Can I Get Octavias Bp Again

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Etch her song and and so acquit the mighty Mandachord, turning bass, shell and tune into an anthem of devastation.

This is Octavia, the melodic, the maestro.

If music be the food of death... play on, Tenno.

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 audio the drums of war. Octavia was composed in Update 20.0 (2017-03-24).

Acquisition

Octavia'southward principal blueprint and the Mandachord are acquired from the Octavia'due south Anthem quest. The Chassis design 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 constitute in the A Rotation Cache of Plato (Crossfire Exterminate), Lua missions.

Cephalon Simaris sells both additional main blueprints for l,000 Standing ReputationBlackx64.png 50,000 , and the Mandachords for 25,000 Standing ReputationBlackx64.png 25,000 .

All drop rates information is obtained from DE'southward official drop tables. Come across Mission Rewards#Standard Missions for definitions on reward table rotations. Drop chances are rounded to two decimal places, following the official drop tables repository.
Expected ways a player can expect to obtain at least ane of a drop every N attempts on average.
Nearly Guaranteed refers to the total number of attempts a player needs to obtain a 1 in 10^two,3, and 4 probability non to take recieved a single drib (99%, 99.9%, and 99.99% probability to accept received at least one drib).
The combined probability of multiple drops is one - ((1-A%) * (1-B%) * ...) (add drops in same rotation)

For more than detailed definitions and information, visit hither.

Manufacturing Requirements
Credits64.png
25,000
Chassis
ane
Neuroptics
1
Systems
1
Mandochord.png
1
Time: 72 hrs
Rush: 50 Platinum Platinum64.png 50
Market Price: 225 Platinum Platinum64.png 225 Pattern Price: Due north/A
Chassis Chassis
Credits64.png
15,000
PolymerBundle.png
6,000
Plastids.png
i,500
Salvage.png
25,000
Neurodes.png
three
Time: 12 hrs
Blitz: 25 Platinum Platinum64.png 25
Neuroptics Neuroptics
Credits64.png
15,000
Oxium.png
1,000
Plastids.png
2,600
PolymerBundle.png
iv,800
NeuralSensors.png
5
Fourth dimension: 12 hrs
Rush: 25 Platinum Platinum64.png 25
Systems Systems
Credits64.png
xv,000
Kuva.png
two,000
Morphics.png
20
Circuits.png
three,000
OrokinCell.png
5
Time: 12 hrs
Rush: 25 Platinum Platinum64.png 25

Mandachord

Main article: Mandachord

The Mandachord is OctaviaIcon272.png Octavia and OctaviaPrime.pngOctavia Prime 's signature instrument that allows her to interact with her abilities. To utilise it, click the Mandachord  tab when Octavia is equipped.

Notes

  • If Octavia wields her Signature Weapons:

Trivia

  • [DE]Danielle performed move capture piece of work for Octavia's animation set up 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 Due east 2017.
  • Octavia'due south proper noun comes from the word octave, the word for a span of viii diatonic tonal notes that echo over college and lower frequency ranges, usually containing the basis for near musical scales. Her proper noun may as well 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 v 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 Nighttime".
  • The names of Octavia'due south Corpus-themed instruments all have Greek origins.
    • Alpha, Beta, Gamma, Delta and Epsilon are the first v letters in the Greek Alphabet.
    • Horus may be derived from Horos, which is Greek for trip the light fantastic.
  • Octavia is partly unique considering two of her component blueprints tin can only be acquired from side objectives in missions (e.g. Crossfire caches and the Lua music puzzle).

External Links

  • Forum post by Buff00n providing over 2,000 Mandachord songs

References

  1. (2017, March iii). PlayWarframe Tweet. Accessed 2022-04-09. Archived from the original on 2019-x-28.

Edit Tab

Strike up a symphony of destruction with the mistress of music, Octavia, in her grandest and most spectacular form. Featuring altered mod polarities for greater customization.

When ape pounded flint on flintstone, some watched the sparks. Others merely danced. Our haunted creations will need drumbeats to drown out the throb of Helminth claret.

Songs to harmonize the long scream. Anthems to elevate their butchery.

Merely they are owed their struggle, as we are owed amusement.

Our grand finale. Octavia.

Release Date: Feb 23rd, 2021

Octavia Prime is the Primed variant of OctaviaIcon272.png Octavia , possessing higher Shields and Energy, and an boosted Vazarin Pol.svg polarity. Octavia Prime was released alongside TenoraPrime.pngTenora Prime and PanderoPrime.pngPandero Prime .

Conquering

Lith, Meso, Neo, and Axi refer to Void Relics  |  (5) Denotes Vaulted Void Relics  |  (B) Denotes Baro Ki'Teer Exclusive Void Relic

Manufacturing Requirements
CreditsLarge.png
25,000
Helmet.png
ane
Chassis.png
1
Systems.png
1
OrokinCell.png
5
Time: 72 hrs
Blitz: Platinum64.png 50
MarketIcon.png Market Cost: Platinum64.png N/A Blueprint2.svg Blueprints Price:N/A
Octavia Prime Neuroptics Blueprint
CreditsLarge.png
15,000
NeuralSensors.png
viii
ControlModule.png
10
Oxium.png
250
Salvage.png
3,750
Time: 12 hrs
Rush: Platinum64.png 25
Octavia Prime Chassis Blueprint
CreditsLarge.png
15,000
ArgonCrystal.png
ii
Morphics.png
viii
Rubedo.png
1,200
Ferrite.png
4,250
Time: 12 hrs
Rush: Platinum64.png 25
Octavia Prime Systems Blueprint
CreditsLarge.png
15,000
DENitainExtract.png
two
Cryotic.png
370
Circuits.png
875
NanoSpores.png
iv,800
Time: 12 hrs
Rush: Platinum64.png 25

Notes

  • Octavia Prime, compared to OctaviaIcon272.png Octavia :
  • If Octavia Prime wields her Signature Weapons:
  • Upon acquiring Octavia Prime, the player volition receive Bombast Instruments for her Mandachord.
  • Octavia Prime, along with IvaraIcon272.pngIvara , Banshee PrimeIcon272.pngBanshee Prime , Loki PrimeIcon272.pngLoki Prime number , Nova PrimeIcon272.pngNova Prime , and Oberon PrimeIcon272.pngOberon Prime number , has the second highest amount of energy (175/262), with Chroma PrimeIcon272.pngBlush Prime , Volt PrimeIcon272.pngVolt Prime , Saryn PrimeIcon272.pngSaryn Prime , Ivara PrimeIcon272.pngIvara Prime , BaruukIcon272.pngBaruuk , and WispIcon272.pngWisp having the highest (200/300).
  • As a Prime Warframe, Octavia Prime possesses a special passive ability where contact with an Orokin Void Decease Orb volition release an free energy pulse that grants 250 Energy to all nearby allies. This consequence tin only occur once per Death Orb, and can occur fifty-fifty if the Expiry Orb has been previously destroyed.
  • Octavia Prime's Resonator130xDark.pngResonator 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 third Primed Warframe to have Signature Weapons, later Atlas PrimeIcon272.pngAtlas Prime and Banshee PrimeIcon272.pngBanshee Prime .
  • Octavia Prime number is the seventh Primed Warframe whose non-primed variant was unlockable through a quest (Octavia'due south Anthem), after InarosIcon272.pngInaros , TitaniaIcon272.pngTitania , AtlasIcon272.pngAtlas , MirageIcon272.pngDelusion , LimboIcon272.pngLimbo and ChromaIcon272.pngChroma .
  • Octavia Prime number'south Mandachords on both arms are elongated, different those of her non-Primed counterpart, which are perfect semicircles. This does non bear upon the Mandachord screen in the Arsenal.
  • Octavia Prime has Prime Details, which are jiggling pieces of cloth on her rear. Withal, they cannot be toggled off when irresolute her Skin to the Octavia skin.
  • In the Prime trailer, Octavia Prime'south helmet & Mandachord Energy flashes in sync with her Resonator. This seems to be for a cinematic purpose only as information technology is not the case in the game.

Bugs

  • The Helminth cyst is not visible on Octavia Prime number, regardless of how big or how pocket-sized it is.

Gallery

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Passive

OctaviaIcon272.png Octavia creates musical masterpieces from the Mandachord affixed to her artillery that empowers her abilities. She possesses diverse passive mechanics highlighted in the tabs beneath:

For an in-depth guide to the Mandachord by the developers, delight visit Update 20.0 (2017-03-24) patch notes and roll 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 up the Armory 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 role player's view will switch to first-person and expect downward at the expanded Mandachord on Octavia's left arm.
  • The Mandachord menu comprises of all customization options related to Octavia's abilities.

Casting any power will inspire Octavia and nearby allies with her music, granting the Inspiration buff that replenishes i energy per second for xxx seconds. Allies within fifteen meters will receive the Inspiration buff.

  • Octavia recasting whatever ability will besides refresh the active Inspiration buff'due south duration.
  • Inspiration vitrify icon is displayed with a duration timer next to the shield and health indicator at the meridian-right of the HUD.

Abilities

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Mallet.png ResonatorIcon.png
Free energy:
25
KEY
i
Mallet
Rhythmically beats damage into nearby enemies and draws their fire. Damage inflicted on the Mallet increases its lethality.
Force: 1x / 1.5x / 2x / 2.5x (damage multiplier)
Duration: 8 / 12 / xvi / 20 due south
Range: 5 / half dozen / 8 / 10 m
Misc: 1 (limit of mallets)

Info

  • Octavia throws a spherical music device in an arc toward the direction she aims. Upon bear upon, the device deploys into the Mallet which hovers in identify for eight / 12 / 16 / 20 seconds. The Mallet is an invulnerable hovering orb that continuously plays percussive music, attracting enemies in sight to attack it while arresting all enemy damage hitting its energy mass. Harm absorbed is accumulated and stored briefly before diminishing over time. Stored damage is converted into DmgBlastSmall64.pngBlast damage, multiplied by 1x / one.5x / 2x / two.5x, and rhythmically dealt to all enemies within a radius of v / vi / 8 / 10 meters from the Mallet.
    • Elapsing is affected past Ability Duration.
    • Damage multiplier is affected by Ability Forcefulness.
    • Aura radius is affected by Power Range.
    • Requires unobstructed line of sight between enemy and Mallet in order to deal damage.
    • Mallet has no target priority, enemies volition be likely to shoot the Tenno if they are in line of sight.
    • Mallet'due south music is in tune with the Percussion department of the Mandachord, drawing from the preset musical notes to determine the percussive aura's impairment strength and intervals.
  • Ability Synergy:
  • Mallet can be recast while active to create a new Mallet. Octavia is limited to simply one agile Mallet at a time (unless Mod TT 20px.pngPartitioned Mallet is equipped).
  • Casting Mallet is non a Ane-Handed Action and interrupts other actions, simply allows movement.
  • Throwing blitheness speed is affected by Casting Speed, such as from Mod TT 20px.pngNatural Talent and Mod TT 20px.pngSpeed Drift .
  • Mallet will visually emit audio bars from its core to beat-lucifer Percussion notes. Sound bars enlarge and shrink based on Percussion, Bass, and Tune music in the environment.
    • Percussion bars announced from a horizontal ring effectually the Mallet core, while Bass and Melody confined announced from diagonal rings that layer on top the Mallet when Resonator and Metronome are active and nearby.
  • Mallet'south core and percussive aureola 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

PartitionedMalletMod.png

Primary article: Partitioned Mallet

Partitioned Mallet is a Warframe Augment Modern for OctaviaIcon272.png Octavia that allows her to summon two Mallet130xDark.pngMallet s with reduced range.

Rank Range reduction Cost
0 75% half dozen
1 65% 7
2 60% 8
3 l% 9

Tips & Tricks

  • Enemies who take both ranged and melee weapons will prefer to use melee.
  • Octavia can position behind Mallet to minimize her take chances of taking enemy burn down.
    • Be careful of explosive effects drawn to Mallet's heart of origin.
  • Mallet'due south localized control issue is particularly stiff against groups caught in narrow choke points.
  • Mallet tin damage nullifier bubbles, preventing nulifiers from removing abilities centered inside the mallet.

Expand/Collapse

Resonator.png AmpIcon.png
ENERGY:
50
Cardinal
2
Resonator
Launches a rollerball that charms foes to follow it. Combines with the Mallet to create a roving brawl of sonic destruction.
Forcefulness: 25 / fifty / 75 / 125 ( DmgBlastSmall64.pngNail damage per beat)
Duration: 8 / 12 / 16 / 20 s
Range: 3 / 4 / v / 6 g (min amuse radius)
8 / x / 12 / 15 thousand (max charm radius)
Misc: 1 (limit of Resonators)
100 % (stagger on death)
Subsumable to Helminth

Info

  • Octavia throws a meaty rollerball in an arc toward the direction she aims. Upon impact, the rollerball falls to the basis 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 / v / 6 meters, causing enemies to cease all aggression and follow the Resonator'southward travel path until the power expires; for each enemy charmed, the Resonator's charm radius expands, upwardly to a maximum radius of eight / 10 / 12 / 15 meters. Charmed enemies rhythmically receive up to 25 / l / 75 / 125 DmgBlastSmall64.pngNail damage per trounce while they remain in the amuse radius.
    • Elapsing is affected by Ability Duration.
    • Minimum and maximum charm radii are affected by Ability Range.
    • Damage per beat out is afflicted by Ability Strength.
    • Resonator'south music is in tune with the Bass section of the Mandachord, cartoon from the preset musical notes to determine the amuse radius' damage strength and intervals.
    • Resonator volition detect nearby unaffected enemies and scroll toward them, charming enemies as it passes by. As charmed enemies catch up to the Resonator it will endeavor 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 information technology.
    • When the elapsing expires or the ability is recast, all previously charmed enemies will exist staggered.
    • Charm result from the rollerball does Not crave line of sight, neither to crusade the charm (once in range) nor to maintain information technology once they accept been charmed.
    • The expanded ability radius from mannerly enemies is permanent for the rollerball's remaining lifetime - information technology 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.
  • Ability Synergy: When Mallet130xDark.pngMallet and Resonator are both agile, Resonator will reroute toward the Mallet and carry information technology around.
    • When carried past Resonator, Mallet actively inflicts damage per beat that continuously increases and stacks over time confronting enemies inside Mallet's damage radius. This damage instance is separate from the stored harm portion of the ability.
    • Enemies charmed by Resonator are no longer pacified and will set on 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 volition ignore Mallet.
    • Mallet will be dropped to the basis when Resonator expires.
  • Charm Immunity: Strong-willed enemies are immune to the effect of 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, bump-off Bounty targets, etc.
  • Can exist recast while active to create a new Resonator. Octavia is limited to only i active Resonator at a time; old Resonator will dissipate when a new one is deployed.
  • Casting Resonator is not a One-Handed Action, as it interrupts other actions but allows movement. Throwing animation speed is afflicted by Mod TT 20px.pngNatural Talent and Mod TT 20px.pngSpeed Drift .
  • Resonator's energy lights will blink to beat-match Bass notes. Blink frequency is as well affected by Percussion and Tune music in the environment.
  • Resonator'southward advent and energy colors are affected past Octavia'southward called Warframe appearance and energy colors respectively.
  • Subsuming Octavia to the Helminth will offering Resonator and its augments to be used by other Warframes.

Augment

Conductor.png

Main article: Conductor

Conductor is a Warframe Augment Mod for OctaviaIcon272.png Octavia  that allows her to command Resonator130xDark.pngResonator  by reactivating it, ordering it to move to where her reticle is pointing at, with increased speed.

Rank Speed Boost Cost
0 100% 6
1 115% vii
2 135% 8
3 150% 9

Expand/Collapse

Metronome.png MalletIcon.png
ENERGY:
75
Primal
3
Metronome
Grants buffs to those who consistently perform actions in time to Octavia's music. Timed jumps offering the Vivace speed vitrify. Crouching on the vanquish grants cloaking with the Nocturne buff. Firing rhythmically bestows Opera multishot vitrify. Timed melee swings requite the Forte damage buff.
Strength: 10 / fifteen / 20 / 35 % (armor bonus)

x / 15 / xx / 30 % (speed bonus)
12 / twenty / 25 / 30 % (multishot bonus)
20 / 25 / 25 / 30 % (melee harm bonus)

Duration: 8 / 12 / 16 / twenty southward (ability duration)

5 / viii / 12 / fifteen s (buff duration)

Range: 6 / 8 / 10 / 12 m

Info

  • Octavia raises the volume on her environment audio speakers, producing a melodic musical aura with a radius of 6 / 8 / 10 / 12 meters for viii / 12 / 16 / 20 seconds. Octavia and her allies gain an 10% / 15% / twenty% / 35% Armor bonus while inside the melodic aureola.
    • Aura radius is afflicted by Ability Range.
    • Duration is afflicted by Ability Duration.
    • Armor bonus is affected by Ability Force.
    • Metronome'south music is in tune with the Melody department of the Mandachord, drawing from the preset musical notes to make up one's mind the melodic aura's note intervals.
    • While the role player and allies tin 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 every bit a concentric band of light, which begins at the edge of the melodic aureola and shrinks toward Octavia'south feet, where the band disappears as the sound of the notes are played.
  • In social club to gain buffs, players must fourth dimension their actions to sync with the moment a concentric ring is centered on Octavia, every bit the sound of the notes are played. A wink of lite will announced beneath the player upon a successful sync.
    • Each player must perform actions individually to proceeds buffs. Sync buffs are gained per-player and are not shared between allies in range.
  • The amount of notes on one line of the Melody section on the Mandachord determines the brightness of the concentric rings.
  • Octavia and her allies can perform jumps (default Space ) to proceeds synchronize percentages from 0% to 100%. Once the synchronize pct reaches 100%, the player gains the Vivace buff which increases move speed past 10% / 15% / 20% / 30% for 5 / 8 / 12 / 15 seconds.
    • Speed bonus is affected by Ability Strength.
    • Buff duration is affected past Ability Duration.
    • Synchronize percentages can lower or raise depending on the player's timing.
    • Synchronize percentage is displayed every bit an icon with the electric current stored percent beside the health and shield indicators on the HUD. Once synchronized, the Vivace vitrify icon will also exist displayed with the remaining buff duration beneath and speed bonus percentage at the top-right of the icon.
  • Double jump (default press Space  twice), wall climb (face up wall and press Space ), and wall jump (face wall + W  + Space ) tin can too exist used to synchronize.
  • Players can repeatedly bound, double bound, wall climb, and wall jump to reapply the Vivace buff while in range of Metronome.
  • Octavia and her allies can crouch (default Ctrl ) to gain synchronize percentages from 0% to 100%. In one case the synchronize percentage reaches 100%, the actor gains the Nocturne vitrify which grants invisibility for 5 / 8 / 12 / xv seconds.
    • Cloak duration is affected by Ability Duration.
    • Synchronize percentages can lower or heighten depending on the role player's timing.
    • Synchronize percentage is displayed as an icon with the electric current stored percentage beside the health and shield indicators on the HUD. Once synchronized, the Nocturne vitrify icon will also be displayed with the remaining buff duration beneath the icon.
  • Slide (default West  + Ctrl ) can also be used to synchronize.
  • Players tin can repeatedly crouch and slide to reapply the Nocturne buff while in range of Metronome.
  • Octavia and her allies tin can fire their ranged weapons (default LMB ) to gain synchronize percentages from 0% to 100%. Once the synchronize pct reaches 100%, the player gains the Opera buff, which applies 12% / 20% / 25% / xxx% Multishot to ranged weapons for 5 / eight / 12 / fifteen seconds.
    • Multishot bonus is affected by Ability Force.
    • Vitrify duration is afflicted by Power Duration.
    • Synchronize percentage can lower or raise depending on the player's timing.
    • Synchronize percentage is displayed as an icon with the current stored percentage beside the wellness and shield indicators on the HUD. Once synchronized, the Opera vitrify icon will besides be displayed with the remaining buff elapsing beneath and multishot bonus per centum at the top-correct of the icon.
  • Alternate-fire or secondary attacks on select weapons are not known to exist able to gain multishot from Opera (requires testing).
  • Players can repeatedly fire weapons to reapply the Opera buff while in range of Metronome.
  • Octavia and her allies tin can use melee weapons (default E ) to gain synchronize percentages from 0% to 100%. Once the synchronize percent reaches 100%, the player gains the Forte buff, which applies 20% / 25% / 25% / xxx% bonus harm to melee weapon for five / 8 / 12 / fifteen seconds.
    • Melee harm bonus is affected by Ability Force.
    • Vitrify duration is affected by Power Elapsing.
    • Synchronize pct can lower or raise depending on the player's timing.
    • Synchronize percent is displayed every bit an icon with the current stored pct beside the health and shield indicators on the HUD. Once synchronized, the Forte buff icon volition likewise exist displayed with the remaining buff duration beneath and melee damage bonus pct at the tiptop-right of the icon.
    • Forte's damage buff is an additive base harm multiplier that functions the same every bit (and adds together with) base impairment mods like Mod TT 20px.pngForce per unit area Betoken .
  • Accuse attack (default hold E ) can too exist used to gain Forte.
  • Players tin repeatedly assault with melee weapons to reapply the Forte buff while in range of Metronome.

  • Tips & Tricks

  • Having the mandachord's melody set to a consistent rhythm makes it much easier to sync upwardly your buffs.
  • Like to Octavia's other abilities, without a melody this skill will do naught.
  • The longer the pause is between notes, the college is the percentage gained per successful action.
  • The intensity of lite rings is determined past the number of notes in a particular column.
  • Expand/Collapse

    Amp.png MetronomeIcon.png
    Energy:
    100
    KEY
    iv
    Amp
    Draws power from the decibel level of sound in the surface area and uses information technology to amplify a harm vitrify for Octavia and her allies. It also doubles the damage and range of nearby Mallets.
    Strength: x% / 15% / twenty% / 25% (min damage buff)

    125% / 150% / 175% / 200% (max damage buff)

    Duration: 30 s
    Range: eight / x / 12 / fourteen yard
    Misc: 200% (Mallet impairment and range bonus)
    one (limit of Amp fields)

    Info

    • Octavia throws an amplifier device in an arc toward the direction she aims. Upon bear upon, 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 xxx seconds. While standing inside the Amp field, Octavia and her allies proceeds a weapon harm buff with a minimum of 10% / 15% / xx% / 25% to a maximum of 125% / 150% / 175% / 200%, depending on the sound level in the environment.
      • Field radius is affected by Power Range.
      • Elapsing is affected by Power Elapsing.
      • Minimum and maximum harm buffs are affected by Ability Forcefulness.
      • Sounds originating from gunfire, footsteps, alarms, melee strikes, abilities such as Mallet130xDark.pngMallet , Resonator130xDark.pngResonator , and Amp130xDark.pngMetronome , and many more can affect Amp's damage multiplier.
      • Amp damage increase is displayed as an icon with the electric current impairment increase in percent, abreast the shield and health indicator on the peak-right of the HUD.
      • Amp's impairment vitrify is an additive base of operations damage multiplier that functions the same every bit (and adds together with) base harm mods like Mod TT 20px.pngSerration . If these mods are present, all the multipliers are added together before any further calculations such as elemental damage mods, disquisitional hitting mods, or multishot mods.
    • Power Synergy: When Mallet130xDark.pngMallet is hovering over an Amp field from any Octavia role player, the percussive aureola will double in damage and range.
      • Does not actually increment the impairment of Mallet130xDark.pngMallet .
    • Can be recast while active to create a new Amp field. Octavia is limited to only 1 active Amp field at a time.
    • Casting Amp is not a I-Handed Activity every bit information technology interrupts other actions, just allows move.
    • Casting blitheness is afflicted by Casting Speed, such equally from Mod TT 20px.pngNatural Talent and Mod TT 20px.pngSpeed Migrate .
    • 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'south other abilities.
      • Sound sensors will only visibly react to the owner Octavia'southward abilities and not from other Octavia players in a squad. This is a visual effect only, as the sound level in the environment does bear upon any Amp field's impairment multiplier.
    • The thrown amplifier device serves both as a visual anchor signal and generator for the Amp field. Nullifier Sailor'southward bubble must come in directly contact with the amplifier device to dispel this ability.
    • When two or more Amps intersect, players volition only benefit from the one with the highest heave.

    Expand/Collapse


    Force Mods

    IntensifyModU145.png

    Elapsing Mods

    ContinuityModU145.png

    Range Mods

    StretchModU145.png

    ResonatorIcon.png ResonatorIcon.png ResonatorIcon.png
    AmpIcon.png AmpIcon.png AmpIcon.png
    MalletIcon.png MalletIcon.png MalletIcon.png
    MetronomeIcon.png MetronomeIcon.png MetronomeIcon.png

    Edit Tab

    Update 30.ix (2021-11-11)

    • Fixed Octavia'southward Mallet marking existence visible to everyone (should merely exist visible to the Octavia that casted it).

    Update 30.7 (2021-09-08)

    • Octavia's Mandachord selection has been moved into the top Armory bill of fare, 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 non ideal because that it is central 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.five (2020-11-19)

    • Fixed Octavia'south Resonator not going to option upwardly her Mallet if it was cast just off a navigation path (i.e. on top of an obstruction).

    Hotfix 29.2.3 (2020-ten-08)

    • Fixed the Telos Syandana being misaligned on Octavia.

    Hotfix 29.0.7 (2020-09-03)

    • Stock-still 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 l%!

    Update 28.1 (2020-07-08)

    • Fixed Octavia's Resonator spamming 0 Damage numbers in between doing charm Damage.

    Hotfix 28.0.half dozen (2020-06-24)

    • Fixed Octavia's Mallet power causing many audio bug for Clients.

    Update 27.4 (2020-05-01)

    • You can at present 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 non absorb harm anymore.

    Update 27.3 (2020-03-24)

    • Fixed Transference triggering Octavia's Inspiration Passive.
      • It's intended to merely be Octavia'southward 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 pregnant 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 wait a much more fair feeling playing field for all Warframes.

    Update 25.7 (2019-08-29)

    • Stock-still Octavia's Mallet causing Resonator to stop moving.

    Hotfix 25.six.three (2019-08-14)

    • Fixed beingness affected by two or more Octavia Metronomes and leaving the radius of ane of them causing Vivace and Forte buffs to become impossible to obtain until you become affected by a new Metronome bandage.

    Hotfix 25.0.4 (2019-05-28)

    • Added Mandachord to Simaris' Lost & Found for 25k Standing. You can at present re-arts and crafts Octavia with this terminal piece.

    Update 25.0 (2019-05-22)

    • Cephalon Simaris at present sells Blueprints given during quests in his Offerings! This allows you to purchase these items in the consequence that you've accidentally sold them.

    Update 24.half dozen (2019-04-04)

    • Having a 'signature' weapon now actually benefits you!
      • Tenora: Headshot kills with alt fire have a 20% adventure to instantly refill mag when wielded by Octavia.
      • Pandero: Headshot kills with alt burn down increase reload speed past 20% when wielded by Octavia.

    Hotfix 23.0.6 (2018-06-27)

    • Augment: Mallet - Mod TT 20px.pngPartitioned Mallet

    Hotfix 22.16.2 (2018-03-sixteen)

    • Fixed Mandachord song previews and soundpacks being muted.

    Update 22.15 (2018-03-07)

    • Fixed the Mandachord FX overpowering Octavia'southward arm FX.

    Update 22.12 (2018-02-09)

    • Fixed Arsenal Mandachord being unusable after first switching from a different Warframe to Octavia.

    Hotfix 22.xi.1 (2018-02-06)

    • Fixed enemies not shooting Octavia's Mallet+Resonator combo if they were following the ball kickoff before starting aggro from Mallet.

    Update 22.10 (2018-01-25)

    • Fixed attempting to modify your Mandachord song equally an Operator in the Simulacrum, breaking Octavia and getting a script error.

    Hotfix 22.8.0.1 (2017-12-21)

    • Fixed an event with Octavia customizations being overridden.

    Update 22.7 (2017-12-12)

    • Fixed enemies never really ever attacking Octavia'southward Mallet while post-obit it.
    • Fixed Clients not getting the combo bonus damage boost from Octavia'southward Mallet when combined with Resonator.

    Update 22.4 (2017-11-23)

    • Made some very simple tweaks to Octavia'southward Metronome (basically cut the pixels being rendered for it in half) to meliorate the operation of the FX, while at the same fourth dimension reducing a fleck of the visual clutter from full rings being around yous.

    Hotfix 22.2.five (2017-11-11)

    • Stock-still 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'southward Mandachord Instrument Packs being sold for Credits in the Market.

    Hotfix 21.2.1 (2017-08-01)

    • Optimized Octavia'due south special furnishings slightly.
    • Fixed a rare instance 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.ii (2017-07-26)

    • Stock-still Defense objective terminals dancing to Octavia's Resonator

    Hotfix 21.0.7 (2017-07-xiii)

    • Conclave
      • Fixed Octavia's Amp ability applying buffs to players on the opposite team in Conclave.

    Update 21.0 (2017-06-29)

    • Clients volition at present be able to see the Host's Octavia Mallet Range FX for a few seconds when bandage.
    • Polished Octavia's Active 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 xx.3.1 (2017-04-27)

    • Fixing Octavia's Mallet looking solid in Dx9.

    Hotfix 20.2.four (2017-04-20)

    • Stock-still Octavia's Resonator sitting still and not interacting with Mallet if cast in an unreachable location.

    Update 20.ii (2017-04-12)

    • Fixed Octavia'due south ability FX and music continuing indefinitely if cast earlier a Host migration.
    • Fixed Clients hearing the Octavia Host bass and pulsate track from their Mandachord song after a Host migration.
    • Fixed Octavia's Amp causing a script error.

    Hotfix 20.1.i (2017-04-07)

    • Fixed pausing and unpausing the game causing Octavia music to not start back at the paused position.

    Update xx.ane (2017-04-05)

    • Octavia now has a volume slider and so y'all can turn off other Octavias in Options->Audio.
    • Fixed Cysts not appearing properly on Octavia.
    • Stock-still Octavia'due south Mallet staying behind in the Simulacrum if you cast information technology and then use the Arsenal.

    Hotfix 20.0.9 (2017-04-03)

    • Fixed performance bug when Octavia's Resonator has a Mallet attached to it and teleports to go closer to her.
    • Fixed Nezha's Warding Halo Augment applying to Octavia's Mallet and Resonator.
    • Fixed the Hulta Leg Guards clipping through Octavia'due south legs.

    Hotfix 20.0.8 (2017-03-xxx)

    • Fixed Octavia'southward Mallet sometimes not clearing its ability timer for Clients.
    • Fixed Octavia's Amp not removing the Melee damage bonus.
    • Caucus
      • The range of Octavia'due south Mallet is now visible to others in Conclave.
      • Reduced the size of the Bullet Attractor fastened to Octavia'southward Mallet in Caucus.

    Hotfix xx.0.7 (2017-03-30)

    • Improved the performance of Octavia's Metronome ability.

    Hotfix twenty.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'southward ability music not existence synchronized between Customer/Host.
    • Stock-still not being able to utilize the Mandachord when near placeable decorations in the Landing Craft.
    • Fixed Octavia's Resonator rollerball getting stuck on surroundings objects.
    • Fixed Octavia'southward emote music at times of a sudden irresolute volume in the Relay and Maroo's Boutique.

    Hotfix 20.0.5 (2017-03-28)

    • Improved the FX of Octavia'due south Metronome ability when running effectually.

    Hotfix 20.0.four (2017-03-27)

    • Fixed Octavia's Amp power non buffing Melee harm.
    • Fixed Octavia pieces missing from Mobile App.
    • Fixed a crash when Octavia's Resonator ability is active.
    • Fixed Octavia's power vocal tracks skipping when using Adau Percussion every bit per: https://forums.warframe.com/topic/777184-octavia-song-loops-at-wrong-point/
    • Fixed Octavia not playing her music when dancing in Maroo's Boutique.
    • 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 sound level when using Octavia's abilities.
    • Conclave
      • Stock-still Octavia'southward Mallet not actualization 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'due south Anthem quest.

    luckettelich1952.blogspot.com

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

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