The Survival Instinct is a precept mod for the
Stats[]
| Rank | Duration | Cooldown | Cost |
|---|---|---|---|
| 0 | ?s | ?s | 0 |
| 1 | ?s | ?s | 1 |
| 2 | ?s | ?s | 2 |
| 3 | 1.5s | 5s | 3 |
Acquisition[]
Survival Instinct is automatically acquired upon obtaining a
Sly Vulpaphyla.
Patch History[]
Hotfix 37.0.4 (2024-10-10)
- Fixed script error caused by Sly Vulpaphyla’s Survival Instinct.
Update 37.0 (2024-10-02)
- Changes to Companion Precepts
Many Companion Precept effects are currently too small or too brief to be really beneficial. We want your choice of companion to feel more meaningful and for your Companion to contribute in a more visible way, so there are a whole lot of buffs to get through.
- Survival Instinct (SLY Vulpaphyla): This precept has been completely reworked.
- Formerly reduced enemy accuracy against your Warframe until your next attack.
- Now, when you bullet jump it creates a decoy which draws enemy fire for 1.5 seconds. 5 second cooldown time after creating a decoy.
Update 30.3 (2021-05-25)
- Fixed the Tek Enhance mod not increasing the Duration of the Sly Vulpaphyla’s Survival Instinct Precept.
Hotfix 29.0.8.1 (2020-09-10)
- Potential fix towards a script error caused by Sly Vulpaphyla Survival Instinct triggering.
Hotfix 29.0.8 (2020-09-10)
- Fixed Survival Instinct modifying evasion incorrectly, and instead acting as a debuff as opposed to the proper buff.
Hotfix 29.0.7 (2020-09-03)
- Fixed the Sly Vulpaphyla’s Survival Instinct FX causing a performance dip due to its visual distortion. As reported here!
Hotfix 29.0.6 (2020-09-01)
- Fixed Sly Vulpaphyla's Survival Instinct not showing FX for Clients.
Hotfix 29.0.2 (2020-08-26)
- Fixed crazy decimals on the Survival Instinct Mod descriptions.
Update 29.0 (2020-08-25)
- Introduced
| CollapseVulpaphyla | |
|---|---|
| Species | |
| Mutagen | Adra • Elsa • Zarim • Phijar |
| Antigen | Desus • Virox • Plagen • Poxi |
| Mods | |
| Sly | |
| Crescent | |
| Panzer | |
| Any | |
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16 comments
This definitely doesn't work
Seems now it's a miniature version of Wisp's passive, minus the actual invisibility. Feels like it's more of a soft de-aggro when field-testing this.
Affected by ability duration?
huh when it changed form evasion to accuracy?
https://i.imgur.com/AAPsZy1.png
It's always been an accuracy penalty. For some reason, until the Dagath update, Warframe incorrectly called incoming enemy accuracy penalties "evasion", when "evasion" is a separate thing. That update changed text in the game to clarify.
I wonder if Tek Enhance boosts the duration of this and Sly Devolution's evasion buff so it lasts longer. If not, then it should.
Follow. I'm curious too
I test. I find. Answer: Yes. -Khe Was Here. Feed Bacon.
"It Grants Evasion untill EITHER you attack OR 8s have passed (whichever is first). Its effect only triggering On kill." Someone below said this and it is more clear than the actual mod description.
That is the reason I am on this page. The description makes it seems like (nay, states that) the buff triggers 8 seconds after you kill an enemy.
"Increase their master's Evasion by 40% (until their next attack or) after 8 seconds whenever they kill an enemy".
Can't believe this made it into the game. Basic English, basic grammar, and reading comprehension. It has to do with the meaning of the word "OR", which apparently is grammatically convoluted, and "FOR" as opposed to "AFTER", an intricate nuance indeed.
At least some WF powers don't cancel the effect. Garuda's 4, while obviously being an attack, doesn't cancel the buff (but can proc it on kill).
Are these abiities listed somewhere ? Could be good with abilities with some duration (like Vauban's Flechette), pop a Flechette once and every time it kills an enemy you refresh the bonus, you only lose the bonus if you use your weapons
Even better with Xaku
Xaku's Grasp of Lohk doesn't remove the buff when the weapons from Grasp of Lohk attack enemies.
So, would be great with titania, if Razorwing didn't banish it.
Finally decided to grab myself a Sly Vulpaphyla and here are some of my (and others) commonly asked questions.
1:This evasion is your typical kind, and does NOT stack additively with Xaku's Vast Untime. It does seem to stack with the other evasion bonuses though, most notably Nyx's Passive(though this is much harder to prove due to not reaching 100%)
2:The cooldown of this buff is applied AFTER the duration is expired, regardless of how you lost this buff. This means this mod will ALWAYS have a 5 second downtime.
3:This mod does not specify weapon kills in order to trigger this effect. This encourages the use of squishy nuke frames, most notably Xaku themselve, to consistently proc the buff without the risk of losing it to weapon fire.
Even with the first two caveats I mentioned, I'd still argue that Sly is better on nuke frames then the Panzer is. Spores are much less likely to spread on a nuke frame, assuming you even need the viral procs in the first place, and this is simply a free layer of survivability on what you'd already be using anyways. That being said, you're about as well off using a sentinel or any other companion due to how little damage you should be taking. Crescent is the worst Vulpaphyla regardless.
If it doesn't stack along with Vast Untime's "Dodge", then how does it affect Xaku? If there is minimal effect, then I may switch to a different companion as it's whole purpose when I'm using Xaku is to make them the least squishiest as possible.
This is useless on Xaku because it's not that sort of "dodge".
This has been a recurring issue on WF since the very start several years ago. Yes, it's gotten better but after this long it's sad they haven't created a proper Glossary yet.
After all this time DE texting still has things that say Evasion while others say Dodge and some work together while others don't.
Example Carnis Set works on Xaku, but that forces you to be a melee Xaku on heavy spam.
Soo... does this work with Xaku or nah?
We keep dreaming of a pet rework but most of these new pet mods just show us that it is simply beyond DE to make pets useful unless they fluke into something. They just don't know what they're doing.
It actually physically hurts my eyes to play with this mod on because the visual effect is way too overbearing and it needs a big change.
It's pretty trash atm. Consider this having 0% uptime. In situations where you are just running you already take less damages due to how accuracy works so it's kind of overkill there too.
And here we see DE at it again. Make up your fucking mind, either make it a 40% chance until you fire again or make it last 8 seconds and you can still shoot, not both. It's shit like this that makes mods trash
On console (PS4 at least) it's makes the game nearly unplayable. Triggering the effect causes a heat distortion visual effect to fill the screen. On top of tanking the framerate it makes it incredibly hard to see where you're shooting or what you're aiming at.
Broken atm. If you terminate the buff with an attack and are still firing any gun at the end of the 5s cooldown. The ability Breaks and cannot be activated anymore. Seemingly stuck in a "Do not reactivate while they are still fighting" state no matter what you do (like do nothing for a whole minute).
Only fixes itself when the companion goes down or revives itself.
This mod gives you the same evasion (as in chance to have attacks pass through you) as xaku, and when used with xaku, and their 4, it either stacks multiplicatively or not at all, it's hard to tell. but additively it would be more than 100% evasion, yet they still get hit.
As of release it's still pretty buggy and I can get the evasion working without any buff indicator, seemingly when I'm standing still (assuming it's the first part of the text triggering) and sometimes it won't give the buff at all when I'm killing things. I could be misunderstanding how it's supposed to work but it seems buggy to me.
at rank 3 it gets to 40% with 8 seconds and a cooldown of 5 seconds
No real surprise there, stuff tends to bug or break after every major release, just depends on when, if ever, DE fixes it
Xaku's evasion is (was, there will be a patch next week) not for all sources. The base 25% brought to 75% is only from direct impacts from projectiles. Things like AOE and Secondary blasts/damage still work as standard, so even if it was 100% evasion it would be 100% evasion from 50% of the sources.
Once the first balance pass hits it will be changed from chance to evade projectiles to straight up damage reduction from all sources, after that patch goes through, I'd recommend giving it another go to see if it stacks.
Agree about the mod description. That's the most unclear wording I've ever seen on a mod; I wasn't even sure if the 'next attack' was mine or the pet's.
@ the Lone Tenno above
First time? :P