Switched the order of the two Tactical Forward attacks and increased the forward distance of the first attack. With the Power Spike passive from the Naramon School, the Melee Combo Counter decays by 20 / 15 / 10 / 5 every reset, instead of depleting completely.

Fixed a widespread issue where players using Controllers could no longer Aim after the Melee 2.99997 changes. Orokin Reactor for warframes/sentinels/kubrows doubles mod space. Whip and Sword slide attacks now do the same damage with a Stance equipped as without. Dodging or rolling while performing melee combos will immediately end the combo, canceling the current melee animation. 25% CRITICAL CHANCE. Forward Combo (Forward + Melee) - This allows you to attack without initially interrupting movement with the first 1-3 swings (depending on the weapon Stance). Melee weapons can be equipped in the tertiary slot of the arsenal in Warframe. Lifting attacks are detailed in Section 7 of this workshop. Performing a heavy attack is possible when the combo counter is zero, and connecting with a heavy attack does not add to the combo counter. This multiplier does not increase normal melee attack damage, it only applies to Heavy Attacks and partially towards certain melee-based Warframe abilities. If you missed the full workshop discussing Phase 1, you can catch it here: https://forums.warframe.com/topic/1063446-melee-changes-phase-1/ 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. As we said before, Channeling Mods will also be changed to support this new system, as well as providing a larger pool of utility to choose from in your builds. This has now been changed so that you will no longer drop items or unequip Gear Items when either equipping melee or using a Melee Attack!

Decreased the forward movement of the first attack in the Tactical Forward Combo (Blazing Vortex) and increased it in the second.

But, how do u get 60 capacity on a weapon? I thought that more status chance=more slash proc? Posted by. By default, the initial combo is 0, and increasing it will change the minimum value that the combo can be at. Today we bring you Phase 1 of 2019’s melee upgrade - we hope you love all the gorgeous new visual effects, streamlined combat, and high fidelity hit reactions! But what about the Channeling FX you ask? That is, while a single strike with a blade may add only 1 point per hit, a single strike with another weapon, or a different combo with the same weapon, may add 2, 3, 4, etc.

Close. Additionally, blocking an enemy melee attack has a chance to stagger them, briefly opening them up to melee front/back finishers. Allow more customization based on player preference. Combo Duration increased from 3 to 5 seconds. Another common issue in user feedback was the unequipping of Gear Items (like the Codex Scanner), or dropping the ‘football’ (usually a pickup for Mobile Defense or Sabotage Missions) when equipping melee or using a melee attack.

Unmodded, 100% of the current combo counter is consumed per heavy attack. You will be able to toggle an option, allowing you to continue melee attacks with the left mouse button once in melee mode. Once a certain number of consecutive hits or successful blocks have been made, a damage multiplier will be displayed. Id like to get them in their respective sets of 4 to cut down on trade amounts and only having limited trades per day. A Tenno is a master of aerial tactics - now you can better target enemies on the ground with deadly and responsive aimed ground slams. While in hand, melee weapons block incoming attacks within a [Blocking Value]° cone. In general, if a single strike hits multiple targets, the amount of damage each target will receive will be: Where n is the order of when an enemy is hit, and FT is the amount of follow-through for the weapon.

Implemented fixes toward briefly being unable to Melee after an Aerial Attack, which breaks the flow of battle. We do not plan on adding it to any other state yet. Corrupt Charge - Adds a large amount to the Combo Counter, but significantly reduces the time it takes for the Combo Counter to drain. Tapping the MMB  or holding the attack button while melee is equipped will perform a Heavy Attack. 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. We are adding a toggle to preserve one aspect of the older melee system. Refresh the timer by adding to the Combo Count with melee hits or blocks. Melee Channeling can no longer be rebound on Controller due to it completely breaking Melee 2.99997 changes. Only explosive damage will use the Combo Multiplier. Radial damage deals a secondary damage type which diminishes with distance from the point of impact, this damage is, Although blocking negates damage, it does, Blocking completely negates the knockdown effect of, Blocking completely negates the pull effect from. 22% CRITICAL CHANCE. Fixed the Operator's Vazarin Guardian Shell not manifesting the charged Void Blast shield.

using the 90% elemental mods would make slash proc less, not more. For example, Focus Energy will decrease the number of combo points consumed by 40%, meaning only 60% of the combo counter will be spent after each heavy attack. Fixed losing your crouch position when initiating a Melee to gun swap while crouching.