![]() |
![]() 3 ![]() |
Metronome Grants buffs to those who consistently perform actions in time to Octavia’s music. Timed jumps offer the Vivace speed buff. Crouching on the beat grants cloaking with the Nocturne buff. Firing rhythmically bestows Opera multishot buff. Timed melee swings give the Forte damage buff. Introduced in Update 20.0 (2017-03-24) |
![]() 10 / 15 / 20 / 30 % (speed bonus) |
![]() 5 / 8 / 12 / 15 s (buff duration) | |||
![]() |
Info
- Octavia expends
75 energy to produce a melodic musical aura with a radius of
6 / 8 / 10 / 12 meters for
8 / 12 / 16 / 20 seconds. Octavia and her allies gain an
10% / 15% / 20% / 35% Armor bonus while inside the melodic aura.
- Metronome's music is in tune with the Melody section of the Mandachord, drawing from the preset musical notes to determine the melodic aura's note intervals.
- While the player and allies can hear the melody, Metronome's aura is considered silent to enemies.
- While inside the melodic aura, Octavia and her allies can perform specific actions in sync to the melodic music to gain various Sync Buffs that can be active simultaneously:
How to Synchronize with Metronome:
- Each line of Melody notes is visually represented as a concentric ring of light, which begins at the edge of the melodic aura and shrinks toward Octavia’s feet, where the ring disappears as the sound of the notes are played.
- In order to gain buffs, players must time their actions to sync with the moment a concentric ring is centered on Octavia, as the sound of the notes are played. A flash of light will appear below the player upon a successful sync.
- Synchronize percentages are listed between 0% and 100%, and will raise or lower depending on the player's timing. Once the percentage reaches 100%, the player gains the corresponding buff.
- Synchronize percentage is displayed as an icon with the current stored percentage beside the health and shield indicators on the HUD. Once synchronized, the corresponding buff icon will also be displayed with the remaining buff duration beneath and bonus percentage at the top-right of the icon.
- Each player must perform actions individually to gain buffs. Sync buffs are gained per-player and are not shared between allies in range.
- If a player does not perform an action when the ring disappears, their existing synchronize percentage does not decrease. however, if they do perform an action at the wrong time, their synchronize percentage resets; Meaning that players can skip certain beats and focus on precision if they cannot keep up with the Mandachord's rapid pace. This is particularly important for weapons with low fire rate / attack speed and with the vivace (movement speed) buff.
- The amount of notes on one line of the Melody section on the Mandachord determines the brightness of the concentric rings.
- Metronome can be recast while active to refresh its duration. On recast, existing synchronize percentages will not carry over and will be reset to 0%.
- Casting Metronome is not a One-Handed Action and interrupts other actions, but allows movement.
- Casting animation is affected by Casting Speed.
- When Octavia is standing on higher elevations or objects, the concentric rings of light from the melodic aura will partially fade depending on the surrounding terrain to allow better visibility.
- Concentric ring color and Nocturne cloak effect are affected by Octavia’s chosen Warframe energy color.
- Metronome affects the visuals and audio of any nearby
Mallet and
Resonator belonging to Octavia herself.
See Also[]
Lorem ipsum dolor sit amet
19 comments
Overloaded kit, it does multiple things and those things are good.
Revenant is immune to enemy damage, status effects, dying, and stuns attacking enemies with one ability. That can also be given to teammates. for 50 energy.
Ash can full armour strip at about 140 strength, can go invisible, and can oneshot anything capable of being targeted by blade storm.
Rhino exists.
I'm sure you can see where this is going. Octavia is great, but nothing so far as overloaded or broken.
Being immune to damage, status effects and dying are all one thing in the mechanics of Warframe. The game can't make you invulnerable without also giving you status immunity. You could claim the same thing of Nyx.
Ash needs an Augment to strip and even if the mod became part of the base ability, it would still be the worst armour strip in the game on a frame that does True damage so doesn't need it.
Plus, his invisibility has a sucky duration and most people use an Arcane to replace it.
AND all three things you mentioned for Ash are separate abilities
Every single ability for Rhino does one thing - move/gain overguard/damage buff/AoE CC. What are you even trying to argue? OP only said the things Metronome does are good, not that no frame can compete with their full kit
Objectively one of the most poorly designed abilities in the entire game.
Which one
Metronome.
I wrote that comment on this page:
https://warframe.fandom.com/wiki/Metronome
Can you see these comments of mine on her overall ability page as well?
Since a measure is 2 seconds and the notes are 16ths, a full-auto at 8.0 rounds a second is the exact same rate as the notes of a saturated song and procs Opera extremely well. An Azima with Creeping Bullseye hits the number on the nose to trigger multishot for your Bramma, Zarr, Nataruk, what have you. A Tenet Tetra with Speed Trigger also hits 8.0 exactly if you want a primary to feed your secondary. These will both increase the % at 8 per shot if you're on the beat...or tank it if you're smack in the middle of offbeat, which appears to be uncommon.
Fact is, though, 7.5 to 9.0 (or tapping a beam weapon) works well enough. Keep in mind that half the rate, a quarter the rate, etc. can work slowly because you're not throwing in wrong timings. For example: a Bubonico's primary fire mode can feed itself decently because its fire rate of 3.83 is close to 4.0, which is every other note.
Affects exodia contagion?
With multishot*
Anyone know how the Melee damage is calculated?
Or is it calculated like an extra Physical damage mod like Pressure Point?
I hope its multiplicative because her 4 already gives additive and another very low additive from 3 makes less sense
The multishot definitely seems additive, I'm sure the damage is too for melees.
If the "song" is one beat whenever possible, I think the Telos Boltor has the perferect fire rate for the multishot bonus.
Needs an augment so she can transfer the buffs from herself to other players. The way it is now, Metronome requires a bunch of space ninjas to stand next to the person making all the racket...so they can be stealthy.
So the Opera Multishot buff boosted scanner speed based of power strength!
So if you need symarus rep, go to pluto, scan corpus bums and do spy vaults or something, be sure to kill scanned enemies so they spawn scannable enemies.
If only Narta Dance Emotes works with metronome instead of crouch, jump, shoot, melee. You simple have to dance a specific narta inorder to activate the buffs.
That, is a neat idea actually
The crouching and everything is so messy, and it doesn't work great with good music. I would be cool if it was more involved and fun.
For instance, Octavia can initiate a buff dance that goes with the music. If you choose to, join the buff by some mechanic (like join by following the initial steps, like jump duck duck slide) and do a really short dance minigame (like dance dance revolution or the many deviations of it) to have the buff for a good while. It can use good music and even procedurally generate the dance steps. And it would be freaking awesome to have everyone in the party stop, groove, and move on all buffed.
And the level cap apollo demolyst is free to batista bomb the conduit while you're busting it down sexual style
Does the Nocturne buff give stealth damage multipliers?
No. only cloaks you
Not much info on the armor buff. I wonder if it stacks additively like most armor buffs or if it multiplies the final amount like Chroma's Vex Armor. My money is on it stacking like most armor buffs but if not it could be decent buff with a few frames.
i'm curious as well
Yeah its pretty useless if you want to create a real good song, or if you want only beat without melody
I believe and nothing will change my mind. Octavia's 'dancing' should affect everyone nearby, and not have everyone wildly shooting and/or crouching like a mad man. This would make for a great heavy-buffer type of class that this game doesn't have yet. Sure, we have some buffs and such, but I mean a really buffing heavy class. She does have five different buffs to distribute.
It's good cause assassins creed songs rely on melody
Yea, this is kinda shit.
i'm genuinly dissapointed in this ability, it's practically useless if you want to make a real song.
For Vivace Buff, wallruns and wallclimbs apply/remove a percentage at the time the feet strike the surface.
Thanks, added to the page. I tried this in-game and these actually work better than normal or double jump!
This looks cool. And kinda complicated...