Finisher attacks are special melee attacks that have a custom animation and deal a very high amount of damage. For the available types of finishers see below.
- While in Stealth, the weapon's level will affect finisher's damage. See #Stealth Attack.
- All weapon types have individual finisher animations. Heavier weapons tend to perform this action slower than lighter weapons.
- Players performing finishers are invulnerable for the duration of the animation.
- Additionally, Finisher attack damage is dependent on the type of melee weapon used and can be increased by
Finishing Touch as well as several Ability Augments (e.g.
Excalibur's
Radiant Finish). - (
Primed)
Fury,
Gladiator Vice,
Quickening,
Berserker Fury,
Arcane Strike and the weapon type influence the animation speed of the finisher. This caps at a 33% faster animation with +50% attack speed. The weapon's base attack speed does not affect animation speed. - Damage multipliers from finishers factor total weapon damage, equipped mods (including critical chance and critical multiplier mods) will also affect a finisher's final damage.
- On some enemies (particularly non-quadrupedal and nonbipedal enemies) it is not possible to use a finisher, these include Rollers, Ospreys, Cameras and Turrets.
- Garuda overrides Front/Back finishers to use claw animations and their respective damage modifiers, which prevents Rumblejack and Rapiers(?) from applying their related status effects as well.
- Examples of finisher moves can be found in the gallery page.
Ground Finisher[]

A ground attack finisher with a Skana.
| Combo | Aiming at Downed Enemy + Interact button |
|---|
Execute knocked-down enemies. This attack is performed upon moving close to a downed opponent, and pressing the interact button when prompted. This will not work on most bosses. This attack often will initiate even when not looking down at an enemy, but when contacting an enemy who has been knocked down.
- Ground Finishers have their damage fully converted to
True Damage. - Ground Finishers deal a multiple of the weapon's damage. Different weapon types gain different damage multipliers:
| Weapon/Weapon Class | Ground Finisher Multiplier |
|---|---|
| Assault Saw | 9x |
| Dagger | 10x (5x × 2 hits) |
| Gunblade | 10x |
| Whip | 10x |
| Dual Daggers | 16x (8x × 2 hits) |
| Fist | 30x (5x × 6 hits) |
| Hammer | 12x |
| Sparring | 30x (5x × 6 hits) |
| Claws | 30x (5x × 6 hits) |
| Glaive | 10x |
| Heavy Blade | 12x |
| Heavy Scythe | 12x |
| Machete | 10x |
| Nikana | 10x |
| Nunchaku | 10x |
| Polearm | 12x |
| Sword | 10x |
| Two-Handed Nikana | 12x |
| Warfan | 10x |
| Blade and Whip | 10x |
| Dual Swords | 16x (8x × 2 hits) |
| Rapier | 10x |
| Scythe | 12x |
| Staff | 10x |
| Tonfa | 20x (10x × 2 hits) |
| Sword and Shield | 8x |
| 54x (10x × 5 hits + 4x) |
Stealth Attack[]
- Main article: Stealth#Stealth Damage Bonus
| Combo | Approach unalerted enemy from behind + Interact button |
|---|

A stealth attack prompt on an unalerted Lancer

A Skana's stealth attack
As long as an enemy is unaware of the Tenno presence, a stealth attack may be executed on them. To perform a stealth attack, the player must approach an enemy from behind and activate the stealth attack prompt.
- Often called "Stealth Finisher" to differentiate from normal attacks with the stealth damage bonus.
- Stealth Damage Bonus = 1 + 0.2 × Weapon Rank
- Weapons with a maximum rank of 40 (such as the Paracesis) instead use the following formula:
- Stealth Damage Bonus = 1 + 0.15 × Weapon Rank
- Whether a weapon has a max rank of 30 or 40, a fully ranked weapon will have a stealth damage bonus of 7.
- Stealth Attacks have their damage fully converted to
True Damage.
- Stealth Finisher Damage = Melee Weapon Damage × Melee Type Damage Multiplier ×(1 + Stealth Damage Bonus)
- Elemental and Physical damage mods only apply half of their bonus before being converted.
- Stealth Finisher Damage can also be crit:
- Stealth Finisher Damage = Melee Weapon Damage × Melee Type Damage Multiplier ×(1 + Stealth Damage Bonus + Critical Multiplier)
- Damage value pop-ups always appear yellow, identical to critical hit damage values (even if the stealth attack did not crit).
- Special enemies, such as Targets and Wardens, receive extra damage from stealth attacks.
- Few Bosses can be stealth attacked.
- Rapier front and back finishers proc
Slash.
- These slash procs only receive a 4x multiplier instead of an 8x.
- Stealth Attacks deal a multiple of the weapon's damage. Damage multipliers for each weapon type are as follows:
| Weapon/Weapon Class | Stealth Finisher Multiplier | Notes |
|---|---|---|
| Blade and Whip | 8x | |
| Claws | 8x (0.8x + 1.6x + 5.6x) | |
| Dagger | 6x (2x + 4x) | |
| Dual Daggers | 6x (1.8x + 4.2x) | |
| Dual Swords | 8x (2.4x + 5.6x) | |
| Fist | 8x (1.6x + 6.4x) | |
| Glaive | 8x (1.6x + 6.4x) | |
| Gunblade | 8x | |
| Hammer | 12x (4x + 8x) | |
| Heavy Blade | 12x (4x + 8x) | |
| Heavy Scythe | 12x (4x + 8x) | |
| Machete | 8x | |
| Nikana | 8x | |
| Nunchaku | 6x | |
| Polearm | 6x | |
| Rapier | 8x (0.5x + 1.5x + 6x) | |
| Scythe | 12x (4x + 8x) | |
| Sparring | 8x (1.6x + 6.4x) | |
| Staff | 6x | |
| Sword | 8x | |
| Sword and Shield | 8x | |
| Tonfa | 8x | |
| Two-Handed Nikana | 8x | |
| Valkyr Talons | 4x | |
| Warfan | 8x | |
| Whip | 8x | |
| 10.4x (0.4x + 10x) | Forced |
Front/Back Finisher[]
| Combo | Vulnerable enemy + Interact button |
|---|

Parrying a Butcher, then executing an impaling finisher.
Through certain abilities and attacks even alerted enemies can be made vulnerable to finisher attacks. Without a prompt the player can perform a finisher on the enemy, if close enough.
- Enemies in this stunned, vulnerable state also take increased damage through the stealth damage bonus.
- However they do not grant the affinity bonus of normal stealth kills, if they were alerted beforehand.
- If they were unalerted when being affected by these effects, they will stay that way for the duration of the stun or blind even when attacked.
- Damage conversion to
True Damage applies just as for Stealth Finishers. - Even if the enemy remains in a stunned or blinded state, a finisher can only be executed once per enemy until they are made vulnerable again.
Inaros's
Desiccation can attack the enemy multiple times during the duration.- Stealth Finisher on Nox can also be multiple times.
- While most melee weapons by themselves cannot open enemies to finishers, all single dagger weapons can after performing a heavy attack.
- Rear finishers use the same animations as Stealth finishers. Front finishers, for enemies who can be targeted with such, have a different animation.
- MOAs, for example, cannot be attacked with a Front Finisher, only a Rear Finisher.
- The Finisher damage calculation formula is the same as Stealth Finisher.
- Some weapons have different damage multipliers for their Front-Finishers compared their Back-Finishers, with back finishers using weapon multipliers from the Stealth Attack section above. Multipliers for Back and Front Finishers are as follows:
| Weapon/Weapon Class | Back Finisher Multiplier | Front Finisher Multiplier | Notes |
|---|---|---|---|
| Blade and Whip | 8x | 8x | |
| Claws | 8x (0.8x + 1.6x + 5.6x) | 8x (0.8x + 1.6x + 5.6x) | |
| Dagger | 6x (2x + 4x) | 6x (2x + 4x) | |
| Dual Daggers | 6x (1.8x + 4.2x) | 6x (1.8x + 4.2x) | |
| Dual Swords | 8x (2.4x + 5.6x) | 8x (4x × 2 hits) | |
| Fist | 8x (1.6x + 6.4x) | 8x (1.2x + 1.2x + 5.6x) | |
| Glaive | 8x (1.6x + 6.4x) | 8x (1.6x + 6.4x) | |
| Gunblade | 8x | 8x | |
| Hammer | 24x (12x × 2 hits) | 12x | |
| Heavy Blade | 8x (2x + 6x) | 2x | |
| Heavy Scythe | 6x (2x + 4x) | 2x | |
| Machete | 8x | 8x | |
| Nikana | 8x | 16x (8x × 2 hits) | |
| Nunchaku | 8x | 8x | |
| Polearm | 6x | 6x | |
| Rapier | 24 (8x × 3 hits) | 8x | |
| Scythe | 16x (8x × 2 hits) | 8x | |
| Sparring | 8x (1.6x +5.4x) | 8x (1.2x + 1.2x + 5.6x) | |
| Staff | 6x | 6x | |
| Sword | 8x | 8x | |
| Sword and Shield | 8x | 8x | |
| Tonfa | 8x | 8x | |
| Two-Handed Nikana | 8x | 8x | |
| Valkyr Talons | 16x | 16x | |
| Warfan | 8x | 8x | |
| Whip | 8x | 8x | |
| 10.4x (0.4x + 10x) | 10.4x (0.4x + 10x) | Forced |
Methods to Open Enemies to Front/Back Finishers[]
Abilities[]
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Teleport Ash teleports towards the target, bringing him into melee range and making enemies vulnerable to finishers. Introduced in Vanilla (2012-10-25) |
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Misc:
Stagger on teleport |
Mods[]
Weapons[]
Steel Meridian's Justice Effect[]
Zaw Arcane Enhancement[]
Focus School Void Sling[]
Sling Stun Second Ability increases the width of the next Void Sling by 50 / 100 / 150 / 200% and enemies hit are vulnerable to Finishers, taking 15 / 20 / 25 / 30% more finisher damage.
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All Finishers Multiplier Comparison[]
| Weapon/Weapon Class | Ground Finisher Multiplier | Stealth Finisher Multiplier | Back Finisher Multiplier | Front Finisher Multiplier |
|---|---|---|---|---|
| Assault Saw | 9x | 10x | 10x | 10x |
| Blade and Whip | 10x | 8x | 8x | 8x |
| Claws | 30x (5x × 6 hits) | 8x (0.8x + 1.6x + 5.6x) | 8x (0.8x + 1.6x + 5.6x) | 8x (0.8x + 1.6x + 5.6x) |
| Dagger | 10x (5x × 2 hits) | 6x (2x + 4x) | 6x (2x + 4x) | 6x (2x + 4x) |
| Dual Daggers | 16x (8x × 2 hits) | 6x (1.8x + 4.2x) | 6x (1.8x + 4.2x) | 6x (1.8x + 4.2x) |
| Dual Swords | 16x (8x × 2 hits) | 8x (2.4x + 5.6x) | 8x (2.4x + 5.6x) | 8x (4x × 2 hits) |
| Fist | 30x (5x × 6 hits) | 8x (1.6x + 6.4x) | 8x (4x × 2 hits) | 8x (1.2x + 1.2x + 5.6x) |
| Glaive | 10x | 8x (1.6x + 6.4x) | 8x (1.6x + 6.4x) | 8x (1.6x + 6.4x) |
| Gunblade | 10x | 8x | 8x | 8x |
| Hammer | 12x | 12x (4x + 8x) | 24x (12x × 2 hits) | 12x |
| Heavy Blade | 12x | 12x (4x + 8x) | 8x (2x + 6x) | 2x |
| Heavy Scythe | 12x | 12x (4x + 8x) | 6x (2x + 4x) | 2x |
| Machete | 10x | 8x | 8x | 8x |
| Nikana | 10x | 8x | 8x | 16x (8x × 2 hits) |
| Nunchaku | 10x | 6x | 8x | 8x |
| Polearm | 12x | 6x | 6x | 6x |
| Rapier | 10x | 8x (0.5x + 1.5x + 6x) | 24x (8x × 3 hits) | 8x |
| Scythe | 12x | 12x (4x + 8x) | 16x (8x × 2 hits) | 8x |
| Sparring | 30x (5x × 6 hits) | 8x (1.6x + 6.4x) | 8x (1.6x +5.4x) | 8x (1.2x + 1.2x + 5.6x) |
| Staff | 10x | 6x | 6x | 6x |
| Sword | 10x | 8x | 8x | 8x |
| Sword and Shield | 8x | 8x | 8x | 8x |
| Two-Handed Nikana | 12x | 8x | 8x | 8x |
| Valkyr Talons | 54x (10x × 5 hits + 4x) | 4x | 16x | 16x |
| Warfan | 10x | 8x | 8x | 8x |
| Tonfa | 20x (10x × 2 hits) | 8x | 8x | 8x |
| Whip | 10x | 8x | 8x | 8x |
Mercies[]
- Main article: Parazon
| Combo | Marked enemy + Interact Button |
|---|
Mercies are special finishers that can be performed using the Parazon on weakened enemies marked by a Parazon symbol. Players can gain a buff upon performing mercies based on the mods equipped on their Parazon. The trigger and animations for Mercies are completely independent of melee weapons, and do not require having a melee weapon equipped.
When a Mercy opportunity has been triggered, a red Parazon symbol will appear above the target for 10 seconds. This indicates that a Mercy Finisher can be performed. The Parazon mark and Mercy opportunity will disappear after 10 seconds.
- Mercy opportunities can trigger up to twice on the same target, but the second instance will have a much shorter duration.
Like Stealth and Front/Back Finishers, Mercies also deal
True Damage, consisting of two parts: Mercies Damage = Enemy residual health + 1
Increasing Finisher Damage[]
Bugs[]
- Weapons with Valence Bonuses seem to deal exactly half as much damage as expected. For example, a rank 18 Kuva Shildeg with a valence bonus of 25% has a base damage of 256.3, and on a front finisher should deal [256.3 × 12 × (1 + 3.7)] = 14,455 damage, but instead only deals 7,226 damage. This issue appears specific to weapons with Valence Bonuses, as the Paracesis- another weapon with a maximum rank of 40- does not suffer from this halved finisher damage.
Patch History[]
Hotfix 37.0.9 (2024-11-13)
- Fixed Finishers and Mercy kills being enabled on Synthesis Targets. Despite how your squad mates treat them, these targets are intended to be Synthesized instead of killed.
Update 37.0 (2024-10-02)
- Ferocity (SAHASA Kubrow):
- Greatly reduced cooldown, but now can only target enemies open to finishers.
- If the enemy gets killed by the finisher, they’ll explode. Nearby enemies have a 30% of being knocked down and opened to finishers for 5s.
- Paralytic Spores (MEDJAY Predasite):
- In addition to staggering enemies, now applies 5 seconds of 50% slow, and enemies are open to melee finishers.
- Fixed enemies ragdolled by Mag’s Pull not properly displaying the context action for Ground Finishers.
- Fixed enemies not being open to Finishers when put to sleep by the first hit from Cobra and Crane when wielded by Baruuk.
- Fixed enemy animation transitions getting wonky after executing a ground finisher from behind and using the finisher context action.
- Fixed Finisher context action on Eximus units alternating between being open to a Mercy or Front Finisher when damage over time Status Effects are active and they are attempting to Shield regen.
Hotfix 36.0.5 (2024-07-20)
- Fixed a crash caused by NPCs attempting to move to player to perform some kind of a context action (ex: Finisher), but no clear path is available to them.
- Fixed a crash caused by Finishers.
Hotfix 36.0.4 (2024-06-26)
- Fixed a crash caused by Finishers.
Hotfix 36.0.2 (2024-06-19)
- Fixed a crash caused by Finishers.
Hotfix 36.0.1 (2024-06-19)
- Fixed a crash caused by NPCs attempting to move to player to perform some kind of a context action (ex: Finisher), but no clear path is available to them.
Update 36.0 (2024-06-18)
- FINISHER CHANGES
Unified Finisher Mechanics
Before explaining the changes, let’s define a few terms and basic concepts about Finishers:
Mercy Kills: Available on specialty enemies when they reach certain health thresholds. Finishers: Available when a move “opens enemies to finishers”. Ground Finishers: Available after certain effects which knock enemies down.
All of the above count as Finishers for relevant Mods, Arcanes, Abilities, etc. Mercy Kills differ slightly as they are specific to your Parazon upgrades which do not apply to other Finishers.
In order to make utilizing finishers easier, we have updated how they function to unify their mechanics:
- Increased the Finisher context action distance for Finishers from in front or behind from 2m to 3m.
- Ground finishers are now performed via context action instead of automatically via Melee Attack input. This should allow players to execute *Ground Finishers much more reliably.
- The “Ground Finisher” context action will appear on enemies in range who are open to Ground Finishers.
- Updated the Mercy Kill context action with unique visuals to clearly distinguish between Mercy Kills and Finishers.
- Updated the overhead icon displayed on enemies open to non-Mercy Finishers.
Enemy Size Scaling
We’ve taken strides in reducing how we scale enemies whenever a Finisher is used against them!
By default, Finishers cause enemies larger than your Warframe (ex: Grineer Bombard and Corrupted Gunners). This had the risk of causing some strange visual issues on the enemies that weren't ideal.
We’ve audited the contact points between the player and the enemy with all Melee Weapon animations to resolve these graphical sizing mishaps!
What this looks like is:
- If a point of contact is present between the player character and an enemy, such as a chokehold or grabbing a limb, enemy scaling will persist.
- If there is no physical point of contact between the player character and an enemy, the enemy scaling doesn’t occur as it isn’t necessary!
Scaling Fixes:
- Fixed an issue where Finishers on Corpus Crewman and Grineer Lancers would stretch their spines. Like an untrained chiropractor.
- FIXES
- Fixes towards the finisher icon showing up on boss type enemies that are not eligible for finishers (ex: Deimos Saxum).
- Fixed Ruvox Finisher animation being unintentionally slow when Transforming.
Hotfix 35.5.3 (2024-04-04)
- Enemies put to sleep by Aero Set Mods are now open to Melee Finishers.
Update 35.5 (2024-03-27)
- Inaros Rework
Ability 1: Desiccation
Largely unchanged, but we have fixed issues with certain enemies not being vulnerable to Melee Finishers! Now, this should be more consistent.
Ability 2: Sandstorm (Was Devour)
- Instead of throwing enemies everywhere around the level, it drags enemies beneath your feet so you can use Melee Ground Finishers if you choose.
- Melee Finisher Improvements
Melee Finishers have been updated to standardize Finisher eligibility across enemies and weapons. Previously, if an enemy did not have a finisher animation prepared for a certain weapon type, then players would not be able to perform that specific Finisher on them. We have added default animations for all weapon types to prevent this restriction, meaning all enemies* should now be eligible for every type of finisher.
- Also added a new VFX to showcase when an enemy is open to Finishers. You will still need to get into proper position to execute the finisher with this VFX active!
- This includes finisher openings created by Warframe abilities (ex: Inaros Desiccation) and Ground Finishers.
- *Flying enemies (Corpus Ospreys, The Anatomizer, etc.) are still ineligible for Melee Finishers with this change.
- Added new unique Mercy Finishers to the Hollow Vein, Severed Warden, The Anatomizer, Lumbering Fragment, and Shuffling Fragment enemies! Each with their own custom animations to really stick it to the Murmur in style.
- The context action to perform a Finisher on the airborn Murmur enemies (The Anatomizer and The Severed Warden) are not anchored to their bodies and will instead appear on the HUD when you are within radius of them. This is an experimental approach into finding ways to include Finishers on other airborne enemies in the future.
- TOP FIXES
- Fixed context action Finishers not triggering “On Finisher Kill” Arcanes (Arcane Trickery, Arcane Ultimatum, Melee Crescendo).
Hotfix 34.0.7 (2023-11-02)
- Fixed Finisher and quick time event inputs not working with Steam Input.
Update 34.0 (2023-10-18)
- Ground Finishers now ignore the Armor value of enemies as other types of Finishers do. This affects the following:
- Hunter’s Bonesaw now grants 120% Finisher Damage instead of Status Chance since Ground Finishers now deal Finisher Damage which does not proc Status.
- Fixed several cases where the game was not recognizing a Ground Finisher for the activation of Mods and Arcanes. The intent is that Ground Finishers, Stealth Finishers and Parazon Finishers should be equivalent unless explicitly stated otherwise:
- Duviri Decrees will now accept Ground Finishers (Tamm's Fortune, Brimon's Nerve, Molten Mettle)
- Inaros' Desiccation Curse augment will now create sand minions on Ground Finishers
- Arcane Trickery will now activate from Ground Finishers
- Arcane Ultimatum will now activate from Ground Finishers
- Exodia Might will now activate from Ground Finishers
Hotfix 29.1.1 (2020-09-18)
- Fixed enemies not staying focused on the player when doing Finishers. Enemies won’t attack/shoot while a Finisher is happening, but they also won’t storm off as if nothing is happening.
Update 26.0 (2019-10-31)
- (Undocumented) Stealth and Front/Back finishers are now bound to interact key (PC default X ).
- (Undocumented) Stance changes also come with buffs to all finisher multipliers. Every weapon class has at least one buff to the finisher moves they can perform (ground, front, back, and stealth).
Update: Specters of the Rail 0.0 (2016-07-08)
- Improved finisher hit detection for multiple weapons. Reticles will now flash red when a finisher can be performed and with each hit for multistrike finisher moves.
- Multistrike finisher moves will have their damage split amongst each hit instead of now being delivered all at the end.
Update 18.5 (2016-03-04)
- Added stealth finishers for Machete, Polearm, Rapier, Staff, Sword, Sword & Shield, Tonfa, and Whip weapons when used against MOAs.
Update 11.1 (2013-11-27)
- Adding kick and punch events to stealth finisher animations.
Update 9.3 (2013-07-26)
- Enable ground hit on enemies who have ragdolled (as opposed to only working on enemies who are "knocked down").
Update 7.9 (2013-04-26)
- Added Dual Dagger stealth attack (was sharing dual sword stealth attack).



























68 comments
Did finishers get 10x stronger or did the enemy EHP update make everything 10x weaker?
You weren't able to one shot eximus before.
Someone with more technical knowledge than me should test and add the finisher numbers for the dual nikanas.
If you are looking for easy finishers, Ash's invisibility means you can walk up behind any enemy that is unalerted and then execute a finisher. Needed this for a Riven challenge, Invis makes enemies unalerted so it is a simple method.
Better use ivara and sleep arrow
Any frame with Invisibility (Ash, Loki, Ivara, Voruna), Sleep (Ivara, Baruuk, Equinox), or Silence (only Banshee) would be good for getting stealth finishers. Invisibility doesn't alert enemies with vision but they can still be alerted by sound or by seeing a body. Sleep and silence resets alertness of enemies. Personally I think a frame like Ivara with both invisibility and sleep makes stealth finishers the easiest but use whatever works best for you.
For anyone looking for a strong finisher weapon, pick up the Fragor Prime. With a decent riven I get about 300k-600k finisher dmg.
To enhance this even further, if you have access to the augment mods savage silence and fatal teleport you can easily reach 1M without a lot of ability strength.
Furthermore, you can bring both of these together by subsuming Banshee's Silence ability into Ash.
Does anyone know what was going on with today's Daily Nightwave objective? It asked me to do 10 finisher kills, but I got them all with regular melee kills. They were all against Murmurs, but I don't know which ones. Do they have special death animations that count as finishers for some reason?
Grounde and Stranding Finishers deal Cinematic Damage, not true damage, as it does not bypass shields. However, I do not know if Mercy or Parazon Finishers deal true damage, as I don't believe they can fail to kill normal enemies.
I won't currently edit it because Cinematic damage isn't in the damage type modules thing so it just kind of pops up as an error and ruins the page.
The forced slash on rapiers finishers are not consistent and I don't know why
After the recent patch that makes all finishers the same and deal true damage, ground finishers became a very accessible damage boost. If you have on-demand knockdown capability from ability or combo, it's very handy to finish off enemies even faster now. Also, some meme builds like arcane trickery garuda/rhino are silly fun.
Jesus christ man, it feels like you need a damn degree to know warframe. Why is everything so overly complicated? I tried to make a toxin finisher dagger but apparently toxin doesnt work with finishers that way. It wont bypass shields, unless I'm doing something wrong or this is how it is.
Does elements even affect finishers?
All damage dealt is converted to True damage on finishers so modded elements wouldn't apply to finishers IIRC.
I'll mention this on the stance pages too, but Machete and Sparring no longer have a finisher openers on their heavy attacks. Single Dagger and Valk Talon openers do still work.
Condition Overload affect Finishers damage?
Need testing.
Didn't see this question until now, but in case it still helps... yes.
Nice.
Over a year later and things have changed. Short answer, yes. Long answer, it's complicated.
If there's one thing that has bugged me about this Wiki, it's that all the Stance mod pages have animations and values for their attacks to give a decent idea of how these work.
... except finishers. For some reason.
Ground finishers? Sure.
Normal attacks? Makes sense.
Heavy attacks? Absolutely.
Slide attacks? Why not.
Wall Attacks? I'm fairly certain anybody using this made an accidental input, but for the sake of clarity... you do you.
But Finishers? Naaaaah.
Don't get me wrong, I appreciate all the work that goes into the Wiki... but it's small things like trying to find exact values (such as certain weapons having... forced procs on finisher for instance) and they just don't exist is when it bugs me.
"Humanoid large bipeds (e.g. Bombard)"
I'd assume that falls more in line with the Infested Ancients. Bombards use the same generic Bipedal animation.
I'm more interested in the raw stats for the most part. The GIFs are nice, but not exactly "required" for what I'm looking for.... though the Wiki would prefer them, yes.
It's more the "specifics" of each hit. Forced procs and such.
Chargers, Infested Ancients and MOAs can only be hit from behind. Making it effectively only 5 to record.
I was not aware that Kubrows and Kavats can take finishers. In fact, I was fairly certain they could not outright. I'll have to double check that myself using a Bronco Prime.
In all honesty, I'd record 'em myself... but I don't know the test room and graphical settings used to match.
EDIT: Line spacing.
I guess it would be nice to have the information on this page be present in the individual stance articles. But to be honest it is not really a priority on the wiki when the "specific" information is already here, save for some edge cases which I would agree should be noted on those specific weapons/stances.
And yeah, I think you are right on Chargers and Moas. Point is that it's a lot of work for a niche topic and that effort could be allocated elsewhere (e.g. new content). If there is a renewed interest in finisher mechanics or if those in the community have done their own research in a way that can be translated to the wiki, I wouldn't mind chipping in and update the wiki's stance data with finisher multipliers and procs for the sake of thoroughness.
Edit: Though I'm not in the position or have the desire for recording finisher animations.
Well, like I said. I can get the footage for the GIFs quite easily. (I have software for that and a plethora of weapons to select from.)
If it'll be of the same quality is another issue in of itself.
Like I said, if you got the:
Test Room used in those GIFs.
Ability to summon an enemy easily.
Minimum requirements of Video Footage (which I assume is already there, but the sake of brevity)
Preferred Weapons/Warframes for said footage.
I could find an hour or two to kill of just grabbing them. Won't hurt me any, it's either that or just looking at the map trying to find something to do sooo...
Well dojo rooms cannot spawn enemies IIRC which was why the ground finishers were recorded in the green screen Captura scene. We don't have an formal .gif specifications but I can list some out based on previous recordings:
200x200 pixels
.gif format (not .webp even though it's smaller, wiki doesn't seem to play these)
Pure white background for green screen for more contrast and visibility
No real preference on what enemy you use finishers on; up to you as long as you're consistent
Use default colors Excalibur, the most "basic" melee weapon you have for each weapon class that has 1.0 Attack Speed or modded close to 1.0 Attack Speed as much as possible
Naming convention: "MeleeClassFinisherTypeEnemyType.gif" (e.g. "DualSwordsFrontFinisherBiped.gif")
I added a table with the total damage (as a multiple of your single-target damage) dealt to groups as a function of follow-through stat and group size.
Anyone who thinks they can clean up the formatting and/or make it easier to understand please do so, I haven't wiki'd anything in a decade or so.
If you want to run the figures for other numbers, this is the online calculator I used.
For future readers, OP was probably referring to https://warframe.fandom.com/wiki/Melee#Follow_Through but posted on the wrong article.
For some reason my stealth attack prompts are insanely delayed, along with sleep and other finisher opening stuns, even though I'm doing this in Simulacrum with paused enemies.
Other than Rumblejack, all the single dagger finishers I have are all 6x (2x + 4x) now for stealth, front, and back. I went ahead and changed the tables, but Ceramic, Dark Dagger, Heat Dagger, and Innodem I don't have, so conceivably could be different.
I'm curious when this changed and if any other finisher multipliers have as well.
Rumblejack is 10.4x (0.4x + 10x) with the electrical proc based on the first hit.
I haven't tested ground finishers.
Ground Finisher Slash:
10x damage: Blade & Whip Glaive Machete NIkana Rapier Sword Warfans
12x damage: Heavy Blades Heavy Scythe Polearms Scythe Two-Handed Nikana
8x damage double hit: Dual Dagger Dual Sword
5x damage double hit: Dagger
9x damage: Saw
8x damage: Sword & Shield
For larva/airburst Dual Daggers seem like the best combo of damage multi and follow though, just theory atm though
Nvm forgot about ghoulsaw for the last part, but then you're using ghoulsaw...
If you're not relying on the weapon to prime, it'd be interesting to throw Venka P into the battle. No forced slash, but so many slash-heavy hits with good follow through. And most importantly, the claw ground finisher animation is just savage.
Dagger finishers seem to have different multipliers now. I'm consistently getting 2x+4x hits with an unranked dagger, as long as I avoid dealing with crits. Better than it was, but definitely still not amazing.
Ah, I came here to post this. I've tested Karyst, Sheev, RDD. All 6x (x2 + x4)
Also Rumblejack, but it's its own unique thing. A small initial hit that behaves a little strangely and inflicts the electric proc, and a x10 finisher.
Yeah, Rumblejack is mentioned here, I believe.
Nevermind, it's not.
From my playing, Hespar seems to have very high finisher multipliers. doing 1mil+ consistently.
Idk how to check though.
Does Range effect how far you can activate finishers?
I think, from multiple misons on Kuva Fortress/exterminate with Ivara (Cephalon Simaris standing farming by scanning unalerted enemies) I noticed there is more benefit of Primed Reach when you go behind enemy ( you dont have to go very near to not be exposed by touching him)
Thats from my experience.
Heavy attacks used to stun enemies and make them vulnerable to finishers. Not sure when this was removed and if it was just a Sparring type thing or not, but unfortunately they don't anymore.
Helped me get through a lot of Junctions with Loki's Invisibility (from back when he was a starter frame some time before 2014) letting me charge up for free to stun the spectre, then use a finisher on them.