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Blood Rush Vs Sacrificial Steel

Blood Rush is an uncommon Melee mod that increases critical hazard as the Melee Philharmonic Counter increases.

Stats [ ]

Rank Effect Cost
0 +3.half-dozen% iv
1 +7.3% 5
2 +x.nine% 6
3 +14.6% 7
four +eighteen.2% 8
5 +21.8% nine
6 +25.5% 10
seven +29.ane% 11
8 +32.eight% 12
9 +36.four% 13
10 +40% 14

Notes [ ]

  • Blood Rush multiplies critical chance based on the Melee Combo Counter tier increase.
    • Without a Combo Counter, Claret Blitz provides no bonus to critical gamble. At 2x, it increases critical chance past 0.twoscore × (2 - 1) = 40% and at 3x, it increases critical chance past 0.40 × (iii - one) = 80%. At the standard max Philharmonic Counter of 12x, it increases critical gamble by +440% critical risk.
  • Blood Blitz does piece of work with quick melee strikes, as they do increase the Combo Counter, which is counted and maintained even if the weapon is non actively equipped.
  • Claret Rush cannot be equipped on Diwata.pngDiwata , ExaltedBladeWeapon.pngExalted Blade , ValkyrTalons.pngValkyr Talons , IronStaff.pngIron Staff , DesertWind.pngDesert Current of air , or ShadowClaws-Arsenal.webpShadow Claws .
  • Pairs very well with Mod TT 20px.pngTorso Count , Mod TT 20px.pngDrifting Contact , Mod TT 20px.pngGladiator Rush , or The PrimaryDexterity.pngPrimary Dexterity & SecondaryDexterity.pngSecondary Dexterity arcanes which allow players to continue the Combo Counter up more consistently.
  • Since thrown attacks from Glaive weapons are affected by the Combo Counter, they will also receive any bonus from Blood Rush.

Adding [ ]

The formula for calculating the increased critical chance reached by the mod is as follows:

Crit Chance = Weapon Crit Take chances × [1 + Mod Crit Bonus + Blood Rush Bonus x (Combo Multi - 1)] + Static Crit Bonus

For example, a weapon with 20% base disquisitional adventure, modded with maxed Mod TT 20px.pngTrue Steel (+120%) and Blood Blitz, and with a Combo Multiplier of 4.0x would reach twenty% × (1 + 120% + 40% × (4.0 - ane)) = 68% chance to crit.

The table below displays the critical chance that a melee weapon can reach depending on its base critical chance and current combo multiplier.

Base Crit Chance Divergence Per Multiplier Combo Multipliers (No Critical Chance Increase at 1x)
1x 2x 3x 4x 5x 6x 7x 8x 9x 10x 11x 12x
ii 0.viii ii ii.eight 3.six 4.iv five.2 half-dozen 6.viii 7.6 8.4 9.2 10 x.8
iv i.vi iv 5.6 7.2 viii.8 x.4 12 13.half-dozen 15.2 16.eight 18.iv 20 21.6
6 2.4 half-dozen 8.4 10.8 13.two fifteen.half dozen 18 20.four 22.eight 25.two 27.half-dozen xxx 32.iv
8 3.2 8 11.ii fourteen.4 17.6 xx.viii 24 27.two 30.4 33.6 36.eight 40 43.ii
10 4 10 14 xviii 22 26 thirty 34 38 42 46 l 54
12 four.8 12 sixteen.eight 21.vi 26.4 31.2 36 40.8 45.6 50.4 55.two threescore 64.eight
xiv 5.6 xiv 19.6 25.2 30.8 36.four 42 47.vi 53.ii 58.eight 64.4 seventy 75.6
xvi half dozen.iv 16 22.iv 28.viii 35.two 41.6 48 54.4 60.8 67.2 73.6 eighty 86.4
18 7.ii xviii 25.ii 32.iv 39.half-dozen 46.8 54 61.2 68.4 75.half dozen 82.8 ninety 97.ii
twenty 8 20 28 36 44 52 sixty 68 76 84 92 100 108
22 8.8 22 thirty.eight 39.half dozen 48.iv 57.2 66 74.8 83.6 92.4 101.2 110 118.viii
24 9.6 24 33.6 43.ii 52.8 62.4 72 81.6 91.2 100.viii 110.four 120 129.half-dozen
26 10.4 26 36.4 46.eight 57.ii 67.half dozen 78 88.4 98.8 109.2 119.half dozen 130 140.4
28 11.2 28 39.2 fifty.four 61.6 72.eight 84 95.2 106.4 117.vi 128.eight 140 151.two
30 12 30 42 54 66 78 90 102 114 126 138 150 162
32 12.8 32 44.8 57.half dozen seventy.4 83.2 96 108.8 121.6 134.4 147.2 160 172.8
34 thirteen.6 34 47.half-dozen 61.ii 74.eight 88.4 102 115.6 129.two 142.8 156.four 170 183.half-dozen
36 xiv.4 36 50.4 64.8 79.2 93.6 108 122.four 136.8 151.2 165.6 180 194.4
38 fifteen.ii 38 53.2 68.4 83.half dozen 98.8 114 129.ii 144.4 159.6 174.8 190 205.two
40 16 xl 56 72 88 104 120 136 152 168 184 200 216
42 16.8 42 58.8 75.6 92.4 109.2 126 142.viii 159.6 176.4 193.two 210 226.viii
44 17.six 44 61.6 79.2 96.8 114.iv 132 149.half-dozen 167.2 184.8 202.4 220 237.6
46 xviii.four 46 64.four 82.8 101.two 119.6 138 156.four 174.eight 193.two 211.6 230 248.4
48 19.2 48 67.2 86.4 105.6 124.8 144 163.2 182.4 201.half dozen 220.8 240 259.2
50 20 fifty seventy 90 110 130 150 170 190 210 230 250 270

Crit Chance = Weapon Crit Chance × [i + Mod Crit Bonus + Blood Rush Bonus 10 (Combo Multi - 1)] + Static Crit Bonus

A spreadsheet that performs the same calculation, and likewise allows to enter your Crit Chance % from Crit Mods and the CC% per combo, tin can be found online here.

Trivia [ ]

  • Prior to Update 26.0 (2019-x-31), Claret Rush provided +165% disquisitional hazard per combo level. Critical adventure was calculated according to the following equation:
Crit Chance = [Base of operations Crit Run a risk × (1 + Mod Crit Chance) + Static Disquisitional Chance Modifiers] × [1 + (Blood Rush Multiplier × Philharmonic Multiplier)]

Run into Also [ ]

  • Gladiator Mod Set, which has a similar effect.
  • Weeping Wounds, the Condition Effect equivalent.

Patch History [ ]

Update 30.5 (2021-07-06)

Melee Modern Nerfs

Claret Blitz'south maximum value is existence lowered. This changes the achievability of consistent Red Crits from just one Modernistic (on virtually Melee weapons, some Loftier-Critical exceptions), and now additional assistance will exist needed via Mods, Arcanes, or Warframe abilities to reach consequent Red Crits.

I Mod alone by and large delivering the all-time tier of Criticals felt too powerful.

Claret Rush is changing from:
+lx% Critical Chance stacks with Combo Multiplier

To
+40% Disquisitional Chance stacks with Combo Multiplier

Update 29.5 (2020-11-xix)

  • Fixed Blood Rush non applying to Garuda'due south Talons (only applies when Talons are the single equipped Melee).
  • Fixed return consequence with combo stacking Melee Mods (like Claret Rush) not resetting while in Operator with a very specific loadout as Client, as reported here: https://forums.warframe.com/topic/1202616-blood-rush-still-bugged/

Update 29.0 (2020-08-25)

  • Now drops from level 30-40 Necralisk Bounties

Hotfix 27.5.five (2020-05-21)

  • Fixed the Blood Blitz Critical Chance boost not resetting when the Melee combo counter is reset.

Hotfix 27.five.4 (2020-05-xx)

  • Fixed Claret Rush bonuses not resetting if you lot're the Operator when the Combo expires.

Update 26.0 (2019-10-31)

  • Changed from multiplicative to additive with other mods. Now only multiplies base of operations disquisitional take chances. Critical chance bonus went from 165% to 60%.
  • (Undocumented) Added buff icon.

Update eighteen.5 (2016-03-04)

  • Added as potential reward from Lua Spy missions.

Hotfix 18.4.i (2016-01-25)

  • Added to the game as an event-sectional driblet from Operation: Shadow Debt.

Last updated: Update 26.0 (2019-ten-31)

Blood Rush Vs Sacrificial Steel,

Source: https://warframe.fandom.com/wiki/Blood_Rush

Posted by: nunleyproldity.blogspot.com

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