Shield of Shadows is a Warframe Augment Mod that allows Nekros to redirect a percentage of damage he receives to any active
Shadows of the Dead minions within 50 meters.
Stats[]
Rank | ![]() |
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Cost |
---|---|---|---|
0 | 3% | 50m | 6 |
1 | 4% | 50m | 7 |
2 | 5% | 50m | 8 |
3 | 6% | 50m | 9 |
Acquisition[]
- Can be acquired by attaining the rank of Partner under The Perrin Sequence, or the rank of Exalted under the Red Veil, and spending
25,000 to purchase.
- This mod can periodically be acquired from The Circuit.
Notes[]
- Nekros will redirect a percentage of any damage taken and any Status Effect to his Shadows. Total damage redirection is determined by the number of Shadows linked to Nekros.
- Total damage redirection is capped at 90%. This is obtainable by increasing Ability Strength to 214%, assuming all 7 Shadows are active and linked to Nekros.
- By cloning summoning units such as Drahk Masters or Corpus Techs and having those summon their respective minions, it is possible to have more than 7 Shadows. These minions behave like normal Shadows and the ability icon will show the increased number of shadows. They will be linked to Nekros, suffer from health decay and contribute to the damage redirection, which is, however, still capped at 90%.
- While Shadows of the Dead is active, Nekros is linked to all his shadows within range via energy threads of the chosen energy color.
- Damage redirection only begins at the end of Shadows of the Dead casting animation, when all shadows have spawned and Nekros is visually linked to them.
Maximization[]
This calculator feature is sunsetted on the wiki. It may not see further updates, but will be present on articles for the time being since some people still find use for them. See User blog:Cephalon Scientia/Sunsetting of Maximization Calculators for more details.
xStrength: | |
Range: | |
Efficiency: | |
Duration: |
Shadows Of The Dead
Shield Of Shadows | |||||||||||||||
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Bugs[]
- A link or two may persist well beyond the range limits of your current build, e.g. you being linked to a shadow 100+ meters away even with a reduced range build. This will cease once the shadow you are connected to dies however.
- Sometimes, when Nekros dies, shadows will remain alive and become independent. Their healths and shields will not be drained over time and they won't count or link toward Nekros. Recasting the ability will spawn a new set of shadows.
Media[]
Patch History[]
Update 16.4 (2015-04-23)
- Introduced.
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42 comments
How does this work with a fluctuating Ability Strength when recasting? If my Ability Strength is changing due to things like Molt Vigor, Sling Strength, Growing Power, Energy Conversion, Power Drain, etc., how is that tracked by Shield of Shadows? Does the DR change every time 4 is pressed? Does it snapshot once the summon is first created, and then simply refresh that value when the summon is healed up? Or something else?
In warframe, almost every power / damage is snapshotted. That means it only considers the strength at the moment the ability was cast. You can see for instance than when you use this mod with molt augmented, the DR doesn't augment with your kills. You have to wait for your specters to die then recast new ones using the updated strength value for it to affect the DR.
Has anyone ever tested if this works with "Desiccation's Curse" Sand Shadows?
I wish some of these mods that give you Knockdown immunity says it on the mod instead of having to look it up on the damn wiki. Frost's Icy Avalanche augment is like this too and who knows how many other mods.
CCs are status effects, everything that prevents or transfers status effects makes you immune to knockdowns
The mod only says it transfers a portion of damage, it says nothing about status effects
Empower doesn't effect this :(
nvm it does I was simply experiencing a peer to host bug.
Affect*
"affect"
On the page talking about status effects, this augment is listed as one that provides Status Immunity. Can anyone confirm whether or not this is true?
Yep.
Need to remove line about self-inflicted damage :P
So, assuming I have 7 minions which provide me 90% DR, and if one of this 7 minions is an Ancient Healer (so basically another 90% DR from his aura) how would the DR works? They stacks each other (addinionally or multiplicatively? Or SoS will override the DR aura?
I cant find a response from my tests.
Multiplicatively. But i don't now if the aura reduce damage taken through link.
Same for Adaptation, i don't know if damage reduction is done before or after the redirection.
if i take damage with despoil, does the dead take it in place of me?
no.
Does it affect nekros shields as well as health? Or only health?
I have 214% power strength on my nekros and the game UI shows 12% damage redirection. Which I assume adds up to 12x7 = 84, which differs from the 90% in the wiki.
With my current mod combinations the closest to 214% strength I can get is 220%, that gives 13% damage redirection which is enough to reach the cap.
Unless I did the math wrong somewhere.
edit: After using the wiki calculator I am assuming there is some rounding up going on. Think I will still run more than 214% though.
I'm interested in knowing this as well. This wiki seems to be more precise than the in game tool tip. I'd guess that the wiki is more accurate and even though the game says 12, its actually 12.9% w 214% strength, but thats just my guess.
214% str should grant a 6% × 214% = 12.84% reduction per shadow. 12.84% × 7 = 89.88%, which one would assume rounds to 90%. Instead though, it looks more like the 12.84% is being rounded down to just 12%. So a str of 217% might be what's actually required to meet the cap.
Or the display may just be showing the truncated value of 12% for the reduction per shadow, and in the background it's actually using the true value of 12.84%.
Hard to say for sure without testing the incoming damage though, so idk.
I can obviously not talk about how it's implemented, but just rounding a float to an integer for anything but the UI does not make a whole lot of sense. I'm fairly sure internally they use the unrounded floating point value.
How does this work with power strenght? I am currently running a nekros desecrate build with only 40% strenght as I dont really need it. Would this augments damage reduction be affected by my power streanght (meaning it would be less than 6% reduction)?
Tells you on the page. 40% ability strength will give 6% × 40% = 2.4% dmg reduction per shadow.
The page only tells me that it scales up positively with power strenght, meaning more = better. My question was if less = worse, and thanks for answering it.
If something scales with ability strength, it is consistently going to have the negatives, even if it doesn't have any positives. One such case is Ivara's Prowl.
This mod has one major problem: You just get the damage reduction when shadows are near but when they're near enemies already get distracted by them.
Because of the natural need to move and stupid AI of this game you have enough of times where you run out of range of your shadows and this mod has no effect.
SoS is a nice additional tankiness on defense missions, but everywhere else i would prefer sth. like Redirection.
Never running into this issue but then I'm also using kinda max range because of Desecrate — It's dead easy to tell ya quad that u can desecrate corps within xp range :)
155% duration, 45% effi, 235% range, 154% strength + this mod = nice all around build. Don't miss out equilibrium in your build too and maybe life strike or healing return in ur melee and you are set.
>redirection
Fucking HUE
lol, looks like we have a Grineer here.
Complains about the literally teleporting shadows being out of range.
Uses redirection.
Fun augment. I just wish they just combined the health of all your shadows into one life bar you could see and manage better. A lot of the time I just have to sort of count how long they've been out and regenerate them but if there was a shared life bar at least I could manage them better.
Your idea is a decent idea actually tenno.
People who think that this augument, or current state of Nekros is general, is bad, like Darthmufin or Akyrix, have no fucking clue what they are talking about and should be ignored.
Nekros is awesome, and nearly immortal with a proper build.
The problem with him is that being immortal and giving loot is basically all he does. But I'll be damned if he doesn't do those two things incredibly well.
Thats how frames work,each has his own niche.not every frame can do everything.(maybe octavia?rhino?)
Well immortal and giving loot is a pretty damn good niche. Could almost make a case for it being the best niche in the game considering how farm heavy it is.
I mean.. Necros is a niche warframe that fills this niche pretty well. That doesnt change the fact that 2 of his abilities, or 3 if you dont use this augment, are utterly useless. So it's basically a tanky frame passively buffing loot around you, which is just about the worst design choice one can make. They will eventually have to rework him. Not saying they should, or likely would, remove the loot part of his kit tho.
Sounds awesome, need to trade for this mod.
Anyone have a list or graph of the cutoff ponts for +power strength at which the # of shadows changes?
Since over 2 month now Shadows of the Dead has a fixed number of Shadows of 7. See comments below how this Augment now works out.
If anyone is wondering,if is this worth it? Answer is: Sort of.
I find it really cool thing for nekros overally,as with power strength this thing is really great, while it increases not just the HP and dmg of the shadows,it also boosts the dmg reduction for nekros.
It has one weakness:
NULLIFIERS!!!!!!!!!!!
Not really a problem, since one can entry inside its bubble and kill him, 'cause it won't end Shadows of the Dead. The bubble instakills the shadows, but the link can't be cut down. Actually, this augment alone is better than many other 'invincible frames', imo.
Not sure if the new rework was a nerf or not
Sooo for 90% damage reduction you still need 214% PS, same as before. However, if one of your shadows dies you can now recast to replace it and dont have to wait for the ability to run out. As for duration, your shadows will stay as long as before if not shot at, but again you can heal them by recasting. You will also summon the strongest enemies you killed, so each will be more likely to survive and deal more damage (the latter is somewhat offset by the reduced number of shadows).
So i dont really see how he got harder to build. I only see that he got more convinient to play
Gotta agree with Kselia there. In my case, it got even easier to build and imho, way more fun to play, just cast desecrate and shadows, then run around killing everything with your weapons. Completely different from the "smash 3" nekros. Way more fun and better to solo with the new rework.
He's easier to build, yes, but the extent in which the Health Decay affects the shadows and the consistency in which you have to recast to maintain that 90% damage reduction really suffers.
With a maxed Primed Continuity and Constitution, the Health Decay rate only goes down to 1.64 per tick, and 214% Power Strength boosts Shadows' Health Multiplier by 3.14.
Also, with less than 7 shadows out on the field, Nekros will perform the full cast animation for recasting SotD as opposed to the reduced cast animation when the max shadow count of 7 is on the field. There's also no reduced energy cost for SotD on recast. This is pretty inconvenient especially when Nekros' is tightly built as is with so many utility mods at play.
buff if you have the right mods, nerf for beginners 'cause no vault mods nor primes
... and 45% efficiency is enough to cast ur 4... duno why u wanna have more >.>
I wonder, do the damage mitigation stack with Trinity blessing? or will it just pick the higest value of the two?
I think the damage reduction from blessing and this mod will stack. That said, I am not sure, never having tested it.
Damage reductions in this game all stack multiplicatively. And why wouldnt they.
Armor stacks with adaptation, stacks with reductions from mods like these, stacks with other warframe buffs, stacks with..
Is SoS augment with the 6% affected by strength mods after rework? Since cap is 7 and assuming the 6% scales with strength, to reach 90% reduction you would need 215% power strength... again? Wait 6 x 2.15 = 12.90% with 7 shadows = 91% or something like that.
Can confirm, with 224% Strenght (BR + TF + Intensify + OE) 7 shadows = 90% damage reduction.