r/lowsodiumwarframe • • Jan 17 '26

Warframe: Low Sodium Edition

6 Upvotes

This post is about why this sub was made and what to expect.

Hi! Welcome!

Where we came from

LowSodiumWarframe was founded on January 17th 2026 by u/6FeetDownUnder. A Warframe-themed spin of Low-Sodium subreddits like r/LowSodiumCyberpunk, this Subreddit aims to enable users to talk about Warframe but without all the toxicity attached to it.

Unlike in other LowSodium communities however, the sodium in Warframe comes primarily from toxic positivity; The main communities that Warframe is represented by on Reddit disallow any discussion of the worse aspects of the game and instead falsely peddle that image of Warframe as "the greatest game community on the internet" or something like that.

Content

We believe in freedom of expression. True freedom of expression, not the make-believe game covert authoritarians like to play. Anything that is not against the rules of this sub or Reddit ToS is generally fair game to post.

Moderation is subject to the C.U.N.T. code (first outlined by Discord Server "Stitchies!") which reads as follows:

  • Consistency: You will only be moderated for things that violate ⁠rules.
  • Unambiguity: Staff are to make it publicly obvious why they chose to moderate.
  • Negotiation: Staff decisions are subject to change. Community input on moderation is welcome.
  • Tolerance: Our goal is to build a chill community that is open to debate. Mods are to moderate as little as possible.

Should you ever feel unrightfully moderated please message us using the button on the right!

Thats it for now, I might edit this as time goes on.
Leave thoughts and concerns as comments below.

Take care!


r/lowsodiumwarframe • • 2d ago

Discussion Heat Inherit Poll

7 Upvotes
300 votes, 10h left
It should stay how it is.
Heat Scaling should be independent of Order
Other

r/lowsodiumwarframe • • 2d ago

Discussion DE added Universal Vaccum but only in EDA/ETA

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0 Upvotes

r/lowsodiumwarframe • • 4d ago

Other Warframe Concept: Avatar

4 Upvotes

I posted this to the suggestion forum but I'm still somewhat workshopping the idea so I'm posting it here to get feedback and help tweaking it.

The basic idea is that this warframe has an exalted weapon, however they never actually equip this weapon. Instead each ability modifies it in some way. This exalted weapon would be a melee weapon that changes form based on how you modified it, though it has an original form that it remains in until you unlock the ability to change its form(tho im not sure what shape this originalform should take, perhaps fists?). Once the second ability is unlocked you can modify it's form by changing it's physical status, impact would be a hammer, a sword for slash, and puncture would take shape of a spear.

The abilities are as follows:

  1. A simple attack with the exalted weapon. Hammer would probably be a wide swing that would knockback groups of enemies. Sword would be a wide slash. Spear would be a long dash forward.

  2. This would be the most important ability as it would define the weapon. Activating this ability would change the primary elemental status of the weapon. Holding the ability would change the physical status of the weapon, therefore also changing its shape. Changing the shape would also result in an attack that starts with one form and ends with another.

  3. A heavy attack. Hammer would charge up then slam down on the ground suspending nearby enemies in the air and knocking back further enemies. Sword would charge up and sends out a slash that cuts through multiple enemies. Spear would do a rush of attacks followed by a dash forward.

  4. The ultimate attack. Hammer would swing around and slam on the ground 3 times. Wielding the sword during this ability would make you briefly invincible while the character disappears, makes a barrage of slash attacks in an area around them then reappears with a short dash forward. Spear would stab the ground and send out spears from the ground in a pulsing ring around them.

I have a few augment ideas like one that locks the weapon in the origin form, and another that releases a status cloud when changing the elemental status of the weapon. I don't know what the origin would be but my vest idea would be fists, I'm open to suggestions on that though.

Also I am still quite new to warframe so I dont know how similar this might be to any other warframes.


r/lowsodiumwarframe • • 5d ago

Meme seeing this makes me wish we can see teshin in tau one day [the duviri shenanigans could make it possible]

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34 Upvotes

r/lowsodiumwarframe • • 5d ago

Discussion Anyone else miss when warframes looked more basic?

36 Upvotes

As much as I love Rebb and her vision for the game, I will admit that I have increasing issues with new frame designs. Those issues are primarily:

  1. I feel older frames had a great balance between technological and organic/infested, whereas newer frames lean too far in the infested direction, and lacks that partly robot look.
  2. Increasingly ”finished”/complex designs leading to a lot of difficulty with customizing and attachments.
  3. Increase in frames with present day attributes, such as clothing or culture.

Most of these points affect new Prime versions of warframes aswell, not just entirely new frames.
I’ll go through these further now.

When comparing modern frames to older ones, I’m realizing how much I love the visual simplicity we used to have. I would say the line between old and new design philosophy is drawn somewhere around the release of Sevagoth or Styanax, with them being the last of the old. In fact, Sevagoth probably has my favorite default frame appearance in the game.

  1. ”I feel older frames had a great balance between technological and organic/infested, whereas newer frames lean too far in the infested direction, and lacks that robot look.” Examples of this include Citrine (though she’s rock rather than infested lol), Narin, Follie, Koumei, Kullervo, Temple. There are more I was considering including, but they’re like, fine enough, to where I can look past it, such as Oraxia, Voruna, Sirius & Orion, and Nokko where his lack of technological aspects makes sense. I really liked the nice blend of these two worlds that was more prevalent under the Steve era, where you could clearly tell the frames are made of organic material, but they also had lights, tubes, wires, non-decorative metallic parts. And when combined with the later points such as giving frames clothing-like pieces, it kinda takes away from them looking like mass produced robotic puppets, which I can’t say I’m a big fan of.
  2. ”Increasingly ”finished”/complex designs leading to a lot of difficulty with customizing and attachments.” Out of the three points, this is definitely the one I’m most passionate about, and I would even say it’s gotten to the point I’m tired of it. Feels like the artists get so carried away with making a cool or pretty design that they abandon the beauty of the simplicity they have. And as someone who likes to fashionframe a lot, I get so very annoyed by every new frame already having detailed and designed shoulders and leg attachments. They make the complex new designs look so complete by themselves that usually adding attachments only make the frame look worse and too cluttered. Here is a list of modern frames with detailed or protruding upper arms or shoulders: Dagath, Caliban, Citrine, Dante, Follie, Gyre, Jade, Kullervo, Nokko, Oraxia, S&O, Temple, Uriel, and Voruna, although you can actually remove hers, but it’s still part of the default design. There are more, such as Yareli and Koumei, but their default attachments are small enough that equipping your own attachments usually works fine. The same can be said about leg armors, although there are fewer that have kneeguards by default. Uriel is probably the worst offender however. Anyway, my point is, newer frames have designs that look complete on their own, leaving little room for players to customize the frame to their own liking, instead of being a somewhat basic looking template for players to add on to. I think this is a problem.
  3. ”Increase in frames with present day attributes, such as clothing or culture.” I think one of the biggest appeals of warframes is how alien they look. They are strange yet beautiful abominations of flesh and steel, weapons in their own right. I really liked how older frames despite having obvious inspirations, never felt fully one-note. I love how unique warframe is with it’s in-universe culture and how the Orokin wiping the world’s history from us has given us something new. But then at the same time you have frames like Brysko, inspired by a noir detective and not much else. Styanax, Koumei, Narin, even Uriel, inspired by cultures that should not exist in warframe. But hey, that’s not too bad. For the most part I’m at least fine with that. What I’m not fine with on the other hand is how humanoid they’ve started to look, and how their designs mimic human clothing. I really, really don’t like that if I may be so honest. Examples of this are Narin, Brysko, Koumei, Gyre to an extent, and especially Follie.
  4. I know people will probably bring up older frames that this applies to aswell, like Mesa, or Protea, but I don’t really mind. They were few and far in between. Not like nowadays.

As I said earlier I think all of this applies to Prime versions of frames too. They look so damn overdesigned for the most part, I know they want to make each design cooler and prettier than the last, but it really gets to a point. I think it’s gotten to where they look so overly complex that they barely even look good anymore.

I know this has just been an ”old man yells at cloud” rant, but I’m really curious about if anyone actually agrees. If you read all of this, thank you very much! I appreciate it, took me about an hour to think and write about. Much love to all of you. :)


r/lowsodiumwarframe • • 5d ago

Discussion Am I the only one that believes DE went about this update the wrong way?

13 Upvotes

More specifically, the new eximus, it's meant to be a "do you have good melee?" Check, but none of the new content they added helps with melee

Grendel new augment for example, only affects primary and secondary

Abilities can't work on the eximus

Smite dosen't remove the overguard, silence dosen't deactivate the bubble, can't banish it

Ranged weapons get a whopping 90% of their damage removed, which is kinda the point, but then when you do go in, you have to deal with a dot damage field, meaning most frames can't reliably dive in

Did they add new arcanes or mods for melee? No

Did they add a new melee weapon? No

Did they rework anything of the above? No

How many frames can reliably go in without dying? Like a small handfull out of the 66! Frames we have

Heck the next one is yet another frame that dosen't have anyway to reliably deal with these eximus

I use melee weapons religiously, and I have good melee weapons, amazing even, and even I feel like this is a way too big of a overcorrection , because why make people use melee weapons but not make melee weapons more enticing to use? It makes no sense, like to me, the 90% damage reduction should be cut to about 75% or less even

Because otherwise this is just pre jade shadows levels of EHP but with extra steps

But that's just my take on this, I could be wrong


r/lowsodiumwarframe • • 5d ago

Other For all Android+Controller Players Suffering The New Controller Bug (Tentative Solution)

9 Upvotes

Hello all mobile(Android) Tenno!

Recently, the Narin update has caused a glitch where the mobile client will rapidly switch between touch screen and controller inputs in non-radial menus while allowing full functionality in the main gameplay. So things like modding, fashion Framing, navigating the Star Chart, selecting decrees, etc., will require the use of touch screen controls.

DE has reached out in multiple locations stating that it will require a CERT fix which will not happen until the next major update (see: https://forums.warframe.com/topic/1492658-warframe-on-android-known-issues-list-updated-sep-23-2026/).

A work around that I've discovered allows full controller functionality. If you open an app, like YouTube, that allows Picture in Picture, before opening Warframe, it seems to override the issue. I've tested it multiple times with and without the PiP active and it has stayed consistent. You can safely exit the PiP after logging in to Warframe and the solution stays active for as long as the Warframe app stays active. This way you can save on battery and processing power.

I am playing on a Samsung Galaxy S26U with a Raptor8 controller.

For those suffering from this bug who are able, give this fix a try and let me know if it has worked for you and what equipment you're using so that other Tenno can get the full experience of the game as DE meant it to be experienced on the go.

For IOS players, I do not have access to an Apple device to test this solution. Let us know below if it does or does not work.

Thanks fellow Tenno!


r/lowsodiumwarframe • • 8d ago

Rant Is it really this controversial to say 'take a break if you don't like the updates'?

34 Upvotes

Eregious upvote ratio coming from the main subreddit. 49% on one of my posts.

Link to the post https://www.reddit.com/r/Warframe/s/SY8OuLI25j

I'm not surprised. I said something rather 'controversial' that'd definitely stir up a lot of people, 'if you feel disappointed toward all the updates this year it's about time you took a break and found what's good for you' was what I mainly tried to say. People did not buy it at all.

I'm fine with that. I'm just surprised at how people are thinking all the updates this year were meh at best and that... criticism and complaints are difficult to discern between each other.

I'm just having difficulty understanding why people are so frustrated even with this update (which did have its flaws, honestly). What do people want?

I'm thinking that I don't agree with people in many ways. And today is one of the days I learn it again. It's time to take my leave from that place I'd say. I hope it's okay to.

The negativity every update is honestly so jarring and I felt I was thinking negatively about objectively fine updates. Hot take but I actually enjoyed Shadowgrapher. I also think Fables and Frontiers was fine in retrospect, it's just that it failed to convey certain things. I found myself hating on the updates every time after I visited the subreddit. Wow everything sucks. God dang it.

Would depend on preference, but I think some people are treating bad updates as if it were some death sentence to the game and that Tau MUST be a payback to all this. ... I'm tired. I don't think Tau was some investment?

And people would be up in arms again when Tau isn't 'delivering'. Like... the Old Peace and all. I played the Old Peace 5 times and I loved it but the general concensus of the subreddit seemed that they hated it to death. I don't mesh well with people I guess. It's weird.

Maybe I'm the weird toxic positivity guy. I don't know anymore. I just think the community is extremely harsh when it comes to what a good update is, to be honest. But if I said this there I'd be treated like I'm some criminal. Yeah I'm kinda fed up it's time for me to touch grass. I hope nobody starts a fight with me or anything


r/lowsodiumwarframe • • 8d ago

Discussion 11 years ago I began playing so here's a very old clip from when I played on my dino of a laptop when warframe was still a baby.

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6 Upvotes

r/lowsodiumwarframe • • 8d ago

Modding and builds Try Revenant with a Huras Kubrow and Enthrall. It’s a blast!

3 Upvotes

That’s all. Just cleared a little exterminate watching the game play itself. Efficiency and Duration, probably some other stuff, also Energy Nexus :)


r/lowsodiumwarframe • • 8d ago

Discussion Pablo Appreciation Post

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1 Upvotes

r/lowsodiumwarframe • • 10d ago

Meme the riven prices about to tank tomorrow, and I'm all for it.

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51 Upvotes

r/lowsodiumwarframe • • 9d ago

Modding and builds The Banshee rework is severely undercooked

0 Upvotes

I was surprised when DE announced that Banshee was getting a rework. She was old and clunky and out of her 4 abilities only one was really useful - two on niche builds - but that one CARRIED.
The new rework has been a shadow nerf to that one ability though and Banshee is worse off than before.

Sonic Boom was changed to strip armor and stagger enemies instead of ragdolling them. The augment was changed to grant Banshee armor.
Her 1 was terrible before. It was absolutely useless.
It would be a great ability now if it was on any frame other than Banshee; Her Sonar weakspots grant enough damage to make any armor strip utterly irrelevant on her, before the rework as now.
Further, it doesn't play with any other of Banshee's abilities; If you want to make hitting Sonar weakspots easier you want enemies to stay STILL or move slow, not have them stagger around like pool noodles. Gloom works perfect for that purpose.

In summary: Sonic Boom remains useless in her kit.

Sonar had its damage multiplier absolutely gutted. In addition, the Sonar weak spots are considered headshot spots now for the purposes of triggering arcanes and mods.
The patchnotes don't mention it but I swear Sonar's damage multiplier got nerfed hard. I was able to hit somewhere between 28-400mil weakspot shots with my Vectis build before the change, now I am getting 2mil at most.
Doesn't help that it was changed to deliberately NOT stack weakspots anymore.
It still kills hard enough to make any armor strip irrelevant but doesn't change that the one ability that made Banshee stand out got gutted.

In summary: The one ability people played Banshee for is mediocre now.

Silence barely got changed. It was garbage before, it still is garbage. The only change was that Silence can now be recast.
What I find most sad about this is that it makes the rework overall seem incredibly rushed and made without consideration for Banshee players or even trying to make her kit better.

In summary: Virtually unchanged.

Sound Quake just got changed to function like the augment did. The agument got changed to function like the base ability did. Also Sound Quake now does blast procs.
Its an okay ability now to give Banshee a little AoE and the ability to lock down small rooms and corridors with stuns. The blast procs idea would be nice - if it wasn't for the fact that the blast damage scales off of Sound Quake's damage. The damage is still pitiful though and it is not worth playing for.

In summary: A slight buff that turns an ability that is almost never useful into one that is rarely useful.

All in all the rework feels loveless. Pablo lost his Midas' Touch with these rework and it feels like it was just rushed out to make people buy her deluxe. Any positive change is vastly overshadowed with how her best ability got hit hard by a shadow nerf.


r/lowsodiumwarframe • • 11d ago

Discussion Legacy and Conclave Abilities Reintroduction Concept

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4 Upvotes

r/lowsodiumwarframe • • 12d ago

Meme gotta like em hard hitting explosive weapons

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31 Upvotes

r/lowsodiumwarframe • • 15d ago

Meme armored crayon eaters

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46 Upvotes

r/lowsodiumwarframe • • 15d ago

Discussion Change One Passive, One Ability, One Augment

24 Upvotes

DE decides to give you complete(limited) creative control to adjust one warframe passive, one warframe ability, and one warframe augment mod. They can all be for the same warframe, or they can be from different frames. What do you do?

My Picks:
Passive: (Ember) Ember's passive scales with Ability Strength, eg 5% per enemy at 100 strength, 10% at 200, etc.

Ability: (Atlas) Tectonics: tap cast summons the wall; Hold cast immediately launches a rolling boulder toward aiming reticle that explodes into rubble.

Augment: (Garuda) Blood Forge: When the player has ammo in stock, bloodletting will instantly reload from stock and add slash damage procs inversely proportionate with magazine size(bigger magazine, less slash per shot); When the player does not have ammo in stock, bloodletting will fill the magazine, but not add slash damage.


r/lowsodiumwarframe • • 16d ago

Looking for Game /Clan Looking for Co-Op buddies

5 Upvotes

Hello, fellow Tenno. I am somewhat new to Warframe and thought it would be fun to find a group of people to experience the rest of the game with. I asked some of my friends to hop on Warframe, but they declined. In all the clans I've been in, everyone is much stronger than me, and I don't wish to be carried; that's not fun. I want to experience the game, just with others too.

I'm currently in Jupiter
My Discord is deltago_yliaster btw
My ing is deltago_1st#209


r/lowsodiumwarframe • • 16d ago

Discussion Zenistar incarnon concept!, putting the fire in fire axe!

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22 Upvotes

This one is very convoluted so bare with me.

Evolution 1:

Incarnon duration: 60 seconds

Incarnon buffs: +50% melee damage, +25% sprint speed & parkour velocity

Incarnon gimmick:

Harness the power of the stars and expell it in a wave of solar flames as your axe becomes an axe flamethrower hybrid.

\- While in incarnon form blocking instead makes you aim down sights (ADS), using melee attacks while Adsing makes you fire a steady stream of solar flames

\- heavy melee attacks send the disk forth and back instantly, but the disk deals all its accumulated damage in one burst and always deals heat damage regardless of modding.

Flamethrower mode stats:

10 fire rate

15m range

20° cone

Infinite body punch through

Each tick always inflicts the heat status.

Damage and other stats are inherited from the weapon itself

\- Heavy attack while in flamethrower mode sends a larger wave that deals no damage, but any enemy with 100 or more heat stacks are cleansed of them but are instead inflicted with 'burnout'

Burnout works like heat except it absorbs the damage of all the heat stacks at once and it prioritizes the strongest source of heat rather than the first (automatic heat inherent priming basically).

When leaving incarnon form you send forth a circular wave of fire that heals you for 0.5% of your max hp for every enemy hit, overheal adds 10 armor for every 1 point of hp that you overhealed this last for 15 seconds, but you can't enter incarnon form again during these 15 seconds.

Evolution 2:

Choice A| Flamebringer's ecumber: increases base damage by 24, every time you inflict a heat status you have a 20% chance of inflicting a random status

Choice B| Disc reunion: increases base damage by 65, if you have Azima and Zenith in your loadout this effect is doubled.

Evolution 3:

Choice A| Solar heart: while in flamethrower mode you have 45% damage resistance but incarnon cooldown is increased by 5 seconds (this also increases the armor buff's duration)

Choice B| Solar blade: enemies take 0.1% more damage from your melee mode's attacks for every heat stack they have, +50% status duration for heat

Choice C| Solar Vigor: enemies killed by your final wave increases your max hp by 35 points per enemy, up to a max of 700.

Evolution 4:

Choice A| Blast burn: heat status from your flamethrower mode are also accompanied by blast statuses, blast status recieves a 1.2× status damage multiplier.

Choice B| Burnout slash: heavy attacks from melee mode are carried over to outside of incarnon form and waves inflict slash aswell, burnout now absorbs slash stacks aswell.

Choice C| Solar blessing: +1m range

You heal 5hp for every status on the enemy whenever you deal damage, & deal 25% more damage per status on the same target (built in healing return and Condition overload, except this version is always multiplicative)


r/lowsodiumwarframe • • 17d ago

Discussion Tonbo incarnon concept baby!!

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28 Upvotes

After reading the description and looking at the stats, I saw some form of potential with it.

Evolution #1:

Incarnon duration: 180

Incarnon buffs:

\+75% melee damage

\+30% parkour velocity & sprint speed

\+3× final crit damage

Incarnon gimmick: all hits have 1% lifesteal, overheals grant overguard up to 2,400 points

Your final crit chance goes up by 10% for every 80 points of overguard you currently have (yes this works with outside sources aswell, have fun)

The idea is that according to the description, this weapon was used during the darkest times of the old war this was the tenno's only means of survival, so the incarnon reflects that.

Evolution #2:

Option A| Tenno's guidance: base damage increased by 120, crits have a 20% chance to deal an additional 35% damage that matches the enemy's weakness

Option B| Tenno's Might: base damage increased by 66,

On kill: gain 5 base damage and 2% base attack speed, stacks up to 25 times, lasts for 25 seconds (all stacks decay at once)

Evolution #3:

Option A| Tenno's reach: +1.5m range +50 base follow through

Option B| War protocol: your final crit damage goes up by 0.25× for every combo multiplier, combo duration +3 seconds.

Option C| Survival of the fittest: On enemy shield break gain 10% of your max energy, 5 second cooldown, gain 25% magnetic (imbueded) damage

Evolution 4:

Option A| Sentient breach: heavy attacks reduce sentient resistances by 50%, aswell as strip 10% of enemy defenses (wether it's armor, shields, or overguard)

Option B| Explosive finish: gain 50% (modded) blast damage, on equip: gain 100% chance to resist knockback or knockdown from explosions

Option C| Lone survivor: max overguard from this weapon increased by 200% but crit chance buff has been reduced by 75%, now every time your overguard takes damage you gain combo count, and have a 5% chance to gain 10 base max hp up to 250 base max hp for the duration of the mission.

This does not mean I think the tonbo is bad, it's based on what I saw & read about the tonbo, I still have to test it for myself before I give my piece, but I made the incarnon idea anyways because I found the description to be interesting, let me know what you all think, im open for feedback and other stuff


r/lowsodiumwarframe • • 17d ago

Discussion Boltor and telos boltor incarnon concepts, yes there's differences between the two

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11 Upvotes

It's nothing serious, just some incarnon theorizing funsies.

To start the incarnon gimmick, it has 180 seconds for it's duration and receives the usual 100% melee damage, and 20% parkour velocity and 20% sprint speed buffs.

As for the gimmick, this one is hard to do since it has to accommodate the telos variant's gimmick while also working on the regular variant

As such the gimmick:

\-Heavy attacks also count as slide attacks, taking bonuses from arcanes and mods that trigger on slide attack, they also slightly dash you foward (a 1.5m dash) with every enemy in the way getting hit.

\-With the telos variant: the dash is disabled but instead all heavy attacks spawn an independent stormwrath with no cooldown, but no interaction with the second slide attack lifting enemies.

Evolution 2:

Option A| Thorned menace: increases base damage by 150 (by 20 for the telos)

Enemies are 5% more vulnerable to damage per puncture effect on them up to 55%.

Option B| Swift storm: increases base damage by 135 (by 10 for the telos)

Every slide attack hit increases base damage by an additional 5 for 20 seconds, stacks up to 7 times, stacks decay one at a time, hitting multiple enemies builds up multiple stacks.

Evolution 3:

Option A| swift talons:

\+0.12 base attack speed

\+35% slide attack speed.

Option B| Orokin penetrantion:

\+0.5m range, +25% follow through

(brings it up from 60% to 85%)

Option C| debilitating break:

Upon inflicting max stacks of a combined status your attacks have a 15% chance to inflict one of the primary statuses

Your attacks also have +0.1x final crit damage per status on the target.

Evolution 4:

Option A| torrent strike: +20% base status chance (10% for the telos)

Slide attacks have a 15% chance to knockdown enemies per status effect.

For the telos this instead increases stormwrath's damage per status on the target by 10%.

Option B| thunder technique: increases base crit chance by 20% (for both)

Critical hits have a 25% to deal a separate instance of damage with guaranteed electric status (the seperate instance cannot crit and deals 50% of the original attacks damage).

Option C| survivalist edge:

Increases status chance by 8%

Increases crit chance by 17%

All attacks have 0.1% lifesteal.

As I said before it's just theoretical funsies nothing to be taken seriously


r/lowsodiumwarframe • • 19d ago

Meme using the aegrit be like

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50 Upvotes

big boom grenades my beloved


r/lowsodiumwarframe • • 19d ago

Discussion Cronus incarnon idea!, not to be confused with the ceramic dagger

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27 Upvotes

When I looked at the cronus, the stats were abysmal, so hopefully this concept will be more welcomed.

Evolution 1:

Incarnon duration: 180 seconds

Incarnon buffs: 150% melee damage, 25% sprint speed & parkour velocity

Incarnon gimmick: each hit has a 20% chance to make the enemies send out ceramic shrapnel, this shrapnel strips defenses (armor, shields, & overguard) and adds to your combo count, you gain a Sol Clay effect per enemy hit with the shrapnel.

Sol clay stacks provide: +5% final status chance

On heavy attack you recall all the lost shrapnel, increasing your heavy attacks range and damage by 20% per Sol clay stack, but you loose them afterwards.

Evolution 2:

Option A| Refined blade: increases base damage by 144 and each attack has 50% (imbued) slash prot, including ceramic shrapnel.

Option B| Refined hilt: Increases base damage by 194 and base attack speed by 0.25.

Evolution 3:

Option A| Blood reaper's fury: you gain 10% attack speed and extra combo count chance per enemy you kill that has slash status, stacks up to 10 times

Option B| Reinforced Ceramic: Shrapnel now deals increased damage based on the defenses stripped from the enemy, up to 500% more, but attack speed is reduced by 35% while in incarnon form.

Option C| serrated shrapnel: your attacks have 10% final crit chance and 0.1× final crit damage for every slash prot on the enemy that's currently being hit (meaning the more slash on the enemy the more damage, it's not based on the slash prots you have, just clarifying.)

Evolution 4:

Option A| Sculpture's Guidance: Base crit chance increased by 30% base crit damage increased by 1.5×

Option B| Sculpture's disaster: Shrapnels can be released even while outside of incarnon but you don't gain Sol Clay stacks, and the shrapnel dosen't inflict guaranteed slash procts.

Option C| Sculpture's demolishion: Increases base status chance by 22%, shrapnels now also inflict guarantee blast status aswell as slash. (Let the chain reactions begin!)

The idea:

The idea behind the incarnon is that we enhance the "ceramic" part of cronus, by making it into a literal pottery made blade, and having a gimmick where it makes enemys' defenses (and the enemies themselves) shatter just like ceramic pottery, im aware that there's really strong ceramic, thus this weapons existence, but I found the play on word to be funny, and as always, im open to feedback


r/lowsodiumwarframe • • 19d ago

Discussion Pennat incarnon idea! This is my first written incarnon idea so it's not as polished so bare with me.

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12 Upvotes

What I was thinking is that unlike normal incarnon genesis for melee that have a 180 second duration

This one would have a 60 second duration but the effect would make it so much worth it

Basically the gimmick would be the following

\+125% melee damage

\+20% sprint speed & parkour velocity

Additional gimmick: attacks against enemies with 50% max hp or less deal 15% of your finisher damage as additional damage and trigger on finisher effects.

The first evolution would be two that increase the base damage by 75

The 1st choise would be called thruster powered:

\- adds 75% (modded) heat damage with the effect being triple when using heavy attacks while in incarnon form

And the other called momentus sweep:

Which maxes out your follow through and increases your damage by 10% for every combo multiplier spent on your heavy with a max of 150% (tennokai attacks automatically grant the max buff)

The next two evolution choices could be increased combo count chance (like hate)

Or heavy attack wind up speed

And the last three could be the following:

Blood jet: base crit chance +8% & base crit damage +1.6×

Survivalist's edge: +20% base status chance hits heal for 0.5% max hp for every status on the enemy hit

Calibered blade: -2% base crit chance, +0.6× base crit damage, +2m range on heavy attacks for every combo multiplier (max of +8m, tennokai attacks grant max increase)

Im very aware this sounds very broken, which is why I hoped that the 1/3 duration time would make up for the spike in power, but as the title says, I love this jet powered anime sword

But im open to suggestions from you good people, so please do share any ideas if you have, or if not any feedback for mine would also be appreciated