Melee 3.0: Weapon Stats, Mod Changes, Mechanics & More – The Old Blood (Warframe)

Melee 3.0: Weapon Stats, Mod Changes, Mechanics & More – The Old Blood (Warframe)


Update 26: The Old Blood Part 3
Melee 3.0 Phase 2 is live and no Melee Rivens have been changed as of the updates release
as DE plan to make those changes latter. Manual blocking has returned and can be done
in conjunction with the return of the Melee State by holding down the weapon switch key
and aiming down sights. You can leave the melee state by pressing
your weapon switch key once. Blocking now prevents all incoming damage
from affecting the player but all weapons have had their blocking cones adjusted. The stats for each weapons cone will come
later in the video. Combo attacks can now be cancelled at any
point by rolling. There are now two types of rolls tied to your
melee state. If you are blocking your roll will be reduced
and if you aren’t blocking you’ll have the standard roll range. All melee combos and stances have been simplified
and categorized to suit the attack. So standing still will have attacks that don’t
propel you forward, just as moving forward won’t have attacks that stop you. DE explained the groups of attacks and their
requisites. We also wanted melee attacks to feel more
intuitive. For example, if you are aiming down the sights
of a primary weapon or blocking incoming fire, and then hit the melee button, you most likely
want to get in close! If you are not inputting a movement key while
meleeing, it’s usually a sign you want to finish off your target. We wanted the new Combos to reflect that that
existing movement, and so the new inputs reflect that situational awareness. • Forward Combo (Forward + Melee) – This
allows you to attack without initially interrupting movement with the first 1-3 swings (depending
on the weapon Stance). The last attack in the sequence will loop
seamlessly into the first, so that you can keep a level of mobility while attacking. • Forward Tactical Combo (Forward + Block/Aim
+ Melee) – This move is usually a distance-closing opener, bringing you closer to the enemy and
getting you within range to continue a harder-hitting string of attacks. The beginning or end of this combo can have
a slam effect, allowing you to control the enemy, and during the mid-point of the combo,
attacks will be large and sweeping, allowing multiple enemies to be hit. • Neutral Combo (Melee button only) – Hard
hitting, movement-free attacks to allow a player to destroy their target. The last attack can either have a knockdown
effect, or throw them into the air and hold them there, if one set of strikes does not
finish the job. • Neutral Tactical Combo (Block/Aim + Melee)
– First hit will likely be a longer thrust or throw of a weapon to increase range. Further attacks will be hard-hitting, and
will often finish in a ragdoll effect or a Lifting Attack, as opposed to a knockdown
or stagger. Lifting attacks are detailed in Section 7
of this workshop. • Air Combo (Melee while Jumping) – Perform
a combo in the air without sacrificing movement. • Hover Air Combo (Back + Melee while Jumping)
– Holds the player in place while the combo completes, and overrides the slam attack angle
to keep the action going! Combos can now lead into other combos if the
requirements are met. The Combo counter has changed and is the main
mechanic supporting the new Heavy Attacks that have replaced Channeling. Once again Channeling has been removed with
this update but armor effects will appear after the combo counter reaches 2. The Combo counter now increases with every
strike, bullet blocked, slam radial damage and glaive hit. Counter progress will be increased more if
you use slower strikes than that of swifter strikes. The combo counter will be consumed upon the
activation of a heavy attack regardless of count but the count within the counter will
affect the damage output of the strike. Warframes & their abilities who use the combo
counter will now scale at 25% of their forma values. DE have also added a combo duration bar to
the UI that will be displayed under the counter. Heavy attacks can be done by pressing your
alternate fire key when in melee. These attacks can be done on ground or in
the air for a slam attack. Heavy attacks can be executed without any
points in the combo counter but no extra benefits will occur. A Heavy attack on the ground with points in
the counter will see increased damage but if done in the air for a heavy slam attack
any impacted enemies that did not die will be have the new lifted status thrust upon
them. The Lifted Status suspends enemies in the
air with its effectiveness being tied to the counters points. In relation to that, the standard slam attack
ragdoll has been removed with the exception of the Jat Kittag & other large weapons and
instead enemies affected by a slam will now be pushed back or knocked down. Slam effects have also been updated. Melee weapon Functionality, mastery rank,
damage & overall stats have been changed with the update. The following are the updated stats and changes
provided by Digital Extremes and their breakdown. • Mastery Rank – Weapons have been reviewed
to make sure their function and power are aligned with an appropriate Mastery Rank,
similar to passes made on Primary and Secondary weapons. • Base Damage – Since the Combo Multiplier
will apply to Heavy Attacks only, the base damage of all melee weapons has significantly
increased. • Base Range – Along with damage, range
has also been increased to make sure you get the most chop for your buck. While base range is being increased, Range
Mods are going to have a different calculation applied to them. • Mod and Arcane Channeling Functionality
– As mentioned above, any Mods or Arcanes with functionality tied to Channeling have
had their stats altered to increase Lifted Status, Heavy Attack damage and Combo Counter
modifiers. Universal stat changes:
Range has increased for kick attacks from to 2m, Except for Sparring weapons which has
increased to 2.5m Base Combo duration has also increased to
5 Seconds. For weapon classes,
Daggers parry angle is 45degrees and their follow through has been set to .9
Dual Daggers have a parry angle of 50 and follow through of .8
Fists parry angle is 50 with a follow through of .9
Sparring weapon parry angles are 50 with a follow through of .9
Claws have a parry angle of 55 and follow through of .8
Nunchaku parry angle is 55 Warfans parry angle is 55 with a follow through
of .7 Gunblades parry angle is now 45
Rapiers parry angle is 60 and the follow through is .7
DE has removed self-damage from glaive power throws and the explosion upon hitting an object
or enemy has been removed. There is now only a punch through addition. DE said: quote “. As this decision made
it through the testing pipeline, some mentioned this impacts a specific Chroma interaction,
but positively impacts 41 other Warframes. “end quote. Glaive’s parry angle has been set to 55
and the their follow through is now .7 Nikanas parry angle is 55 and the follow through
.7 Two Handed Nikanas parry angle is 55. Sword and Whips parry angles are 60. Tonfas parry angle is 60. Polearms parry angle is 55 and the follow
through is .6 Staves parry angle is 60. The Scythes have a parry angle of 60 and the
follow through is .6 Heavy Blades parry angle is 55 with a follow
through of .6 Hammers parry angle is 50 & the follow through
at .4 Machetes has a parry angle of 55
Sword of Shields parry angle is 70. Swords parry angle of 55. Dual Swords parry angle set to 60
Whips parry angle is 45. Weapons within the group of Mastery Rank 0-3
Ceramic Dagger Damage increased from 35 to 140
Range increased from 1 to 1.8 Status Chance increased from 10% to 20%
Critical Chance increased from 5% to 10% Heat Dagger
Mastery Rank increased from 0 to 3 Damage increased from 45 to 14 Impact, 76
Puncture, 56 Slash and 62 Heat Range increased from 1 to 1.75
Status Chance increased from 5% to 14% Critical Chance increased from 5% to 14%
Critical Damage increased from 1.5x to 1.6x Dark Dagger
Mastery Rank increased from 0 to 2 Damage increased from 35 Radiation to 58 Puncture,
36 Slash and 60 Radiation Range increased from 1 to 1.75
Status Chance increased from 10% to 22% Critical Chance increased from 5% to 8% Fang
Damage increased from 30 to 108 Range increased from 0.75 to 1.65
Status Chance increased from 8% to 16% Critical Chance increased from 5% to 8%
Mk-1 Furax Damage increased from 35 to 90
Range increased from 0.5 to 1.25 Ankyros
Mastery Rank increased from 0 to 2 Damage increased from 30 to 90
Range increased from 0.5 to 1.25 Kogake
Mastery Rank increased from 0 to 2 Damage increased from 35 to 120
Range increased from 0.5 to 1.25 Kestrel
Damage increased from 35 to 84 Range increased from 0.5 to 1.2 Glaive
Damage increased from 45 to 105 Range increased from 0.5 to 1.25
Status Chance increased from 10% to 12% Critical Chance increased from 10% to 12% Kronen
Damage increased from 65 to 130 Range increased from 1 to 2.5
Critical Chance increased from 5% to 10% Orthos
Damage increased from 50 to 175 Range increased from 2 to 3
Status Chance increased from 15% to 18% Critical Chance increased from 5% to 6% Tonbo
Damage increased from 80 to 184 Range increased from 2 to 3 Mk-1 Bo
Damage increased from 45 to 90 Range increased from 2 to 3 Anku
Damage increased from 70 to 170 Range increased from 1 to 2.8 Gram
Damage increased from 100 to 160 Range increased from 1 to 2.8 Scindo
Damage increased from 100 to 200 Range increased from 1 to 2.6 Galatine
Damage increased from 125 to 182 Range increased from 1.45 to 3 Fragor
Damage increased from 115 to 200 Range increased from 2 to 2.5 Magistar
Damage increased from 80 to 210 Range increased from 1 to 2.5 Kama
Damage increased from 45 to 90 Range increased from 1 to 2.4
Status Chance increased from 2% to 10% Critical Chance increased from 5% to 12%
Critical Damage increased from 1.5x to 1.8x Machete
Damage increased from 25 to 120 Range increased from 1 to 2.5
Status Chance increased from 10% to 15% Critical Chance increased from 5% to 10% Prova
Damage increased from 35 Electricity to 52 Impact and 76 Electricity
Range increased from 1 to 2.5 Status Chance increased from 10% to 16%
Critical Chance increased from 5% to 14% Critical Damage increased from 1.5x to 2x MASTERY RANK 0-3
Silva and Aegis Damage increased from 35 to 98
Range increased from 1 to 2.5 Ack and Brunt
Damage increased from 50 to 149 Range increased from 1 to 2.5 Skana
Damage increased from 35 to 120 Range increased from 1 to 2.5
Status Chance increased from 10% to 16% Jaw Sword
Damage increased from 44 to 120 Range increased from 1 to 2.5
Status Chance increased from 10% to 18% Critical Chance increased from 5% to 6% Cronus
Damage increased from 35 to 106 Range increased from 1 to 2.5
Status Chance increased from 10% to 18% Critical Chance increased from 5% to 6% Heat Sword
Mastery Rank increased from 0 to 3 Damage increased from 35 to 147
Range increased from 1 to 2.5 Status Chance increased from 10% to 20% Pangolin Sword
Mastery Rank increased from 0 to 3 Damage increased from 37 to 150
Range increased from 1 to 2.5 Status Chance increased from 10% to 22%
Critical Chance increased from 5% to 8% Dual Skana
Damage increased from 35 to 120 Range increased from 1 to 2.5
Status Chance increased from 10% to 16% Nami Skyla
Mastery Rank increased from 0 to 2 Damage increased from 50 to 125
Range increased from 1 to 2.5 Status Chance increased from 10% to 15%
Critical Chance increased from 5% to 10% Dual Kamas
Damage increased from 42 to 96 Range increased from 1 to 2.4
Status Chance increased from 7.5% to 15% Critical Chance increased from 5% to 10% Dual Heat Swords
Mastery Rank increased from 0 to 3 Damage increased from 35 to 147
Range increased from 1 to 2.5 Status Chance increased from 10% to 20% Dual Zoren
Damage increased from 30 to 70 Range increased from 1 to 2.3 Lecta
Damage increased from 45 Electricity to 20 Puncture, 25 Slash and 56 Electricity Under the Mastery Rank 4-6 grouping
You have, the Sheev
Mastery Rank increased from 0 to 5 Damage increased from 45 to 270
Range increased from 1 to 1.7 Critical Chance increased from 5% to 13%
Critical Damage increased from 2x to 2.1x Karyst
Mastery Rank increased from 0 to 6 Damage increased from 50 Toxin to 30 Impact,
84 Puncture, 72 Slash and 87 Toxin Range increased from 1 to 1.75
Status Chance increased from 10% to 26% Okina
Damage increased from 40 to 140 Range increased from 0.75 to 1.7
Status Chance increased from 15% to 20% Critical Chance increased from 5% to 16% Furax
Mastery Rank increased from 0 to 5 Damage increased from 35 to 135
Range increased from 0.5 to 1.25 Status Chance increased from 10% to 11%
Critical Chance increased from 20% to 25% Critical Damage increased from 2x to 2.3x Tekko
Mastery Rank increased from 2 to 6 Damage increased from 45 to 160
Range increased from 0.5 to 1.25 Obex
Mastery Rank increased from 0 to 4 Damage increased from 25 to 120
Range increased from 0.5 to 1.25 Venka
Mastery Rank increased from 3 to 4 Damage increased from 37 to 140
Range increased from 0.5 to 1.75 Ripkas
Mastery Rank increased from 3 to 5 Damage increased from 55 to 173
Range increased from 0.5 to 1.75 Redeemer
Damage increased from 60 to 180 Range increased from 0.5 to 1.7
Status Chance increased from 10% to 22% Critical Chance increased from 5% to 10%
Critical Damage increased from 1.5x to 1.8x Orvius
Damage increased from 70 to 195 Range increased from 0.5 to 1.3
Status Chance increased from 15% to 18% Critical Chance increased from 15% to 18% Block+Alt Fire to throw glaive that will Suspend
enemies Nikana
Damage increased from 45 to 142 Range increased from 1 to 2.5
Status Chance increased from 10% to 16% Critical Chance increased from 10% to 16% Boltace
Mastery Rank increased from 2 to 4 Damage increased from 85 to 176
Range increased from 1 to 2.5 Status Chance increased from 25% to 28%
Critical Chance increased from 5% to 6% Guandao
Damage increased from 90 to 202 Critical Chance increased from 22% to 28% Cassowar
Damage increased from 70 to 188 Sydon
Mastery Rank increased from 2 to 5 Damage increased from 75 to 225
Range increased from 2 to 2.9 Serro
Mastery Rank increased from 2 to 6 Damage increased from 75 Electricity to 96
Slash and 138 Electricity Range increased from 2 to 3
Status Chance increased from 25% to 26% Critical Chance increased from 5% to 8% Bo
Mastery Rank increased from 0 to 4 Damage increased from 50 to 140 Amphis
Mastery Rank increased from 0 to 5 Damage increased from 55 to 130
Range increased from 2 to 3 Status Chance increased from 10% to 21%
Critical Chance increased from 7.5% to 13% Critical Damage increased from 1.5x to 1.7x Tipedo
Mastery Rank increased from 3 to 6 Damage increased from 50 to 124
Range increased from 1.5 to 3 Ether Reaper
Mastery Rank increased from 3 to 4 Damage increased from 65 to 180
Range increased from 1 to 2.7 Status Chance increased from 15% to 20%
Critical Chance increased from 15% to 20% Dark Split-Sword (Heavy Blade)
Damage increased from 90 Radiation to 68 Puncture, 52 Slash and 100 Radiation
Range increased from 1.45 to 2.8 Zenistar
Damage increased from 130 Heat to 80 Impact, 68 Slash and 150 Heat
Range increased from 1 to 2.6 Status Chance increased from 25% to 30%
Critical Chance increased from 5% to 10% Disc Duration is now a base of 10 seconds
and is increased by the Combo Multiplier Jat Kittag
Damage increased from 130 to 200 Range increased from 2 to 2.8 Sibear
Damage increased from 130 Cold to 70 Impact, 20 Puncture, 50 Slash and 100 Cold
Range increased from 1 to 2.6 Status Chance increased from 10% to 30% Gazal Machete
Damage increased from 52 to 178 Range increased from 1 to 2.6
Status Chance increased from 25% to 30% Kreska
Damage increased from 70 to 190 Range increased from 1 to 2.4 Nami Solo
Mastery Rank increased from 0 to 6 Damage increased from 35 to 172
Range increased from 1 to 2.5 Plasma Sword
Mastery Rank increased from 0 to 4 Damage increased from 35 Electricity to 34
Impact, 12 Puncture, 88 Slash and 66 Electricity Range increased from 1 to 2.5
Status Chance increased from 15% to 18% Critical Chance increased from 15% to 18% Mire
Mastery Rank increased from 0 to 5 Damage increased from 35 to 23 Impact, 23
Puncture, 47 Slash and 65 Toxin Range increased from 1 to 2.7
Status Chance increased from 10% to 31% Critical Chance increased from 5% to 9% Dark Split Sword
Mastery Rank increased from 0 to 5 Damage increased from 65 Radiation to 56 Puncture,
28 Slash and 32 Radiation Range increased from 1 to 2.4 Dex Dakra
Damage increased from 65 to 142 Range increased from 1 to 2.5
Status Chance increased from 20% to 24% Critical Chance increased from 10% to 16% Dual Cleavers
Mastery Rank increased from 3 to 5 Damage increased from 35 to 157
Range increased from 1 to 1.7 Dual Ichor
Damage increased from 35 Toxin to 19 Impact, 11 Puncture, 45 Slash and 47 Toxin
Range increased from 1 to 2.3 Dual Raza
Damage increased from 48 to 110 Range increased from 1 to 2.4
Status Chance increased from 5% to 10% Critical Chance increased from 20% to 25% Atterax
Mastery Rank increased from 2 to 5 Damage increased from 45 to 129 Scoliac
Damage increased from 55 to 150 Status Chance increased from 15% to 29%
Critical Chance increased from 5% to 13% Galvacord
Damage increased from 80 to 210 In the grouping of Mastery Rank 7 to 9: Rakta Dark Dagger
Damage increased from 50 Radiation to 88 Puncture, 62 Slash and 96 Radiation
Range increased from 1 to 1.75 Status Chance increased from 10% to 30%
Critical Chance increased from 5% to 12% Critical Damage increased from 1.5x to 1.8x Ether Daggers
Mastery Rank increased from 0 to 6 Damage increased from 45 to 224
Range increased from 0.75 to 1.75 Status Chance increased from 15% to 30%
Critical Chance increased from 5% to 10% Critical Damage increased from 1.5x to 1.8x Ankyros Prime
Mastery Rank increased from 0 to 8 Damage increased from 38 to 128
Range increased from 0.5 to 1.25 Status Chance increased from 15% to 16%
Critical Chance increased from 20% to 28% Critical Damage increased from 2x to 2.4x Furax Wraith
Mastery Rank increased from 3 to 9 Damage increased from 35 to 139
Range increased from 0.5 to 1.25 Status Chance increased from 10% to 15%
Critical Chance increased from 25% to 30% Critical Damage increased from 2.5x to 2.7x
Initial Combo Count set to 20 Hirudo
Damage increased from 55 to 130 Range increased from 0.5 to 1.25
Status Chance increased from 5% to 11% Critical Chance increased from 15% to 30% Korrudo
Damage increased from 61 to 193 Range increased from 0.5 to 1.25 Ninkondi
Mastery Rank increased from 0 to 8 Damage increased from 45 Electricity to 90
Impact and 100 Electricity Gunsen
Mastery Rank reduced from 10 to 8 Damage increased from 50 to 160
Range increased from 0.5 to 1.7 Sarpa
Damage increased from 70 to 160 Range increased from 0.5 to 1.75
Status Chance increased from 10% to 28% Critical Chance increased from 5% to 14%
Critical Damage increased from 1.5x to 2x Destreza
Damage increased from 75 to 158 Range increased from 1 to 2.5
Status Chance increased from 5% to 14% Critical Chance increased from 20% to 28% Endura
Damage increased from 95 to 200 Range increased from 1 to 2.5
Status Chance increased from 25% to 36% Critical Chance increased from 5% to 10% Cerata
Mastery Rank increased from 3 to 7 Damage increased from 44 Toxin to 19 Impact,
36 Puncture, 52 Slash and 76 Toxin Range increased from 0.5 to 1.25 Falcor
Damage increased from 78 to 230 Range increased from 0.75 to 1.3
Status Chance increased from 28% to 34% Halikar
Damage increased from 45 to 149 Range increased from 0.5 to 1.2
Status Chance increased from 20% to 29% Critical Chance increased from 10% to 17% Pathocyst
Damage increased from 82 to 262 Dragon Nikana
Damage increased from 85 to 188 Range increased from 1 to 2.5
Status Chance increased from 15% to 22% Critical Chance increased from 15% to 22% Tatsu
Damage increased from 96 to 214 Range increased from 2 to 3
Status Chance increased from 23% to 28% Critical Chance increased from 11% to 16%
Critical Damage increased from 1.9x to 2x Lacera
Damage increased from 80 Electricity to 12 Impact, 38 Puncture, 66 Slash and 100 Electricity
Range increased from 1 to 2.5 Critical Chance increased from 2.5% to 5% Mios
Damage increased from 80 to 177 Range increased from 1 to 2.5
Critical Chance increased from 15% to 19% Ohma
Damage increased from 100 Electricity to 76 Impact, 38 Slash and 110 Electricity
Range increased from 1 to 2.5 Kesheg
Damage increased from 105 to 241 Range increased from 2 to 2.9
Status Chance increased from 10% to 23% Critical Chance increased from 7.5% to 19% Pupacyst
Damage increased from 90 to 284 Range increased from 1.5 to 2.7 Lesion
Mastery Rank increased from 7 to 9 Damage increased from 100 to 237
Range increased from 1.5 to 2.7 Status Chance increased from 30% to 37%
Critical Chance increased from 5% to 15% Broken Scepter
Mastery Rank increased from 5 to 7 Damage increased from 60 to 179
Range increased from 1.5 to 2.9 Caustacyst
Damage increased from 75 Corrosive to 17 Impact, 71 Puncture, 69 Slash and 103 Corrosive
Range increased from 1 to 2.9 Status Chance increased from 30% to 37%
Critical Chance increased from 5% to 9% Hate
Mastery Rank increased from 2 to 8 Damage increased from 70 to 230
Range increased from 1 to 2.8 Status Chance increased from 15% to 20%
Critical Chance increased from 20% to 30% Scindo Prime
Mastery Rank increased from 4 to 8 Damage increased from 130 to 250
Range increased from 1 to 2.7 Status Chance increased from 15% to 24%
Critical Chance increased from 20% to 26% Critical Damage increased from 2x 2.4x Heliocor
Damage increased from 140 to 280 Range increased from 2 to 2.5
Status Chance increased from 2.5% to 12% Critical Chance increased from 25% to 38% Sancti Magistar
Damage increased from 120 to 240 Range increased from 1 to 2.6
Status Chance increased from 10% to 20% Critical Chance increased from 20% to 30% Volnus
Mastery Rank increased from 4 to 9 Damage increased from 100 to 220
Range increased from 1.8 to 2.9 Wolf Sledge
Damage increased from 130 to 259 Range increased from 1.5 to 3.1 Prisma Machete
Damage increased from 25 to 193 Range increased from 1 to 2.5
Status Chance increased from 10% to 31% Critical Chance increased from 5% to 15%
Critical Damage increased from 1.5x to 1.9x Prova Vandal
Mastery Rank increased from 3 to 8 Damage increased from 48 Electricity to 80
Impact and 118 Electricity Range increased from 1 to 2.5
Status Chance increased from 10% to 32% Critical Chance increased from 5% to 14%
Critical Damage increased from 1.5x to 2x Ether Sword
Mastery Rank increased from 0 to 7 Damage increased from 37 to 192
Range increased from 1 to 2.5 Status Chance increased from 10% to 34%
Critical Chance increased from 5% to 10% Dark Sword
Mastery Rank increased from 0 to 8 Damage increased from 35 Radiation to 120
Puncture, 60 Slash and 80 Radiation Range increased from 1 to 2.5
Status Chance increased from 10% to 40% Prisma Skana
Mastery Rank increased from 0 to 8 Damage increased from 35 to 170
Range increased from 1 to 2.5 Status Chance increased from 10% to 16%
Critical Chance increased from 20% to 28% Critical Damage increased from 2x to 2.2x Krohkur
Mastery Rank increased from 7 to 9 Damage increased from 70 to 217
Range increased from 1 to 2.5 Critical Damage increased from 1.7x to 2.3x Dual Kerez
Damage increased from 44 to 115 Range increased from 1 to 2.5 Twin Basolk
Mastery Rank increased from 3 to 7 Damage increased from 65 Heat to 55 Impact,
15 Puncture, 55 Slash and 85 Heat Range increased from 1 to 2.4 Dual Ether
Mastery Rank increased from 0 to 8 Damage increased from 40 to 180
Range increased from 1 to 2.5 Status Chance increased from 10% to 28%
Critical Chance increased from 5% to 20% Critical Damage increased from 1.5x to 2x Dual Kamas Prime
Mastery Rank increased from 6 to 8 Damage increased from 70 to 160
Range increased from 1 to 2.4 Status Chance increased from 20% to 25%
Critical Chance increased from 15% to 20% Prisma Dual Cleavers
Mastery Rank increased from 3 to 9 Damage increased from 35 to 133
Range increased from 1 to 1.7 Secura Lecta
Damage increased from 75 Electricity to 30 Puncture, 66 Slash and 80 Electricity
Status Chance increased from 25% to 30% Critical Chance increased from 5% to 15% The Grouping of Mastery Rank 10-12 Fang Prime
Mastery Rank increased from 0 to 10 Damage increased from 36 to 178
Physical damage split now matches base Fang Range increased from 1 to 1.75
Status Chance increased from 5% to 26% Critical Chance increased from 5% to 26%
Critical Damage increased from 1.5x to 2.6x Tekko Prime
Damage increased from 56 to 180 Range increased from 1 to 1.35 Kogake Prime
Damage increased from 70 to 242 Range increased from 0.5 to 1.25
Status Chance increased from 34% to 38% Prisma Obex
Mastery Rank increased from 4 to 10 Damage increased from 25 to 150
Range increased from 0.5 to 1.25 Shaku
Mastery Rank increased from 0 to 10 Damage increased from 55 to 180
Status Chance increased from 25% to 34% Critical Chance increased from 7.5% to 18% Redeemer Prime
Damage increased from 80 to 212 Range increased from 0.5 to 1.75
Status Chance increased from 28% to 30% Critical Chance increased from 16% to 24% Destreza Prime
Damage increased from 76 to 170 Range increased from 1 to 2.5
Status Chance increased from 18% to 20% Critical Chance increased from 24% to 32% Glaive Prime
Damage increased from 50 to 164 Range increased from 0.5 to 1.25
Critical Chance increased from 15% to 22% Skiajati
Damage increased from 77 to 175 Range increased from 1 to 2.7
Status Chance increased from 27% to 30% Critical Chance increased from 15% to 19%
Critical Damage increased from 1.9x to 2.1x Slam Radius increased from 3 to 6 Nikana Prime
Mastery Rank increased from 0 to 12 Damage increased from 95 to 198
Range increased from 1 to 2.5 Status Chance increased from 20% to 28%
Critical Chance increased from 20% to 28% Critical Damage increased from 2x to 2.4x Jat Kusar
Mastery Rank increased from 10 to 11 Damage increased from 80 Heat to 79 Impact,
13 Puncture, 45 Slash and 81 Heat Range increased from 1 to 2.4
Status Chance increased from 5% to 19% Telos Boltace
Mastery Rank increased from 8 to 11 Damage increased from 85 to 210
Range increased from 1 to 2.5 Status Chance increased from 25% to 35%
Critical Chance increased from 10% to 20% Vaykor Sydon
Mastery Rank increased from 8 to 11 Damage increased from 85 to 213
Range increased from 2 to 2.9 Status Chance increased from 25% to 33%
Critical Chance increased from 15% to 21% Critical Damage increased from 2x to 2.5x Radial Blind now triggered by Block+Alt Fire
at full charge Orthos Prime
Mastery Rank increased from 2 to 12 Damage increased from 65 to 234
Status Chance increased from 15% to 36% Critical Chance increased from 10% to 24%
Critical Damage increased from 2x to 2.2x Bo Prime
Mastery Rank increased from 5 to 10 Damage increased from 70 to 176
Status Chance increased from 25% to 32% Critical Chance increased from 12.5% to 24%
Critical Damage increased from 2x to 2.6x Tipedo Prime
Damage increased from 76 to 170 Range increased from 1.5 to 3 Reaper Prime
Mastery Rank increased from 2 to 10 Damage increased from 75 to 200
Range increased from 1 to 2.8 Status Chance increased from 12% to 25%
Critical Chance increased from 20% to 35% Critical Damage increased from 2x to 2.5x Paracesis
Damage increased from 144 to 222 Range increased from 1.45 to 2.9
Status Chance increased from 12% to 22% War
Damage increased from 140 to 250 Range increased from 1.45 to 3.2
Status Chance increased from 20% to 26% Critical Chance increased from 20% to 26%
Critical Damage increased from 2x 2.6x Arca Titron
Damage increased from 180 to 360 Range increased from 2 to 2.6 Synoid Heliocor
Damage increased from 120 to 280 Range increased from 2 to 2.6
Status Chance increased from 20% to 40% Critical Chance increased from 10% to 16%
Initial Combo Count set to 20 Fragor Prime
Mastery Rank increased from 7 to 12 Damage increased from 130 to 270
Range increased from 1 to 2.6 Status Chance increased from 10% to 18%
Critical Chance increased from 35% to 40% Initial Combo Count set to 30 Machete Wraith
Mastery Rank increased from 1 to 11 Damage increased from 45 to 211
Range increased from 1 to 2.5 Status Chance increased from 10% to 33%
Critical Chance increased from 5% to 19% Critical Damage increased from 1.5x to 2.1x Cobra and Crane
Damage increased from 100 to 296 Physical damage changed from 90% Impact, 10%
Puncture to 70% Impact and 30% Puncture Range increased from 1 to 2.6
Critical Chance increased from 10% to 15% Sigma and Octantis
Damage increased from 60 to 174 Range increased from 1 to 2.5 Silva and Aegis Prime
Damage increased from 120 to 318 Range increased from 1 to 2.5
Status Chance increased from 25% to 30% Critical Chance increased from 15% to 25% Broken War
Damage increased from 90 to 187 Range increased from 1 to 2.5
Status Chance increased from 10% to 20% Critical Chance increased from 15% to 35%
Critical Damage increased from 1.5x to 2.2x Dakra Prime
Mastery Rank increased from 6 to 10 Damage increased from 60 to 170
Range increased from 1 to 2.5 Status Chance increased from 10% to 18%
Critical Chance increased from 15% to 36% Critical Damage increased from 1.5x to 2.4x Skana Prime
Mastery Rank increased from 0 to 12 Damage increased from 42 to 210
Range increased from 1 to 2.5 Status Chance increased from 10% to 26%
Critical Chance increased from 10% to 26% Critical Damage increased from 1.5x to 2.6x Twin Krohkur
Mastery Rank increased from 6 to 10 Damage increased from 70 to 250
Range increased from 1 to 2.5 Nami Skyla Prime
Damage increased from 60 to 180 Range increased from 1 to 2.5
Status Chance increased from 30% to 34% Critical Chance increased from 20% to 22%
Critical Damage increased from 1.5x to 2x MASTERY RANK 13-15
Venka Prime Mastery Rank increased from 8 to 14
Damage increased from 55 to 188 Range increased from 0.5 to 1.8
Status Chance increased from 15% to 24% Critical Chance increased from 25% to 32%
Critical Damage increased from 2.5x to 2.6x Ninkondi Prime
Mastery Rank increased from 10 to 14 Damage increased from 54 to 234 Kronen Prime
Mastery Rank increased from 8 to 13 Damage increased from 66 to 212
Range increased from 1 to 2.5 Status Chance increased from 24% to 34%
Critical Chance increased from 12% to 22% Galatine Prime
Damage increased from 165 to 280 Range increased from 1.45 to 3
Status Chance increased from 20% to 26% Critical Chance increased from 20% to 26% Gram Prime
Damage increased from 180 to 300 Range increased from 1.45 to 2.9 & For Zaw changes
Balla Dagger
Damage increased from 68 to 224 Range increased from 1 to 1.7
Staff Damage increased from 80 to 224 Ooltha
Sword Damage increased from 72 to 224
Range increased from 1 to 2.5 Staff
Damage increased from 85 to 224 Mewam
Sword Damage increased from 86 to 224
Range increased from 1 to 2.5 Polearm
Damage increased from 101 to 244 Cyath
Machete Damage increased from 72 to 230
Range increased from 1 to 2.6 Polearm
Damage increased from 101 to 248 Dehtat
Rapier Damage increased from 68 to 224
Range increased from 1 to 2.5 Polearm
Damage increased from 80 to 244 Kronsh
Machete Damage increased from 86 to 234
Range increased from 1 to 2.4 Polearm
Damage increased from 101 to 250 Plague Kripath
Rapier Damage increased from 70 to 213
Range increased from 1 to 2.5 Polearm
Damage increased from 82 to 230 Plague Keewar
Scythe Damage increased from 79 to 309
Range increased from 1 to 1.7 Staff
Damage increased from 93 to 262 Sepfahn
Nikana Damage increased from 72 to 226
Range increased from 1 to 2.5 Staff
Damage increased from 85 to 226 Rabvee
Machete Damage increased from 68 to 234
Range increased from 1 to 2.4 Hammer
Damage increased from 146 to 252 Dokrahm
Scythe Damage increased from 68 to 308
Range increased from 1 to 1.8 Heavy Blade
Damage increased from 146 to 286 9. Mod Re-balancing and Functionality Changes
Since the base damage of melee is being buffed, some notable Mods are getting a balance and/or
functionality pass. With the wide amount of changes happening
to Channeling and Heavy Attacks, some Mods have had to be reworked into other systems
or have had changes to the way their damage scales. For full transparency, some of these are nerfs
to specific Mods, but we felt these were necessary to truly allow Phase 2 to be treated as a
new beginning for melee. Our intention is to create engaging melee
and Modding variety, which is not possible when there is a one-best loadout or single
Mod that can kill almost anything in the game. We love killing things effectively, but we
also want the combat to be engaging and feel powerful. Spin attacks still exist, but the repetition
of them is something we’re trying not to force you to use. To reiterate: select tools made Spin attacks
optimal at the cost of the more interesting Melee system, and we’re trying to rectify
that. At the moment, the current list of Mods and
their changes are listed below. • Amalgam Organ Shatter – Is now +85%
Crit Damage & +60% Heavy Attack Wind up Speed • Blood Rush – Will now scale differently,
using a stacking multiplier based on the Combo Counter, raising 60% per Combo Counter tier
• Condition Overload – Now uses a stacking multiplier based on how many Status Effects
are on the target at 120% damage per Status. Digital Extremes expanded on Condition Overload
saying the following: o During this whole Melee rebalance, Condition
Overload remained a persistent outlier. Since launch, it has had an unintended stacking
mechanic, that nothing else uses in the game: it grew exponentially, making it too volatile
to balance. We know there’s nothing worse than ‘how
can you call this unintended’, so let’s explain the history: initially it did the
stacking on final damage, which, as you know from previous changes, we have been trying
to move away from. This is because this type of stacking makes
for very hard to control damage progression, and tends to be very confusing as to which
damage, Melee/Proc etc, applies where. This new version of the mod makes Condition
Overload’s damage multiplication become equal to Pressure Point when the enemy has
1 Status applied, better than Primed Pressure Point at 2 Statuses applied, and from there
it just grows and grows. Even though the maximum potential damage is
lower now, we think it is still an extremely powerful Mod in its latest iteration. o The new ‘Lifted’ Status also counts
for Condition Overload calculation. Revised Stances and the new Heavy Attack give
reliable ways of applying Status to enemies, which greatly increases the reliability of
Condition Overload • Corrupt Charge – Adds a large amount to
the Combo Counter, but significantly reduces the time it takes for the Combo Counter to
drain. +30 Initial combo -50% Combo Duration
• Covert Lethality – is remaining as a Dagger Mod for now with +16 Initial Combo and 100%
Finisher damage. • Dispatch Overdrive – Increases player
movement on a Heavy Attack hit.+60% Movement Speed for 15 Seconds
• Enduring Affliction – Increases the Status Chance on enemies suffering from the Lifted
Status. +100% Status Chance on Lifted Status
• Enduring Strike – Increases the Combo Counter chance when hitting Lifted enemies. +20% Addition Combo Count
• Focus Energy – Add Electrical damage to an attack, as well as increasing Combo Counter
generation. +40% Melee Combo Efficiency & +60% Electricity
• Focused Defense – Adds an additional 20 degrees to a weapons blocking angle. • Gladiator Mod Set – Adds a multiplier
with the Combo Counter up to 60% for the whole set. • Guardian Derision – Will add more to the
Combo Counter for blocking hits and The Taunt mechanic remains in place & has a 15 meter
range & +30% Combo Count Chance while Blocking. • Killing Blow – Increases Heavy Attack
damage by 120% and decreases the ‘wind-up’ time for Heavy Attacks, +60% Heavy Attack
Wind Up Speed • Life Strike – Heavy Attacks will now regenerate
Health. +20% Life Steal
• Maiming Strike – Changes from an additive buff to a stacking buff, but the base functionality
has increased to 150% Critical Chance on Slide Attack. • Quickening – Grants +40% Attack Speed
& gives +20% Combo Count Chance • Reach / Primed Reach – have changed
and DE said the following to their change, Quote: Reach & Primed Reach will now increase
range in a way that has been normalized. In the previous incarnation, long-range weapons
were getting too much of a benefit, while short-range weapons were barely seeing any
increase at all. The Reach mod provides 1.1 meters and primed
reach gives 3 Metres. • Reflex Coil – Increased Combo Point Efficiency
when using Heavy Attacks. +60%
• Reflex Guard – provides +100% Combo Count Chance while Blocking. • Spring-Loaded Blade – Will now provide
a maximum of 2 additional stacks of Melee Range. +1 Meter of Range for 24 Seconds on Status
Effect. • True Punishment – Add 40% Critical Chance,
but reduces the chance to add to the Combo Counter by -10%
• Weeping Wounds – Increases Status chance in a Stacking Multiplier, 40% per combo tier. The update brought changes to Weapons, Arcane
and Focus School buffs: • Zenurik’s Inner Might – Has been changed
to provide 60% Combo Efficiency, instead of Channeling Efficiency. • The Synoid Heliocor, Furax Wraith and
Fragor Prime have All received bonus initial Combo Counts to offset the boosted Channeling
Damage they had previously. • Exodia Triumph Arcanes – Have been changed
to +50% chance to increase the Combo Counter on hit. • Exodia Valor Arcanes – Have been changed
to +200% chance to increase Combo Count when hitting Lifted Enemies. • And Exodia Brave Arcanes – Now grants
+5 Energy Generation when killing an Enemy with a Heavy Attack. This can stack up to 3 times. All melee-based Exalted Weapons have received
the Phase 2 functionality treatment where they gain access to the combo changes. Garuda’s Claws
• Parry Angle set to 60 • Range increased from 1 to 2.2
• Damage increased from 72 to 180 Desert Wind
• Parry Angle set to 60 • Range increased from 1 to 1.2
Exalted Blade • Parry Angle set to 60
• Range increased from 1 to 2.8 • Heavy Attacks added
Valkyr’s Claws • Parry Angle set to 60
• Range increased from 0.5 to 1.7 Iron Staff
• Parry Angle set to 65 • Heavy Attacks added Aim Assist has been updated to have more intelligence
for those that use it. These changes will only apply if aim assist
is on. As a general rule under the new system, Aim
Assist will be disabled for almost all attacks in the Forward and Tactical Forward Combos,
and enabled for most of the Neutral and Tactical Neutral Combo attacks. And lastly we no longer drop items or unequip
Gear Items when either equipping melee or when we use a Melee Attack! Thanks for
watching .

53 thoughts on “Melee 3.0: Weapon Stats, Mod Changes, Mechanics & More – The Old Blood (Warframe)

  1. If there is information that I have missed or in game interactions please make note of it in the comments so that both I and others are aware πŸ˜€

  2. the nerf to rolling while blocking affects mobility too, the bullet jump, aimglide, roll movement is now gonna feel weird and slow

  3. All is just a giant castration, I didnt like part one of melee 3.0, this part is pathetic at best. 3 formas and one legendary core is not enough to fix but only one melee of the 60 I have worked and farmed for resources and kuva for their respective rivens, I feel shamelessly robbed.

    Edit, I dont even feel up to watching primetime, they let me down bad.

  4. Holy shit……πŸ‘πŸΏπŸ‘πŸΏπŸ‘πŸΏπŸ‘πŸΏπŸ‘πŸΏπŸ‘πŸΏπŸ‘ŒπŸΏπŸ‘ŒπŸΏπŸ‘ŒπŸΏπŸ‘ŒπŸΏπŸ‘ŒπŸΏ

  5. It's a bit saddening that DE has to go through this bc most players don't even know how to mod according to enemy level. Most of the star chart can be completed with any weapon with only a rank 9 serration equipped lol and thats playing solo …I've demonstrated this many times in my streams on mixer.

  6. Thank you for doing this cause there is no way I'm reading all the patch notes lol. o7 The range feels too short now even with maxed Primed Reach.

  7. The changes to Zenistar baffle me to no end. For those that don't know the Zenistars disc duration is now 10s and scales with combo. This is a horrible idea because it goes against the design of the Zenistar being a more defensive weapon and just makes it a gimmick. The Zenistar disc is supposed to be for area denial, not something you through our mid combo.

  8. This is one huge info dump but a needed one. I read the notes myself but I'm sure not everyone can keep up with all of it. Thanks!

  9. I didnt see you mention it but gunblades still have their op combo pre update. Its just attack then heavy attack.

    Same with glaives and weapons like wolf sledge, the explosion still exists via heavy attack. You can choose between letting one rip or just doing a regular attack.

  10. Thanks for reading it all I read it myself but you really miss stuff when skimming through patch notes thanks for this, keep up the good workπŸ™ƒ also I got to the end if you're wondering without skipping a second of the video

  11. Well… The only thing I know it's that I will be spending some serious time on the simulacrum. Tho I'm pleasingly surprise by some weapons already

  12. they fucked my redeemer
    holding down melee button used to do a quick 2 shot
    now, it THROWS YOUR WEAPON like some sort of a discount glaive
    who in their right minds thought THROWING YOUR GUN AT YOUR ENEMY was a good idea??? wtf is this trash move set??

  13. There is something slightly humours listening to iwpoly change voices while listing off information to keep himself entertained

  14. No base damage wasn't significantly increased it's a joke that most weapons still won't count since they cant scale anymore ruining melee entirely for me which is why I'm not going to be using them alot anymore after consoles get it

  15. Watched 100% and hm had to go back several times to er listen to changes to my favorites. Thanks for the constant diligence. πŸ‘

  16. The blooper at the end says it all lol. But seriously, it’s awesome that you provide these patch note videos and I’m always impressed with how thorough you are. Some weapons gots interesting buffs. I’m personally gonna try the dragon now that it has 40% crit chance.

  17. A lot of the individual weapon changes aren't relevant to me, but I watched it all because I appreciate you making these videos.

  18. I find pressing back to do the hover attack in the air to be extremely unnatural feeling in practice. I don't know why they would not simply allow you do hover-attacks if you are hold block and not forward while attacking. It just goes completely against the flow of the combat, at no other time are you using back to control any melee moves. After 6 years of being fine with all melee changes in WF, my brain just refuses to grasp this play style. Maybe it feels less awkward on a controller?

  19. heavy attacks really need to be changed to something fast and stylish. The game is too fast pace to wait around for a slow charge. Let the heavy attack for hammers be a hammer throw that explodes or something fast and cool. We were glad when heavy attacks left. I don't know why they thought it was good to bring it back.

    When they implement rage mode, it would be a good time to fit in changes to heavy attacks.

  20. the blind justice nikana swings look so smooth! I'm having some exams on so I can't really play all that much, melee looks so much better and seems so much more fluid.

  21. Don't worry, we can lose our minds together when you finally get to Purge Levels(2-12 hours) of patch notes reading πŸ˜€

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