TZer0's resources

View on GitHub

Useful Warframe Knowledge

This document contains useful knowledge for playing Warframe.

Warframe.market - Trading

Ducanator - Helps you figure out what to trade away for ducats

Riven average price list

Official drop tables for the entire game

Overframe.gg - helps you theorycraft builds

Warframe Hub - cycle timers, fissures, invasions and more

General tips

Starting out

If you’re a new player (or about to start playing), I have the following recommendations:

Progressing through the game

There are a few things to do to progress:

Late-game tips

On Platinum and Trading

Making Platinum

Simple methods/good ways to play

Zariman runs

Overview

Mode: any

Requirements: must have completed The New War

Recommended nodes: any on the Zariman

Recommended setup: any that can deal with the missions, but it is recommended you bring Golden Instinct and Parallax

Market links: Molt Augmented Molt Efficiency Molt Reconstruct Molt Vigor

Details

This farm is very simple.

  1. All you need to do is to run any mission you feel like, pick up the voidplumes as you come across them, finding them with a combination of Golden Instinct and Parallax. Even better if you bring friends who also have this skill and lander
  2. If you come across them, defeat void angels for bonus rewards.
  3. Trade them in with for standing with Archimedean Yonta.
  4. Go buy the arcanes from Cavalero.
  5. Sell them on the market.

Granum Void farming

Note (September 2022): this method is now less efficient.

Overview

Mode: solo

Requirements: must have completed The Deadlock Protocol

Recommended (fastest) nodes: Skyresh (Phobos, normal), Fossa (Venus, normal, coincides with Jackal), Adresta (Jupiter, extended), Hydra (Pluto, nightmare)

Recommended setup: Mesa with Arcane Velocity + decent energy + some decent damage on the regulators.

Reward table can be found here.

Market links: Stropha Velox Stahlta

Assuming you can do 15 runs per hour: will yield about 115 plat per hour (this includes selling sets, accounts for cosmetic and Protea-drops)

Details

Running anything but solo makes enemy spawns more random and inconsistent (I didn’t fail a single attempt in solo) + the required kill count increases by 25 for each player present. In solo it is possible to beat the challenge on any difficulty within roughly 30 seconds as a solo Mesa. Jump onto any small hill and get your auto-aim focus area tiny and drag it between the 3-4 spots the enemies will keep spawning in.

Playing as mesa also trivialises killing the treasurer. The treasurer will spawn 2-5 minutes into the mission. If he hasn’t spawned by the time you reach the end, just wait by the extraction point, he’ll show up eventually.

The disadvantage of running solo is that you won’t be able to run a surplus of crowns.

You can see a successful nightmare (top level) run here.

Requiem Mods

Requirements: must have completed The War Within

You can easily farm requiem mods from hunting liches and cracking relics dropped from their thralls.

The requiem mods sell for 10-15 plat each.

Market links: Lohk Xata Jahu Vome Ris Fass Netra Khra Oull

Increasing Weapon Damage

These are general tips for optimising raw damage and does not account for extra damage or damage multipliers from statuses.

Damage formula

In order to understand how to maximise weapon damage, you need to understand the damage formula.

The average damage per second formula is as follows (disregarding status effects):

DPS = base damage * %damage increase factor * %elemental damage increase factor * fire rate * crit factor * multi-shot * bonus damage

base damage is the damage you see in your weapon with no mods installed.

%damage increase factor is 1 + total_damage_increase_in_percent/100, so if you’re running a top level hornet strike (220%) and nothing else, this number is 1 + (220)/100 = 3.2.

%elemental damage increase factor is 1 + total_elemental_damage_increase_in_percent/100, so having primed cryo rounds at max rank (165%) and infected clip at max rank (90%), this number is 1 + (165 + 90)/100 = 3.55

fire rate is literally just the fire rate. Calculated the same with increases as the above factors: base_fire_rate * (1 + total_fire_rate_increase_in_percent/100). Example with gunslinger on an aklex: 1.58 * (1 + 0.72) = 2.7176

crit factor is a combination of critical chance and critical damage. The formula is 1 + (critical_chance/100) * (critical_damage_multiplier - 1), so if you have a crit chance of 250% and multiplier of 4.5x, this number is 1 + (250/100) * (4.5 - 1) = 9.75 This means that on average each shot will deal 9.75x damage due to crits - half the hits will deal 8x damage and the other half will deal 11.5. critical_chance and critical_damage_multiplier are both calculated the same way as the other factors: base * (1 + percent_increase/100)

multi-shot is literally just the multi-shot number as seen in the stats: base * (1 + percent_increase/100).

bonus damage are effects such as toxic lash (Saryn), roar (Rhino) and smite/cleanse/expel/bane mods. These are multiplied with one another, so if you cast toxic lash and it gives you +50% toxin damage, the factor is 1.5, if you’re also roar-buffed for another 50% damage, the number is 1.5 * 1.5 = 2.25.

Notes

Optimising

The general trick to optimising the numbers is to spread out the increases as much as possible. Let’s focus on just %damage increase factor, %elemental damage increase factor and fire rate.

Suppose for simplicity we have mods that can increase any of these numbers by 100%, fire rate for simplicty starts off at 1, and that we can only install 6 mods.

The base damage per second is 1 * 1 * 1 = 1 and anything but spreading out the modifiers as much as possible yields suboptimal results. Therefore, the optimal solution here is to apply +200% to each number giving us 3 * 3 * 3 = 27, you can try shifting the gains around, but I guarantee you, this is the optimal solution (unless you want to fire more often/less often).

Therefore, what you need to consider when picking mods is how much the given factor is already affected. If you have a weapon (with base damage 1) that already has +300% damage, but no %elemental damage increase, and you’re given the choice between an additional +100% damage or +75% elemental damage, disregarding any needs for specific damage types, the latter option will give a better raw DPS result.

1 * (1 + (300 + 100) / 100) * 1 = 4

vs.

1 * (1 + (300) / 100) * (1 + (75) / 100) = 4.75

There are therefore some rules of thumb for making well-performing weapons:

Tips