Release Date: March 24th, 2017
Rhythmic and imaginative, Octavia conducts her myriad siren songs and ambient anthems through the mystical Mandachord. Entice enemies with musical instruments that inflict melodic maladies, as the Tenno chorus synchronize their rhythm to sound the drums of war. Octavia was composed in Update 20.0 (2017-03-24).
Acquisition
Octavia's main blueprint and the Mandachord are acquired from the Octavia's Anthem quest. The Chassis blueprint is rewarded from the Music Puzzle on Lua. The Neuroptics blueprint is rewarded from Rotation C of Terrorem (Survival), Deimos. The Systems blueprint can be found in the A Rotation Cache of Plato (Crossfire Exterminate), Lua. Additional Mandachord and main blueprints can be bought from Cephalon Simaris for

Item | Source | Chance | Expected | Nearly Guaranteed |
---|---|---|---|---|
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Orokin Storage Container (4) | 100% | ~ 1 Opens | 0 ± 0 Opens |
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Lua Exterminate Resource Caches / A | 22.56% | ~ 4 A Caches | 27 ± 9 A Caches |
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Orokin Derelict Survival / C | 22.56% | ~ 4 C Rotations | 27 ± 9 C Rotations |
All drop rates data is obtained from DE's official drop tables stored on Module:DropTables/data.
See Mission Rewards#Standard Missions for definitions on reward table rotations.
For more detailed definitions and information,
visit here.
Alternatively, upon completion of The Duviri Paradox, Octavia's main and component blueprints can be earned from The Circuit. By selecting her on the rotating week she is available, players can earn her blueprints after reaching Tier 2 (Neuroptics), 5 (Chassis), 8 (Systems), and 10 (Main) rewards.
Crafting
Manufacturing Requirements | |||||
---|---|---|---|---|---|
![]() 25,000 |
![]() 1 |
![]() 1 |
![]() 1 |
![]() 1 |
Time: 3 Day(s) |
Rush: ![]() | |||||
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Octavia Neuroptics Blueprint | |||||
![]() 15,000 |
![]() 1,000 |
![]() 4,800 |
![]() 2,600 |
![]() 5 |
Time: 12 Hour(s) |
Rush: ![]() | |||||
Octavia Chassis Blueprint | |||||
![]() 15,000 |
![]() 6,000 |
![]() 25,000 |
![]() 1,500 |
![]() 3 |
Time: 12 Hour(s) |
Rush: ![]() | |||||
Octavia Systems Blueprint | |||||
![]() 15,000 |
![]() 2,000 |
![]() 3,000 |
![]() 20 |
![]() 5 |
Time: 12 Hour(s) |
Rush: ![]() |
Mandachord
- Main article: Mandachord
The Mandachord is Octavia and
Octavia Prime's signature instrument that allows her to interact with her abilities. To use it, click the Mandachord tab when Octavia is equipped.
Notes
- If Octavia wields her Signature Weapons:
Tenora/
Tenora Prime: Headshot kills with Alternate Fire have a 20% chance to instantly refill the magazine.
Pandero/
Pandero Prime: Headshot kills with Alternate Fire increase reload speed by 20%.
- No weak spots other than actual heads will trigger these effects.
- Headshots on invulnerable enemies will still grant these effects, but not with invulnerable bosses.
- No weak spots other than actual heads will trigger these effects.
- Octavia possesses two Appearance Auxiliary Attachments that make her more visible to players during her Invisible ability
Metronome's Nocturne: Semi-Cloak, which makes the Warframe semi-transparent; and Glow-Cloak, which produces an opaque glow. These appearances are affected by primary energy color and do not alter how enemies perceive the player.
Trivia
- [DE]Danielle performed motion capture work for Octavia's animation set as seen during Devstream 86.
- The Lester B. Pearson School for the Arts provided the sound effects for Octavia's abilities.[1]
- Octavia's name was announced during PAX East 2017.
- Octavia's name comes from the word octave, the word for a span of eight diatonic tonal notes that repeat over higher and lower frequency ranges, usually containing the basis for most musical scales. Her name may also have some origin from the Latin name "Octavia", meaning "eighth born".
- Octavia's Mandachord plays notes in the D Minor Pentatonic scale. "Pent" meaning five, corresponding to the five available notes for the Melody and Bass instruments to select from when composing a song.
- Lotus' quote, is a reference to the opening scene of Shakespeare's "Twelfth Night".
- The names of Octavia's Corpus-themed instruments all have Greek origins.
- Octavia is partly unique because two of her component blueprints can only be acquired from side objectives in missions (e.g. Crossfire caches and the Lua music puzzle).
External Links
References
- ↑ (2017, March 3). PlayWarframe Tweet. Accessed 2022-04-09. Archived from the original on 2019-10-28.
Release Date: February 23rd, 2021
Octavia Prime is the Primed variant of Octavia, possessing higher Shields and Energy, and an additional
polarity. Octavia Prime was released alongside
Tenora Prime and
Pandero Prime.
Acquisition
Chassis Blueprint | ![]() |
Systems Blueprint | Neuroptics Blueprint |
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Vaulted
- On December 14th, 2022, Octavia Prime, along with
Tenora Prime and
Pandero Prime, entered the Prime Vault and were retired from the reward tables. Any preexisting components or fully-built items will remain as is.
Crafting
Manufacturing Requirements | |||||
---|---|---|---|---|---|
![]() 25,000 |
![]() 1 |
![]() 1 |
![]() 1 |
![]() 5 |
Time: 3 Day(s) |
Rush: ![]() | |||||
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Octavia Prime Neuroptics Blueprint | |||||
![]() 15,000 |
![]() 8 |
![]() 10 |
![]() 250 |
![]() 3,750 |
Time: 12 Hour(s) |
Rush: ![]() | |||||
Octavia Prime Chassis Blueprint | |||||
![]() 15,000 |
![]() 2 |
![]() 8 |
![]() 1,200 |
![]() 4,250 |
Time: 12 Hour(s) |
Rush: ![]() | |||||
Octavia Prime Systems Blueprint | |||||
![]() 15,000 |
![]() 2 |
![]() 370 |
![]() 875 |
![]() 4,800 |
Time: 12 Hour(s) |
Rush: ![]() |
Notes
- Octavia Prime, compared to
Octavia:
- If Octavia Prime wields her Signature Weapons:
Tenora/
Tenora Prime: Headshot kills with Alternate Fire have a 20% chance to instantly refill the magazine.
Pandero/
Pandero Prime: Headshot kills with Alternate Fire increase reload speed by 20%.
- No weak spots other than actual heads will trigger these effects.
- Headshots on invulnerable enemies will still grant these effects, but not with invulnerable bosses.
- No weak spots other than actual heads will trigger these effects.
- As with any other Prime Warframe, moving close to the location of an Orokin Void Death Orb will restore a pulse of 250 Energy to nearby allies, even if that Death Orb is inactive, destroyed, or non-present. This effect can only occur once per orb.
- Octavia Prime possesses two Appearance Auxiliary Attachments that make her more visible to players during her Invisible ability
Metronome's Nocturne: Semi-Cloak, which makes the Warframe semi-transparent; and Glow-Cloak, which produces an opaque glow. These appearances are affected by primary energy color and do not alter how enemies perceive the player.
- Upon acquiring Octavia Prime, the player will receive Bombast Instruments for her Mandachord.
- Octavia Prime's
Resonator takes the form of a hi-tech bass drum that rolls along like a car tire, rather than a standard Roller.
Trivia
- Octavia Prime is the seventh Primed Warframe whose non-primed variant was unlockable through a quest (Octavia's Anthem), after
Inaros,
Titania,
Atlas,
Mirage,
Limbo and
Chroma.
- Octavia Prime's Mandachords on both arms are elongated, unlike those of her non-Primed counterpart, which are perfect semicircles. This does not affect the Mandachord screen in the Arsenal.
- Octavia Prime has Prime Details, which are jiggling pieces of cloth on her rear. However, they cannot be toggled off when changing her Skin to the Octavia skin.
- In the Prime trailer, Octavia Prime's helmet & Mandachord Energy flashes in sync with her Resonator. This seems to be for a cinematic purpose only as it is not the case in the game.
Bugs
- The Helminth cyst is not visible on Octavia Prime, regardless of how big or how small it is.
- This bug also happened with
Equinox Prime and with
Sevagoth.
- This bug also happened with
Gallery
Passive
Octavia creates musical masterpieces from the Mandachord affixed to her arms that empowers her abilities. She possesses various passive mechanics highlighted in the tabs below:
- For an in-depth guide to the Mandachord by the developers, please visit Update 20.0 (2017-03-24) patch notes and scroll to the Mandachord section.
The Mandachord is a step sequencer that allows the player to compose unique songs and conduct them in full symphony through Octavia's abilities.
- To access the Mandachord menu, open the Arsenal in your ship, equip Octavia, click on the Warframe's Appearance tab, and select Mandachord at the bottom-right of the screen.
- Once inside the Mandachord menu, the player's view will switch to first-person and look downward at the expanded Mandachord on Octavia's left arm.
- The Mandachord menu comprises of all customization options related to Octavia's abilities.
- Each ability is affected by a section of the Mandachord: Percussion (
Mallet), Bass (
Resonator), and Melody (
Metronome).
- Instruments enable selection of different soundpacks for each section (see Octavia's media for available purchases). The Adau soundpack is available by default, sporting drums for Percussion, violin for Bass, and choir voices for Melody.
- Volume Mixer allows volume adjustments for each section. Volume settings will apply during Mandachord customization and to the appropriate abilities during gameplay.
- Track Isolation enables toggling on or off each section for better audio clarity while composing a song.
- Loop allows selection of bars 1 through 4 to continuously loop for note changes comparison while composing a song. Additionally, a bar's notes can be copied to another bar, or completely cleared from the selected bar.
- Composition enables saving new songs, reloading the current song, and loading custom and instrument songs from your playlist.
- The Mandachord may be paused at any time by clicking the Pause button at the bottom-right corner. Click again to resume.
- Each ability is affected by a section of the Mandachord: Percussion (
When casting an ability, Octavia grants herself and allies within 15 meters the Inspiration buff, generating 1 energy per second for 30 seconds.
- Octavia recasting any ability will also refresh the active Inspiration buff's duration.
- Inspiration buff icon is displayed with a duration timer next to the shield and health indicator at the top-right of the HUD.
Abilities
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Mallet Rhythmically beats damage into nearby enemies and draws their fire. Damage inflicted on the Mallet increases its lethality. Introduced in Update 20.0 (2017-03-24) |
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Misc: 1 (limit of mallets) |
Info
- Octavia expends
25 energy to throw a spherical music device in an arc toward the direction she aims. Upon impact, the device deploys into the Mallet which hovers in place for
8 / 12 / 16 / 20 seconds. The Mallet is an invulnerable hovering orb that continuously plays percussive music, attracting enemies in sight to attack it while absorbing and accumulating all enemy damage hitting its energy mass. Stored damage is converted into
Blast damage, multiplied by
1x / 1.5x / 2x / 2.5x, and rhythmically dealt to all enemies within a radius of
5 / 6 / 8 / 10 meters and Line of Sight from the Mallet.
- Absorbed damage can diminish over time.
- Mallet has no target priority, enemies will be likely to shoot the Tenno if they are in line of sight.
- Mallet's music is in tune with the Percussion section of the Mandachord, drawing from the preset musical notes to determine the percussive aura's damage strength and intervals.
- Up to 1 Mallet can be deployed at a time. Deploying a new Mallet will remove the current one.
- Ability Synergy:
- When Mallet and
Resonator are both active, Resonator will reroute toward the Mallet and carry it around.
- When carried by Resonator, Mallet actively inflicts damage per beat that continuously increases and stacks over time against enemies inside Mallet's damage radius. This damage instance is separate from the stored damage portion of the ability.
- Enemies charmed by Resonator are no longer pacified and will attack a carried Mallet to fuel its damage.
- Resonator increases Mallet's Threat Level, making enemies outside of Resonator's charm radius more likely to shoot the Mallet instead of the Tenno.
- If Mallet is placed where Resonator is unable to reach, Resonator will ignore Mallet.
- Mallet will be dropped to the ground when Resonator expires.
- When Mallet is hovering over an
Amp field, Mallet's range doubled.
- Damage is not doubled, contrary to the ability description.
- When Mallet and
- Casting Mallet is not a One-Handed Action and interrupts other actions, but allows movement.
- Throwing animation speed is affected by Casting Speed.
- Mallet will visually emit sound bars from its core to beat-match Percussion notes. Sound bars enlarge and shrink based on Percussion, Bass, and Melody music in the environment.
- Percussion bars appear from a horizontal ring around the Mallet core, while Bass and Melody bars appear from diagonal rings that layer on top the Mallet when Resonator and Metronome are active and nearby.
- Mallet's core and percussive aura borders are affected by the chosen Warframe energy color. The percussive aura is briefly visible to allies when Mallet is cast before fading away, and is constantly visible to Octavia herself.
Augment

- Main article: Partitioned Mallet
Partitioned Mallet is a Warframe Augment Mod for Octavia that allows her to summon two
Mallets with reduced range.
Tips & Tricks
- Enemies who have both ranged and melee weapons will prefer to use melee.
- Octavia can position behind Mallet to minimize her chance of taking enemy fire.
- Be careful of explosive effects drawn to Mallet's center of origin.
- Mallet's localized control effect is particularly potent against groups caught in narrow choke points.
- Mallet can damage nullifier bubbles, preventing nulifiers from removing abilities centered within the mallet.
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Resonator Launches a rollerball that charms foes to follow it. Combines with the Mallet to create a roving ball of sonic destruction. Introduced in Update 20.0 (2017-03-24) |
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![]() 8 / 10 / 12 / 15 m (max charm radius) | |||
Misc:
1 (limit of Resonators) | |||
Subsumable to Helminth |
Info
- Octavia expends
50 energy to throw a compact rollerball in an arc toward the direction she aims. Upon impact, the rollerball falls to the ground and deploys into the Resonator that lasts for
8 / 12 / 16 / 20 seconds. The Resonator is an invulnerable Roller Specter that continuously plays bass music as it roams nearby terrain and seeks out enemies. The Resonator emits a charming aura with a minimum radius of
3 / 4 / 5 / 6 meters, causing enemies to cease all aggression and follow the Resonator's travel path for its duration; for each enemy charmed, the Resonator's charm radius expands, up to a maximum radius of
8 / 10 / 12 / 15 meters. Charmed enemies rhythmically receive up to
25 / 50 / 75 / 125
Blast damage per beat while they remain in the charm radius.
- Resonator's music is in tune with the Bass section of the Mandachord, drawing from the preset musical notes to determine the charm radius' damage strength and intervals.
- Resonator will detect nearby unaffected enemies and roll toward them, charming enemies as it passes by. As charmed enemies catch up to the Resonator it will attempt to outpace them, laying down an invisible path for them to follow.
- A blue waypoint marker centered on the Resonator will be visible to Octavia and all allied players, indicating potential enemy presence near it.
- When the duration expires or the ability is recast, all previously charmed enemies will be
Staggered
- Charm effect does not require Line of Sight.
- The expanded ability radius from charming enemies is permanent for the rollerball's remaining lifetime - it will maintain this larger radius until it expires or is recast. In other words, killing charmed enemies will not revert the ability to a smaller radius.
- Up to 1 Resonator can be deployed at a time. Deploying a new Resonator will remove the current one.
- Ability Synergy: When
Mallet and Resonator are both active, Resonator will reroute toward the Mallet and carry it around.
- When carried by Resonator, Mallet actively inflicts damage per beat that continuously increases and stacks over time against enemies inside Mallet's damage radius. This damage instance is separate from the stored damage portion of the ability.
- Enemies charmed by Resonator are no longer pacified and will attack a carried Mallet to fuel its damage.
- Resonator increases Mallet's Threat Level, making enemies outside of Resonator's charm radius more likely to shoot the Mallet instead of the Tenno.
- If Mallet is placed where Resonator is unable to reach, Resonator will ignore Mallet.
- Mallet will be dropped to the ground when Resonator expires.
- Charm Immunity: Certain enemies are immune to the charm. This includes the following:
- All named units such as bosses, enemies in The Index, etc.
- Special units such as Executioner units (except for summoned Hyenas), Specters, Kuva Guardian, assassination Bounty targets, etc.
- Casting Resonator is not a One-Handed Action, as it interrupts other actions but allows movement.
- Throwing animation speed is affected by Casting Speed.
- Resonator's energy lights will blink to beat-match Bass notes. Blink frequency is also affected by Percussion and Melody music in the environment.
- Resonator's appearance and energy colors are affected by Octavia's chosen Warframe appearance and energy colors respectively.
- Subsuming Octavia to the Helminth will offer Resonator and its augments to be used by other Warframes.
Augment

- Main article: Conductor
Conductor is a Warframe Augment Mod for Octavia that allows her to command
Resonator by reactivating it, ordering it to move to where her reticle is pointing at, with increased speed.
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Metronome Grants buffs to those who consistently perform actions in time to Octavia’s music. Timed jumps offer the Vivace speed buff. Crouching on the beat grants cloaking with the Nocturne buff. Firing rhythmically bestows Opera multishot buff. Timed melee swings give the Forte damage buff. Introduced in Update 20.0 (2017-03-24) |
![]() 10 / 15 / 20 / 30 % (speed bonus) |
![]() 5 / 8 / 12 / 15 s (buff duration) | |||
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Info
- Octavia expends
75 energy to produce a melodic musical aura with a radius of
6 / 8 / 10 / 12 meters for
8 / 12 / 16 / 20 seconds. Octavia and her allies gain an
10% / 15% / 20% / 35% Armor bonus while inside the melodic aura.
- Metronome's music is in tune with the Melody section of the Mandachord, drawing from the preset musical notes to determine the melodic aura's note intervals.
- While the player and allies can hear the melody, Metronome's aura is considered silent to enemies.
- While inside the melodic aura, Octavia and her allies can perform specific actions in sync to the melodic music to gain various Sync Buffs that can be active simultaneously:
How to Synchronize with Metronome:
- Each line of Melody notes is visually represented as a concentric ring of light, which begins at the edge of the melodic aura and shrinks toward Octavia’s feet, where the ring disappears as the sound of the notes are played.
- In order to gain buffs, players must time their actions to sync with the moment a concentric ring is centered on Octavia, as the sound of the notes are played. A flash of light will appear below the player upon a successful sync.
- Synchronize percentages are listed between 0% and 100%, and will raise or lower depending on the player's timing. Once the percentage reaches 100%, the player gains the corresponding buff.
- Synchronize percentage is displayed as an icon with the current stored percentage beside the health and shield indicators on the HUD. Once synchronized, the corresponding buff icon will also be displayed with the remaining buff duration beneath and bonus percentage at the top-right of the icon.
- Each player must perform actions individually to gain buffs. Sync buffs are gained per-player and are not shared between allies in range.
- If a player does not perform an action when the ring disappears, their existing synchronize percentage does not decrease. however, if they do perform an action at the wrong time, their synchronize percentage resets; Meaning that players can skip certain beats and focus on precision if they cannot keep up with the Mandachord's rapid pace. This is particularly important for weapons with low fire rate / attack speed and with the vivace (movement speed) buff.
- The amount of notes on one line of the Melody section on the Mandachord determines the brightness of the concentric rings.





- Multishot bonus stacks additively with multishot mods such as
Split Chamber.


- Damage bonus stacks additively with base damage mods like
Pressure Point.
- Metronome can be recast while active to refresh its duration. On recast, existing synchronize percentages will not carry over and will be reset to 0%.
- Casting Metronome is not a One-Handed Action and interrupts other actions, but allows movement.
- Casting animation is affected by Casting Speed.
- When Octavia is standing on higher elevations or objects, the concentric rings of light from the melodic aura will partially fade depending on the surrounding terrain to allow better visibility.
- Concentric ring color and Nocturne cloak effect are affected by Octavia’s chosen Warframe energy color.
- Metronome affects the visuals and audio of any nearby
Mallet and
Resonator belonging to Octavia herself.
Tips & Tricks
- Having the mandachord's melody set to a consistent rhythm makes it much easier to sync up your buffs.
- Similar to Octavia's other abilities, without a melody this skill will do nothing.
- The longer the pause is between notes, the higher is the percentage gained per successful action.
- The intensity of light rings is determined by the number of notes in a particular column.
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Amp Draws power from the decibel level of sound in the area and uses it to amplify a damage buff for Octavia and her allies. It also doubles the damage and range of nearby Mallets. Introduced in Update 20.0 (2017-03-24) |
![]() 125% / 150% / 175% / 200% (max damage buff) |
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Misc:
200% (Mallet damage and range bonus) |
Info
- Octavia expends
100 energy to throw an amplifier device in an arc toward the direction she aims. Upon impact, the amplifier transforms the ground into a dance floor, encompassing the surrounding terrain in a field of sound sensors with a radius of
8 / 10 / 12 / 14 meters for
30 seconds. Octavia and her allies standing inside the Amp field gain a weapon damage buff with a minimum of
10% / 15% / 20% / 25% to a maximum of
125% / 150% / 175% / 200%, depending on the sound level in the environment.
- Sounds originating from gunfire, footsteps, alarms, melee strikes, abilities such as
Mallet,
Resonator, and
Metronome, and many more can affect Amp's damage multiplier.
- Amp damage increase is displayed as an icon with the current damage increase in percentage, beside the shield and health indicator on the top-right of the HUD.
- Amp's damage buff stacks additively with base damage mods like
Serration.
- Sounds originating from gunfire, footsteps, alarms, melee strikes, abilities such as
- Up to 1 Amp can be deployed at a time. Deploying a new Amp will remove the current one.
- Ability Synergy: When
Mallet is hovering over an Amp field from any Octavia player, the percussive aura will double in damage and range.
- Does not actually increase the damage of
Mallet.
- Does not actually increase the damage of
- Casting Amp is not a One-Handed Action as it interrupts other actions, but allows movement.
- Casting animation is affected by Casting Speed.
- Amp field sound sensors visually produce sound bars that enlarge, shrink, stretch vertically, horizontally and diagonally depending on Percussion, Bass, and Melody music from Octavia's other abilities.
- Sound sensors will only visibly react to the owner Octavia's abilities and not from other Octavia players in a squad. This is a visual effect only, as the sound level in the environment does affect any Amp field's damage multiplier.
- The thrown amplifier device serves both as a visual anchor point and generator for the Amp field. Nullifier Crewman's bubble must come in direct contact with the amplifier device to dispel this ability.
- When two or more Amps intersect, players will only benefit from the one with the highest boost.
Strength Mods | Duration Mods | Range Mods |
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Patch History
Update 38.0 (2024-12-13)
- Updated the Octavia Iridos Skin’s icon.
Hotfix 37.0.9 (2024-11-13)
- Fixed the Galvanik Leg Plate being misaligned on Octavia Prime.
Update 36.0 (2024-06-18)
- Fixed offset issue with the Cyst on Octavia Prime.
Update 35.5 (2024-03-27)
- Customization For Warframes With Invisibility Abilities
Warframes now have Invisibility customization - no longer will you have to be strictly transparent!
Warframes with Invisibility abilities (Octavia) will now find customization options in the Arsenal under Appearance > Attachments > Auxiliary Attachments.
Instead of Invisibility being completely see-through, players can customize it from being more translucent/semi-transparent to non-transparency with an Energy glow gleaming from your character.
Semi-Cloak Option:

Glow-Cloak Optionl:

An alternate, opaque glow, for when the Warframe is cloaked. Does not alter enemy perception.
Invisibility colorization is affected by the primary Energy color of your Warframe.
- GENERAL FIXES
- Fixed shading issues on the Octavia Iridos Skin.
Update 34.0 (2023-10-18)
- Base vs Final Stats in Modding - Health / Energy / Shield / Armor Stat Overhaul
If you’ve spent any time invested in the deeper nuances of Modding, you may be familiar with “Warframe Math” - math that upon first glance doesn’t really make sense, but once you learn the inner workings of the game, it all comes together. While we can appreciate the value that complex systems offer to a certain subsect of players, there are other aspects of the game that should have clear and understandable outcomes. Namely: Shield, Health, Energy, and Armor Modding.
Pop quiz: what is 300 + 440%? If you answered 740, you may just be an Excalibur player.
Vitality (+440% Heath), Redirection (+440% Shields), Flow (+150% Energy), and Steel Fiber (+110% Armor) come with large modifier values that don’t seem to match their outcome in-game. This is because these Mods apply their multiplier to the base stats of the Warframe - i.e., the stats you have at Rank 0. In the Excalibur example, a Rank 30 Excalibur’s Health stat of 300 earns an additional 440 Health from max rank Vitality (+440% Heath) since it applies to his base rank Health stat of 100, resulting in 740 total health.
In this update, we have removed this obfuscation by having Health, Shield, Energy, and Armor Mods apply to the stats of Warframes at their current rank. Continuing our Excalibur example, instead of Vitality always applying to Excalibur’s base rank 100 Health, it would apply to his Health stat based on his rank - namely, the stat you can actually see in your Arsenal. If your Excalibur were Rank 30, his Health stat would be 300, which means Vitality’s multiplier would be calculated off of 300.
With previous Health and Mod values, additional adjustments are needed to make this revision work while maintaining game balance. By only changing where the multiplier applies, a Rank 30 Excalibur would receive an extra 1,320 Health from max rank Vitality, resulting in a total health stat of 1,600. This outcome is a significant buff, which is not the intention of this system change.
To remedy this, we approached this problem in two ways:
1 - We reduced the overall multiplier for Health, Shield, Energy, and Armor Mods.
Since these now affect Max Rank Warframe stats, these Mods need to scale differently to maintain the status quo. Additionally, we wanted these new values to be as clear and understandable to all players as possible! Here are a few examples of these value changes:
- Vitality: Reduced from +440% to +100% Health
- Redirection: Reduced from +440% to +100% Shield Capacity
- Steel Fiber: Reduced from +110% to +100% Armor
- Flow: Reduced from +150% to +100% Energy Max
Note: These are not all of the Mods affected by this change. We share the comprehensive list further down in this section of the update notes.
Doing some quick math, this means that a Rank 30 Excalibur (300 Health) with a reworked Vitality Mod (+100% Health, applied to the final Health stat) would receive 300 extra Health, for a total of 600. That, in contrast, is a nerf, which we also don’t want to do.
So, our next step:
2 - We adjusted Warframe Health, Shield, Energy, and Armor values to keep the end result of the revised Mods as close to the original values as possible.
With this change, Excalibur’s Rank 30 Health stat is 370. With +100% Health from a max Vitality Mod, his resulting Health stat would be 740, which matches what it was originally.
While this path to the same result may seem a little complicated, the outcome matches our intention: we want players to be able to look at their Health, Shield, and Armor Mods, and be able to understand how they affect the stats they see in their Arsenal.
In addition to everything above, we also increased the base stat values for Warframes so that these revised Mods offer similar value for lower-ranked Frames. To do so, we reduced the amount of Health/Shield/Energy that Warframes earn per rank in half, and transferred the sum of that value to their base stats.
For Armor, this is the one stat that does not increase with your Warframe’s level (with some exceptions). Armor values across the board have been slightly increased to compensate for the Mod changes.
Not to beat a dead Kaithe, but Mods will now be applying to the Max Rank stat instead of the Base Rank. You may look at these numbers and think “nerf” or “buff” depending, but the outcome is that total Modded values are the same, if not a little higher in some cases.
Warframe Stat Changes:
OCTAVIA
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 180 (from 75) / Max Rank - 280 (from 225)
Armor: Base Rank - 160 (from 150)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)
OCTAVIA PRIME Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300) Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300) Armor: Base Rank - 160 (from 150) Energy: Base Rank - 215 (from 175) / Max Rank - 265 (from 263)
While there may be significant changes to Warframe Stats and Mod values as a part of this overhaul, the end result is that your Builds should mostly stay the same. The key difference is the added clarity of what your Health / Shield / Energy / Armor Mods do in your Upgrade screens!
Hotfix 32.3.6 (2023-03-15)
- Fixed a crash with Octavia’s Resonator.
Update 32.0 (2022-09-07)
- WARFRAME AUGMENT BUFFS PART 2
Octavia’s Partitioned Mallet
- Was: Allows for two simultaneous Mallets, each with 50% reduced range.
- Now: Core Augment function unchanged. The Range for the simultaneous Mallets is increased to 80%.
Hotfix 31.7.2 (2022-08-17)
- Fixed a crash that could occur when Octavia’s Passive triggers.
- Fixed Octavia’s Resonator spawning behind locked areas in the Orphix tileset.
Update 30.9 (2021-11-11)
- Fixed Octavia’s Mallet marker being visible to everyone (should only be visible to the Octavia that casted it).
Update 30.7 (2021-09-08)
- Octavia’s Mandachord option has been moved into the top Arsenal menu, under the Parazon option.
- The Mandachord is a very important piece of equipment for Octavia’s abilities - having it buried and not as readily accessible was not ideal considering that it is key to her performance. It is now much easier to find it and create a tune of destruction!
Update 29.9 (2021-02-23)
- Introduced Octavia Prime.
Update 29.5 (2020-11-19)
- Fixed Octavia's Resonator not going to pick up her Mallet if it was cast just off a navigation path (i.e. on top of an obstruction).
Hotfix 29.2.3 (2020-10-08)
- Fixed the Telos Syandana being misaligned on Octavia.
Hotfix 29.0.7 (2020-09-03)
- Fixed losing weapon functionality if Octavia had Shooting Gallery (Mesa Subsume) active and casted one of her other abilities.
Update 28.3 (2020-08-12)
- Warframe Blueprint and Component costs from Simaris have been reduced by 50%!
Update 28.1 (2020-07-08)
- Fixed Octavia’s Resonator spamming 0 Damage numbers in between doing charm Damage.
Hotfix 28.0.6 (2020-06-24)
- Fixed Octavia's Mallet ability causing many audio issues for Clients.
Update 27.4 (2020-05-01)
- You can now sell your duplicate Octavia Blueprints for 2500 Credits from your Inventory.
Hotfix 27.3.11 (2020-04-09)
- Fixed issues when combining Octavia’s Resonator and Mallet causing Mallet to not absorb damage anymore.
Update 27.3 (2020-03-24)
- Fixed Transference triggering Octavia’s Inspiration Passive.
- It’s intended to only be Octavia’s abilities that triggers the buff.
Update 27.2 (2020-03-05)
- Armor Change:
- Octavia: 125 to 150
- Why: The conversation surrounding Arcane Guardian led to a significant review of Armor stats on Warfarmes. The Majority of Warframes received an increase in the Armor stat to increase survivability. Compounded with Shield Gating and the numerous other changes covered, we expect a much more fair feeling playing field for all Warframes.
Update 25.7 (2019-08-29)
- Fixed Octavia’s Mallet causing Resonator to stop moving.
Hotfix 25.6.3 (2019-08-14)
- Fixed being affected by two or more Octavia Metronomes and leaving the radius of one of them causing Vivace and Forte buffs to become impossible to obtain until you become affected by a new Metronome cast.
Hotfix 25.0.4 (2019-05-28)
- Added Mandachord to Simaris' Lost & Found for 25k Standing. You can now re-craft Octavia with this final piece.
Update 25.0 (2019-05-22)
- Cephalon Simaris now sells Blueprints given during quests in his Offerings! This allows you to purchase these items in the event that you’ve accidentally sold them.
Update 24.6 (2019-04-04)
- Having a ‘signature’ weapon now actually benefits you!
- Tenora: Headshot kills with alt fire have a 20% chance to instantly refill magazine when wielded by Octavia.
- Pandero: Headshot kills with alt fire increase reload speed by 20% when wielded by Octavia.
Hotfix 23.0.6 (2018-06-27)
- Augment: Mallet -
Partitioned Mallet
Hotfix 22.16.2 (2018-03-16)
- Fixed Mandachord song previews and soundpacks being muted.
Update 22.15 (2018-03-07)
- Fixed the Mandachord FX overpowering Octavia’s arm FX.
Update 22.12 (2018-02-09)
- Fixed Arsenal Mandachord being unusable after first switching from a different Warframe to Octavia.
Hotfix 22.11.1 (2018-02-06)
- Fixed enemies not shooting Octavia’s Mallet+Resonator combo if they were following the ball first before starting aggro from Mallet.
Update 22.10 (2018-01-25)
- Fixed attempting to change your Mandachord song as an Operator in the Simulacrum, breaking Octavia and getting a script error.
Hotfix 22.8.0.1 (2017-12-21)
- Fixed an issue with Octavia customizations being overridden.
Update 22.7 (2017-12-12)
- Fixed enemies never really ever attacking Octavia’s Mallet while following it.
- Fixed Clients not getting the combo bonus damage boost from Octavia’s Mallet when combined with Resonator.
Update 22.4 (2017-11-23)
- Made some very simple tweaks to Octavia’s Metronome (basically cut the pixels being rendered for it in half) to improve the performance of the FX, while at the same time reducing a bit of the visual clutter from full rings being around you.
Hotfix 22.2.5 (2017-11-11)
- Fixed a crash that could occur if Octavia's Mallet was the target of a switch teleport.
Hotfix 22.0.3 (2017-10-16)
- Fixed Octavia’s Mandachord Instrument Packs being sold for Credits in the Market.
Hotfix 21.2.1 (2017-08-01)
- Optimized Octavia's special effects slightly.
- Fixed a rare case of loading into a mission with an empty Mandachord which results in Octavia dealing no damage as per: https://forums.warframe.com/topic/823653-help-i-broke-my-mandachordoctavia/
Update 21.2 (2017-07-26)
- Fixed Defense objective terminals dancing to Octavia’s Resonator
Hotfix 21.0.7 (2017-07-13)
- Conclave
- Fixed Octavia’s Amp ability applying buffs to players on the opposite team in Conclave.
Update 21.0 (2017-06-29)
- Clients will now be able to see the Host's Octavia Mallet Range FX for a few seconds when cast.
- Polished Octavia’s Agile Animations.
- Made the floor FX of Octavia’s Metronome smaller for Clients out of respect to players sensitive to seizures as per: https://forums.warframe.com/topic/802797-octavia-abilities-triggering-epileptic-seizures/
Hotfix 20.3.1 (2017-04-27)
- Fixing Octavia's Mallet looking solid in Dx9.
Hotfix 20.2.4 (2017-04-20)
- Fixed Octavia’s Resonator sitting still and not interacting with Mallet if cast in an unreachable location.
Update 20.2 (2017-04-12)
- Fixed Octavia’s ability FX and music continuing indefinitely if cast before a Host migration.
- Fixed Clients hearing the Octavia Host bass and drum track from their Mandachord song after a Host migration.
- Fixed Octavia’s Amp causing a script error.
Hotfix 20.1.1 (2017-04-07)
- Fixed pausing and unpausing the game causing Octavia music to not start back at the paused position.
Update 20.1 (2017-04-05)
- Octavia now has a volume slider so you can turn off other Octavias in Options->Audio.
- Fixed Cysts not appearing properly on Octavia.
- Fixed Octavia’s Mallet staying behind in the Simulacrum if you cast it and then use the Arsenal.
Hotfix 20.0.9 (2017-04-03)
- Fixed performance issues when Octavia's Resonator has a Mallet attached to it and teleports to get closer to her.
- Fixed Nezha’s Warding Halo Augment applying to Octavia’s Mallet and Resonator.
- Fixed the Hulta Leg Guards clipping through Octavia’s legs.
Hotfix 20.0.8 (2017-03-30)
- Fixed Octavia’s Mallet sometimes not clearing its ability timer for Clients.
- Fixed Octavia’s Amp not removing the Melee damage bonus.
- Conclave
- The range of Octavia’s Mallet is now visible to others in Conclave.
- Reduced the size of the Bullet Attractor attached to Octavia's Mallet in Conclave.
Hotfix 20.0.7 (2017-03-30)
- Improved the performance of Octavia’s Metronome ability.
Hotfix 20.0.6 (2017-03-29)
- Made improvements to Octavia’s Idle animation that had some bad blending.
- Increased the timing accuracy of Octavia's Mandachord notes.
- Fixed Octavia’s ability music not being synchronized between Client/Host.
- Fixed not being able to use the Mandachord when near placeable decorations in the Landing Craft.
- Fixed Octavia’s Resonator rollerball getting stuck on environment objects.
- Fixed Octavia’s emote music at times suddenly changing volume in the Relay and Maroo’s Bazaar.
Hotfix 20.0.5 (2017-03-28)
- Improved the FX of Octavia’s Metronome ability when running around.
Hotfix 20.0.4 (2017-03-27)
- Fixed Octavia’s Amp ability not buffing Melee damage.
- Fixed Octavia pieces missing from Mobile App.
- Fixed a crash when Octavia's Resonator ability is active.
- Fixed Octavia’s ability song tracks skipping when using Adau Percussion as per: https://forums.warframe.com/topic/777184-octavia-song-loops-at-wrong-point/
- Fixed Octavia not playing her music when dancing in Maroo's Bazaar.
- Fixed issues with Octavia's Mandachord hitching in certain scenarios.
- Conclave
- Fixed a Dedicated Server crash when casting Octavia’s Metronome.
Hotfix 20.0.2 (2017-03-24)
- Reduced the ambient audio level when using Octavia’s abilities.
- Conclave
- Fixed Octavia’s Mallet not appearing for Clients in Conclave.
Hotfix 20.0.1 (2017-03-24)
- Reduced the ambient audio level when using Octavia’s abilities.
Update 20.0 (2017-03-24)
- Introduced to the game via the Octavia's Anthem quest.
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