What's New
Updates and announcements from the Frame Hub team.
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Accuracy pass: weapons, mods, Railjack, companions
Hey folks, Over the last stretch we ran a big accuracy pass on Frame Hub. The goal was simple: make the numbers and eligibility match the wiki as closely as we can, one item or mechanic at a time, and lock the important stuff with tests so it doesn’t quietly drift again. We started with the core weapon math (crit, IPS, elements, multishot, fire rate) and then wiki-locked base paper stats across the catalog: primaries, secondaries, melee, exalteds, archwing, sentinel weapons, kitguns, zaws, and amps. After that came the awkward stuff that used to hide behind averages: radial weapons and launchers (direct hit vs AoE), dual-mode guns, atmosphere archguns, and better stance combo / cycle DPS options where the wiki gives us the data. Mods got the same treatment. A long run of “paper” verification locked how gun, melee, aura, companion, Railjack, and warframe mods actually apply into DPS and totals. Where a mod only works under a condition (on kill, on weak point, while an ability is active, after a trigger, and so on), we moved those behind sim gates instead of pretending they’re always on. That includes a lot of syndicate exclusives, Amalgams, ability-gated augments, and similar “only sometimes” effects. Rivens got a dispositions sync and grader cleanup too. Railjack wasn’t left out. Ship paper, engines and shields, house traits, Tunguska Forward Artillery, and Intrinsics all got pulled closer to current wiki behavior. More recently we cleaned up companions end to end: Moa and Hound blurbs/precepts, Predasite and Vulpaphyla roles (including missing Vulpaphyla shields), a pile of sentinel/beast description mistakes, and precept eligibility bugs that let mods show up on the wrong pet family. Also fixed a couple of id typos (Vasca, Furax) and replaced a fake Scan Organic entry with real Scan Aquatic Lifeforms for Oxylus. The How to Mod guide got a real expansion and an accuracy pass so it doesn’t teach wrong mechanics. Basics now covers capacity and Mastery Rank correctly, elemental combo order (mods left to right, innate last), and the other easy ways to mislead people. New sections cover Elements (combo table), Weapons habits, Rivens, Arcanes, Modular (Kitguns, Zaws, Amps), Warframes, Companions, Archwing and Necramechs, and Railjack. Same short practical tone, with links into the builders so you can try the advice instead of just reading it. On the site side we also tightened exclusivity so weapon-locked mods stay on their weapons, added featured What’s New posts, and shipped RSS feeds for updates and top community builds. The RSS buttons copy the feed link so Discord bots and other listeners can subscribe without downloading the XML. Post-deploy updates should auto-reload open tabs too, so you shouldn’t need Ctrl+Shift+R as often. There’s always more to verify, and some things will stay best-effort or panel-only where the game doesn’t give us a clean formula. If a specific weapon, mod, or companion still looks wrong, call it out and we’ll go after it individually. Thanks for sticking with the rebuild while we hammer this stuff down.
Read full update What we’ve been cooking (7/18/2026)
Last few days got a little unhinged in a good way. Short version: Incarnons, sharing, and the stats panel all got real love. Incarnons Form isn’t a lazy 2× clone anymore. Weapons pull actual form stats, evolutions land the way the wiki says (base crit/status before mods, flats, mag, ammo, range), and form-only stuff like status doubling only applies when you’re actually in Form. Crit Parallel–style math is fixed. A handful of genesis weapons had damage perks stuck on the Form tier. Those can sit next to Form now. Red crits and beyond were already in the math; Hit damage now always shows yellow / orange / red so you can see the numbers even if your CC isn’t there yet. Sharing Share copies a working link immediately, no more “save to community first”. Share codes stop dying on weird characters in build names. Export actually shows you the code it made. Shorter links coming soon. Stats / sim Simulation sliders already fed DPS and CORE, not just TTK, it just didn’t feel like it. Move a slider and the rows that actually change flash so you can see Attack Speed, DPS, etc. light up. Duplicate Viral lines (and same-type elementals) merge into one. Tau/Void status blurbs match the game. Arsenal layout’s closer to in-game. Site stuff Newsletter mailer + opt-out. Report replies. Account deletion. Stance eligibility fixes. Staff can bulk-delete data fixes. Under the hood we also tore the giant pages into something maintainable, but you don’t have to care about that. If something’s still weird, report it, we’re still swinging.
Read full updateFrameHub update (July 13)
Big day. Here's what shipped: Loadouts: Saving builds or importing loadouts, should work. We fixed crashes when opening the save dialog and hardened loadout save so a bad state on the page doesn't take everything down with it. Weapon calculator: We went through the math with a fine-tooth comb and lined a lot of it up with in-game and wiki data. Highlights: Incarnon Genesis evolutions rebuilt from wiki data. we were using placeholders for a while, you were correct in reporting those incorrect stats and choices. Radial and AoE DPS calculations corrected. Conditional mods only apply when they should now. Innate elements, Devouring Attrition, flat base damage, and a pile of smaller mod behavior fixes. Archguns now have a Gravimag toggle in the weapon builder so you can flip between Archwing (space) and atmosphere stats. Base archgun numbers were corrected too. Codex Mod images got a proper glow-up. Cards display larger in the codex now, and we replaced hundreds of tiny icon-style PNGs with full in-game mod card art from the wiki. A small batch of set mods and augments still don't have good wiki images, so those are unchanged for now. This website is very early in its development and has not been out for very long, i am only one man trying to make sure all of this is correct, so please bear with me, as i go along this process in the spare time i have. it is extremely difficult to ensure that all of the mods along with everything else is getting compiled correctly, data stays correct and accurate, AND calculates properly, as well as working on the design, features and flow of the website at the same time. thank you for your interest, feel free to join the discord, or buy me a coffee to keep the development moving.
Read full updateHappy Tennocon! 7/11/2026-7/12/2026
Quick FrameHub update from today: Player Sync is live You can now pull your active Warframe loadout straight into FrameHub. Warframe, weapons, companion, mods, and more. It uses the same Arsenal data Overframe-style tools rely on, so you’re not manually rebuilding everything from scratch. Import once, then open any slot from your loadout and jump straight into the right builder with mods already filled in. Codex images fixed A bunch of broken or missing mod images in the codex are sorted out. Polarity fallbacks and refreshed art so browsing mods doesn’t look like a graveyard of blank tiles anymore.
Read full updateServer maintenance today. July 10th, 2026.
Hey everyone, just wanted to share a quick update on what we've been working on. I handled a few server restarts today for some backend updates. Last night I made several improvements to the calculators, and we've put more work into expanding the mod override feature. This makes verifying things directly against in-game data much easier. The wiki pull and parse scripts are still proving unreliable for further expansion, but we've made solid progress on grabbing and calculating key mechanics like elemental damage, arcanes, and other systems. We've also started adding damage quantization calculations to deepen our logic and keep everything as accurate as possible. Thanks for sticking with us through these updates. More to come soon!
Read full updateLatest verification pass update 7/6/2026
Find builds faster The search bar at the top is now for community builds, not the codex. Search a frame or weapon name (Wukong, Kuva Bramma, whatever) and you'll land on a page of shared loadouts for that item. Filters on Discover are shareable too. Copy the URL and send it to someone. Warframe builder cleanup Mod cards were looking a bit rough. Forma buttons overlapping, stats getting clipped. Those are cleaned up. Section order is also more sensible now: Arcanes → Abilities → Exalted → Description, so you're not hunting for your exalted weapon mods. Calculator & DPS Radial/burst weapons (Bramma-style stuff) now show radial DPS in the stats panel, not just single-target numbers Arcanes are wired into DPS calcs with proc uptime Necramech mod stats and behaviors are actually applied in the archwing/necramech calculator now Data & accuracy pass Big audit sweep across mods, weapons, and augments: Weapon passives synced from the wiki Exilus slot support and filtering Exalted weapon coverage expanded Warframe augment depth checked and gaps filled in Dozens of missing mod thumbnails downloaded. should see a lot fewer blank mod icons Also fixed a build break where weapon names with & in them (like Ack & Brunt) were blowing up the passive data file. That one's squashed. Smaller fixes Codex mod categories and slot imports Homepage sidebar overlap on narrow/mobile PWA viewports Various typing and duplicate-key cleanup so builds preview correctly
Read full updateNew updates, 7/5/2026
We've been heads-down on data accuracy and making shared builds more useful. Here's the rundown. Arcane and mod numbers should finally match the game A huge batch of in-game verified data (thanks axel-shade) is now baked into the site. A lot of arcanes, especially Virtuos amps, weapon arcanes, and residual kitgun ones, had placeholder wiki stats or wrong magnitudes. Those are cleaned up now, so what you read in the arcane panel should match what you see in-game much more closely. Arcanes actually move your DPS now (when we can model them honestly) Before, a lot of arcane bonuses only showed up in the side panel and didn't touch your build numbers. That's changing. Stacking arcanes like Merciless respect your stack slider, proc arcanes use a reasonable uptime estimate instead of pretending they're always on, and high crit builds get proper big-crit tier math. We're still not faking effects we can't simulate yet (zones, void conversion, etc.). Those stay visible but don't inflate DPS. Shared builds got smarter When you open someone else's build, you can now tweak TTK, see warframe survivability, and check ability TTK, not just exalted weapon stats. Homepage and PWA If you installed Frame Hub as an app and the Community Builds panel was sitting on top of the feature cards, that should be fixed. Wide desktop layout is unchanged. On narrower windows the side panels stack above the grid instead of overlapping. Builder polish Mod and arcane catalog is cleaner, exalted weapon mod slots are less cramped, and a few Helminth UX rough edges got smoothed out. As always, if something looks off in-game vs on the site, hit Report. Verified fixes get folded back in.
Read full updateHello, and Welcome.
Frame Hub started as two hobbyists and an idea. We began by pulling data from the wiki, but that was too unreliable. so we're building tools to set and fix stats directly on the site, while keeping build math correct. This update adds: • Public build discovery • A full Codex for mods, arcanes, and shards • A cleaner home page and browsing flow • More verified calculation logic (plus backend work that helps us maintain things long-term) If you spot wrong data, want to suggest improvements, or are interested in helping as a mod, join us on Discord. Thanks for visiting, and please report anything that looks off. I'll fix it when I can.
Read full update