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Annihilate enemies with the conductivity of coils and transmitters. Gyre's electric attacks provide crowd control. She is the embodiment of elegant theory.

Release Date: April 27, 2022

Graceful in every step with clockwork precision, her mechanized pirouette captivates the audience in electrifying shock and awe. Execute and electrocute elegantly as Gyre, the dancing spark. Flash across the stage as a living thunderbolt and strike true as lucent lightning. A gentle facade conceals her lethal touch, thus with regal poise she bids adieu in her danse macabre finale. Gyre graced us with her presence in Update 31.5 (2022-04-27).

Acquisition

Gyre's component and main blueprints can be acquired from The Holdfasts' bounties on the Chrysalith.

All drop rates data is obtained from DE's official drop tables. See Mission Rewards#Standard Missions for definitions on reward table rotations.
For more detailed definitions and information, visit here.

Crafting

Lore

AladVPortrait d
“You're not supposed to be in here! You're going to ruin the surprise!”
The following article/section contains spoilers. Please complete the Angels of the Zariman quest before proceeding.
Main article: Angels of the Zariman

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Every ship needs a figurehead. Executor Ballas presented us with sweet Gyra on the day of our departure. She spoke with her movement. Her dancing was meant to bring joy, but when we entered the Void... such madness, and one so gentle. The way you move now reminds me of her.

After the events of the quest, when speaking to Quinn as Gyre for first time in the Chrysalith, he reminisces about the day of the Zariman Ten Zero's departure for the Tau System.

A passenger by the name of Gyra was sent aboard by Orokin Executor Ballas to act as a figurehead. She was renown for her graceful movements and was a gentle soul, yet misfortune befell her as the Zariman crossed the fold in the Void. She succumbed to madness and insanity same as the rest of the ship's occupants.

Notes

Trivia

  • Gyre is the 49th unique Warframe to be released.
  • Gyre was first revealed in Devstream 160 showcasing her in-game model and idle animations. Her finalized abilities, passive, and alternate helmet were shown in Devstream 161.
  • Her placeholder ability names are Pulse, Sphere, Energized, and Overcharged.
    • According to [DE]Pablo, Gyre has unique abilities to differentiate her from VoltIcon272 Volt, the first electricity-based Warframe. Specifically, Gyre's electricity has a tesla-like quality (i.e. plasma globe) compared to Volt's chain lightning.[1]
    • A portion of Gyre's abilities, such as Arcsphere130xWhite Arcsphere and CoilHorizon130xWhite Coil Horizon, incorporates a refined object physics system as a testbed for future development. Earlier physics-based behavior in game objects include Pickups, Ragdolls, and GrendelIcon272 Grendel's Pulverize130xWhite Pulverize.
    • Akin to VaubanIcon272 Vauban and OctaviaIcon272 Octavia, Gyre throws spherical objects via her abilities. However, Gyre's throws deviate from the aforementioned Warframes in the arcing angles similar to ProteaIcon272 Protea's GrenadeFan130xWhite Grenade Fan, as well as introducing a bowling ball physics simulation to her second ability which subjects the thrown object to gravity and collisions more heavily.
  • She is the seventh Warframe after LimboIcon272 Limbo, HildrynIcon272 Hildryn, WispIcon272 Wisp, TitaniaPrimeIcon272 Titania Prime, ProteaIcon272 Protea, XakuIcon272 Xaku, SevagothIcon272 Sevagoth with a unique dodge roll animation, where Gyre briefly becomes invisible as she twirls in a shower of sparks and reappears afterward with a thunderclap.
  • Gyre is a notably tall female Warframe matching SarynIcon272 Saryn's height.
  • Her name comes from the term gyre, which means a spiral or a vortex, probably a reference to her pirouette movement or a tesla coil (as inspiration for her abilities.)
  • During development, Gyre's coil gown initially did not split when she activates Rotorswell130xWhite Rotorswell. The dress frequently clipped with her legs as she performed Maneuvers and would flip and flop oddly when Gyre dodge rolled. The art team and gameplay design team compromised with the finalized iteration, where Gyre performs a special rolling animation and her gown's crinoline held the dress apart.
  • Gyre and StyanaxIcon272 Styanax did not release with their own dedicated traditional Warframe Profile videos.
  • Gyre is the only Warframe who's portrait uses an alternate helmet, using the Gyre Automaton Helmet instead of her standard helmet.
  • Gyre holds dual Syachids in her Abilities diorama.

References

Edit Tab

GyreIcon272 Gyre's abilities gain a flat 10% Critical Chance per active DmgElectricitySmall64 Electricity status proc affecting an individual enemy to deal 2.0x Critical Damage against that enemy.

  • Bonus stacks additively with CathodeGrace130xWhite Cathode Grace, increasing the overall ability critical chance at lower DmgElectricitySmall64 Electricity status stack counts.
  • Passive and Cathode Grace combined provide up to a maximum of 300% ability critical chance.
    • From the passive alone, a minimum of 30 DmgElectricitySmall64 Electricity procs will reach the capped ability critical chance.
  • Gyre's abilities can reach orange and red critical multipliers to inflict 3.0x and 4.0x ability critical damage.
    • From the passive alone, orange crits start at 11 stacks (110% crit chance) and red crits at 21 stacks (210% crit chance) respectively.
  • Helminth-subsumed abilities and Railjack turret abilities such as Mod TT 20px Seeker Volley do not benefit from Gyre's passive.

Abilities

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ArcsphereModx256 Arcsphere130xWhite
1
EnergyOrb25
Arcsphere

Launch a Gyratory Sphere that will deal high damage on impact and periodically deal electrical shocks to nearby enemies. Hit multiple enemies at once with the initial launch to enhance damage.

Introduced in Update 31.5 (2022-04-27)

AbilityStrengthBuff Strength:1,000 / 1,300 / 1,600 / 2,000 (DmgElectricitySmall64 Electricity damage on deployment)
100 / 150 / 200 / 250 /s (field DmgElectricitySmall64 Electricity damage per second)
AbilityDurationBuff Duration:7 / 8 / 9 / 10 s
AbilityRangeBuff Range:4 m (impact radius)
7 m (field radius)

Misc:

DmgElectricitySmall64 Electricity status on hit2.0x (enhanced damage multiplier)3 (initial enemies hit for enhanced damage)3 (active spheres limit)

0% to 300% (ability critical chance)

Info

  • Gyre expends EnergyOrb25 energy to throw a Gyratory Sphere in an arcing trajectory toward the aiming reticle. On impact with a surface, entity, or on manual reactivation by pressing the ability key again (default 1 ), the Arcsphere fully deploys to electrocute all enemies within a AbilityRangeBuff4 meter sight detection radius, inflicting AbilityStrengthBuff1,000 / 1,300 / 1,600 / 2,000 DmgElectricitySmall64 Electricity damage with a guaranteed Status Effect.
    • Damage on deployment can damage and break destructible Objects in range.
  • The deployed Arcsphere remains stationary lasting for AbilityDurationBuff7 / 8 / 9 / 10 seconds. It emits an electric field with a AbilityRangeBuff7 meter sight detection radius, shocking all surviving and new enemies in range to inflict AbilityStrengthBuff100 / 150 / 200 / 250 DmgElectricitySmall64 Electricity damage per second with a guaranteed status effect. Damage per second inflicted by the electric field is multiplied by 2 times if at least 3 enemies are hit inside the initial impact radius. Gyre may only have 3 Arcspheres active at once.
    • The number of active Arcspheres is shown on the ability icon.
    • The deployed Arcsphere is not a solid object, as such allows entities and projectiles to phase through it unhindered.
    • Due to its projectile properties, Arcsphere's thrown and deployed objects are attracted by Magnetize130xWhite Magnetize.
  • Ability Synergy:
    • Gyre's passive and CathodeGrace130xWhite Cathode Grace enable ability Critical Hits by granting 0% to 300% critical chance to damage and status effects dealt by Arcsphere, which trigger lightning discharges from Rotorswell130xWhite Rotorswell.
    • CoilHorizon130xWhite Coil Horizon's enemy suction effect assists in Arcspheres' damage enhancement.
    • Direct kills by Arcsphere, its DmgElectricitySmall64 Electricity status effects, and kill assists from allies extend Cathode Grace's duration.
  • Can be recast while active to halt and deploy an Arcsphere mid-flight, or throw and deploy a new Arcsphere.
  • Casting and manually deploying Arcsphere are upper-body animations that allow player movement and Maneuvers while restricting other actions.
  • Arcsphere visually resembles a spherical cluster of magnetic pentagonal and hexagonal plates surrounding an electric core. Arcs of lightning protrude from within to touch the borders of the electric field which meld into nearby terrain, giving an appearance similar to a large plasma globe.
    • Enhanced damage Arcsphere changes its appearance by expanding its plates from the core, with numerous other plates methodically orbiting the sphere within the confines of the electric field.
  • Nullifier bubbles will only disable an orb when they cross the gyrating core, not the emanating energy aura.
    • The thrown projectile sphere will bounce off of the null bubble on contact.

Tips & Tricks

    • The orbs are extremely effective as crowd control tools especially in areas with tight corridors. Range- and Duration-based mods further amplify the effects.
      • A Range build is also useful at keeping enemies from seeking safety in a nullifier bubble that is already within the orb's effective range, shocking them before getting within unless the bubble manages to disable the electric field's core.
    • Deploy an orb near the party's camping position in Survival missions for an added layer of security in case enemies get too close.
    • Be mindful that Arcspheres can prematurely deploy when they make contact with allied units such as other Warframes, Tenno Specters, companions or Railjack Crews.
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Info

  • Gyre expends EnergyOrb50 energy to deploy a Gyratory Sphere using an underhand throw with an arcing trajectory toward the aiming reticle. The Coil Horizon sphere is a physics-based object with a high initial velocity as it rebounds against surfaces and obstacles during its 2 second lifetime. Direct contact inflicts Knockdown b Knockdown and AbilityStrengthBuff1,000 / 1,150 / 1,300 / 1,500DmgElectricitySmall64 Electricity damage per second with a guaranteed status effect.
    • Gyre throws the sphere with her left hand, as such the object is not created directly in front of her and instead travels toward the left-half of the aiming reticle.
    • Due to its physics object properties, Coil Horizon is attracted by Bastille130xWhite Bastille's vortex mode, Tornado130xWhite Tornado, and other similar abilities.
  • Upon reaching the end of its lifetime, or when manually triggered by pressing the ability key again (default 2 ), Coil Horizon detonates itself in an electromagnetic implosion spanning a AbilityRangeBuff12 meter radius that lingers for 2 seconds. Enemies in sight detection range are dealt AbilityStrengthBuff500 / 750 / 1,000 / 1,250 DmgElectricitySmall64 Electricity damage with a guaranteed status effect. Affected enemies and any enemies that subsequently enter the implosion radius are rapidly pulled into its center in a Ragdoll b Ragdoll state.
    • Damage on implosion diminishes with distance from the center.
    • The implosion can damage and break destructible Objects, bypassing line-of-sight restriction in its range.
    • Any Pickups that spawn from enemies killed and destructible objects broken by Coil Horizon are vacuumed to the center of the implosion. Regular items left on the ground are unaffected by the suction.
  • Ability Synergy:
    • Gyre's passive and CathodeGrace130xWhite Cathode Grace enable ability Critical Hits by granting 0% to 300% critical chance to damage and status effects dealt by Coil Horizon, which trigger lightning discharges from Rotorswell130xWhite Rotorswell.
    • Coil Horizon's enemy suction effect assists in Arcsphere130xWhite Arcsphere's damage enhancement.
    • Direct kills by Coil Horizon, its DmgElectricitySmall64 Electricity status effects, and kill assists from allies extend Cathode Grace's duration.
  • Can be recast while active to detonate the sphere, or throw a new sphere while an implosion vortex exists.
  • Casting and manually detonating Coil Horizon are upper-body animations that allow player movement and Maneuvers while restricting other actions.
  • Gyre visually conjures an alternate Gyratory Sphere core in her left hand as she tosses it forward. The sphere rolls along in its deployed plated form emitting electric sparks until the implosion occurs, then warps the magnetic plates into outward-pointing triangular spikes that individually rotate. Void energy flares and an event horizon appear around the sphere's core, which gradually dissolves away.
  • Subsuming Gyre to the Helminth will offer Coil Horizon and its augments to be used by other Warframes.

Augment

CoilRechargeMod
Main article: Coil Recharge

Coil Recharge is a Warframe Augment Mod for GyreIcon272 Gyre's CoilHorizon130xWhite Coil Horizon that allows her Gyratory Sphere to be recalled on recast without detonating it, while discharging additional DmgElectricitySmall64 Electricity damage that chains to other enemies. Upon held cast, the sphere will detonate and enemies that are pulled in from the detonation will receive additional discharges.

Coil Recharge

Tips & Tricks

    • A Range-based build allows the detonated spheres to pull and stagger more enemies, making for more convenient dispatching en masse. It also helps in pulling enemies within Gyre's Rotorswell130xWhite Rotorswell when detonated immediately upon deployment.
      • It may be prudent to deploy an Arcsphere130xWhite Arcsphere at a location where Coil Horizon will self-detonate to give its bowling ball physics a chance at damaging enemies first before pulling them into the plasma globe.
    • Coil Horizon's pulling ability is useful in assisting allies with modded abilities requiring enemies within their effective range, such as HydroidIcon272 Hydroid's Mod TT 20px Pilfering Swarm, KhoraIcon272 Khora's Mod TT 20px Pilfering Strangledome and GaraIcon272 Gara's Mod TT 20px Spectrosiphon.
      • Alternatively, infusing Coil Horizon gives such Warframes added options to do the pulling themselves similar to an infused Larva130xWhite Larva from NidusIcon272 Nidus.
      • In Gara's case, Coil Horizon is able to pull enemies through Mass Vitrify, allowing for easy re-grouping of enemies to create another strong glass wall.
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CathodeGraceModx256 CathodeGrace130xWhite
3
EnergyOrb75
Cathode Grace

Gain a brief burst of increased Critical Chance and Energy Regen, with each kill extending duration of Cathode Grace. Casting is on a cooldown.

Introduced in Update 31.5 (2022-04-27)

AbilityStrengthBuff Strength:
x 25 / 30 / 40 / 50 % (weapon crit chance)+ 25 / 30 / 40 / 50 % (ability crit chance)

1 / 1.15 / 1.3 / 1.5 EP/s (energy regen)

AbilityDurationBuff Duration:8 s (initial timer)
3 s (extra time per kill)
AbilityRangeBuff Range:N/A

Misc: 60 s (casting cooldown and max duration cap)

Info

  • Gyre expends EnergyOrb75 energy as she surges a potent electric current through herself as Gyral Blocks envelop her forearms. Cathode Grace grants Gyre a AbilityStrengthBuff25% / 30% / 40% / 50% Critical Chance bonus to her weapons and abilities, as she constantly recharges AbilityStrengthBuff1 / 1.15 / 1.3 / 1.5 Energy points per second, lasting for an initial duration of AbilityDurationBuff8 seconds. For each enemy killed directly by Gyre, or killed by any source while affected by a Status Effect inflicted by Gyre, Cathode Grace's remaining duration is extended by AbilityDurationBuff3 seconds, up to a maximum duration capped at 60 seconds. In addition to the energy cost requirement, casting the ability triggers a 60 seconds cooldown before the next activation is allowed.
    • Casting Cathode Grace is a full-body animation that interrupts Gyre's grounded movement and other actions.
    • Cannot be recast while active or on cooldown.
    • Critical Chance bonus for weapons is additive to the bonus from mods such as Mod TT 20px Point Strike, Mod TT 20px Pistol Gambit, and Mod TT 20px True Steel.
    • Critical Chance bonus for Gyre's abilities is a percentage point increase.
      • Bonus is additive to Gyre's passive.
  • Casting an ability will stop the energy regeneration for 1 second.
    • Cathode Grace's remaining duration is shown on the ability icon. Once duration elapses, the remaining cooldown timer replaces the duration timer on the ability icon.
    • The ability's cooldown starts immediately when Cathode Grace's duration timer begins to count down.
    • Audible cues play when Cathode Grace's duration ends, and when its cooldown is complete.
    • Kills made while manning a Railjack turret, be it with direct fire or abilities such as Mod TT 20px Shatter Burst, also extend Cathode Grace duration.
    • When the ability is cancelled (falling out of bounds) it takes the highest duration it gained from kills/assists and subtracts it from the Cooldown. Example: You reached 59 seconds on the ability icon and later on you fall out of bounds with 20 seconds on CathodeGrace130xWhite Cathode Grace's timer, CathodeGrace130xWhite Cathode Grace subtracts 59 seconds from the cooldown instead of the 20 seconds and your CathodeGrace130xWhite Cathode Grace will have no cooldown.
  • Ability Synergy:
    • Gyre's passive and Cathode Grace enable ability critical hits by granting 0% to 300% critical chance to damage and status effects dealt by Arcsphere130xWhite Arcsphere, CoilHorizon130xWhite Coil Horizon, and Rotorswell130xWhite Rotorswell.
    • Direct kills by Gyre's abilities, their DmgElectricitySmall64 Electricity status effects, and kill assists from allies extend Cathode Grace's duration.
  • Gyre visually bows gracefully with hand gestures as hundreds of Gyral Blocks detach from her coil gown, electromagnetically levitating into the air. Gyre finishes her bow, culminating in a powerful posture that attracts and concentrates all Gyral Blocks to encircle her forearms in two spherical clusters. The Gyral Blocks rhythmically pulse in a wave-like pattern, while Gyre's body is enveloped in electricity.

Augment

CathodeCurrentMod
Main article: Cathode Current

Cathode Current is a Warframe Augment Mod for GyreIcon272 Gyre's CathodeGrace130xWhite Cathode Grace that causes enemies killed to release an additional discharge from Rotorswell130xWhite Rotorswell and extend its duration.

Cathode Current

Tips & Tricks

    • As Gyre already generates her own Energy while Cathode Grace is active, she can forego of, or even sacrifice, Ability Efficiency stats in exchange for amplifying other stats, such as increased Duration with Mod TT 20px Constitution or firepower such as by equipping Mod TT 20px Blind Rage.
    • As Cathode Grace has a rather long animation time, Gyre is vulnerable while activating the ability. Equipping Mod TT 20px Quick Thinking not only gives her a safeguard, it also can make her tankier by expending energy to prevent lethal damage - which she can quickly replenish by constantly attacking and keeping Cathode Grace up.
    • This ability's energy regeneration is paused during channeled abilities, such as Gloom (while affecting enemies) added via the Helminth system,
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RotorswellModx256 Rotorswell130xWhite
4
EnergyOrb100
Rotorswell

Gyre’s mechanisms spin at incredible speeds, generating an Electric Field that shocks nearby enemies. When Gyre gets a critical hit, a large electrical discharge will chain from the enemy that was hit to nearby enemies.

Introduced in Update 31.5 (2022-04-27)

AbilityStrengthBuff Strength:100 / 150 / 200 / 250 /s (field DmgElectricitySmall64 Electricity damage per second)
250 / 350 / 400 / 500 (discharge DmgElectricitySmall64 Electricity damage)
AbilityDurationBuff Duration:10 / 14 / 18 / 22 s
AbilityRangeBuff Range:4 m (electric field radius)
10 m (discharge range)

Misc:

44 % (move speed bonus)
DmgElectricitySmall64 Electricity status on hit5 (discharge chained targets)2 (simultaneous discharges limit)1 s (discharge cooldown)

0% to 300% (ability critical chance)

Info

  • With a graceful whirl, Gyre expends EnergyOrb100 energy to overcharge her coil gown as its rotors gyrate rapidly and conductive plating lift apart, granting her a 44% movement speed bonus lasting for AbilityDurationBuff10 / 14 / 18 / 22 seconds. A sustained radial electrical surge contained within a ring of Gyral Blocks surrounds Gyre, shocking all enemies within a AbilityRangeBuff4 meter sight detection radius around her to inflict AbilityStrengthBuff100 / 150 / 200 / 250 DmgElectricitySmall64 Electricity damage per second with a guaranteed status effect.
    • Damage per second can damage and break destructible Objects in range.
    • Gyre's player camera positions itself further away while Rotorswell is active to expand her field of view.
    • Electric field is a spherical radius around Gyre that affects enemies above and below her, despite the visual indicator being represented by the horizontal Gyral Block ring.
  • While active, inflicting a Critical Hit from Gyre's weapons or abilities against an enemy target triggers a lightning discharge that chains outward, striking the target plus up to 5 other enemies within a AbilityRangeBuff10 meter sight detection radius around the source enemy. The source enemy and chained enemies are inflicted AbilityStrengthBuff250 / 300 / 400 / 500 DmgElectricitySmall64 Electricity damage with a guaranteed status effect. Up to 2 lightning discharges from 2 separate critical hits can occur simultaneously; after discharging, Rotorswell undergoes a 1 second cooldown before it can create discharges again.
    • Discharge damage is independent of the used weapon's damage.
  • Ability Synergy:
    • Gyre's passive and CathodeGrace130xWhite Cathode Grace enable ability Critical Hits by granting 0% to 300% critical chance to damage and status effects dealt by Rotorswell.
      • Critical hits dealt by Arcsphere130xWhite Arcsphere, CoilHorizon130xWhite Coil Horizon, Rotorswell's electric field and its discharge will trigger the discharge effect.
    • Direct kills by Rotorswell, its DmgElectricitySmall64 Electricity status effects, and kill assists from allies extend Cathode Grace's duration.
    • Killing enemies with Mod TT 20px Cathode Current active releases an additional discharge from Rotorswell while extending its duration equal to Cathode Grace's bonus duration.
  • Can be recast while active to briefly cancel the ability then renew into a new instance with full duration.
  • Casting Rotorswell is a full-body animation that interrupts Gyre's grounded movement and other actions.
  • In Landscapes, deploying and riding an Archwing or a K-Drive while Rotorswell is active will retain the gyrating transmitters and will keep dealing damage.
    • This is also true when casting Rotorswell before getting off a Railjack to fly via Archwing, giving an additional damaging source while engaging enemy craft in melee.
  • Gyre visually performs a clockwise pirouette from where she stands, ending the whirl with a right-footed stomp as she braces her arms to the sides for the electrical overcharge. Gyre's body is enveloped in electricity, as 8 Transmitter Drones launch outward and take flight in a zigzagging pattern, following Gyre wherever she goes to detect her critical hits and discharge a lightning strike against her targets. Her coil gown's crinoline splits apart and lifts the conductive plating up to the sides to provide her ample legroom for swift movement. A persistent horizontal ring of 72 Gyral Blocks materializes and surrounds Gyre to denote her electric field's radius, while the electric surge spreads from her coil gown out toward the ring and concentrates itself within Gyre's proximity as the electrical current stabilizes.
    • Transmitter Drones use the same model as VaubanIcon272 Vauban's grenades and default to the silver coloration and white energy. They travel their own flight paths and attempt to follow Gyre once she moves away.
    • All Gyral Blocks have a stylized engraving that resembles Mastery Slate Decorations, rapidly spinning counterclockwise along the X axis and pulse together in a wave-like pattern. The spacing between Gyral Blocks widens or tightens depending on Gyre's Ability Range stat.

Tips & Tricks

      • Synergizes particularly well with high ammo, high fire rate guns even if they have low damage and/or critical chance such a full-auto TiberonPrime Tiberon Prime, as the lightning arcs' damage is independent of said weapons' damage and the fire rate may compensate for the low chances at critical hits.
        • Can also work for high fire rate, high multishot but mediocre critical chance shotguns such as the BoarPrime Boar Prime, as their individual pellets have their own chance at striking a critical hit.
      • As the electrical discharges from Rotorswell require only critical hits and not critical kills to trigger, weapons with high potential for extremely high critical chance and high fire rate/attack speed - such as the Grakata Grakata, SomaPrime Soma Prime with Mod TT 20px Hata-Satya, or Tekko Tekko - will synergize extremely well with the ability.
      • Activating Rotorswell before riding an Archwing or a K-Drive will make Gyre deadly against enemies that get too close.
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Strength Mods

IntensifyMod

Duration Mods

ContinuityMod

Range Mods

StretchMod

Arcsphere130xWhite Arcsphere130xWhite Arcsphere130xWhite
CoilHorizon130xWhite CoilHorizon130xWhite
CathodeGrace130xWhite CathodeGrace130xWhite
Rotorswell130xWhite Rotorswell130xWhite Rotorswell130xWhite
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Hotfix 37.0.4 (2024-10-10)

  • Fixed script error caused by Gyre’s Coil Recharge Augment.

Hotfix 37.0.1 (2024-10-02)

  • Fixed script error caused by Gyre’s Rotorswell.

Update 37.0 (2024-10-02)

Hotfix 36.0.2 (2024-06-19)

  • Fixed a script error caused by Gyre’s Rotorsell ability.

Update 36.0 (2024-06-18)

Line Of Sight Improvements

As a continuation of our efforts to improve LOS systems within Warframe, which have been ongoing since Dante Unbound, we’ve made further strides towards improving how we handle these checks.

From a technical standpoint, we’ve improved the consistency and performance of the underlying LOS systems within the game by handling how we detect unrendered targets, in addition to improvements we’ve made in recent hotfixes.

Abilities that use LOS checks already have been updated to this improved technology! Additionally, with these improvements, we can now easily shift over any Warframe Ability that relies on LOS checks to be seamlessly migrated to this new, more accurate system, meaning we’re able to act faster on any outlying offenders that may arise.

To name a few Warframe abilities that benefit from this with Jade Shadows:

FIXES
  • Fixed script error with Gyre’s Rotorswell.

Hotfix 35.5.9 (2024-05-01)

  • Fixed Gyre’s skirt blocking camera while Rotorswell is active and aiming down sights.

Hotfix 35.5.8 (2024-04-24)

  • Fixed the skirt on the Gyre Kuvael Monarch Skin not lifting while using her Rotorswell ability.

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:

GYRE Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300) Shields: Base Rank - 550 (from 175) / Max Rank - 650 (from 525) Armor: Base Rank - 105 (from 100)

Energy: Base Rank - 190 (from 160) / Max Rank - 240 (from 240)

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!

Update 33.0 (2023-04-26)

Update 32.3 (2023-02-15)

Hotfix 32.0.13 (2022-10-14)

Update 32.0 (2022-09-07)

Update 31.6 (2022-06-09)

Hotfix 31.5.9 (2022-05-12)

Hotfix 31.5.5 (2022-05-03)

Hotfix 31.5.3 (2022-04-29)

Hotfix 31.5.2 (2022-04-28)

Update 31.5 (2022-04-27)

Edit Tab

Ability SFX

Dodging

Arcsphere

Cast
Deploying projectile
Deploying enhanced projectile
Projectile whizz
Projectile loop
Enhanced projectile loop
Projectile range loop
Projectile dissolves

Coil Horizon

Cast
Detonate
Loop
Projectile bounce

Cathode Grace

Cast
Loop
End

Rotorswell

Cast
Cast burst
Critical discharge
Gyro spins
Loop
End

Images

Videos