- For the node on Uranus, see Caliban (Node).
A twisted hybrid of Warframe and Sentient, he is raised from the wreckage of the Old War. This is Caliban, the survivor, the adaptive.
Once a weapon consigned by Erra after the Old War, Caliban is yours to sow vengeance in the New.Release Date: December 15th, 2021
Amalgamated with our ancient nemesis, his vessel of Helminth morph suffused by adaptive bionics. Hybridize the powers of Warframe and Sentient combined as Caliban, the chimeral prototype. Splinter forth his triad of familial fragments, to sweep death from Tau across Origin, through cyclonic devastation and destructive energy infusion. Caliban returned to wage war in Update 31.0 (2021-12-15): The New War.
Acquisition
- Caliban's main blueprint is purchased from the Market. His component blueprints are acquired from Narmer Bounties after completion of The New War. One component blueprint is available as an uncommon drop; which component is available is chosen randomly on every Bounty refresh after 2½ hours.
- To celebrate his rework on Update 37.0 (2024-10-02), all players who log into WARFRAME between October 2nd to October 16, 2024 will receive a free Caliban Warframe complete with a pre-installed Orokin Reactor and Warframe Slot via inbox message.
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
Caliban's Power is Now Yours
[PLAYER NAME],
The Warframe Caliban was created for one purpose: to destroy you.
He is an aberrant amalgamation of Warframe and Sentient. I fear his true potential is far greater than we yet know.
How relieved I am that his creator no longer controls him.
Today, I give you the chance to bring balance to this beast. I place Caliban in your domain.
Master his abilities. Discover his potential. Restore his honor.
LotusBirthed during The Old War by the Sentient warlord, Erra, Caliban was created for a single purpose: to destroy the
Tenno.
A freakish amalgamation of both Warframe and Sentient, it is a miracle that his creator no longer controls him.
Notes
- When Caliban wields his Signature
Venato, each Melee hit has a 50% chance to gain additional Melee Combo points.
- Caliban's ability kit is able to inflict
Tau damage, which is neutral to all health types meaning its damage is neither increased or decreased against all enemies. His abilities are also able to trigger the Status Vulnerability Status Effect.
Trivia
- Caliban is the 48th unique Warframe to be released, and is the second
Sentient-themed Warframe after
Revenant.
- Caliban was first revealed in TennoCon 2021's Art of Warframe digital panel. The panel featured his concept artist, Keith Thompson, who designed much of the Sentient faction's aesthetic.
- Caliban is a character from Shakespeare's play The Tempest, which depicts him as half human and half monster.
- Caliban is second in line of Sentient-themed Warframes, after
Revenant who is predominantly based on the Eidolon, a subspecies of undead spectral Sentients.
- Similar to Revenant's Eidolon energy, Caliban exudes the signature Sentient unlight within his core cavity and the various exhaust vents on his body.
- Caliban sports animated parts on his body ranging from the antennae spikes to the hovering shoulder blade pads.
- Much like the Sentient drones and fragments, Caliban's body is bisected in two from the neck down, giving him the Sentients' thematic starfish-like appearance.
- Caliban's abilities are derived from some attacks used by Sentient enemies:
- Following his rework on Update 37.0 (2024-10-02), Caliban is the first Warframe to possess abilities that inflict
Tau damage.
- Caliban shares his name with a mission node on Uranus.
- Caliban is third Warframe after
Titania and
Wisp and the first male Warframe with hovering Idle Animations. However, he does not have unique movement animations.
- Oddly enough, despite Caliban's Sentient composition that would make him highly susceptible to
Void damage, he and
Revenant do fine in areas rife with Void Energy such as the Orokin Void and the Zariman Ten Zero.
- Caliban is currently the last Warframe to have a dedicated profile video, as subsequent releases (
Gyre,
Styanax, and so on) lacked such.
References
Versatile and resilient, Caliban and allies within his Affinity Range gain Adaptive Armor that builds damage resistance against the highest damage type received from enemy attacks, stacking 5% per hit up to a cap of 50%. If Caliban or his allies do not receive damage for 5 seconds, their Adaptive Armor loses 2% per second until fully removed.
- Passive bonus value is displayed as a Buff icon beside Caliban's hitpoint indicators.
- Damage over time from procs (such as
Slash or
Toxin for example) will not contribute nor maintain damage resistance.
- Adaptive Armor does not stack with
Adaptation. The damage reduction provided to Caliban (or his allies) equipped with Adaptation will be the higher of the two values.
Abilities
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Razor Gyre Dash forward in a spinning vortex of death. Struck enemies are inflicted with Introduced in Update 31.0 (2021-12-15) |
![]() ![]() 400 / 600 / 800 / 1000 ( ![]() ![]() ? / ? / ? / 30 (health/shield restore per enemy) |
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Misc:
? m (dash distance) |
Info
- Caliban expends
25 energy as he rapidly rotates while dashing forward ? meters, generating a tempest of lacerating energy spanning a radius of
8 / 10 / 11 / 12 meters around himself while inflicting
200 / 300 / 400 / 500
Tau damage with 25% Status Chance; on
Lifted enemies the ability instead inflicts
400 / 600 / 800 / 1000
Tau damage. Each enemy hit will restore Caliban's Health by
? / ? / ? / 30, which can flow into Shields and Overshields when at full health, and refunding
6 energy.
- Energy refund scales inversely with
Ability Efficiency, meaning less Efficiency increases the amount of energy refunded.
- Energy refund value is equal to 1/4th of the ability's energy cost, meaning hitting at least 4 enemies minimum will restore the energy used to cast Razor Gyre.
- Energy refund scales inversely with
- Ability Synergy:
- Activation and deactivation is not affected by Casting Speed.
- Activating and deactivating Razor Gyre are full-body animations that stop Caliban's movement and other actions.
Bugs
- Caliban can use the Gear and Emote menu while channeling Razor Gyre. If he performs a selected Emote, Razor Gyre cannot be deactivated manually until the player uses the ESC menu and resumes the game.
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Sentient Wrath Smash the ground sending out a radial wave of destruction. Those not killed by the initial blast are helplessly lifted into the air, where they take amplified damage for a short time. Introduced in Update 31.0 (2021-12-15) |
![]() ![]() 15 / 20 / 25 / 35 % (damage vulnerability) |
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Misc:
100% ( | |||
Subsumable to Helminth |
Info
- Caliban expends
50 energy to stomp the ground to unleash a fan of shockwaves that travels
10 / 14 / 18 / 22 meters, inflicting
500 / 1000 / 1500 / 2000
Tau damage with 100% Status Chance,
Lifting enemies in aerial stasis, and applying
15% / 20% / 25% / 35% Damage Vulnerability for
4 / 6 / 8 / 10 seconds.
- Shockwaves do not need line of sight to track and hit targets and will pass through obstacles and terrain.
- Shockwaves can seek targets directly above and below, but extra waves always spread horizontally if they have no target.
- Ability Synergy:
- If cast in midair, Caliban will instantly drop to the ground to perform this ability.
- Can be recast, with shockwaves hitting a
Lifted target refreshing its duration.
- Casting Sentient Wrath is a full-body animation that stops other actions and displaces Caliban to the nearest horizontal surface.
- Subsuming Caliban to the Helminth will offer Sentient Wrath and its augments to be used by other Warframes.
- However, subsumed Sentient Wrath only strikes in a frontal cone and does not inflict
Tau status effects.
- However, subsumed Sentient Wrath only strikes in a frontal cone and does not inflict
Tips & Tricks
- As
Lifted is considered a status effect, lifted enemies are prone to added damage from
Condition Overload and the procs from the Saxum Mod Set. This is besides the already significant damage vulnerability debuff from the ability alone.
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Lethal Progeny Cycle through Sentient unit types, then summon them to Caliban's side. Conculysts focus on raw melee damage. Ortholysts specialize in ranged attacks and inflict Introduced in Update 31.0 (2021-12-15) |
![]() Caliban's Rank x Str (Sentient rank)+ 10 / 15 / 20 / 25 (shield restore per second)1 / 1.5 / 2 / 2.5 x (damage multiplier)
1 / 1.33 / 1.66 / 2 x (health multiplier) |
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Misc: 10x (damage multiplier)
1000 ( ![]() 0.5x (Conculyst 100% ( ![]() 300% ( ![]() 6 (max Choralyst) |
Info
- Caliban expends
50 Energy by holding down the ability button (default 3 ) to call down Sentient reinforcements from above: Caliban's Conculysts, Caliban's Ortholysts, or Caliban's Summulyst. Sentient fighters are summoned at a variable rank level depending on Caliban's own Warframe Rank multiplied by his
Ability Strength, with a damage multiplier of
1x / 1.5x / 2x / 2.5x and a Health multiplier of
1x / 1.33x / 1.66x / 2x, and inflict 10x damage to non-Sentient enemies, as they fight alongside Caliban for
? / ? / ? / 45 seconds before self detonation. All Sentient fighters restore the Shields of Caliban and his allies within
25 meters and in soft Line of Sight by
10 / 15 / 20 / 25 shield points per Sentient fighter per second which overflows into Overshields.
- Caliban's Conculyst:
- 3 melee fighters will appear when the ability is cast.
- Occasionally performs a tornado attack inflicting 1000
Tau damage. This lasts for 10 seconds with a cooldown of 4 seconds.
- Caliban's Ortholyst:
- Caliban's Summulyst:
- 1 summoning unit will appear when the ability is cast.
- Continuously summons up to 6 Caliban's Choralysts with increased Threat Level. Due to the higher number of summons, the Summulyst and Choralysts also provide more shield regeneration than other Sentient fighters.
- A Choralyst that dies will immediately be resummoned by the Summulyst if it is still alive.
- Amount of total shield recharge per second is shown under a Lethal Progeny buff icon displayed beside Caliban's shield and health indicators.
- Shield recharge is disabled when Shield Gate is triggered and will resume when Caliban's shields begin to recharge itself.
- Shield recharge can be resumed by recovering any shield amount, including by the Augur Set.
- Can be recast while active, refreshing the duration and replenishing up to the maximum number of Sentient fighters.
- Only one group of Sentient fighters can be active at a time. Casting the ability to summon a different group will remove the current group.
- Sentient fighters are shown above Caliban's ability icons as a custom UI element including a cycle-selection wheel, duration timer, icons, names and effect descriptions.
- Sentient fighters can be cycled before cast or while the ability is active at no energy cost by tapping the ability button.
- Sentient fighters possess their innate Damage Adaptation, which includes health gating and damage reduction for adapted damage types.
- Sentient fighters do not have collision.
- Sentient fighters will teleport within a radius of 10 meters around Caliban if it wanders beyond 40 meters away from him.
- Sentient fighters will receive percentage damage to their hitpoints and repeated
Stagger when inside an ability-nullifying field, such as those of the Nullifier Crewman.
- Caliban's Conculyst:
- Ability Synergy:
Razor Gyre can generate shields if used while Caliban is at full health, allowing Lethal Progeny's shield recharge to immediately resume.
Sentient Wrath's Damage Vulnerability increases Lethal Progeny's damage.
Fusion Strike coordinates Conculysts to fire their own Fusion Strikes at Caliban's reticle for 0.5x damage effectiveness.
- Casting Lethal Progeny is a full-body animation that stops Caliban's ground movement and other actions.
- Caliban visually raises his left arm toward the sky to summon the Sentient fighters that descends immediately from high orbit above. Their appearance colors match Caliban's appearance, except for their baton arms which remain Sentient red.
- When receiving shields from Lethal Progeny, Tenno are linked to the Sentient fighters via a continuous stream of blue shielding energy.
Tips & Tricks
- Conculysts are effective at dealing damage.
- Ortholysts are effective at rapidly applying
Tau status effects.
- Summulyst and its Choralysts are effective at distracting enemies thus improving Caliban's survivability.
- All Sentients are surprisingly durable even in The Steel Path, providing Caliban and allies additional breathing space in managing the increased difficulty setup.
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Fusion Strike Converge three streams of raw energy upon a single point, causing a massive explosion. The streams strip armor and shields, and each enemy struck detonates on stream convergence. Summoned Conculysts can wield their own mini Fusion Strikes. Introduced in Update 31.0 (2021-12-15) |
![]() ![]() 2,500 / 3,000 / 4,000 / 5,000 (enemy detonation ![]() ? / ? / ? / 750 (convergence explosion ![]() 20 / 25 / 35 / 50 % (armor and shield strip) |
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![]() 5 / 6 / 8 / 10 m (explosion and fallout radius) | |||
Misc:
3 (number of streams) |
Info
- Caliban expends
100 Energy to expel 3 concentrated streams of pure energy from his chest core and hands, carving a swathe of energized destruction over a range of
15 / 20 / 25 / 30 meters as he converges them into one toward the location on the aiming reticle. Each stream inflicts
? / ? / ? / 15,000
Tau damage per second with 20% status chance. Caliban is Invulnerable and immobile, but able to aim the reticle with reduced camera panning speed and increased field-of-view to sweep the beam at multiple targets. Upon full convergence, enemies that have been directly hit by beams detonate for
2,500 / 3,000 / 4,000 / 5,000
Tau damage, as the streams collapse into an explosion over a
5 / 6 / 8 / 10 meter radius that inflicts
? / ? / ? / 750
Tau damage and violently pulls enemies inward, while leaving behind a field of fallout that envelops the targeted area spanning the same radius as the explosion and lingers for
6 / 9 / 12 / 15 seconds. All enemies directly hit by the beam and wander in the fallout field lose
20% / 25% / 35% / 50% of their Armor and Shields permanently.
- Enemy armor and shields are fully removed at 200%
Ability Strength. With one
Corrosive Projection, armor will be fully stripped at 164% Ability Strength.
- Defense strip only occurs once per ability cast.
- Shield strip removes a percentage of the current maximum value, as such it has diminishing returns on subsequent casts against the same enemies. Armor strip, however, is a percentage of an enemy's total, requiring only two casts at base strength to fully strip.
- Explosion's line of sight restriction is centered on the middle of the fallout field, regardless if Caliban himself sees the enemy or not. Explosion damage diminishes with distance from the center.
- Caliban can freely reorient his aiming reticle during the convergence to sweep the streams along damaging more enemies, then create the fallout field at the end of the casting animation.
- Fallout field is created at the first contact point with a solid surface within the stream range, or at the maximum stream range. Fields can be created without a surface and hovering in midair.
- Enemy armor and shields are fully removed at 200%
- Ability Synergy:
- Can be recast while active to create new fallout fields.
- Casting Fusion Strike is a full-body animation that stops Caliban's grounded movement and other actions, except reticle and camera movement.
- Nullifiers cannot nullify the fields by passing over them or Caliban, and they cannot nullify the effects inflicted by the field.
Tips & Tricks
- With one player using
Corrosive Projection, 100% armor strip can be achieved at 168% Ability Strength.
Strength Mods | Duration Mods | Range Mods |
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Hotfix 37.0.6 (2024-10-11)
- Fixed Caliban’s Summulyst not summoning Choralysts in Exterminate missions.
Hotfix 37.0.4 (2024-10-10)
- Fixed certain players not receiving their free Caliban after logging into the game post-Koumei & the Five Fates.
- As mentioned in our PSA, if you were affected you will be required to manually open the inbox message in order for Caliban to be sent to your account. To do so, sign in after downloading the Hotfix, open the pause menu, select “Communication” > “Inbox” and select the Caliban Inbox sent to you by Lotus. You should then have your free Caliban properly deposited into your account!
- Fixed Caliban’s Lethal Progeny summons not benefitting from certain Ability Strength buffs (ie. Empower, Molt Vigor, Energy Conversion, etc.).
- Fixed Caliban’s Lethal Progeny summons not benefitting from shared buffs granted by other Warframes in the squad (ex: Ember’s Fireball Frenzy, Grendel’s Nourish, etc.)
- Fixed Caliban’s Ortholysts not engaging in combat while in their stationary artillery state.
- Also fixed them having a difficult time adjusting their aim to target enemies.
- Also made fixes towards their AI to prevent them from lingering on an already killed enemy for too long before retargeting.
- Fixed Client Calibans not seeing the damage numbers from their Lethal Progeny summons.
- Fixed Caliban’s Conculysts dealing damage to allies during their “tornado” attack.
- Fixes towards Caliban Orfeo’s Lethal Progeny summons not using custom Energy colors.
- Known issue: Some of their weapon fire VFX still use default colors.
- Fixed Caliban’s Choralysts using their default skin instead of their deluxe version when his Orfeo skin is equipped.
- Fixed Caliban’s Sentient Wrath VFX being rotated incorrectly.
- Fixed script error caused by Caliban’s Lethal Progeny summons.
- Fixed script error caused by Caliban’s Fusion Strike.
Hotfix 37.0.2 (2024-10-03)
- Fixed Caliban’s Lethal Progeny summons’ Damage and Health Multipliers not scaling correctly.
- For example, with 200% Ability Strength their Damage Multiplier went from 2.5x to 4x instead of the intended 5x.
- Fixed several script errors with Caliban’s Fusion Strike and Sentient Wrath.
Hotfix 37.0.1 (2024-10-02)
- Fixed casting Caliban’s Lethal Progeny as Client in a full squad causing one of their active Summulyst/Conculyst/Ortholyst summons to despawn.
- Fixed script error caused by Caliban’s Sentient Wrath, Fusion Strike and Lethal Progeny summons.
Update 37.0 (2024-10-02)
- Caliban Rework
It’s finally Caliban’s turn to receive a Rework! The reign of the twin-kingdom hybrid begins.
As mentioned at the top of the patch notes, login today until October 16th @ 11:59 PM ET to earn Caliban for FREE via inbox message.
Introducing a new Status Effect: Tau Damage
Being of half-Sentient origin, Caliban brings a new element to the fight. He’ll inflict Tau Damage and Tau Status Effects upon the battlefield with many of his abilities (specifics listed below for affected abilities).
Tau’s Status Effect inflicts Status Chance Vulnerability* to enemies affected by it, with a max of 10 Stacks culminating in 100% Status Chance Vulnerability (10% per Stack), with each stack individually lasting 8 seconds!
*This effect was originally introduced by Dante and his Pageflight Paragrimms, which applies Status Chance Vulnerability to enemies. This mechanic increases the likelihood an enemy receives a Status Effect when being hit.
Passive Changes:
Caliban’s Passive is virtually unchanged, but we’ve changed it to gather stacks when Caliban is immune, similar to Adaptation.
Razor Gyre Changes:
- Razor Gyre is now a Tau Status-inflicting traversal tool with a multitude of synergies.
- Tap to dash forward as a spinning vortex, hitting every enemy within your radius.
- For every enemy hit, Caliban gains 30 Health points, and when his Health is overflowed, it becomes 30 Shields. If your Shields overflow, it becomes 30 Overshield!
- Razor Gyre will also grant 25% of the Energy cost per enemy hit!
- Loot and Energy/Health Orbs can now be collected during Razor Gyre.
- Razor Gyre now inflicts Tau Damage and Status instead of Slash and Impact Damage and Status.
- Razor Gyre inflicts 500 base Tau Damage and 1,000 base Tau Damage on lifted enemies.
- Razor Gyre has a 25% Status Chance to inflict Tau Status on an enemy.
Sentient Wrath Changes:
- Enemies suspended by Sentient Wrath will now be locked in-place to prevent them from floating away - similar to how Xaku’s “Deny” and Hydroid’s Tentacle Swarm hold enemies in position.
- Sentient Wrath no longer has a target cap (previously capped at 16 targets).
- Sentient Wrath now inflicts Tau Damage, instead of Impact, onto affected/lifted enemies.
- Sentient Wrath deals 2,000 base Tau Damage with 35% Damage Vulnerability with a base 10 second Duration,
- Sentient Wrath will inflict a singular Tau Status Effect onto affected enemies.
- Increased the casting speed of Sentient Wrath by 25%.
- Additionally, you can now re-cast it even if the first “wave” hasn’t finished traveling.
- If the recast hits enemies, the stun duration is reset.
- Additionally, you can now re-cast it even if the first “wave” hasn’t finished traveling.
- Due to the buffs Sentient Wrath received, the Helminth version will only hit in a frontal cone and will not apply any Tau Status Effects against enemies.
Lethal Progeny Changes:
Caliban can now summon three types of Sentients: Ortholysts, Summulysts, and Conculysts (the OG). All Sentient summons will, naturally, adapt to incoming enemy damage. You can only summon a set of Sentients at a time, so no mixing of 1 Conculyst, 2 Ortholysts, or one of each Sentient type.
Each Sentient comes with its own unique mechanic. Conculysts will match Caliban’s Fusion Strike with one of their own, Ortholysts will deliver a rain of guaranteed Tau Status across the battlefield, and Summulyst summons will try to ensure your Shields are never depleted.
Here’s how Lethal Progeny and each of its Sentient summons work now:
- When you cast to summon Caliban’s Sentients, you’ll summon all 3 of the chosen Sentients with one cast instead of previously needing to cast three separate times. Players can now recast the ability to refresh their Sentient count or summon different Sentient types. Recasting will replace existing Sentients and summon new ones where Caliban is aiming.
- Conculysts
- As Melee-oriented summons, the Concluysts retain their role as the primary damage dealers of Caliban’s trifecta.
- Conculysts “Tornado” Ability lasts 10 seconds with a cooldown of 4 seconds.
- The Tornado now does 1000 damage, up from the previous 50 damage.
- Their Tornado Ability cooldown and Damage does not scale with any Mods.
- Concluysts will now cast Fusion Strike alongside Caliban for 0.5x the effectiveness of Caliban’s Fusion Strike.
- Conculysts will target their Fusion Strike wherever Caliban’s was fired.
- Conculysts’ target priority has been slightly reduced for enemies.
- Conculysts target priority was lowered to incentivize using the Summulyst as the premiere distraction noodle!
- Target priority, or threat level, defines how the AI decides what’s the most important target to fight on the field at any given time, where the AI will attack the NPC with the highest target priority
- Unchanged: Caliban can summon up to 3 Conculysts at a time.
- As Melee-oriented summons, the Concluysts retain their role as the primary damage dealers of Caliban’s trifecta.
- Ortholysts
- As long-ranged summons, the Ortholysts inflict only Tau Damage and Tau Status Effects onto the field en masse between their two modes: free-moving and stationary artillery forms!
- Ortholysts’ default weapon has a 100% Status Chance, guaranteeing Tau Status Effects
- The Ortholysts “Artillery” weapon has 300% Status Chance.
- The Status Chance of the Ortholysts won’t scale with any Mods.
- Ortholysts’ default weapon has a 100% Status Chance, guaranteeing Tau Status Effects
- Ortholysts’ target priority matches that of Conculysts.
- Caliban can summon up to 3 Ortholysts at a time.
- As long-ranged summons, the Ortholysts inflict only Tau Damage and Tau Status Effects onto the field en masse between their two modes: free-moving and stationary artillery forms!
- Summulysts:
- Summulysts are portal-based Sentients that summon Shield-regenerating Choralysts that’ll aggro and distract your foes, while recharging you and your allies’ Shields.
- Summulysts will summon 6 Choralysts. These Choralysts, when killed, will be immediately replaced if the Summulyst is still active.
- Choralysts have the highest possible target priority, ensuring enemies target them whenever possible instead of the players.
- Caliban can summon 1 Summulyst at a time.
- Summulysts are portal-based Sentients that summon Shield-regenerating Choralysts that’ll aggro and distract your foes, while recharging you and your allies’ Shields.
- His Sentients will benefit from the 10x Damage multiplier against all non-Sentient Factions/enemies whenever a Sentient unit deals Sentient Damage.
- Sentients have a base Duration of 45 seconds, up from 25 seconds.
- Scales with Ability Duration Mods.
- Sentients continue to scale with Ability Strength with the following:
- Damage Multiplier (2.5x base)
- Health Multiplier (2x base)
- Rank (30 base)
- Conculysts, Ortholoysts, and Summulysts will restore Shields at 25 Shields per second (scaling with Ability Strength).
- Summulysts will be the most effective as the Summulyst and 6 Choralysts will all recharge your Shields!
- The range to receive the Shield recharge scales with Ability Range!
- Removed collision on summons so Caliban’s Progeny does not get in his way, similar to Nekros’ Shadows.
- You can now see your Sentient summons through walls, similar to how Khora can see Venari.
- Squad members will see Caliban’s Sentients with some dithering to make it clear they’re allies!
Fusion Strike Changes:
- Changed damage type from Blast to Tau and inflicts Tau Status Effects.
- The stream itself deals a base of 15,000 Tau Damage per second, scaling with Ability Strength. In addition to the Beam dealing damage, struck enemies will explode with further damage after the cast!
- The Convergence Explosion deals 750 base Tau Damage, scaling with Ability Strength.
- The Enemy Detonation deals 5,000 base Tau Damage, scaling with Ability Strength.
- The stream has a Status Chance of 20%, unaffected by Mods.
- The stream itself deals a base of 15,000 Tau Damage per second, scaling with Ability Strength. In addition to the Beam dealing damage, struck enemies will explode with further damage after the cast!
- Enemies can now be damaged by more than one Fusion Strike beam per cast.
- Defense Reduction (Armor + Shields) strip occurs only once.
- 50% Defense Reduction at 100 Ability Strength or 100% at 200 Ability Strength.
- Fusion Strike’s beam will strip defenses alongside the radial field left behind (best of both worlds!)
- Fusion Strike’s beam now can deal damage multiple times in one instance (meaning the Beam can proc multiple damage ticks in one activation) to support damaging enemies more than once.
- Defense Reduction (Armor + Shields) strip occurs only once.
- Reduced the player’s turning speed when casting Fusion Strike.
- The intention was to ensure that Fusion Strike felt like a committed cast, while helping the player strike enemies effectively due to the beam's increased lethality.
- Casting Fusion Strike now makes Caliban immune from damage for the duration of the cast.
Hotfix 35.5.7 (2024-04-17)
- Line of Sight (LoS) Changes & Fixes
As mentioned in our last Hotfix 35.5.6, the team continues to address and assess player reports of further LoS issues. While the quality and consistency of LoS checks has improved significantly, we're still not 100% satisfied and sometimes the results are still unpredictable. The team is investigating LoS checks at large occasionally having odd interactions with terrain, enemies, etc. which is causing inconsistencies in the checks. We are looking to have this resolved in the next Cert update (more info on what that means here).
For today, we have made LoS improvements to the following Warframe abilities:
- Caliban’s Sentient Wrath (Rendered Check)
- In addition to rendered checking, we’ve also made improvements to address issues where LoS checks would fail on clearly visible enemies that are behind terrain.
Hotfix 35.5.3 (2024-04-04)
- Fixed Caliban’s Fusion Strike visual radius fading out before the actual duration expires.
Update 35.5 (2024-03-27)
- Fixed Clients being unable to see the lingering VFX from Caliban’s Fusion Strike 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:
CALIBAN Health: Base Rank - 170 (from 100) / Max Rank - 370 (from 300) Shields: Base Rank - 450 (from 175) / Max Rank - 650 (from 525) Armor: Base Rank - 290 (from 275)
Energy: Base Rank - 140 (from 125) / Max Rank - 190 (from 188)