warframe

This is the documentation page for Module:Stances/data

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Add support for Slams and Heavy Slams

Database of WARFRAME's Stance movement sets for melee weapons.

Last updated: Fri, 05 May 2023 02:21:23 +0000 (UTC) by User:Cephalon Scientia

Complex Combos

Combos with additional effects or deviates from standard stance behavior, many of which are noted in the respective stance page's Notes section. Therefore, these entries may have additional information omitted from this database due to incompatibility with the schema.

Stance Entry Schema

["Stance Name"] = {
	StanceName = "Stance Name",
	WeaponType = "Weapon Type",
	["Neutral"] = {
		Name = "Combo Name",
		Attacks = {
			{   Hits = { 1 }, Dmg = { 100 }, Procs = { "" } },
			{   Hits = { 1 }, Dmg = { 100 }, Procs = { "" } },
			{   Hits = { 1 }, Dmg = { 100 }, Procs = { "" } },
		}
	},
	["Forward"] = {
		Name = "Combo Name",
		Attacks = {
			{   Hits = { 1 }, Dmg = { 100 }, Procs = { "" } },
			{   Hits = { 1 }, Dmg = { 100 }, Procs = { "" } },
			{   Hits = { 1 }, Dmg = { 100 }, Procs = { "" } },
		}
	},
	["Forward Block"] = {
		Name = "Combo Name",
		Attacks = {
			{   Hits = { 1 }, Dmg = { 100 }, Procs = { "" } },
			{   Hits = { 1 }, Dmg = { 100 }, Procs = { "" } },
			{   Hits = { 1 }, Dmg = { 100 }, Procs = { "" } },
		}
	},
	["Block"] = {
		Name = "Combo Name",
		Attacks = {
			{   Hits = { 1 }, Dmg = { 100 }, Procs = { "" } },
			{   Hits = { 1 }, Dmg = { 100 }, Procs = { "" } },
			{   Hits = { 1 }, Dmg = { 100 }, Procs = { "" } },
		}
	},
},

Shared combos:
["Weapon Type"] = {
	["Heavy"] = {
		Name = "Combo Name",
		Attacks = {
			{   Shape = "Heavy", Hits = { 1 }, Dmg = { 100 }, Procs = { "" } },
			{   Shape = "Heavy", Hits = { 1 }, Dmg = { 100 }, Procs = { "" } },
		}
	},
	["Slide"] = {
		Name = "Combo Name",
		Attacks = {
			{   Type = "Spin", Hits = { 1 }, Dmg = { 100 }, Procs = { "" } },
		}
	},
	["Aerial"] = {
		Name = "Combo Name",
		Attacks = {
			{   Hits = { 1 }, Dmg = { 100 }, Procs = { "" } },
			{   Hits = { 1 }, Dmg = { 100 }, Procs = { "" } },
			{   Hits = { 1 }, Dmg = { 100 }, Procs = { "" } },
		}
	},
	["Wall"] = {
		Name = "Combo Name",
		Attacks = {
			{   Hits = { 1 }, Dmg = { 100 }, Procs = { "" } },
		}
	},
	["Finisher"] = {
		Name = "Combo Name",
		Attacks = {
			{   Hits = { 1 }, Dmg = { 100 }, Procs = { "" } },
		}
	},
},
Stance tables
Key/Column Name Data Type Required? Explanation/Description Example(s)
ConclaveOnly Boolean Whether or not the mod can be used in Conclave false
UniqueToWeapon Boolean For entries that contain combos that are unique to a certain weapon, overriding the default combos or combos provided by the stance mod true
StancelessStance Boolean Denotes whether or not a stance is the default stance when no stance mod is equipped true
StanceName String ✔️ Stance's name "Cleaving Whirlwind"
WeaponType String ✔️ Melee class that stance is compatible with "Nikana"
Neutral Table (mixed key-value maps and numeric arrays) ✔️ Neutral combo entry
Forward Table (mixed key-value maps and numeric arrays) ✔️ Forward combo entry
Forward Block Table (mixed key-value maps and numeric arrays) ✔️ Forward while blocking combo entry
Block Table (mixed key-value maps and numeric arrays) ✔️ Block combo entry
Aerial Table (mixed key-value maps and numeric arrays) Air combo entry (optional, will use stanceless Aerial combo if omitted)
Finisher Table (mixed key-value maps and numeric arrays) Ground finisher attack entry (optional, will use stanceless Ground Finisher combo if omitted)
Heavy Table (mixed key-value maps and numeric arrays) Heavy combo entry (optional, will use stanceless Heavy combo if omitted)
Slide Table (mixed key-value maps and numeric arrays) Slide attack entry (optional, will use stanceless Slide combo if omitted)
Wall Table (mixed key-value maps and numeric arrays) ❌ (at least one combo type) Wall latch attack entry (optional, will use stanceless Wall combo if omitted)
Combo tables
Key/Column Name Data Type Required? Explanation/Description Example(s)
Attacks Table (of tables) ✔️ Table of attacks
Duration Number (float) Approximate length of combo in seconds when melee's Attack Speed is at 1, precise to the tenths place (or two significant figures) 4.5
Image String Name of .gif image file showcasing combo moveset animation "CrossingSnakesCombo0.gif"
Name String ✔️ Combo name "Morning Sun"
Attacks tables
Key/Column Name Data Type Required? Explanation/Description Example(s)
Dmg Table (of numbers) ✔️ Damage multipliers of each hit in a combo's attack as a percentage, with 100 representing 100% of a melee's damage { 100, 100, 100, 50 }
Hits Table (of numbers) ✔️ Number of hits in a combo's attack { 1, 1, 2, 1 }
ImpactMultiplier Table (of numbers) Additional DmgImpactSmall64 Impact damage multiplier on hit (commonly 1.1x, 1.25x, 1.5x or 2x) { 1.25, 1 }
Note String A note for additional details about the hit/attack in particular "Does purely Impact damage"
Procs Table (of strings) Forced procs of each hit in a combo's attack
  • For no icons: nil or ""
  • For single icons: "Knockback" (Impact proc), "Weakened" (Puncture proc), "Bleed" (Slash proc), "Inaccuracy" (Blast proc), "Lifted", "Knockdown", "Ragdoll", "Finisher", or "Impair"
  • For double icons, in place of a string value in a table, insert another table containing two proc names (e.g. { "Knockback", "Bleed" })
{"", "Lifted", "Bleed"}
PunctureMultiplier Table (of numbers) Additional DmgPunctureSmall64 Puncture damage multiplier on hit (commonly 1.1x, 1.25x, 1.5x or 2x) { 1.25, 1 }
Shape String Shape of combo attack icon ("", "Heavy", or nil (default)) "Heavy"
SlashMultiplier Table (of numbers) Additional DmgSlashSmall64 Slash damage multiplier on hit (commonly 1.1x, 1.25x, 1.5x or 2x) { 1.25, 1 }
Types Table List of attack types corresponding to each individual attack of each melee input. Attack types can be "Sweep" (default), "Thrust", "360", "Direct", "Slam", "Ranged", or nil.
  • A "sweep" attack is a melee strike that intends to hit an enemy with the edge of the blade (the length of obround melee hitbox).
  • A "thrust" attack is a melee strike that intends to hit an enemy with the tip of the blade (the rounded edge of obround melee hitbox).
  • A "360" attack is a sliding sweep attack that hits targets around the player (not always in a 360° arc, but is usually above 180°).
  • A "direct" slam attack is a melee strike that hits a single target at the epicenter of a slam attack.
  • A "slam" attack is the area-of-effect component of the melee slam attack.
  • A "ranged" attack is any melee attack that launches a ranged projectile.
{ "Slam", "Sweep, "Sweep" }

Table value restrictions:

Stance Data