Update 37.0 (2024-10-02)

Update 36.0 (2024-06-18)

Baruuk Reactive Storm Changes

We’ve updated his “Serene Storm” Augment to properly adapt to the new Vulnerabilities, rather than the optimal Health Type as was before.

Update 35.5 (2024-03-27)

NEW WARFRAME AUGMENT MODS

11 new Warframe Augment Mods are available from Syndicate Offerings!

Stats below are shown at Max Rank.

Elusive Retribution (Baruuk - Elude)
Every attack Baruuk Eludes increases his Melee Attack Speed and Melee Critical Damage by 5% up to 6 stacks. Stacks last 6s.

Available in the Arbiters of Hexis and New Loka offerings.

Update 35.0 (2023-12-13)

Update 34.0 (2023-10-18)

Base vs Final Stats in Modding - Health / Energy / Shield / Armor Stat Overhaul

If you’ve spent any time invested in the deeper nuances of Modding, you may be familiar with “Warframe Math” - math that upon first glance doesn’t really make sense, but once you learn the inner workings of the game, it all comes together. While we can appreciate the value that complex systems offer to a certain subsect of players, there are other aspects of the game that should have clear and understandable outcomes. Namely: Shield, Health, Energy, and Armor Modding.

Pop quiz: what is 300 + 440%? If you answered 740, you may just be an Excalibur player.

Vitality (+440% Heath), Redirection (+440% Shields), Flow (+150% Energy), and Steel Fiber (+110% Armor) come with large modifier values that don’t seem to match their outcome in-game. This is because these Mods apply their multiplier to the base stats of the Warframe - i.e., the stats you have at Rank 0. In the Excalibur example, a Rank 30 Excalibur’s Health stat of 300 earns an additional 440 Health from max rank Vitality (+440% Heath) since it applies to his base rank Health stat of 100, resulting in 740 total health.

In this update, we have removed this obfuscation by having Health, Shield, Energy, and Armor Mods apply to the stats of Warframes at their current rank. Continuing our Excalibur example, instead of Vitality always applying to Excalibur’s base rank 100 Health, it would apply to his Health stat based on his rank - namely, the stat you can actually see in your Arsenal. If your Excalibur were Rank 30, his Health stat would be 300, which means Vitality’s multiplier would be calculated off of 300.

With previous Health and Mod values, additional adjustments are needed to make this revision work while maintaining game balance. By only changing where the multiplier applies, a Rank 30 Excalibur would receive an extra 1,320 Health from max rank Vitality, resulting in a total health stat of 1,600. This outcome is a significant buff, which is not the intention of this system change.

To remedy this, we approached this problem in two ways:

1 - We reduced the overall multiplier for Health, Shield, Energy, and Armor Mods.
Since these now affect Max Rank Warframe stats, these Mods need to scale differently to maintain the status quo. Additionally, we wanted these new values to be as clear and understandable to all players as possible! Here are a few examples of these value changes:

Note: These are not all of the Mods affected by this change. We share the comprehensive list further down in this section of the update notes.

Doing some quick math, this means that a Rank 30 Excalibur (300 Health) with a reworked Vitality Mod (+100% Health, applied to the final Health stat) would receive 300 extra Health, for a total of 600. That, in contrast, is a nerf, which we also don’t want to do.

So, our next step:

2 - We adjusted Warframe Health, Shield, Energy, and Armor values to keep the end result of the revised Mods as close to the original values as possible.

With this change, Excalibur’s Rank 30 Health stat is 370. With +100% Health from a max Vitality Mod, his resulting Health stat would be 740, which matches what it was originally.

While this path to the same result may seem a little complicated, the outcome matches our intention: we want players to be able to look at their Health, Shield, and Armor Mods, and be able to understand how they affect the stats they see in their Arsenal.

In addition to everything above, we also increased the base stat values for Warframes so that these revised Mods offer similar value for lower-ranked Frames. To do so, we reduced the amount of Health/Shield/Energy that Warframes earn per rank in half, and transferred the sum of that value to their base stats.

For Armor, this is the one stat that does not increase with your Warframe’s level (with some exceptions). Armor values across the board have been slightly increased to compensate for the Mod changes.

Not to beat a dead Kaithe, but Mods will now be applying to the Max Rank stat instead of the Base Rank. You may look at these numbers and think “nerf” or “buff” depending, but the outcome is that total Modded values are the same, if not a little higher in some cases.

Warframe Stat Changes:

BARUUK
Health: Base Rank - 180 (from 75) / Max Rank - 280 (from 225)
Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Armor: Base Rank - 185 (from 175)
Energy: Base Rank - 200 (from 200) / Max Rank - 300 (from 300)

BARUUK PRIME
Health: Base Rank - 180 (from 75) / Max Rank - 280 (from 225)
Shields: Base Rank - 365 (from 125) / Max Rank - 465 (from 375)
Armor: Base Rank - 240 (from 225)
Energy: Base Rank - 200 (from 200) / Max Rank - 300 (from 300)

While there may be significant changes to Warframe Stats and Mod values as a part of this overhaul, the end result is that your Builds should mostly stay the same. The key difference is the added clarity of what your Health / Shield / Energy / Armor Mods do in your Upgrade screens!

Hotfix 33.6.4 (2023-08-15)

Hotfix 33.5.5 (2023-07-06)

Hotfix 33.5.3 (2023-06-23)

Update 33.0 (2023-04-26)

Hotfix 32.2.9 (2023-01-11)

Hotfix 32.2.7 (2022-12-15)

Hotfix 32.2.6 (2022-12-14)

Hotfix 32.2.5 (2022-12-14)

Hotfix 32.0.12 (2022-10-12)

Update 32.0 (2022-09-07)

Update 31.6 (2022-06-09)

Update 31.5 (2022-04-27)

Update 30.9 (2021-11-11)

Update 29.7 (2021-02-01)

Update 28.1 (2020-07-08)

Xoris Interaction Changes

Certain Warframe Abilities and Exalted weapons will now reset the Melee Combo Counter only if the Xoris is being used. The overwhelming Damage output of certain Warframe Abilities was not our intention with an infinite Melee Combo weapon, and the conversation of ‘Xoris or you’re doing it wrong’ is greatly restrictive in terms of player choice.

Warframe Abilities / Exalted Warframe weapons affected by this are:

The full breakdown can be read here.

Hotfix 27.5.6 (2020-05-26)

Hotfix 27.5.5 (2020-05-21)

Hotfix 27.5.4 (2020-05-20)

Hotfix 27.3.16 (2020-04-22)

Hotfix 27.3.15.1 (2020-04-17)

Update 27.2 (2020-03-05)

Hotfix 27.1.0.1 (2020-02-04)

Update 27.1 (2020-02-04)

Update 25.7 (2019-08-29)

Hotfix 25.2.3 (2019-06-25)

Update 24.6 (2019-04-04)

Update 24.4 (2019-03-08)

Hotfix 24.2.8 (2019-01-15)

Hotfix 24.2.7 (2018-01-09)

Hotfix 24.2.5 (2018-12-20)

Hotfix 24.2.3 (2018-12-19)

Hotfix 24.2.2 (2018-12-18)

Update 24.2 (2018-12-18)