning they gain less from picking up ammo. This mostly applies to AoE weapons, in hopes that players will become more deliberate with their aim to make the most of their Ammo pools. The following lists the specific ammo pick up overrides per weapon category.
Primary Weapons with Ammo Regen Rates Overrides:
During playtesting, the ammo changes alone weren’t enough to significantly change things for AoE weapons. So instead of tightening these values to be overly restrictive, we chose to address other factors that make these weapons so strong, such as headshot damage.
Our approach here is two-fold, to reduce the impact of headshots for AOE weapons, but to also make precision headshots pack a larger punch overall.
Update 31.6 (2022-06-09)
Hotfix 30.8.1 (2021-10-06)
Update 30.7 (2021-09-08)
Update 29.5 (2020-11-19)
Hotfix 29.1.1 (2020-09-18)
Update 28.2 (2020-07-14)
Hotfix 27.5.3 (2020-05-15)
Update 27.4 (2020-05-01)
Hotfix 27.3.14 (2020-04-15)
Hotfix 27.3.8 (2020-04-02)
Hotfix 27.2.2 (2020-03-06)
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:
Hotfix 27.2.1 (2020-03-05)
Update 27.2 (2020-03-05)
We are getting rid of Self Damage and replacing it with something else: instead of Self Damage, it’s now ‘Stagger’. This change completely removes the chance of killing yourself, and instead now creates scenarios where you will interrupt yourself - or ‘Stagger’ - to varying degrees if you aren’t careful.
The degrees of Self-Interrupt start with a small stumble all the way to full knockdown depending on how close you are to the center of explosion. Any Mods referring to Self Damage will be converted to acknowledge Stagger.
With this Self-Interrupt system, we have added dozens of new recovery animations that harness a ninja-like recovery experience. By pressing ‘Jump’ at the correct time, you can execute a ninja-skill-based knockdown recovery to ALL in-game knockdowns. This ninja recovery window is indicated by a glowing FX on your Warframe.
In addition to Self Damage being removed, some of the more powerful AOE weapons without Self Damage presently will have the Stagger added, but it should only be noticeable in cases of extreme inaccuracy on the player’s part. The Weapons include:
In the original Dev Workshop, we said:
As a result of this overall systemic change, Weapons with Stagger will be getting approximately a 20% buff in Damage, with any weapons with AOE receiving a 50% Radial Damage Falloff from central impact.
This is no longer accurate after continued testing. What we are doing now is:
No damage buffs have been added, but any weapons with AOE are receiving ~20% increase in Radius. Additionally, AOE weapons are receiving a 90% Radial Damage Falloff from central impact. This means on the very outer section of the explosion Radius 10% of the Damage will be dealt. Tactics will be deadly - aim true, Tenno.
Why: Several players brought up the history of the Tonkor and we want to make sure we ship this change in a place that’s conservative in its starting point from a balance perspective. The complete removal of Self Damage does change the pace of destruction with some of the game’s most powerful weapons, so we want to make sure we can iterate upwardly instead of releasing a bonanza of explosions with no other choices.
Update 27.1 (2020-02-04)
Hotfix 27.0.11 (2020-01-16)
Hotfix 27.0.10 (2020-01-11)
Hotfix 27.0.9 (2020-01-09)
Update 27.0 (2019-12-13)
The Shedu is a Sentient Assault Rifle Arm-Cannon that fires
Heat beams that create
Electricity explosions on impact. When expending the battery, it releases a large pulse, staggering enemies with an
Impact proc and removing Sentient damage resistances. The arm-cannon does not have ammo reserves, and instead regenerates ammo.
The weapon blueprint is given to the player at the end of the Erra quest. Additional blueprints can be bought from Cephalon Simaris for 100,000 Standing.
The Shedu's components are rare drops from Symbilysts found in Sentient Anomalies that appear in the Veil Proxima during Empyrean missions. The ship occupies one random node for 30 minutes, indicated by a red flashing Sentient symbol, then rotates to a different node. Symbilysts were also found in Operation: Scarlet Spear and Operation: Orphix Venom. The parts can be traded between players.
Symbilysts also spawn in Archon Hunts in higher numbers per mission, especially in Defense and Interception missions.
Hotfix 34.0.2 (2023-10-19)
Update 33.0 (2023-04-26)
Hotfix 32.0.2 (2022-09-08)
When we were reviewing ammo acquisition as a whole for Update 32, we felt weapons with Ammo Regen Rate Overrides, or “Battery,” in particular, needed a place within the ecosystem of change we had established. That said, upon review of feedback, we recognize we were a bit heavy-handed with the changes we made to Battery weapons. We have restored their original values for the time being while we reassess how we can better approach these weapons.
We have restored the original values for the following weapons:
Update 32.0 (2022-09-07)
We understand the power fantasy of these weapons is very popular for some, so our first approach was to keep them powerful, but limit how often they can be used by making changes to ammo pick-up.
Ammo Pickup Overrides
The following weapons now have ammo pickup overrides, meaning they gain less from picking up ammo. This mostly applies to AoE weapons, in hopes that players will become more deliberate with their aim to make the most of their Ammo pools. The following lists the specific ammo pick up overrides per weapon category.
Primary Weapons with Ammo Regen Rates Overrides:
During playtesting, the ammo changes alone weren’t enough to significantly change things for AoE weapons. So instead of tightening these values to be overly restrictive, we chose to address other factors that make these weapons so strong, such as headshot damage.
Our approach here is two-fold, to reduce the impact of headshots for AOE weapons, but to also make precision headshots pack a larger punch overall.
Update 31.6 (2022-06-09)
Hotfix 30.8.1 (2021-10-06)
Update 30.7 (2021-09-08)
Update 29.5 (2020-11-19)
Hotfix 29.1.1 (2020-09-18)
Update 28.2 (2020-07-14)
Hotfix 27.5.3 (2020-05-15)
Update 27.4 (2020-05-01)
Hotfix 27.3.14 (2020-04-15)
Hotfix 27.3.8 (2020-04-02)
Hotfix 27.2.2 (2020-03-06)
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:
Hotfix 27.2.1 (2020-03-05)
Update 27.2 (2020-03-05)
We are getting rid of Self Damage and replacing it with something else: instead of Self Damage, it’s now ‘Stagger’. This change completely removes the chance of killing yourself, and instead now creates scenarios where you will interrupt yourself - or ‘Stagger’ - to varying degrees if you aren’t careful.
The degrees of Self-Interrupt start with a small stumble all the way to full knockdown depending on how close you are to the center of explosion. Any Mods referring to Self Damage will be converted to acknowledge Stagger.
With this Self-Interrupt system, we have added dozens of new recovery animations that harness a ninja-like recovery experience. By pressing ‘Jump’ at the correct time, you can execute a ninja-skill-based knockdown recovery to ALL in-game knockdowns. This ninja recovery window is indicated by a glowing FX on your Warframe.
In addition to Self Damage being removed, some of the more powerful AOE weapons without Self Damage presently will have the Stagger added, but it should only be noticeable in cases of extreme inaccuracy on the player’s part. The Weapons include:
In the original Dev Workshop, we said:
As a result of this overall systemic change, Weapons with Stagger will be getting approximately a 20% buff in Damage, with any weapons with AOE receiving a 50% Radial Damage Falloff from central impact.
This is no longer accurate after continued testing. What we are doing now is:
No damage buffs have been added, but any weapons with AOE are receiving ~20% increase in Radius. Additionally, AOE weapons are receiving a 90% Radial Damage Falloff from central impact. This means on the very outer section of the explosion Radius 10% of the Damage will be dealt. Tactics will be deadly - aim true, Tenno.
Why: Several players brought up the history of the Tonkor and we want to make sure we ship this change in a place that’s conservative in its starting point from a balance perspective. The complete removal of Self Damage does change the pace of destruction with some of the game’s most powerful weapons, so we want to make sure we can iterate upwardly instead of releasing a bonanza of explosions with no other choices.
Update 27.1 (2020-02-04)
Hotfix 27.0.11 (2020-01-16)
Hotfix 27.0.10 (2020-01-11)
Hotfix 27.0.9 (2020-01-09)
Update 27.0 (2019-12-13)
The Shedu is a Sentient Assault Rifle Arm-Cannon that fires
Heat beams that create
Electricity explosions on impact. When expending the battery, it releases a large pulse, staggering enemies with an
Impact proc and removing Sentient damage resistances. The arm-cannon does not have ammo reserves, and instead regenerates ammo.
The weapon blueprint is given to the player at the end of the Erra quest. Additional blueprints can be bought from Cephalon Simaris for 100,000 Standing.
The Shedu's components are rare drops from Symbilysts found in Sentient Anomalies that appear in the Veil Proxima during Empyrean missions. The ship occupies one random node for 30 minutes, indicated by a red flashing Sentient symbol, then rotates to a different node. Symbilysts were also found in Operation: Scarlet Spear and Operation: Orphix Venom. The parts can be traded between players.
Symbilysts also spawn in Archon Hunts in higher numbers per mission, especially in Defense and Interception missions.
Hotfix 34.0.2 (2023-10-19)
Update 33.0 (2023-04-26)
Hotfix 32.0.2 (2022-09-08)
When we were reviewing ammo acquisition as a whole for Update 32, we felt weapons with Ammo Regen Rate Overrides, or “Battery,” in particular, needed a place within the ecosystem of change we had established. That said, upon review of feedback, we recognize we were a bit heavy-handed with the changes we made to Battery weapons. We have restored their original values for the time being while we reassess how we can better approach these weapons.
We have restored the original values for the following weapons:
Update 32.0 (2022-09-07)
We understand the power fantasy of these weapons is very popular for some, so our first approach was to keep them powerful, but limit how often they can be used by making changes to ammo pick-up.
Ammo Pickup Overrides
The following weapons now have ammo pickup overrides, meaning they gain less from picking up ammo. This mostly applies to AoE weapons, in hopes that players will become more deliberate with their aim to make the most of their Ammo pools. The following lists the specific ammo pick up overrides per weapon category.
Primary Weapons with Ammo Regen Rates Overrides:
During playtesting, the ammo changes alone weren’t enough to significantly change things for AoE weapons. So instead of tightening these values to be overly restrictive, we chose to address other factors that make these weapons so strong, such as headshot damage.
Our approach here is two-fold, to reduce the impact of headshots for AOE weapons, but to also make precision headshots pack a larger punch overall.
Update 31.6 (2022-06-09)
Hotfix 30.8.1 (2021-10-06)
Update 30.7 (2021-09-08)
Update 29.5 (2020-11-19)
Hotfix 29.1.1 (2020-09-18)
Update 28.2 (2020-07-14)
Hotfix 27.5.3 (2020-05-15)
Update 27.4 (2020-05-01)
Hotfix 27.3.14 (2020-04-15)
Hotfix 27.3.8 (2020-04-02)
Hotfix 27.2.2 (2020-03-06)
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:
Hotfix 27.2.1 (2020-03-05)
Update 27.2 (2020-03-05)
We are getting rid of Self Damage and replacing it with something else: instead of Self Damage, it’s now ‘Stagger’. This change completely removes the chance of killing yourself, and instead now creates scenarios where you will interrupt yourself - or ‘Stagger’ - to varying degrees if you aren’t careful.
The degrees of Self-Interrupt start with a small stumble all the way to full knockdown depending on how close you are to the center of explosion. Any Mods referring to Self Damage will be converted to acknowledge Stagger.
With this Self-Interrupt system, we have added dozens of new recovery animations that harness a ninja-like recovery experience. By pressing ‘Jump’ at the correct time, you can execute a ninja-skill-based knockdown recovery to ALL in-game knockdowns. This ninja recovery window is indicated by a glowing FX on your Warframe.
In addition to Self Damage being removed, some of the more powerful AOE weapons without Self Damage presently will have the Stagger added, but it should only be noticeable in cases of extreme inaccuracy on the player’s part. The Weapons include:
In the original Dev Workshop, we said:
As a result of this overall systemic change, Weapons with Stagger will be getting approximately a 20% buff in Damage, with any weapons with AOE receiving a 50% Radial Damage Falloff from central impact.
This is no longer accurate after continued testing. What we are doing now is:
No damage buffs have been added, but any weapons with AOE are receiving ~20% increase in Radius. Additionally, AOE weapons are receiving a 90% Radial Damage Falloff from central impact. This means on the very outer section of the explosion Radius 10% of the Damage will be dealt. Tactics will be deadly - aim true, Tenno.
Why: Several players brought up the history of the Tonkor and we want to make sure we ship this change in a place that’s conservative in its starting point from a balance perspective. The complete removal of Self Damage does change the pace of destruction with some of the game’s most powerful weapons, so we want to make sure we can iterate upwardly instead of releasing a bonanza of explosions with no other choices.
Update 27.1 (2020-02-04)
Hotfix 27.0.11 (2020-01-16)
Hotfix 27.0.10 (2020-01-11)
Hotfix 27.0.9 (2020-01-09)
Update 27.0 (2019-12-13)
The Shedu is a Sentient Assault Rifle Arm-Cannon that fires
Heat beams that create
Electricity explosions on impact. When expending the battery, it releases a large pulse, staggering enemies with an
Impact proc and removing Sentient damage resistances. The arm-cannon does not have ammo reserves, and instead regenerates ammo.
The weapon blueprint is given to the player at the end of the Erra quest. Additional blueprints can be bought from Cephalon Simaris for 100,000 Standing.
The Shedu's components are rare drops from Symbilysts found in Sentient Anomalies that appear in the Veil Proxima during Empyrean missions. The ship occupies one random node for 30 minutes, indicated by a red flashing Sentient symbol, then rotates to a different node. Symbilysts were also found in Operation: Scarlet Spear and Operation: Orphix Venom. The parts can be traded between players.
Symbilysts also spawn in Archon Hunts in higher numbers per mission, especially in Defense and Interception missions.
Hotfix 34.0.2 (2023-10-19)
Update 33.0 (2023-04-26)
Hotfix 32.0.2 (2022-09-08)
When we were reviewing ammo acquisition as a whole for Update 32, we felt weapons with Ammo Regen Rate Overrides, or “Battery,” in particular, needed a place within the ecosystem of change we had established. That said, upon review of feedback, we recognize we were a bit heavy-handed with the changes we made to Battery weapons. We have restored their original values for the time being while we reassess how we can better approach these weapons.
We have restored the original values for the following weapons:
Update 32.0 (2022-09-07)
We understand the power fantasy of these weapons is very popular for some, so our first approach was to keep them powerful, but limit how often they can be used by making changes to ammo pick-up.
Ammo Pickup Overrides
The following weapons now have ammo pickup overrides, meaning they gain less from picking up ammo. This mostly applies to AoE weapons, in hopes that players will become more deliberate with their aim to make the most of their Ammo pools. The following lists the specific ammo pick up overrides per weapon category.
Primary Weapons with Ammo Regen Rates Overrides:
During playtesting, the ammo changes alone weren’t enough to significantly change things for AoE weapons. So instead of tightening these values to be overly restrictive, we chose to address other factors that make these weapons so strong, such as headshot damage.
Our approach here is two-fold, to reduce the impact of headshots for AOE weapons, but to also make precision headshots pack a larger punch overall.
Update 31.6 (2022-06-09)
Hotfix 30.8.1 (2021-10-06)
Update 30.7 (2021-09-08)
Update 29.5 (2020-11-19)
Hotfix 29.1.1 (2020-09-18)
Update 28.2 (2020-07-14)
Hotfix 27.5.3 (2020-05-15)
Update 27.4 (2020-05-01)
Hotfix 27.3.14 (2020-04-15)
Hotfix 27.3.8 (2020-04-02)
Hotfix 27.2.2 (2020-03-06)
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:
Hotfix 27.2.1 (2020-03-05)
Update 27.2 (2020-03-05)
We are getting rid of Self Damage and replacing it with something else: instead of Self Damage, it’s now ‘Stagger’. This change completely removes the chance of killing yourself, and instead now creates scenarios where you will interrupt yourself - or ‘Stagger’ - to varying degrees if you aren’t careful.
The degrees of Self-Interrupt start with a small stumble all the way to full knockdown depending on how close you are to the center of explosion. Any Mods referring to Self Damage will be converted to acknowledge Stagger.
With this Self-Interrupt system, we have added dozens of new recovery animations that harness a ninja-like recovery experience. By pressing ‘Jump’ at the correct time, you can execute a ninja-skill-based knockdown recovery to ALL in-game knockdowns. This ninja recovery window is indicated by a glowing FX on your Warframe.
In addition to Self Damage being removed, some of the more powerful AOE weapons without Self Damage presently will have the Stagger added, but it should only be noticeable in cases of extreme inaccuracy on the player’s part. The Weapons include:
In the original Dev Workshop, we said:
As a result of this overall systemic change, Weapons with Stagger will be getting approximately a 20% buff in Damage, with any weapons with AOE receiving a 50% Radial Damage Falloff from central impact.
This is no longer accurate after continued testing. What we are doing now is:
No damage buffs have been added, but any weapons with AOE are receiving ~20% increase in Radius. Additionally, AOE weapons are receiving a 90% Radial Damage Falloff from central impact. This means on the very outer section of the explosion Radius 10% of the Damage will be dealt. Tactics will be deadly - aim true, Tenno.
Why: Several players brought up the history of the Tonkor and we want to make sure we ship this change in a place that’s conservative in its starting point from a balance perspective. The complete removal of Self Damage does change the pace of destruction with some of the game’s most powerful weapons, so we want to make sure we can iterate upwardly instead of releasing a bonanza of explosions with no other choices.
Update 27.1 (2020-02-04)
Hotfix 27.0.11 (2020-01-16)
Hotfix 27.0.10 (2020-01-11)
Hotfix 27.0.9 (2020-01-09)
Update 27.0 (2019-12-13)
The Shedu is a Sentient Assault Rifle Arm-Cannon that fires
Heat beams that create
Electricity explosions on impact. When expending the battery, it releases a large pulse, staggering enemies with an
Impact proc and removing Sentient damage resistances. The arm-cannon does not have ammo reserves, and instead regenerates ammo.
The weapon blueprint is given to the player at the end of the Erra quest. Additional blueprints can be bought from Cephalon Simaris for 100,000 Standing.
The Shedu's components are rare drops from Symbilysts found in Sentient Anomalies that appear in the Veil Proxima during Empyrean missions. The ship occupies one random node for 30 minutes, indicated by a red flashing Sentient symbol, then rotates to a different node. Symbilysts were also found in Operation: Scarlet Spear and Operation: Orphix Venom. The parts can be traded between players.
Symbilysts also spawn in Archon Hunts in higher numbers per mission, especially in Defense and Interception missions.
Hotfix 34.0.2 (2023-10-19)
Update 33.0 (2023-04-26)
Hotfix 32.0.2 (2022-09-08)
When we were reviewing ammo acquisition as a whole for Update 32, we felt weapons with Ammo Regen Rate Overrides, or “Battery,” in particular, needed a place within the ecosystem of change we had established. That said, upon review of feedback, we recognize we were a bit heavy-handed with the changes we made to Battery weapons. We have restored their original values for the time being while we reassess how we can better approach these weapons.
We have restored the original values for the following weapons:
Update 32.0 (2022-09-07)
We understand the power fantasy of these weapons is very popular for some, so our first approach was to keep them powerful, but limit how often they can be used by making changes to ammo pick-up.
Ammo Pickup Overrides
The following weapons now have ammo pickup overrides, meaning they gain less from picking up ammo. This mostly applies to AoE weapons, in hopes that players will become more deliberate with their aim to make the most of their Ammo pools. The following lists the specific ammo pick up overrides per weapon category.
Primary Weapons with Ammo Regen Rates Overrides:
During playtesting, the ammo changes alone weren’t enough to significantly change things for AoE weapons. So instead of tightening these values to be overly restrictive, we chose to address other factors that make these weapons so strong, such as headshot damage.
Our approach here is two-fold, to reduce the impact of headshots for AOE weapons, but to also make precision headshots pack a larger punch overall.
Update 31.6 (2022-06-09)
Hotfix 30.8.1 (2021-10-06)
Update 30.7 (2021-09-08)
Update 29.5 (2020-11-19)
Hotfix 29.1.1 (2020-09-18)
Update 28.2 (2020-07-14)
Hotfix 27.5.3 (2020-05-15)
Update 27.4 (2020-05-01)
Hotfix 27.3.14 (2020-04-15)
Hotfix 27.3.8 (2020-04-02)
Hotfix 27.2.2 (2020-03-06)
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:
Hotfix 27.2.1 (2020-03-05)
Update 27.2 (2020-03-05)
We are getting rid of Self Damage and replacing it with something else: instead of Self Damage, it’s now ‘Stagger’. This change completely removes the chance of killing yourself, and instead now creates scenarios where you will interrupt yourself - or ‘Stagger’ - to varying degrees if you aren’t careful.
The degrees of Self-Interrupt start with a small stumble all the way to full knockdown depending on how close you are to the center of explosion. Any Mods referring to Self Damage will be converted to acknowledge Stagger.
With this Self-Interrupt system, we have added dozens of new recovery animations that harness a ninja-like recovery experience. By pressing ‘Jump’ at the correct time, you can execute a ninja-skill-based knockdown recovery to ALL in-game knockdowns. This ninja recovery window is indicated by a glowing FX on your Warframe.
In addition to Self Damage being removed, some of the more powerful AOE weapons without Self Damage presently will have the Stagger added, but it should only be noticeable in cases of extreme inaccuracy on the player’s part. The Weapons include:
In the original Dev Workshop, we said:
As a result of this overall systemic change, Weapons with Stagger will be getting approximately a 20% buff in Damage, with any weapons with AOE receiving a 50% Radial Damage Falloff from central impact.
This is no longer accurate after continued testing. What we are doing now is:
No damage buffs have been added, but any weapons with AOE are receiving ~20% increase in Radius. Additionally, AOE weapons are receiving a 90% Radial Damage Falloff from central impact. This means on the very outer section of the explosion Radius 10% of the Damage will be dealt. Tactics will be deadly - aim true, Tenno.
Why: Several players brought up the history of the Tonkor and we want to make sure we ship this change in a place that’s conservative in its starting point from a balance perspective. The complete removal of Self Damage does change the pace of destruction with some of the game’s most powerful weapons, so we want to make sure we can iterate upwardly instead of releasing a bonanza of explosions with no other choices.
Update 27.1 (2020-02-04)
Hotfix 27.0.11 (2020-01-16)
Hotfix 27.0.10 (2020-01-11)
Hotfix 27.0.9 (2020-01-09)
Update 27.0 (2019-12-13)
The Shedu is a Sentient Assault Rifle Arm-Cannon that fires
Heat beams that create
Electricity explosions on impact. When expending the battery, it releases a large pulse, staggering enemies with an
Impact proc and removing Sentient damage resistances. The arm-cannon does not have ammo reserves, and instead regenerates ammo.
The weapon blueprint is given to the player at the end of the Erra quest. Additional blueprints can be bought from Cephalon Simaris for 100,000 Standing.
The Shedu's components are rare drops from Symbilysts found in Sentient Anomalies that appear in the Veil Proxima during Empyrean missions. The ship occupies one random node for 30 minutes, indicated by a red flashing Sentient symbol, then rotates to a different node. Symbilysts were also found in Operation: Scarlet Spear and Operation: Orphix Venom. The parts can be traded between players.
Symbilysts also spawn in Archon Hunts in higher numbers per mission, especially in Defense and Interception missions.
Hotfix 34.0.2 (2023-10-19)
Update 33.0 (2023-04-26)
Hotfix 32.0.2 (2022-09-08)
When we were reviewing ammo acquisition as a whole for Update 32, we felt weapons with Ammo Regen Rate Overrides, or “Battery,” in particular, needed a place within the ecosystem of change we had established. That said, upon review of feedback, we recognize we were a bit heavy-handed with the changes we made to Battery weapons. We have restored their original values for the time being while we reassess how we can better approach these weapons.
We have restored the original values for the following weapons:
Update 32.0 (2022-09-07)
We understand the power fantasy of these weapons is very popular for some, so our first approach was to keep them powerful, but limit how often they can be used by making changes to ammo pick-up.
Ammo Pickup Overrides
The following weapons now have ammo pickup overrides, meaning they gain less from picking up ammo. This mostly applies to AoE weapons, in hopes that players will become more deliberate with their aim to make the most of their Ammo pools. The following lists the specific ammo pick up overrides per weapon category.
Primary Weapons with Ammo Regen Rates Overrides:
During playtesting, the ammo changes alone weren’t enough to significantly change things for AoE weapons. So instead of tightening these values to be overly restrictive, we chose to address other factors that make these weapons so strong, such as headshot damage.
Our approach here is two-fold, to reduce the impact of headshots for AOE weapons, but to also make precision headshots pack a larger punch overall.
Update 31.6 (2022-06-09)
Hotfix 30.8.1 (2021-10-06)
Update 30.7 (2021-09-08)
Update 29.5 (2020-11-19)
Hotfix 29.1.1 (2020-09-18)
Update 28.2 (2020-07-14)
Hotfix 27.5.3 (2020-05-15)
Update 27.4 (2020-05-01)
Hotfix 27.3.14 (2020-04-15)
Hotfix 27.3.8 (2020-04-02)
Hotfix 27.2.2 (2020-03-06)
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:
Hotfix 27.2.1 (2020-03-05)
Update 27.2 (2020-03-05)
We are getting rid of Self Damage and replacing it with something else: instead of Self Damage, it’s now ‘Stagger’. This change completely removes the chance of killing yourself, and instead now creates scenarios where you will interrupt yourself - or ‘Stagger’ - to varying degrees if you aren’t careful.
The degrees of Self-Interrupt start with a small stumble all the way to full knockdown depending on how close you are to the center of explosion. Any Mods referring to Self Damage will be converted to acknowledge Stagger.
With this Self-Interrupt system, we have added dozens of new recovery animations that harness a ninja-like recovery experience. By pressing ‘Jump’ at the correct time, you can execute a ninja-skill-based knockdown recovery to ALL in-game knockdowns. This ninja recovery window is indicated by a glowing FX on your Warframe.
In addition to Self Damage being removed, some of the more powerful AOE weapons without Self Damage presently will have the Stagger added, but it should only be noticeable in cases of extreme inaccuracy on the player’s part. The Weapons include:
In the original Dev Workshop, we said:
As a result of this overall systemic change, Weapons with Stagger will be getting approximately a 20% buff in Damage, with any weapons with AOE receiving a 50% Radial Damage Falloff from central impact.
This is no longer accurate after continued testing. What we are doing now is:
No damage buffs have been added, but any weapons with AOE are receiving ~20% increase in Radius. Additionally, AOE weapons are receiving a 90% Radial Damage Falloff from central impact. This means on the very outer section of the explosion Radius 10% of the Damage will be dealt. Tactics will be deadly - aim true, Tenno.
Why: Several players brought up the history of the Tonkor and we want to make sure we ship this change in a place that’s conservative in its starting point from a balance perspective. The complete removal of Self Damage does change the pace of destruction with some of the game’s most powerful weapons, so we want to make sure we can iterate upwardly instead of releasing a bonanza of explosions with no other choices.
Update 27.1 (2020-02-04)
Hotfix 27.0.11 (2020-01-16)
Hotfix 27.0.10 (2020-01-11)
Hotfix 27.0.9 (2020-01-09)
Update 27.0 (2019-12-13)