Avenging Truth is a Weapon Augment Mod exclusive to the


Stats[]
Rank | Damage Absorbed | Truth | Cost |
---|---|---|---|
0 | 20% | +0.25 | 4 |
1 | 30% | +0.5 | 5 |
2 | 40% | +0.75 | 6 |
3 | 50% | +1 | 7 |
Acquisition[]
- This mod is acquired by attaining the rank of Crusader with the Arbiters of Hexis, and spending
25,000 to purchase.
- Purchased from Ergo Glast during Operation: Ambulas Reborn for 75 Animo Beacons.
Notes[]
- The damage stored is added to the Heavy Attack damage after base damage mods like
Pressure Point and is affected by the Combo Multiplier.
- Bonus damage is applied after base damage bonuses but before elemental damage bonuses.
- As an example, when using a
Silva & Aegis Prime with a rank 5
Pressure Point and a rank 5
Shocking Touch with a Combo Multiplier of 4.0x after storing 3000 damage, the final damage would be [ (1590 × (1 + 120%) ) + 3000] × (1 + 90%) × 4 = 49,384.8.
- As an example, when using a
Trivia[]
- Blocking behavior has changed dramatically with the Update 26.0 (2019-10-31), causing all melee weapons to block 100% damage in a frontal cone, which has given this mod a different tactical feel.
Patch History[]
Update 21.0 (2017-06-29)
- Re-introduced as a regular Syndicate reward.
- Buffed Avenging Truth’s stored damage to 20/30/40/50% from 10/15/20/25%.
- Fixed Avenging Truth absorbing damage when RMB was held but no actual damage was blocked.
Update 20.5 (2017-05-17)
- Fixed the Avenging Truth Mod absorbing damage from ally players.
Update 20.4 (2017-05-04)
- Introduced as reward in Operation: Ambulas Reborn.
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31 comments
With tennokai introduced, this mod build higher heavy attack than other melee
This mod doesn't have a damage cap allowing you to store infinitely many damage, good for disruption
I'm not sure but it seems to work with atlas landslide, incredibly strong
Are you saying this can work on Atlas' punch? Sounds pretty busted for high 1 instance damage. Perhaps for things like Archons and Disruption?
The Truth effect (for easy healing) is the only reason to use this mod though getting Truth to proc in solo missions makes even that aspect less useful. Blocking and then a charge attack is at best minimally useful because you are losing your combo count in the process. Cool weapon though
But blocking a hit adds a combo count, isn't it?
A: Blocking adds combo count (especially with Guardian Derision)
B: Since Avenging Truth specifically benefits charged attacks, build around that. Get Corrupt Charge and Killing Blow.
Still has no idea if the stored value is simply added to the dealt damage or it gets multiplied by any mods or combo counter.
how does this synergize with guardian derision?
More enemies targeting you = more damage stored.
Also Guardian Derision increases combo gains from blocking for quicker heavy attack charge, which is where stored damage is released
Heavy attack triggers this thing
so, about 4k damage stored and 12x combo count, heavy attack deals about 42k damage, no crit, and 8k damage storede and 12x combo count deals about 85k damage, that was on grineer, might be the armor causes it only to be that much. But somehow, combo also amplifies damage stored.
Probably because combo multi amplifies heavy attacks. And if this is taken into account BEFORE the damage multi is calculated, you could get damn funny damage numbers.
I don't understand the point about charge attacks: what's supposed to be the benefit of using it with a charge attack? is there evidence of this damage being multiplied by it? Does it last for multiple hits?
Or do people just want big numbers, even if it's miniscule and additive?
If your asking why its exclusively activates on charged attacks, its probably to give more control on when stored damage is released. building up a massive charge to blow up a tanky enemy
It appears that with the new update the damage doesn't apply to your attacks? I'm getting a counter on my screen of damage being absorbed but it isn't resetting when I attack.
I noticed that too, but a multiplier popping up which disappeared after I hit an enemy
Someone knows whats up with that?
the muliplier should be the S&S passive itself. multiplying your SC/CC of the S&A. also when your charging up the stacks for the mod. you ARE heavy attacking right? ((not because of the combos you must do an attack first inorder to trigger the heavy attack/this mod. otherwise run without a stance. because holding the first attack for both stances cause you to go into the dash combo and not a heavy attack.
well considering heavy attack IS charge attack buth with a new name ((and a scaling multiplier)) I would assume so... I just hope they fix guardian derrision ((which will only proc atm when you block somethign since you ahve to be activly blocking to trigger it...and that mod is great for helping to boost the charge rate))
^^^ignor that. wiki freaked out and drug my chat back up to this chain. that one was ment for a different chain
Are there any bosses which this could be used to one shot? I know the limitless capacity is described as impractical, but I wonder if it's perhaps less impractical than facing a boss with huge health and/or shields without high burst damage.
There are better ways to get high burst damage.
Some bosses have rather long invulnerability phases that you can't shorten with damage or anything. In those cases you can easily store store store and then release the damage when the invulnerability period ends. That, however, is only a theory as I didn't try that on higher levels. Sagas Ruk (difficult to hit with melee), Mutalist Alad V, Captain Vor (you can only store damage from normal mobs around while in his phase), Lech Kril (with a Squad at least) or, also with a Squad, against Vay Hek (to unleash your stored damage as soon as he's getting into his Terra Frame).
The mod image says it absorbs 25% but the template next to it says 50% ..which is it?
Our image isn't up to date, it is 50% ingame. If this isn't updated by tomorrow night I'll snag a new pic.
So, is this going to now be on heavy attack with melee 3.0?
That would be great. Especially if you can synergy it with Aegis & Silva Prime's innate effect.
well considering heavy attack IS charge attack buth with a new name ((and a scaling multiplier)) I would assume so... I just hope they fix guardian derrision ((which will only proc atm when you block somethign since you ahve to be activly blocking to trigger it...and that mod is great for helping to boost the charge rate)) the biggest difference is since the combos are getting simplified ((removing pause/hold combos as well as timing. making each weapon ahve 4 combos that interchange easily)) it means you will actually be able to effectivly use the S&S passive along with this mod ((and MORE power from the melle combo stack))
If only DE fixed how Charge attacks worked so I can use this with eleventh storm
welcome to 2020
I did some tests, and found that as long as you aren't invincible, damage reduction does not affect the damage stored. As an example, a grineer butcher, level 100 will store 295 damage per strike, regardless of your armor, or by using abillities such as Trinity's Blessing. Likewise, the inate blocking damage reduction does not reduce the damage stored.
However, being invincible by the likes of Ironskin or warding halo will prevent AT from storing damage
As per the latter statement, is it known that Ironskin and Warding Halo prevent blocking, enough though it shows the animation.
Are you sure that isn't caused by damage reduction priorities? I.E. blocking is applied before Trinity Blessing, and full damage prevention effects like Ironskin apply before blocking?
Does it affect elemental mods? Does it affect it llike how the Energy Channel mod does?
With the latest update, quoting from the forum, "
And all of the Ambulas Reborn mods have been added to Syndicates,
"Sold by Steel Meridian for 25,000 Standing."
Wait what !?
Yeah, that's either wrong or DE patched it later? It's sold by the Hexis people at the moment.
How is the damage from this augment affected by crits? Since, you know, you can get the built up crit chance for your next attack with Silva & Aegis's innate blocking effect...
if this would factor in damage BEFORE the reduction of the shield it would actually be good. but the way it is now it takes 25% or the remaining 5% or damage that make it through the shields damagereduction....
this is really sad.
What makes you think it doesn't? Last time I playtested it, the damage I got was bigger than the damage dealt to me, which would indicate that the damage is calclated before the reduction, not after.
I mean, sure, it gives the Truth effect, but is it really Worth wasting a mod slot for some uncanny unuseful augment? Besides, will these ever come back one day?
All Ambulas Reborn Augments will be added into the game as Syndicates (Hexis for this one obviously). We don't know when though.
I'd say that Truth is worth a modslot, like most syndicate effects. The only syndicate effect that isn't worth a mod slot is Sequence, though most of Perrin's augments' other effects make up for how shoddy their syndicate effect is.