![]() |
![]() 2 ![]() |
Sonar Using acoustic location, Banshee's Sonar power finds and tracks enemies, and exposes critical weak spots to everyone in your squad. Introduced in Update 7.0 (2013-03-18) |
![]() |
![]() | |||
![]() |
Info
- Banshee expends
50 energy to emit a sound wave and reveals the location of every enemy within
20 / 25 / 30 / 35 meters. Tracked enemies will be visible on every player's mini-map, and each enemy will have a body part highlighted. These effects last for
10 / 15 / 20 / 30 seconds. Hitting the highlighted body part causes the inflicted damage to be multiplied by
200% / 300% / 400% / 500%.
- Enemies typically have 6 different body parts that can be highlighted: The head, torso, arms (left and right), and legs (left and right). Each part highlighted will affect the entire body part it is on, even if the highlight does not visually cover it. Conversely, each highlight only affects one body part, despite visually reaching other body parts.
- Damage can also be increased by body part multipliers such as the head or unprotected body parts.
Slash,
Toxin, and
Heat damage over time status effects are not affected by damage multiplier.
Electricity, and
Gas damage over time status effects can be affected by damage multiplier, as they are able to target specific body parts.
- Has a cast delay of about 0.8 seconds and a recast time of about 2.4 seconds.
- Recasting Sonar while it's still active will cause additional body parts to be highlighted.
- The same body part can highlighted up to 2 times for most enemies.
- Certain non-humanoid enemies such as
The Anatomizer and
The Hollow Vein can stack more than 2 Sonar spots on the same body part.
- Certain non-humanoid enemies such as
- Multiple Sonar spots on a single body part stack multiplicatively with each other.
- The same body part can highlighted up to 2 times for most enemies.
- Sonar does not highlight all enemies within its maximum area of effect immediately, instead the effect propagates outward from the caster's position, traveling at a fixed pace irrespective of Ability Range mods, similar to the mechanics of
Nova's
Molecular Prime.
Augment
- Main article: Resonance
Resonance is a Warframe Augment Mod for Banshee's
Sonar that triggers an additional Sonar pulse with a fraction of the original pulse's remaining duration if an enemy is killed in a highlighted weakspot.
Tips & Tricks
- Can potentially increase damage done by abilities if the glowing body part is the torso, since most abilities target the torso.
- Because of its multiplicative nature, Sonar is one of the strongest damage booster abilities in the game.
- Sonar affects only direct hits, not status damage.
- Sonar's augment mod
Resonance helps greatly with Ability Efficiency, since it allows Sonars to be automatically cast every few seconds simply by dealing killing damage on weakpoints.
- Although the enemy reveal effect does not combine with
Enemy Radar or
Enemy Sense, it is stronger than each of them.
- It seems the traveling speed of this ability depends on the distance to the target. The wave propagates at ~12 m/s for 24 meters, but at ~15 m/s for 48 meters and at ~16.5 m/s for 80 meters.
Maximization
This calculator feature is sunsetted on the wiki. It may not see further updates, but will be present on articles for the time being since some people still find use for them. See User blog:Cephalon Scientia/Sunsetting of Maximization Calculators for more details.
xStrength: | |
Range: | |
Efficiency: | |
Duration: |
30.00s | Duration |
5.00x | Damage multiplier |
35.00m | Range |
50.00 | Energy |
See Also[]
Lorem ipsum dolor sit amet
47 comments
I feel that explosive weapons (Lenz/Tonkor/Zarr/Bramma) would be good to use with sonar since you don't need to aim as precisely because splash, but I'm unsure if they'll hit the spots consistently enough to be worth
The claim that Banshee's Sonar multiplier is capped at the square of the base value does not seem to be accurate. From what I have observed, the multiplier appears to be limited to the square for humanoid enemies. (In other words, with the default ability strength, the maximum multiplier is 25 times.) However, for non-humanoid enemies, multipliers of up to the cube or even the fourth power have been observed. Particularly, for The Anatomizer in Anotomica, the multiplier seems to increase exponentially with each Sonar cast. (This is despite the fact that he appears to have multiple parts.) Conversely, for very small enemies or those with only one part, such as rollers, only a first-power multiplier has been observed.
It is possible that even for non-humanoid enemies, there is a maximum exponent set for each body part. While I do not know the internal workings, it can be said that the multiplier is at least dependent on the enemy's body parts.
We do a little trolling
It does not highlight enemies on map now.
Some uncommon enemies are totally immune to sonar for some reason
Damage over time is not affected by Sonar, may someone add this relevant note, please.
Slash, Toxin, and Heat DoT hit the center of mass of the enemy correct?
"Slash, Toxin, and Heat DoT hit the center of mass of the enemy correct?"
I'd say yes, but somebody with understanding of the way it works under the surface might have a different and technically accurate answer. The reason I hesitate is these procs do benefit from the headshot multiplier if the original hit was a headshot. This is different from Sonar weakpoints, where hitting the spot won't affect a slash/heat/toxin dot at all. Effectively it's like the proc damage is calculated after headshot damage is multiplied, but before Sonar damage is multiplied.
Sorry for not thinking about electricity and gas status procs being local, I should have considered it.
Electricity and Gas: the Forgotten DoTs :P
Does anyone know if sonar can affect archons
Nah
What is the point of skill like this if it is not gonna affect bosses. glass warframe can't even use her skill on boss.
Old news, but I just confirmed that the overlapping weakspots only multiply damage twice maximum. i.e., base strength Sonar on its own can multiply damage only 25x. I'd heard this was a nerf that happened several years ago, specifically in regard to the weakspots generated by the augment. In any case, the base ability has the same limitation.
I'm still curious about some of the details though.
- Does the game try to avoid overlapping weakspots more than twice, or does it just do it randomly and cap the resulting damage multiplier?
- Can multiple Banshees circumvent the limit?
Yeah, looks like casting manually only generates a max of 2 spots per target. Resonance will let you get around the max number of spots/areas but isn't able to get past the stack limit. Probably for the best, as its still an absolutely ridiculous damage multiplier.
I doubt it was "years" ago, though, as I'm pretty sure this was still possible after the launch of Deimos/Cambion Drift as I pretty regularly did negative billions of damage to the purple centipedes just about every other run...and that came out 8 Aug. 2020.
I doubt it was "years" ago, though, as I'm pretty sure this was still possible after the launch of Deimos/Cambion Drift as I pretty regularly did negative billions of damage to the purple centipedes just about every other run...and that came out 8 Aug. 2020.
Just noticed this now, lol.
I'm 99% sure it was when I was first getting into Banshee, which would have been well before Deimos. And at the time, he referred to it as a feature that had existed for a long time already. Of course, I didn't actually test it until Sepember 2021...but it would be very odd if he just happened to state a mechanic as fact long before it actually happened. I also see one comment here from 2016 lamenting the lack of overlap.
Some other possibilities. It was specifically in regard to augment, and I noticed you didn't specify what you used on Deimos, so maybe DE made that mechanic universal some time more recently. Or, more likely, there are units or situations where more overlaps can happen, or where additional factors can result in negative billion damage popups.
So at minimum strength it can make the target take less damage, right?
You'll still do more damage than you would normally, but only by a very small amount.
Minimum strength is currently 10%(-60% with overextended and -30% with Power donation), which leads to a 0.5x multiplier. Testing it myself it doesn't reduce the damage of your weapons, so it's likely that the minimum multiplier is capped at 1x. No troll builds this time sadly.
Does it work on eidolons? Coz i know it buffs my 223 which deals 3,500 dmg to 53000 crit dmg . Can this be used to one shot eidolon shields?
No
does it affect DoT procs ? It doesn't seem so, but I'd like someone else feedback
Same anon here.
I tested in simulacrum against lv160 corrupted gunner, with a baza, a riven -SC, and hunmun. 3 dmg for crit, 18dmg for crit on weakspot. Both yields slash procs of 40dmg.
On non weakened parts, my baza did 3dmg on both crit and standart hit, wich I found weird since I'm supposed to have x7 CD. So I tried again with serration and vital sense on top of the riven and hunmun. Same results. The direct damages bennefit from sonar, yet the slash procs don't.
I don't think I need someone else feedback anymore.
Slash proc's should only be amplified provided the weakspot is on the torso as that's the part of the body the DoT is applied to.The amplified damage of the hit to a weakspot is not used to calculate the DoT, just whatever that hit's damage without the weakspot would be.
After all, Sonar is working on the enemy to increase how much damage they take on the hit to the weakspot area, not empowering your own damage.
If the same body part is highlightened 2x with a 10x damage multiplicator will I deal 20x?
"Because of its multiplicative nature, Sonar is arguably the most potential damage booster currently in the game. A fully modded Banshee combined with a fully modded [1] Equinox can increase the damage multiplier to 18.95, so a single overlapping area will multiply the damage 359 times. For example: a single rifle shot of 5000 damage on a doubled-weakspot on an unarmored target would deal 1.8 million damage."
No. You will deal 100x damage. It's insane.
using this with an expert ivara player and you will need a 128 bit variable to hold the damage...
I found something interesting. The Sonar's FX "spot" doesn't actually show you where you need to shoot, it shows very literally what body part to shoot.
An example: Sonar shows a spot on the hip, top of the left leg. But it won't grant bonus damage when shooting there. It's actually highlighting the top of the leg hitbox.
All that means is that, that leg is taking extra damage. You could shoot the lower leg which isn't even close to the highlight and it would take extra damage.
Another example: Spot shows up on the right shoulder. You can shoot the right hand, which again, is nowhere near the actual center of the spot, and still get extra damage.
No wonder sometimes i'd shoot a spot near a Gunner's hips / stomach and get no boost. It might even be a bug considering that Helios's Detect Vulnerability can highlight the top of the legs properly.
Yup, can confirm this. Used a Daikyu, no Corrosive proc.
414 damage without any buff.
Another shot, far away from marked point by Sonar. 5825 damage, showing that Sonar's multiplier kicked in.
Found that using Exodia Epidemic along this is really awesome to get enough time to blast the sonar spots till enemies are dead.
What about weapons that damage the whole body like Ignis? If there is only 1 weakspot Ignis will always hit it, right?
But will the complete hit be multiplied or only the part that hit the weak spot?
Dunno if I'm clear. If flamethrower hits for 10 damage, is that divided between the body parts or is it a flat amount for the WHOLE body at once? And would 10 be multiplied with the Sonar bonus even if only 1 weak spot exists on the body?
The ignis does not hit the whole body, it shoots out a stream of damage with a flame visual effect. when firing the Ignis, imagine the weapon firing out many little bullets out at once that rotate around a central point randomly, that is how the Ignis fires it's damage. You still have to aim at the sonar blips to gain the bonus damage.
Is the highlighting visible through walls?
really late reply, but no.
I started using sonar several times and then resonating quake after 3 casts, it looked like it was dealing more damage per RQ cast.
Based on this, it seems sonar can affect the damage of other abilites as long as the abilites target the torso. I'm hoping this is true, so I can spam sonar instead and let enemies move to where allies can help kill them if I don't do enough RQ damage.
Sorry, I meant assuming that the spots from sonar appear on the torso and the abilities target the torso for damage.
Does sonar effect the eidolons?
They don't seem to be affected by it similar to how they aren't affected by m.prime. If it did, I wonder if the size of the highlighted parts will be increased to fit the eidolons' size.
does this ability boost the damage reflected from trinity's link??