Carnis Carapace is a set mod that increases the armor and health of a Warframe.
Stats[]
| Rank | Armor | Health | Cost |
|---|---|---|---|
| 0 | +9% | +3% | 4 |
| 1 | +18% | +7% | 5 |
| 2 | +28% | +10% | 6 |
| 3 | +37% | +13% | 7 |
| 4 | +46% | +17% | 8 |
| 5 | +55% | +20% | 9 |
Set Bonus[]
This mod is part of a set, whose set bonus increases with each additional mod equipped from that set.
Carnis Set: Killing an enemy with a Heavy Attack grants X% Evasion and immunity to Status Effects for X seconds.
| Mods Equipped | Evasion | Duration |
|---|---|---|
| 1 | 10% | 2s |
| 2 | 20% | 4s |
| 3 | 30% | 6s |
Drop Locations[]
Mission Drop Tables
| Mission Type | Source | Rotations or Drop Table |
Chance[1] | Quantity[2] | Avg. per roll[3] | Star Chart Nodes |
|---|---|---|---|---|---|---|
| Necralisk Bounty | Necralisk Bounty Lvl 25-30 Final Stage | A | 2.56% | 1 | 0.0256 |
|
| Necralisk Bounty | Necralisk Bounty Lvl 25-30 Stage 2 | A | 2.67% | 1 | 0.0267 |
|
| Necralisk Bounty | Necralisk Bounty Lvl 25-30 Stage 2 | B | 2.58% | 1 | 0.0258 |
|
| Necralisk Bounty | Necralisk Bounty Lvl 25-30 Final Stage | C | 2.5% | 1 | 0.025 |
|
| Necralisk Bounty | Necralisk Bounty Lvl 25-30 Final Stage | B | 2.5% | 1 | 0.025 |
|
| Necralisk Bounty | Necralisk Bounty Lvl 25-30 Stage 2 | C | 2.63% | 1 | 0.0263 |
|
Enemy Drop Tables
| Enemy | Drop Table Chance[4] | Item Chance[5] | Chance[6] | Expected Kills[7] | Quantity[8] | Avg. per roll attempt[9] |
|---|---|---|---|---|---|---|
| Deimos Carnis Rex | 10% | 22.11% | 2.211% | 45 | 1 | 0.02211 |
| Infested Oni | 10% | 22.11% | 2.211% | 45 | 1 | 0.02211 |
Sourced from the official drop table repository. See Module:DropTables/data to edit on the wiki.
Patch History[]
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
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.
Warframe Mod Changes:
- Carnis Carapace: +55% Armor, +20% Health (was +60% Armor,+90%Health)
Update 29.5 (2020-11-19)
- Fixed the Carnis Mod Sets not being equippable on Exalted Melee.
Update 29.1 (2020-09-17)
- Fixed Carnis Set Mods not functioning for both Host or Client players.
Hotfix 29.0.8 (2020-09-10)
- Fixed Carnis Mod Set bonus modifying evasion incorrectly, and instead acting as a debuff as opposed to the proper buff.
Hotfix 29.0.5 (2020-08-28)
- Fixed Carnis set bonus not functioning.
Update 29.0 (2020-08-25)
- Introduced.
| CollapseSet Mods | ||||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- ↑ Chance to roll item within drop table
- ↑ Amount rewarded on successful roll
- ↑ (Quantity × Chance)
- ↑ Chance to roll drop table
- ↑ Chance to roll item within drop table
- ↑ (Drop Table Chance × Item Chance)
- ↑ (1 / Chance), see WARFRAME Wiki:Expected & Nearly Guaranteed Numbers for more details
- ↑ Amount rewarded on successful roll
- ↑ (Quantity × Chance), average item quantity on a roll attempt (successful or not)
11 comments
Sooo, I noticed something. Kullervo's 1 uses his heavy attack, meaning his 1 should proc this mod/set.
Yeah i though the same and tested it, the kullervo 1 activate Carnis
The Carnis set works well for Kullervo not just because of the typical heavy attack playstyle, but also that evasion helps his overguard last longer. Damage reduction and adaptation does nothing for his overguard.
it's a shame the bonus doesn't work in sevagoth's shadow
Is the armor/health increase affected by the set bonus?
No.
So I can't put carnis carapace, jugulus carapace, and saxum carapace together?
You can still equip them together. Are you thinking that they are in the same mod set? (they are not)
Thank you for the useful information
Stacks with other Carapace armor mods
Does volatile rebound trigger this?
Zenistar disk kills (a heavy attack to cast it) do not count toward Carnis (no surprise!).
The mid air detonation does though
Thowing doesn't count as a heavy attack for any glaive nor does it use up your combo counter like a heavy attack would, the detonation does.
Would be nice if the 90% health applied. Put it on valkyr and her health went from 300 to 390, which is only a 30% increase in health
It's 90% of the frame's lv1 health, not their lv30 health. At lv30 with this, you have a +290% health modifier, 200% from lv and 90% from the mod.
Just to add on to Genreless' reply, this applied to every (?) mod that increases health in the game (that I know of)
Now we just wait for the 60% armor / 90% shields version for Puff Mama
nothing here makes sense to me.
Armor doesn't work on shields.
Pls dont
+90% shields / +60% disappointment
do gunblade heavy attack projectiles count for the set bonus?
Should be if the set has actually been made functional.
Doesn't triiger somehow
Redeemer triggers it, at least in sim
Happy Inaros noises
Lol
This made me giggle
does this mod have any conflicts with any other +health or +armor mods?
"why would it conflict with other health or armor mods? "
Its a completely valid question. Try equipping Umbral Vitality and regular Vitality at the same time. Amalgam Barrel Diffusion with normal Barrel Diffusion.
Carnis Carapace, Jugulus Carapace and Saxum Carapace, as they all do the same thing (except for the set effect) and share part of their name, could all be seen as a variant of each other, making them mutually exclusive, just as other variants are.
(And the other Mods in the Set are the other Carnis Mods. The Carapace mods are not a set themselves.)
Gotta agree wth the stupid question bit though, yours was kinda on the limit.
And there's amalgams, where the shared moniker is the only hint - here, they're all named carapace.
It's only stupid when you're too stupid to see the pattern.
The pattern for conflicts isn't only in the names btw.
You can't use lightning dash, with toxic flight or mobelize etc. iirc there are other exceptions besides bulletjump mods, but can't login atm to check
So, yeah, the only way to know is experience. It's not like it's mentioned on the mod - it just blinks red while preventing you from trying.
Why would you expect people to just know? Seems kind of stupid to me to do that.