Passive[]
Octavia creates musical masterpieces from the Mandachord affixed to her arms that empowers her abilities. She possesses various passive mechanics highlighted in the tabs below:
- For an in-depth guide to the Mandachord by the developers, please visit Update 20.0 (2017-03-24) patch notes and scroll to the Mandachord section.
The Mandachord is a step sequencer that allows the player to compose unique songs and conduct them in full symphony through Octavia's abilities.
- To access the Mandachord menu, open the Arsenal in your ship, equip Octavia, click on the Warframe's Appearance tab, and select Mandachord at the bottom-right of the screen.
- Once inside the Mandachord menu, the player's view will switch to first-person and look downward at the expanded Mandachord on Octavia's left arm.
- The Mandachord menu comprises of all customization options related to Octavia's abilities.
- Each ability is affected by a section of the Mandachord: Percussion (
Mallet), Bass (
Resonator), and Melody (
Metronome).
- Instruments enable selection of different soundpacks for each section (see Octavia's media for available purchases). The Adau soundpack is available by default, sporting drums for Percussion, violin for Bass, and choir voices for Melody.
- Volume Mixer allows volume adjustments for each section. Volume settings will apply during Mandachord customization and to the appropriate abilities during gameplay.
- Track Isolation enables toggling on or off each section for better audio clarity while composing a song.
- Loop allows selection of bars 1 through 4 to continuously loop for note changes comparison while composing a song. Additionally, a bar's notes can be copied to another bar, or completely cleared from the selected bar.
- Composition enables saving new songs, reloading the current song, and loading custom and instrument songs from your playlist.
- The Mandachord may be paused at any time by clicking the Pause button at the bottom-right corner. Click again to resume.
- Each ability is affected by a section of the Mandachord: Percussion (
Abilities []
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![]() 1 |
Mallet Rhythmically beats damage into nearby enemies and draws their fire. Damage inflicted on the Mallet increases its lethality. Introduced in Update 20.0 (2017-03-24) |
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Misc: 1 (limit of mallets) |
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![]() 2 |
Resonator Launches a rollerball that charms foes to follow it. Combines with the Mallet to create a roving ball of sonic destruction. Introduced in Update 20.0 (2017-03-24) |
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8 / 10 / 12 / 15 m (max charm radius) | |||
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Misc:
1 (limit of Resonators) | |||
| Subsumable to Helminth |
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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) | |||
|
4 |
Amp Draws power from the decibel level of sound in the area and uses it to amplify a damage buff for Octavia and her allies. It also doubles the damage and range of nearby Mallets. Introduced in Update 20.0 (2017-03-24) |
125% / 150% / 175% / 200% (max damage buff) |
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Misc:
200% (Mallet damage and range bonus) |
| Strength Mods | Duration Mods | Range Mods |
|---|---|---|









18 comments
I can no longer access mandachord. It is not in lower right of appearance tab when Octavia is equipped.
It now shows up just like the exalted weapons, above parazon
That threw me for a loop, I was looking for the Mandachord for like 3 minutes
Is it possible to earn (quest, grind for) Instrument sets or are they only available for purchase with Platinum?
Only available through platinum with the exception of an instrument set that comes with building Octavia Prime I believe.
Yes, I found that the instruments are only available to a player who has the Octavia equipped, through the Mandachord editor; with the exception of the Horos instrument set, which can be purchased in Marketplace by any player, and can also be "gifted".
Oculysts on Lua seem to consider it as detecting Octavia if ever they scan a rollerball. Saw it get scanned and then the notifications that Sentients detected me appeared.
Considering that a rollerball can only exist if there is a octavia in the mission, the Oculysts just realised that 1+1=2
Feb 4 2018 tested Octavia's armor bonus from metronome appears to add to modded value (as opposed to multiply)
What affects the color of the part of Mallet’s tip of the visual that moves with beat (The one not affected by energy color)?
In my opinion the Metronome ability should be applied to everyone in the vacinity of Octavia when only Octavia does them. It gives Octavia a kind of supportive role with massive buffs and skilled Octavias are going to dance and shoot at the same time while buffing everyone else.
I really like this idea, and I hope DE listens and makes her a proper support frame.
Watch them introduce this as an augment.
exactly this was suggested when DE asked for augments from the community, hopefully it gets added
Can someone clarify for her Metronome ability. How does the percentages work in terms of duration? Lower percentage the buff will end quicker even while the duration is still on?
So if I have the Nocturne invisibility on I need the highest percentage to stay invisible longer during the duration?
Me playing Octavia:
https://i.imgur.com/BAeDBH5.png
The most important question: Does the sound volume in the Mandachord have any effect on the damage and forth? So i can run a "song" that is muted but gain all the benefits?
I'm curious about this too... I turned mine down alot because the best way to run her is with constant beats that sound bad to proc her abillities faster. However, it sounds like crap and is very annoying. I noticed that the enemies ignore my mallet almost completely when playing with allies. I was curious if this was the cause or not.
No effect. A good Octavia is a muted Octavia, both by the player and by everyone else.
This is worth noting: Turning down the master volume setting will reduce the percentage of the amp buff. Unknown whether bug or not.
https://www.reddit.com/r/Warframe/comments/6f2rya/til_that_if_you_set_your_master_volume_to_0/
Mallet
Maximized Power Duration increases duration to 56.4 seconds.
Reduces radius to 3.4 meters.
Maximized Power Efficiency reduces cost to 6.25 energy.
Reduces duration to 8 seconds.
Maximized Power Range increases radius to 25 meters.
Reduces damage multiplier to 1.0.
Maximized Power Strength increases damage multiplier to 8.73.
Without Energy Conversion, increases damage multiplier to 7.47.
Increases cost to 38.75 energy.
Reduces duration to 14.5 seconds.
Resonator
Maximized Power Duration increases duration to 56.4 seconds.
Reduces max charm radius to 5.1 meters, and reduces min charm radius to 2.04 meters.
Maximized Power Efficiency reduces cost to 12.5 energy.
Reduces duration to 8 seconds.
Maximized Power Range increases max charm radius to 37.5 meters, and increases min charm radius to 15 meters.
Reduces damage per charm to 50.
Maximized Power Strength increases damage per charm to 436.25.
Without Energy Conversion, increases damage per charm to 373.75.
Increases cost to 77.5 energy.
Reduces duration to 14.5 seconds.
Metronome
Maximized Power Duration increases ability duration to 56.4 seconds, and increases buff duration to 42.3 seconds.
Reduces radius to 4.08 meters.
Maximized Power Efficiency reduces cost to 18.75 energy.
Reduces ability duration to 8 seconds, and reduces buff duration to 6 seconds.
Maximized Power Range increases radius to 30 meters.
Reduces armor buff to 14%. Reduces melee damage, multishot, and speed buffs to 0.12.
Maximized Power Strength increases armor buff to 122.15%. Increases melee damage, multishot, and speed buffs to 1.05.
Without Energy Conversion, increases armor buff to 104.65%. Increases melee damage, multishot, and speed buffs to 0.9.
Increases cost to 116.25 energy.
Reduces ability duration to 14.5 seconds, and reduces buff duration to 10.88 seconds.
Amp
Maximized Power Duration increases duration to 84.6 seconds.
Reduces radius to 4.76 meters.
Maximized Power Efficiency reduces cost to 25 energy.
Reduces duration to 12 seconds.
Maximized Power Range increases radius to 35 meters.
Reduces max damage multiplier to 0.8, min damage multiplier to 0.1.
Maximized Power Strength increases max damage multiplier to 6.98, and increases min damage multiplier to 0.87.
Without Energy Conversion, increases max damage multiplier to 5.98, and increases min damage multiplier to 0.75.
Increases cost to 155 energy.
Reduces duration to 21.75 seconds.
my internet isn't loading fast enough to let me edit, but those are the numbers. if someone would be awesome and edit em into maximization that would be great!
Who the hell chose this super annoying font and why? Trolling is my only guess. I'll attempt to revert it to normal...
Check the date...
Metronome's Opera do affect my Quanta's Secondary fire blocks, the multishot bonus probably added flat (+165.7% + 60% = +225.7%), with 200% Power Strength Octavia.
Mallet's damage increases with damage it recieves. Does that include allies shooting it? I know that I can't attack Mallet to increase its damage, but can other players do that? only played solo so far, so I don't know and it's not written anywhere.
I guess i'm not understanding mallot. All the Youtube video's show enemies attracted to it, but when ever I cast it, they completely ignore it for the most part and instead focus on killing me. Coupled to the resonator it helps but it's random paths doesn't really help. Pretty disappointed. The metronome is just horrible at timing it. Good frame in theory, not good in execution.
And why is this wiki page so incomplete? Most all of them are pretty much done by the next day.
I don't know. I disagree completely. I've had massive success with her so far, and she's been incredibly fun to play. It could be that your range is a little lacking, meaning the effect from Mallet isn't reaching people you think it should be. As far as Metronome goes, the ability itself isn't horrible at timing the actions. It may be that the melody you're using is just a difficult one to follow, as I haven't had much of a problem getting the buffs from it.
Overall, I think she was fantastically designed, both from a flavor and a mechanical standpoint. Perfect? Probably not. Definitely a fun step in the right direction, though.
Your right, I didn't know my song was complicated and after making a nice simple one, not hard to proc metronome, especially invisibility.
I think there is an actual lag when Mallot is cast. If enemies are alert to you, they will continue trying to kill you until the music "entices" them, so to speak. This changes completely when invisible. Another thing I noticed is that enemies need to shoot the mallet for it to work, so placement is critical regardless of range.
All in all, she's a stealth crowd control master. Visuals are a bit in the way, but what isn't in this game. (nidus, lol) Very impressed. Just don't get hit or its over instantly
I think Mallet induces an aggro reset a few seconds after it activates. It also helps to not be near the enemy when this happens, because it will likely target you if you are close.
Only [DE] would design an ability called Metronome, yet not have it run off of the tempo of the song. Holy hell this is the most inconsistently designed thing ever.
Just like the bassline skill that charms and entices enemies while the melody skill supports and buffs allies.
budum chchh
Sounds great :^)
where we can get methachord part??
quest
"Methachord"
methachor
meth acho
meth ach
meth ac
meth a
meth
m e t h
meth
Methachord too stronk. Much speed. Very loud.