This is Baruuk, the reluctant warrior.
Following the path that winds between peace and hate, he maintains restraint before unleashing the storm within.Release Date: December 18th, 2018
Virtuously guided by his noble discipline, the pacifist monk Baruuk invokes sacred runes to evade conflict and bring blissful calm to endless strife. Reach beyond the brink of his patience, for foes to seek eternal rest within the storm unleashed. Baruuk reached enlightenment in Update 24.2 (2018-12-18).
Acquisition
Baruuk's blueprints can be purchased from Little Duck of Vox Solaris. The main blueprint requires players to be at Rank 2 - Agent, while component blueprints require Rank 3 - Hand. Each blueprint costs 5,000 Standing Standing, totaling to 20,000 Standing.
Alternatively, upon completion of The Duviri Paradox, Baruuk's main and component blueprints can be earned from The Circuit. By selecting him on the rotating week he is available, players can earn his blueprints after reaching Tier 2 (Neuroptics), 5 (Chassis), 8 (Systems), and 10 (Main) rewards.
Crafting
Notes
- If Baruuk wields his signature
Cobra & Crane/
Cobra & Crane Prime, every first hit on an enemy will put them to sleep for 2 seconds.
- Baruuk, along with
Volt Prime,
Saryn Prime,
Chroma Prime,
Ivara Prime,
Yareli,
Wisp, and
Baruuk Prime, possesses the second highest max-rank energy pool of all Warframes in the game behind
Garuda Prime: 200 at rank 0 and 300 at rank 30.
- Baruuk has the highest potential Damage Reduction of all Warframes in the game, with 50% from his Restraint Passive, 90% from
Desolate Hands, and 40% from
Serene Storm, for a total of 97% damage reduction.
- Modding
Adaptation further increases this damage reduction to 99.7%.
- Modding
Trivia
- Baruuk was announced during Devstream 119.
- Baruuk is described as a "pacifist Warframe" and "reluctant hero", someone who normally avoids combat but is extremely effective at it once pushed past his breaking point.
- The quote "beware the fury of a patient man" and permutations of it have long been used throughout real-world history. It is likely based upon the fact that some people are noticeably slow to anger. Once these people are angered, however, they often exhibit frightening levels of pent-up rage.
- Baruuk's abilities are described to revolve around mitigating, suppressing and preventing damage until reaching a certain threshold, after which he switches to all-out offense.
- Artwork created by Alice Boudry for Baruuk's reveal coincidentally depicts Baruuk deflecting attacks.
- Baruuk's design is inspired by Sudanese tribes.
- The word "בָּרוּךְ" (pronounced Bārûḵ) means "blessed" in Tiberian Hebrew. Baruuk is depicted in-game wearing an avnet ('priestly sash') around his waist and up to the base of his ribcage, which was worn only by the High Priest of Israel.
- Baruuk is the 38th Warframe to be released (excluding Primed and Umbra variants).
- Baruuk is the first Warframe whose blueprints are obtained from a syndicate,
Vox Solaris, using
Standing.
- As a result, unlike most other Warframes, acquisition of Baruuk's blueprints doesn't depend on random chance, similar to Warframes that can be acquired from the Tenno Lab.
- Baruuk's fourth ability,
Serene Storm, is the first channeled ability, and
Desert Wind is the first Exalted Weapon, in the game that doesn't require energy, using his unique Restraint that eroded with his other three abilities.
- Restraint can still be eroded normally while Serene Storm is active.
- Desert Wind is the second melee Exalted Weapon with innate ranged attacks, the first being
Exalted Blade.
- Baruuk's Exalted Weapon had a placeholder name "Paci Fist" in the developer build.
- When another Tenno is under the effects of both Baruuk's
Desolate Hands and any kind of invisibility, orbs will appear in place of the daggers.
- Unlike most of the Warframes, Baruuk was released with only his signature melee,
Cobra & Crane.
- As a pacifist, who is typically against taking offensive actions, this may explain why he doesn't have any signature firearms.
- Baruuk is the first Warframe to have signature weapon synergy, since his release, before Update 24.6 (2019-04-04).
- Baruuk is the second Warframe to use another type of ability resource besides energy, after
Nidus and later
Hildryn and
Gauss. In Baruuk's case, he uses his Restraint.
Release Date: December 14th, 2022
Baruuk Prime is the Primed variant of Baruuk, possessing enhanced Shields and Armor, as well as altered polarities. Baruuk Prime was released alongside
Cobra & Crane Prime and
Afuris Prime.
Acquisition
Crafting
Manufacturing Requirements | |||||
---|---|---|---|---|---|
![]() 25,000 |
![]() 1 |
![]() 1 |
![]() 1 |
![]() 5 |
Time: 3 Day(s) |
Rush: ![]() | |||||
![]() ![]() |
|||||
Baruuk Prime Neuroptics Blueprint | |||||
![]() 15,000 |
![]() 8 |
![]() 2 |
![]() 1,050 |
![]() 3,750 |
Time: 12 Hour(s) |
Rush: ![]() | |||||
Baruuk Prime Chassis Blueprint | |||||
![]() 15,000 |
![]() 2 |
![]() 4 |
![]() 1,200 |
![]() 4,250 |
Time: 12 Hour(s) |
Rush: ![]() | |||||
Baruuk Prime Systems Blueprint | |||||
![]() 15,000 |
![]() 2 |
![]() 5 |
![]() 1,675 |
![]() 5,250 |
Time: 12 Hour(s) |
Rush: ![]() |
Notes
- Baruuk Prime, compared to
Baruuk:
- If Baruuk Prime wields his signature
Cobra & Crane/
Cobra & Crane Prime, every first hit on an enemy will put them to sleep for 2 seconds.
- As with any other Prime Warframe, moving close to the location of an Orokin Void Death Orb will restore a pulse of 250 Energy to nearby allies, even if that Death Orb is inactive, destroyed, or non-present. This effect can only occur once per orb.
- Baruuk Prime's
Lull and
Serene Storm's Final Sunrise feature Energy color mandala surrounded by metallic ornament arrowheads, with his chosen Accent color, instead of typically drawn mandala arrowheads.
- Accent color inherited by his
Elude and
Desolate Hands are more vibrant than his normal counterpart.
- Accent color inherited by his
Trivia
Media
Baruuk's tolerance for violence wanes as his hand is forced by his foes. Restraint is a resource unique to Baruuk that provides up to 50% Damage Reduction when the meter is completely depleted.
- Restraint meter is displayed in the lower-right on the HUD, above the ability icons.
- Restraint meter starts fully filled, and is depleted using Baruuk's abilities:
- Each attack evaded through
Elude erodes 1.2% from the meter.
- Each enemy affected by
Lull erodes 0.8% from the meter.
- Each enemy disarmed by
Desolate Hands erodes 1.6% from the meter.
- Each attack evaded through
- Baruuk's fourth ability
Serene Storm utilizes Restraint instead of Energy to cast and maintain. Using this ability refills Restraint meter by 4% on activation and by 0.8% per second until the ability is deactivated.
- Restraint can still erode from using Baruuk's other abilities during this ability.
Abilities
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![]() 1 ![]() +2.5/s |
Elude Dodge all incoming projectiles, but only while not attacking. Use again to deactivate this ability. Introduced in Update 24.2 (2018-12-18) |
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Misc: 100% (dodge chance)0.2 s (reactive delay)
1.2% (Restraint erosion per attack dodged) |
Info
- Baruuk enters a stance that grants him 100% Dodge Chance, causing incoming enemy projectiles and melee attacks to harmlessly phase through his body at angle of
120° / 130° / 150° / 180° relative to the direction Baruuk himself is facing (not the player's camera), but only while not attacking. Should Baruuk attack, there is an approximately 0.2 second delay before Elude reactivates.
- Attacking counts as any form of firing a weapon or during a melee animation. Charging a gun does not count as attacking but charging a melee heavy attack does.
- The delay will start once a gun has stopped being fired or after a melee animation is finished.
- Detonating explosives which require a secondary input will not interrupt Elude; however, the initial act of throwing or firing them will.
- Ability Synergy:
- Baruuk's Restraint erodes by 1.2% per attack dodged.
- While Elude is active, the seeking range of
Desolate Hands daggers is doubled.
- Elude costs
25 energy to activate. While active, Elude drains
2.5 energy per second to maintain the stance until deactivated manually by pressing the ability key again (default 1 ) or automatically when Baruuk runs out of energy.
- Activation energy cost is affected by Ability Efficiency, and the energy drain is affected by Ability Efficiency and Ability Duration.
- Baruuk cannot replenish energy using
Energy Vampire,
Rally Point, Rift Plane's innate energy regeneration, Squad Energy Restores,
Energy Siphon,
Energy Nexus,
Dreamer's Bond, and/or
Wellspring while Elude is active.
- Elude's energy drain is not converted into shields by Augur Mods.
- Energy can be replenished by Energy Orbs,
Arcane Energize, Orokin Void Death Orb energy restores,
Rage, and/or
Hunter Adrenaline while the ability is active.
- Baruuk's idle animation changes to a nonchalant-looking stance as his torso visibly vibrates constantly while Elude is active. Flowing Void energy waves emit from his upper body to visually represent the angle of evasion.
- Evaded attacks cause transparent holes to briefly open at the contact spots on Baruuk's body, while a stream of energy particles move through at high speed as each hole closes.
Augment
- Main article: Elusive Retribution
Elusive Retribution is a Warframe Augment Mod for Baruuk's
Elude that temporarily increases Baruuk's Attack Speed and Melee Critical Damage for every attack dodged, stacking up to the listed limit.
Tips & Tricks
- 360° dodge can be achieved with a minimum of 200% Ability Range.
- Pairs well with weapons with a charge trigger type, since Baruuk doesn't take damage while charging the weapon until firing.
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Lull A calming wave slows enemies until they fall into a slumber. Enemies woken by damage will be confused and disoriented. Short-term amnesia means all waking enemies forget anything that happened before the lull. Introduced in Update 24.2 (2018-12-18) |
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![]() 10 / 13 / 18 / 20 s (sleep duration) | |||
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Misc:
0.80% (Restraint erosion per enemy lulled) | |||
Subsumable to Helminth |
Info
- Baruuk expends
50 energy to cast a calming wave over an area of
10 / 15 / 20 / 25 meters that lingers for
2 / 3 / 4 / 5 seconds. Enemies in sight or aware of Baruuk's presence that enter the area will gradually slow and then fall asleep for
10 / 13 / 18 / 20 seconds. Sleeping enemies awaken early when damaged, suffering disorientation for a brief moment, along with amnesia causing their alertness level to reset.
- Sleeping enemies are open to melee finishers.
- Enemies that awaken early from damage, while still inside the Lull field, will be put back to sleep.
- Ability Synergy:
- Baruuk's Restraint erodes by 0.80% for each enemy affected.
- Damage dealt by
Desolate Hands daggers does not awaken sleeping enemies.
- Cannot be recast while Lull field is active.
- Casting Lull is a full-body animation that stops Baruuk's grounded movement and other actions.
- Subsuming Baruuk to the Helminth will offer Lull and its augments to be used by other Warframes.
Augment
- Main article: Endless Lullaby
Endless Lullaby is a Warframe Augment Mod for Baruuk's
Lull that re-triggers Lull for its remaining duration upon initiating a finisher on or killing a sleeping enemy. This mod also passively increases Lull's duration.
Tips & Tricks
- Lowering duration allows Lull to be used more often, eroding Restraint more quickly.
- Can be used in a choke point to cause enemies to slow down and sleep as they pass through.
- As the ability resets aggression on enemies, it can be used to obtain easy stealth kills during mission.
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Desolate Hands Summon a bevy of orbiting daggers to seek out enemy guns, destroying them with a small explosion. Combine with Elude to double the range. Introduced in Update 24.2 (2018-12-18) |
![]() ![]() 3 / 4 / 6 / 8 (number of charges) |
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![]() 3 m (explosion radius) | |||
Misc: 1.6% (Restraint erosion per enemy disarmed)10% (damage reduction per dagger)
90% (damage reduction cap) 50% (dagger cap per ally) |
Info
- Baruuk expends
75 energy to summon a protective ring of
3 / 4 / 6 / 8 levitating energy daggers around him that passively provide him with 10% Damage Reduction per dagger orbiting in the ring. The daggers will seek enemies in sight and within
6 meters, launching one by one to Disarm their targets on impact, then explode dealing
100 / 150 / 200 / 250
Blast damage to all enemies within a
3 meter radius.
- Arsenal lists the damage reduction with maximum daggers.
- Damage reduction can not exceed 90% under any circumstance, capping out at 9 daggers.
- Enemies that have already been disarmed will not be targeted by the daggers.
- Arsenal lists the damage reduction with maximum daggers.
- While active, Desolate Hands shares its effects with allies by launching 1 dagger at a time to the nearest ally within Baruuk's dagger seek range and in direct line of sight. Shared daggers also provide damage reduction, disarm charges, and erodes Baruuk's Restraint on enemy disarm for the affected allies; each ally can carry up to 50% of the modded number of daggers.
- Affected allies includes all Warframes, Companions, Eidolon Lures, summoned allied units such as Specters, allied Invasion units, Hostages, Kavor Defectors, Sortie and Arbitrations Defense Operatives, and Defense Objects.
- On Defense Objects, the damage reduction is capped at 50%, but the object may still carry more than 5 daggers.
- Baruuk does not lose his own dagger charges when shared with allies, instead his allies receive new daggers.
- Once the maximum number of shared daggers is reached on an ally, Baruuk's Desolate Hands will not share new daggers with that ally.
- Only Baruuk's own Desolate Hands will share new daggers to allies.
- Affected allies includes all Warframes, Companions, Eidolon Lures, summoned allied units such as Specters, allied Invasion units, Hostages, Kavor Defectors, Sortie and Arbitrations Defense Operatives, and Defense Objects.
- Ability Synergy:
- Can be recast while active to restore the number of daggers to full.
- New instance of Desolate Hands will cause daggers to retarget previously disarmed enemies and allies with shared daggers if within range.
- Casting Desolate Hands is a full-body animation that stops Baruuk's grounded movement and other actions.
Tips & Tricks
- Low range values can help prevent the daggers from seeking out enemies, making it easier to keep them for damage reduction.
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Serene Storm With his Restraint eroded, Baruuk commands the Desert Wind to deliver powerful radial strikes with his fists and feet. Each moment commanding the storm restores his Restraint. Introduced in Update 24.2 (2018-12-18) |
![]() ![]() 10% / 15% / 20% / 25% (damage reduction) |
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Misc: 40% (damage reduction cap)? % (disarm chance on hit)
100 % (wind wave projectile deflection) |
Info
- Baruuk foregoes his restraints to empower his fists with volatile energies, commanding the
Desert Wind and wielding it as his melee Exalted Weapon. While Serene Storm is active, Baruuk also receives
10% / 15% / 20% / 25% Damage Reduction against enemy attacks, and slows enemies within a 3 meter radius by 50%.
- Damage reduction is capped at 40%.
- Damage reduction only applies when Desert Wind is the active weapon.
- Slow amount and radius are not affected by mods.
- Rather than using energy, Baruuk regenerates his Restraint, recovering 4% Restraint on activation and then restores 0.80% Restraint per second.
- Baruuk can still erode his Restraint while Serene Storm is active by using his other abilities.
- Baruuk does not need to have completely eroded his Restraint meter to use Serene Storm. He is free to activate it as long as he has 96% Restraint, and can deactivate it at any time to stop restoring his Restraint if he wishes.
- Normal attacks deal
100 / 125 / 200 / 250 damage within 1.2 meters.
- Attacks and wind waves have a 2.0x critical multiplier, 50% critical chance, and 15% status chance.
- Damage is affected by the Melee Combo Counter, most mods, and buffs.
- As an example, with a maxed
Pressure Point,
Shocking Touch and
Intensify, the normal attacks of a rank-3 Serene Storm will deal
Base Damage × (1 + Damage Mods) × (1 + Elemental Mods) × (1 + Strength Mods) =
250 × (1 + 1.2) × (1 + 0.9) × (1 + 0.3) = 1,358.5 damage. - The mods that can be equipped on and affect Desert Wind include:
- damage (e.g.,
Steel Charge)
- physical damage (e.g.,
Heavy Trauma)
- elemental damage (e.g.,
Shocking Touch)
- faction (e.g.,
Smite Corpus)
- critical chance and damage (e.g.,
True Steel and
Organ Shatter)
- Status chance (e.g.,
Melee Prowess and
Vicious Frost)
- attack speed (e.g.,
Fury and
Berserker Fury)
- range (e.g.,
Primed Reach does not work on Radial wind wave itself, but on the close quarters melee hit range)
Drifting Contact
Healing Return
Condition Overload (Does not work on Radial wind wave itself, only close quarters melee hit)
Shattering Impact
- damage (e.g.,
- Range mods do not affect the radius of slam attacks.
- Desert Wind can not be equipped with weapon augments (e.g.,
Justice Blades), class-specific mods (e.g.,
Covert Lethality), Melee Combo Counter Mods (except
Drifting Contact), Acolyte Mods (e.g.,
Blood Rush), or Amalgam Mods (e.g.,
Amalgam Organ Shatter).
- Riven Mods are not generated for Desert Wind.
- The combo counter will reset when equipped with melee weapons that pause the combo counter (such as
Tenet Grigori) or have infinite combo duration (such as
Xoris).
- Serene Storm's combo counter decay is affected by Power Spike.
- Radial damage from slam attacks diminishes with distance, does not have a critical chance, is not affected by the Melee Combo Counter, and will cause enemies within range to suffer a knockdown.
- Ground finishers inflict 1600% of the total modified damage from normal attacks. Prompted finishers inflict 6400% of the total modified damage from normal attacks as
True Damage.
- The damage composition of a ground finisher is the same as a modified normal attack; however,
Impact damage from ground finishers is multiplied by 125%.
- The finisher multipliers for both attacks are affected by
Finishing Touch.
- The damage composition of a ground finisher is the same as a modified normal attack; however,
- Each attack adds to the Melee Combo Counter; however, radial damage from slam attacks does not.
- As an example, with a maxed
- Serene Storm is affected by and can trigger Warframe Arcanes.
- The wind waves and Serene Storm itself are considered separate entities and will both deal damage separately.
- Wind waves will Punch Through and hit enemies and terrain regardless of thickness up to their maximum range.
- Wave damage does not fall off with distance.
- Wave range and flight speed are not affected by mods.
- Enemies hit by the waves will suffer a stagger.
- Enemy projectiles hit by the waves have a 100% chance to be redirected toward their originating direction.
- Forward melee combo thrusts Baruuk's fists toward his enemies to generate a powerful push that inflicts damage, stagger, and ragdoll effects.
- Hold melee combo creates an upward draft that drifts forward and gradually lifts enemies high into the air.
- Block melee combo creates a suctioning pull to drag enemies toward Baruuk.
- Slide melee combo bends gravity around Baruuk to radially lift all nearby enemies into the air.
- Slam melee combo creates a radial blast that knocks back all enemies in range.
- Slam melee combo while blocking creates a radial vortex that pulls in all enemies in range.
Condition Overload is not affected.
Weapon
- Main article: Desert Wind
Desert Wind is Baruuk's and
Baruuk Prime's signature Exalted Weapon, summoned by activating the ability
Serene Storm. The weapon exclusively uses the
Serene Storm stance.
- This weapon deals pure
Impact damage.
Reactive Storm augment changes the damage from
Impact to adapt to the enemy's damage-type weaknesses.
- Innate two
and one
polarities.
- Combo counter resets when equipped with
Xoris.
Advantages:
- Tied with
Valkyr Talons for the highest critical chance of all melee weapons.
- Good base status chance.
- Can reach over 100% status chance with
Reactive Storm.
- Can reach over 100% status chance with
- Attacks release waves that travel 20 meters with unlimited punch through.
- Melee and wave damage can be increased by the combo counter if built with Desert Wind's physical hits.
- Waves can
Ragdoll enemies and reflect projectiles.
- Fist attacks have a chance to disarm.
Disadvantages:
Stance
- Main article: Serene Storm (Stance)
Serene Storm is a unique Stance exclusive to Desert Wind that can only be acquired and used by activating
Baruuk's fourth ability,
Serene Storm. This Stance overrides the Stance on any currently equipped melee weapon for as long as Serene Storm remains active.
Combos
Combo/Attack | Name | Attack Multipliers and Forced Procs | Avg Dmg Multi/s | Length @ 1.0 Attack Speed |
Animation | |||
---|---|---|---|---|---|---|---|---|
Neutral (While Not Moving) |
Trespass Denied | 285.7%/s | 3.5s | ![]() | ||||
Forward (While Moving) |
Father's Lesson | 240.0%/s | 2.5s | ![]() | ||||
Forward Block (While Blocking & Moving) |
Final Sunrise | 285.7%/s | 3.1s | ![]() | ||||
Block (While Blocking) |
Patience Shattered | 317.1%/s | 4.1s | ![]() | ||||
Heavy (Heavy Attack) |
Rise From Ashes | N / A | N / A | ![]() | ||||
Slide (While Sliding) |
Rolling Blast | N / A | N / A | ![]() | ||||
Aerial (While In Air) |
One Point | N / A | N / A | ![]() | ||||
Wall (While Wall Latching) |
Through Strike | N / A | N / A | ![]() | ||||
Finisher (On Knocked Down Enemy) |
Roaring Drums | N / A | N / A | ![]() | ||||
Slam (Looking At Ground While In Air) |
Slam Attack | N / A | N / A | ![]() | ||||
|
Augment
- Main article: Reactive Storm
Reactive Storm is a Warframe Augment Mod for Baruuk's
Serene Storm to increase
Desert Wind's status chance and alters its damage type to match enemy weaknesses.
Strength Mods | Duration Mods | Range Mods |
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Update 37.0 (2024-10-02)
- Fixed enemies not being open to Finishers when put to sleep by the first hit from Cobra and Crane when wielded by Baruuk.
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.
- Adjusted Baruuk’s Reactive Storm to utilize the new Vulnerabilities system rather than the Health Type system - Reactive Storm will behave the same way it did before, but we’re just ensuring it works properly with the new system!
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)
- Fixed casting Baruuk’s Desolate Hands ability in Teshin’s Cave targeting the kneeling Warframes, which was also causing a script error.
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:
- Vitality: Reduced from +440% to +100% Health
- Redirection: Reduced from +440% to +100% Shield Capacity
- Steel Fiber: Reduced from +110% to +100% Armor
- Flow: Reduced from +150% to +100% Energy Max
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)