# Conclave Guide source
## Shortcut to the rendered guide:
Changes apply when you refresh this page: https://gwanox.com/conclave_guide/
> Anything written above the first page doesn't get rendered.
---
<!--
id:"home"
title:"Home"
tags:"home,intro,info"
-->
# Conclave Guide Site
---
## Team
### Admins
- Gwanox: $Signed$
- Tachmag: $Signed$
- Mexian: $Signed$
### Contributors
- Your name here
> If you want to contribute to the content: https://hackmd.io/@conc/guide/edit?both
> 1. Make an **account**
> 2. **Select** some text on the **right panel**
> 3. Click on the pencil icon and **write your suggestion**
>
> Adding a reason will help us understand what you are trying to add<br>
> An admin will review your suggestion
---
## Status
This guide is currently empty, the content-writing part will begin shortly after the site is finished.<br>
Content will be produced gradually.
> [!TIP]
> To see what the site is capable of: [Stress test](#stresstest)
### DEV TODO LIST
Pushing the update once **everything** bellow is ticked:
> #### General
> 1. [ ] Make 3 builds :
- Online with SEO for google referencing
- Online no SEO
- Offline
> 1. [x] Reach 100/100/100/100 lighthouse report
> #### CSS
> 1. [x] Make clicked button hit boxes transparent on mobile, and accent color for the others (mainly links):
- copy heading link
- copy code
- home
- sidebar burger
- utils triple dot
- Whole opened sidebar folders
> 1. [x] Increase the clip path inset height of the header to support longer dropdowns
> 1. [x] make header search results lower contrast
> 1. [x] Pointer on nodes and headers
> 1. [x] Revert forced dark theme for codeblocks since they match the theme now
> 1. [x] Iframes:
- Increase default width on mobile
- Increase border thickness for easier
> 1. [x] Align content text to the left
> 1. [x] Sidebar separator: `padding-bottom: var(--g-md);`
> 1. [X] Better font size for h1-h5 + line height
> 1. [X] Fix copy code button placement
> 1. [X] Remove the hover animation for copy code and heading link
> 1. [X] Transition color for copy code and heading link
> 1. [x] Fix width for blocs in details on desktop
> 1. [x] Make an alternative background separation for the expanded full-screen graph button
> 1. [ ] Fix large prev / next buttons being too close together on mobile
> 1. [x] Add a gradient on the inside right of trimmed code blocks to show you can scroll them
> 1. [x] Fix checkboxes being too dark
> 1. [x] Remove cursor:pointer on see also and no results
> 1. [x] Animate the loading text
> > ```css
#loading {
max-width: fit-content;
background: linear-gradient(
130deg,
var(--color-lowest-contrast) 5%,
var(--color-quarter-contrast) 60%,
var(--color-mid-contrast) 70%,
var(--color-text) 85%,
var(--color-lowest-contrast) 95%
);
background-size: 200% auto;
background-clip: text;
text-fill-color: transparent;
-webkit-background-clip: text;
-webkit-text-fill-color: transparent;
animation: loading 1.5s linear infinite;
}
@keyframes loading {
to {
background-position: -200% center;
}
}
```
> #### HTML
> 1. [x] Add "loading" text
> 1. [x] Add all the configurable stuff in a block in the HTML with comments
> 1. [X] Add a hidden section with lots of static written content for SEO `position:absolute; left:-9999px`
> 2. [X] Clean HTML templates
> 2. [X] Accessibility audit, lighthouse etc
> #### JS
> 1. [x] Make the graph auto pan better when routing / loading / exiting fullscreen: make sure the node is in focus, less brutal sway
> 2. [x] Make the view box match the window resolution to avoid vectors being thrown out of the screen
> 5. [x] Increase node hit boxes
> 4. [x] Fix copy heading link on homepage being /##1 instead of /#1
> 1. [x] Swap codeblock theme with page theme change
> 1. [x] Massive js refactor: Sanity check, Lint, Debug, Clean up, Code smell, Review, DRY, Abstract, Refactor, Comment, Harden, Optimize, Scale
> 1. [x] Make search results HTML links instead of onclick js
> 3. [x] Add default theme and accent color in config
> 3. [x] Only nudge current node and render the page when switching pages, not driving to a heading
> 3. [X] Better comments
> 3. [X] Add aria labels in generated content
> 3. [X] Fix graph disapearing when exiting condensed mode (portrait)
> 2. [ ] Fix search results having incorrect link heading indexing
> 1. [ ] Make clicking ".../page#" scroll to top
> 1. [ ] Make H6 heading linkable
> 1. [ ] Make sibling prev next button only appear if pages share a parent
> #### Dependencies
> 1. [x] Load katex and highlight only if math/ code is found on a rendered page
> 1. [x] Try update update marked and higlight
> 1. [x] Optimize the loading of every dependency
> 1. [x] Try to replace the unminified katex import from auto-render by https://cdn.jsdelivr.net/npm/katex@0.16.22/dist/katex.min.js/+esm
> 1. [x] Precise version number for everything 'x.x.x'
<!--
id:"fluff"
title:"Fluff"
-->
<!--
id:"gpteshin"
title:"Chat with GPTeshin"
parent:"fluff"
-->
# GPTeshin
- [Solo chat with GPTeshin](https://talk.shapes.inc/teshin)
- [Group chat with GPTeshin](https://talk.shapes.inc/join/fb3d5410-388d-434e-a3ce-b4d05a9768e1)
<!--
id:"gear"
title:"gear"
tags:"gear"
-->
Getting gear may be important
<!--
parent:"gear"
id:"primaries"
title:"Primary Weapons"
tags:""
-->
Primaries come in many forms
<!--
parent:"primaries"
id:"auto_rifles"
title:"Automatic Rifles"
tags:"auto, rifle"
-->
# Automatic rifles
## Openers
Braton Vandal
## Finishers
Braton Prime
## Standalones
Stradavar
<!--
parent:"stresstest"
id:"stresstest_page1"
title:"Child page"
tags:"lol1,lol2,lol3,lol4,lol5,lol6"
-->
yo
<!--
parent:"stresstest_page1"
id:"stresstest_page2"
title:"Kinda related page w/ child"
tags:"lol1"
-->
yo this is a stresstest_page1-related page with a factor of 1 (1 tag in common)
<!--
parent:"stresstest_page1"
id:"stresstest_page3"
title:"Related page"
tags:"lol2,lol3"
-->
yo this is a stresstest_page1-related page with a factor of 2 (2 tags in common)
<!--
parent:"stresstest_page1"
id:"stresstest_page4"
title:"Very related page"
tags:"lol4,lol5,lol6"
-->
yo this is a stresstest_page1-related page with a factor of 3 (3+ tags in common)
<!--
parent:"stresstest_page2"
id:"stresstest_page5"
title:"Pluri-related Page"
tags:"lol2,lol5,lol1,lol4,lol5"
-->
You can have multiple tag links for a single node
Karak
<!--
parent:"home"
id:"stresstest3"
title:"Sibling"
tags:"guh"
-->
yo I'm the stress test sister
<!--
parent:"home"
id:"stresstest2"
title:"Related Sibling"
tags:"test"
-->
yo I'm the stress test brother and we like 'test' in common
<!--
parent:"home"
id:"stresstest"
title:"Stress Testing"
tags:"test"
-->
# Stress Testing looooool
> **Goal**: Put the renderer, sanitizer and UI through their paces.
Epic line
---
# 1. Headings (all levels)
## 1.1 Second‑level
### 1.1.1 Third‑level
#### 1.1.1.1 Fourth‑level
##### 1.1.1.1.1 Fifth‑level
# 2. Emphasis
*Italic* **Bold** ***Bold‑Italic*** ~~Strikethrough~~ $L^aT_eX$
# 3. Links
* External: <https://example.com>
* Internal (sidebar route): [`Mechanics`](#mechanics#aim)
* Anchor in this page: [Jump to tables](#stresstest#1_5)
# 4. Lists
## 4.1 Nested Unordered
* Level 1
* Level 2
* Level 3
## 4.2 Nested Ordered
1. Alpha
2. Alpha bis
3. Alpha bis bis
1. Beta
2. Beta bis
3. Beta bis bis
1. Gamma
2. Gamma bis
3. Gamma bis bis
## 4.3 Task List
- [x] **Render** ticked items
- [ ] Highlight unticked items
# 5. Tables
| Feature | Supported? | Notes |
|:------------- |:----------:| --------------------------:|
| Alignment | ✅ | `:---`, `---:` and `:---:` |
| Inline `code` | ✅ | Looks like `this` |
| Emoji | ✅ | 🎉 |
# 6. Code Blocks
```js
// JavaScript
function fib(n) {
return n < 2 ? n : fib(n-1) + fib(n-2);
}
```
```python
# Python
def fib(n):
return n if n < 2 else fib(n-1) + fib(n-2)
```
<details>
<summary><strong>Click to expand code samples</strong></summary>
```bash
# Shell
curl -s https://api.example.com/ping
```
</details>
# 7. Math
Inline: $e^{i\\pi} + 1 = 0$
Block:
$$
\\frac{d}{dx} \\left( \\int_{a}^{x} f(t)\\,dt \\right) = f(x)
$$
# 8. Blockquote with nested list
> “We choose to go to the Moon…”
>
> * Items to remember
>
> * Courage
> * Innovation
# 9. Images

# 10. Raw HTML (sanitizer test)
<div style="padding:8px;border:1px dashed var(--accent)">
This div should survive because inline styles are removed, but
harmless <strong>markup</strong> remains.
</div>
# 11. Details/Summary
<details>
<summary>Click to toggle hidden insights 🧐</summary>
*Hidden text appears here…*
A video?
<iframe src="https://www.youtube.com/embed/2FspwOKfGPY"></iframe>
</details>
# 12. Embedded iframe (YouTube)
<iframe src="https://www.youtube.com/embed/dQw4w9WgXcQ"></iframe>
# 13. Footnotes
[^1]: This is a footnote content.
Here is a simple footnote[^1].
With some additional text after it[^@#$%]
and without disrupting the blocks[^bignote].
[^bignote]: The first paragraph of the definition.
Paragraph two of the definition.
> A blockquote with
> multiple lines.
```
a code block
```
| Header 1 | Header 2 |
| -------- | -------- |
| Cell 1 | Cell 2 |
A `final` paragraph before list.
- Item 1
- Item 2
- Subitem 1
- Subitem 2
[^@#$%]: A footnote on the label: "@#$%".
# 14. Alerts
> [!NOTE]
> Highlights information that users should take into account, even when skimming.
> [!TIP]
> Optional information to help a user be more successful.
> [!IMPORTANT]
> Crucial information necessary for users to succeed.
> [!WARNING]
> Critical content demanding immediate user attention due to potential risks.
> [!CAUTION]
> Negative potential consequences of an action.
---
# 15. Wall of text
Lorem ipsum dolor sit amet, consectetur adipiscing elit. In at odio quam. Sed sit amet turpis nec lacus porttitor suscipit sed sit amet quam. Sed eleifend bibendum nulla, id ornare purus accumsan et. In quis enim magna. Pellentesque consequat vulputate ipsum, eget semper ligula vulputate sit amet. Aenean aliquet mauris sit amet elit fermentum, sed sagittis libero semper. Proin commodo lobortis porttitor. In eget vestibulum lacus. Mauris finibus nisi ut neque posuere suscipit. Integer ut rhoncus sem. Integer blandit eros sed tempor consequat.
Duis id ligula vel neque aliquam rutrum. Phasellus vel elit sed ante scelerisque facilisis nec ut ipsum. Nullam at metus vulputate, facilisis lorem quis, cursus eros. Phasellus ac elementum est, in fringilla nibh. In nec nunc sit amet metus placerat eleifend eu eget justo. Suspendisse potenti. Suspendisse augue lacus, congue fringilla pharetra nec, dapibus vel lacus.
Lorem ipsum dolor sit amet, consectetur adipiscing elit. In at odio quam. Sed sit amet turpis nec lacus porttitor suscipit sed sit amet quam. Sed eleifend bibendum nulla, id ornare purus accumsan et. In quis enim magna. Pellentesque consequat vulputate ipsum, eget semper ligula vulputate sit amet. Aenean aliquet mauris sit amet elit fermentum, sed sagittis libero semper. Proin commodo lobortis porttitor. In eget vestibulum lacus. Mauris finibus nisi ut neque posuere suscipit. Integer ut rhoncus sem. Integer blandit eros sed tempor consequat.
Duis id ligula vel neque aliquam rutrum. Phasellus vel elit sed ante scelerisque facilisis nec ut ipsum. Nullam at metus vulputate, facilisis lorem quis, cursus eros. Phasellus ac elementum est, in fringilla nibh. In nec nunc sit amet metus placerat eleifend eu eget justo. Suspendisse potenti. Suspendisse augue lacus, congue fringilla pharetra nec, dapibus vel lacus.
# 16. Source of this page
```md
<!- -
parent:"home"
id:"stresstest"
title:"Stress Testing"
tags:"test"
- ->
# Stress Testing looooool
> **Goal**: Put the renderer, sanitizer and UI through their paces.
Epic line
---
## 1. Headings (all levels)
### 1.1 Second‑level
#### 1.1.1 Third‑level
##### 1.1.1.1 Fourth‑level
###### 1.1.1.1.1 Fifth‑level
## 2. Emphasis
*Italic* **Bold** ***Bold‑Italic*** ~~Strikethrough~~ $L^aT_eX$
## 3. Links
* External: <https://example.com>
* Internal (sidebar route): [`Mechanics`](#mechanics#aim)
* Anchor in this page: [Jump to tables](#stresstest#1_5)
## 4. Lists
### 4.1 Nested Unordered
* Level 1
* Level 2
* Level 3
### 4.2 Nested Ordered
1. Alpha
2. Alpha bis
3. Alpha bis bis
1. Beta
2. Beta bis
3. Beta bis bis
1. Gamma
2. Gamma bis
3. Gamma bis bis
### 4.3 Task List
- [x] **Render** ticked items
- [ ] Highlight unticked items
## 5. Tables
| Feature | Supported? | Notes |
|:------------- |:----------:| --------------------------:|
| Alignment | ✅ | `:---`, `---:` and `:---:` |
| Inline `code` | ✅ | Looks like `this` |
| Emoji | ✅ | 🎉 |
## 6. Code Blocks
`` `js
// JavaScript
function fib(n) {
return n < 2 ? n : fib(n-1) + fib(n-2);
}
`` `
`` `python
# Python
def fib(n):
return n if n < 2 else fib(n-1) + fib(n-2)
`` `
<details>
<summary><strong>Click to expand code samples</strong></summary>
`` `bash
# Shell
curl -s https://api.example.com/ping
`` `
</details>
## 7. Math
Inline: $e^{i\\pi} + 1 = 0$
Block:
$$
\\frac{d}{dx} \\left( \\int_{a}^{x} f(t)\\,dt \\right) = f(x)
$$
## 8. Blockquote with nested list
> “We choose to go to the Moon…”
>
> * Items to remember
>
> * Courage
> * Innovation
## 9. Images

## 10. Raw HTML (sanitizer test)
<div style="padding:8px;border:1px dashed var(--accent)">
This div should survive because inline styles are removed, but
harmless <strong>markup</strong> remains.
</div>
## 11. Details/Summary
<details>
<summary>Click to toggle hidden insights 🧐</summary>
*Hidden text appears here…*
A video?
<iframe src="https://www.youtube.com/embed/2FspwOKfGPY"></iframe>
</details>
## 12. Embedded iframe (YouTube)
<iframe src="https://www.youtube.com/embed/dQw4w9WgXcQ"></iframe>
## 13. Footnotes
[^1]: This is a footnote content.
Here is a simple footnote[^1].
With some additional text after it[^@#$%]
and without disrupting the blocks[^bignote].
[^bignote]: The first paragraph of the definition.
Paragraph two of the definition.
> A blockquote with
> multiple lines.
```
a code block
```
| Header 1 | Header 2 |
| -------- | -------- |
| Cell 1 | Cell 2 |
A `final` paragraph before list.
- Item 1
- Item 2
- Subitem 1
- Subitem 2
[^@#$%]: A footnote on the label: "@#$%".
## 14. Alerts
> [!NOTE]
> Highlights information that users should take into account, even when skimming.
> [!TIP]
> Optional information to help a user be more successful.
> [!IMPORTANT]
> Crucial information necessary for users to succeed.
> [!WARNING]
> Critical content demanding immediate user attention due to potential risks.
> [!CAUTION]
> Negative potential consequences of an action.
---
### Wall of text
Lorem ipsum dolor sit amet, ...
```
<!--
id:"2021"
title:"old linear guide plan"
tags:"old"
-->
> [!WARNING]
> I made this TOC in 2021, I just put it here for later inspiration
# Cumclavis Encyclopaedia (OLDDDDD)
Updated: date, Warframe update name
## Table of Contents
[TOC]
Introduction
Why conclave ?<br>
Swag video to make the reader want to match that level of gameplay<br>
Say what this document is all about<br>
1. Chapters for people that would get Warframe for Conclave only, but that don't know anything about the game
2.
I’ve seen some people from other games wanting to dl the game just for PvP
1.1. Basic explanations about the game
1.1.1. HUD elements
1.1.2. Very basic movement and general tips
1.1.3. Quests, Junctions
1.1.4. How syndicates work
1.2. All conclave enabled weapons and frames, where to get them, how to craft them
Everything mentioned will link to a deeper explanation, e.g: “how to craft Karak”<br>
*click on Karak*, new window opens with Karak’s entry in conclave stats, tier lists,<br>
*click on the plastid requirement*, new window opens with a plastid farm guide,<br>
*click on the recommended build* new window opens with the full build and method,<br>
*Click on a mod or the Warframe* a new window opens with the farm guide.<br>
1.2.1 Gear farming dictionary
1.2.1.1. Getting Warframes
1.2.1.2. Getting Weapons
1.2.1.2.1. Primaries
1.2.1.2.2. Secondaries
1.2.1.2.3. Melees
1.2.2. Meta PvE builds to be able to farm everything as quickly as possible
1.2.3. most efficient farm for everything useful
1.2.3.1. Materials
1.2.3.2. Useful PvE Mods
1.2.3.3. Relics
1.2.3.4. Bosses
1.3. Things to do in order to go from Newbie to Conclave-ready as soon as possible.
2. Chapters for anyone new or willing to improve in shooter games
Conclave is more demanding than most shooters, here is how to game in the best conditions:
Most pieces of advice found here will also be useful in any other shooter game
2.1. choosing peripherals
2.1.1. Mice and mouse pads
2.1.2. Keyboards
2.1.3. Monitors
2.1.4. Other accessories
2.2. Improving ergonomics in your setup
2.2.1. Desk and Monitor
2.2.2. Mouse and Keyboard
2.2.3. Controller
2.3. Healthy lifestyle and Gaming Mindset
2.3.1. Sleep
2.3.2. A sharp body is a sharp mind
2.3.3. Competitiveness and mindset
2.3.4. Willingness to improve
2.4. Some general shooter tips
2.4.1. Developing game sense
2.4.1.1. Danger awareness
2.4.1.2. Positioning
2.4.1.3. Playing tactically and intelligently
2.4.2. Crosshair placement
2.4.4. Aiming
See also aiming in Warframe. link
2.4.5. Knowing your weaknesses
2.5. Learning from your mistakes
2.5.1. How to record your gameplay
2.5.1.1. OBS replay buffer
2.5.1.2. Shadow play
2.5.2. How to review your gameplay and learn from it
3. The Conclave
5.1. General information about Conclave
3.1.1. Where is Conclave ?
Show the conclave console, relay fast travel and Teshin, how to access the conclave loadout
3.1.2. Gamemodes
3.1.2.1. Annihilation - Free for all
3.1.2.2. Team Annihilation - Team deathmatch
3.1.2.3. Cephalon Capture - Capture the Flag
3.1.2.4. Lunaro
See separate guide for Lunaro
3.1.3. Kills and Oro
3.1.4. Maps
# EHP and damage in Conclave
## Shield, Health and Armor
Just like in PvE, Warframes in Conclave possess 2 health bars: Shield and Health, the latter being augmented with Armor. Unlike PvE however, the actual health profile of these elements is different, using pre-Damage 3.0 data.
| Health Type | Health Profile |
| ----------- | -------------- |
| Shield | [Shield](https://wiki.warframe.com/w/Damage_2.0/Shield)|
| Health | [Flesh](https://wiki.warframe.com/w/Damage_2.0/Flesh) |
| Armor | [Ferrite Armor](https://wiki.warframe.com/w/Damage_2.0/Ferrite_Armor)|
### Shield
When a Warframe takes damage, their Shield receives the damage if present. Only after the Shield bar is empty does their Health start taking damage. Note that unlike PvE, **there is no Shield Gating in Conclave**: damage will bleed through Shield and continue onto Health if it is enough to overkill a Waframe's Shield (ie: if a blow deals 200 Shield damage to a Waframe with 195 shields, the remaining 5 damage will be calculated against Health).
#### Overshield
Overshield is an additional layer of **non-regenerating shield** that protects the main Shield bar. Acquisition of Overshields is limited, and often limited to specific Warframes via abilities (exception to this being the universal [Overcharged](https://wiki.warframe.com/w/Overcharged) mod).
##### Mods affecting Shield Capacity
| Mod | Effect |
| -------- | -------- |
| [Tempered Bound](https://wiki.warframe.com/w/Tempered_Bound) | +30 Shield Capacity; -0.1 Mobility |
| [Rising Skill](https://wiki.warframe.com/w/Rising_Skill) | -30 Shield Capacity; +0.1 Mobility |
| [Overcharged](https://wiki.warframe.com/w/Overcharged) | Converts Energy into Overshield at a 1:1 ratio on spawn (max 50) |
| [Quick Charge](https://wiki.warframe.com/w/Quick_Charge) | -20 Shield Capacity; -20% Shield Recharge Delay |
| [Hastened Steps](https://wiki.warframe.com/w/Hastened_Steps) | -20 Shield Capacity; +20% Sprint Speed |
#### Shield Recharge
Unlike a Warframe's Health, their Shield recharges after a delay upon taking damage, with the delay differing depending on the degree of shield depletion.
| Mod | Partial Depletion | Full Depletion |
| ----------------------------- | ----------------- | -------------- |
| Baseline | 5 | 10 |
| [Quickcharge](https://wiki.warframe.com/w/Quick_Charge) (Rank 3) | 4 | 8 |
| [Vital Systems Bypass](https://wiki.warframe.com/w/Vital_Systems_Bypass) (Rank 3)| 7.5 | 15 |
| [Vanquished Prey](https://wiki.warframe.com/w/Vanquished_Prey) | 0 | 0 |
| [Calculated Victory](https://wiki.warframe.com/w/Calculated_Victory) | 0 | 0 |
| [Prize Kill](https://wiki.warframe.com/w/Prize_Kill) | 0 | 0 |
> [!Warning]
> Verify if values line up, namely for Vital Systems Bypass
> [!NOTE]
> Add shield recharge formula and draw conclusions from it
### Health and Armor
Upon having their Shield broken, a Warframe's incoming damage is subtracted from their Health bar. Unlike Shield, damage applied to Health is additionally reduced.
> [!Note]
> Add Armor formula and elaborate on how frames with high Armor have "fake health"
<details>
<summary>
Edge Case: If the Armor value is exactly 0
</summary>
If a Warframe has 0 Armor, such as after being hit by Oberon's Smite, a weapon's damage may actually be lower than if the frame had any amount of armor. This happens when the damage profile of said weapon is particularly strong vs Ferrite Armor (ex: high Puncture damage weapons like Lex).
</details>
##### Mods affecting Health amount
| Mod | Effect |
| ------------------------------------------------------------------ | --------------------- |
| [Calculated Spring](https://wiki.warframe.com/w/Calculated_Spring) | +25 Health; -0.1 Mobility |
| [Adept Surge](https://wiki.warframe.com/w/Adept_Surge) | -25 Health; +0.1 Mobility |
#### Health Regeneration
>[!Note]
>TODO
## Damage types
4.2.1. IPS: Impact, Puncture and Slash
4.2.2. Elemental damage and status.
5. Conclave Warframes
5.1. Every Conclave-enabled Warframes
Stats, passive, abilities, notes, tips, builds
> [!Tip]
> This is going to be a big can of worms when it comes to abilities, directly tying to sportsmanship rules.
6. Conclave Weapons
6.1. Primary Weapons
6.1.1. Rifles
6.1.1.1. Automatic Rifles
6.1.1.2. Semi-Automatic Rifles
6.1.1.3. Burst Rifles
6.1.1.4. Hybrid Rifles
6.1.1.5 Light Machine Guns (LMG)
6.1.2. Sniper Rifles
6.1.3. Shotguns
6.1.4. Bows and crossbows
6.1.5. Launchers
6.1.5. Miscellaneous Primaries
6.1.5.1. Spearguns
6.1.5.2. Charged Railguns
6.1.5.3. Held beams
6.1.5.3. Active Primary weapons
6.2. Secondary Weapons
6.2.1. Pistols
6.2.1.1. Automatic Pistols
6.2.1.2. Semi-Automatic Pistols
6.2.1.3. Burst Pistols
6.2.1.4. Held Pistols
6.2.2. Shotgun Sidearms
6.2.3. Thrown Sidearms
6.2.4. Charged Sidearms
6.3. Melee Weapons
6.3.1. Melee in Conclave
6.3.2. Blade and Whip
6.3.3. Claws
6.3.4. Daggers
6.3.5. Dual Daggers
6.3.6. Dual Swords
6.3.7. Fists
6.3.8. Glaives
6.3.9. Hammers
6.3.10. Machetes
6.3.11. Nikanas
6.3.12. Nunchakus
6.3.13. Pole arms
6.3.14. Rapier
6.3.15. Scythes
6.3.16. Sparing
6.3.17. Staves
6.3.18. Sword and Shield
6.3.19. Swords
6.3.20. Tonfas
6.3.21. Two-Handed Nikanas
6.3.22. Whips
7. Aiming in Conclave and Warframe
7.1. Picking your look sensitivity
7.2. Training your aim
7.2.1. In-game aim training
7.2.2. 3rd-Party aim training programs
7.3. Conclave aiming tips
7.3.1. Compensating your own movement
7.3.2. Predicting movement
> [!Warning]
> What do you mean concretely by 'predicting'?
8. Moving in Conclave and Warframe
8.1. Movement techniques
8.2. Animation cancels
8.3. Using melee for movement
> [!Tip]
> Ties to sportsmanship once again. People near universally have an issue with the mexian but this isn't a hard line. There's deggres of what's tolerable melee movement that vary person to person. Nikana dashing counts as melee movement. Slide spamming with a dagger counts as melee movement. Slam spamming counts as melee movement. Furthermore, we now have roll cancel melee attacks to make melee movement even more cancerous, it's just underexplored rn.
> [!NOTE]
> Personal opinion: melee movement as a whole is actual aids and people are only ok with it because it's not spammed (in other words, not explored to it's full potential). Melee movement straight up let's you bypass mobility tiers and let's you break LoS like there's no tomorrow. Melee slamming is legit near mexian level in how canmcerous it is.
8.4. Examples of utilizing movement at different skill levels
8.4.1. Beginner movement combos
8.4.2. Intermediate movement combos
8.4.3. Master movement combos
9. Finding a game
9.1 Region hoping
9.2 Discord servers for recruiting
9.3. Active players to add as friend and join
9.3.1. Hardest difficulty - Top players
9.3.2. Hard difficulty - Good Players
9.3.3. Intermediate difficulty - Active players
9.4. Crossplay and dedicated servers
9.5. Conclave Clans
10. Optimizing your game
10.1. Making a proper gaming environment
10.2. In-game settings for optimal performance and clarity
Every piece of data possible regarding Warframe conclave abilities, mods, weapon gimmicks, with videos
Modding explanations and 3 build examples for each piece of gear<br>
Integrated sheets from Trip
> [!Tip]
> We no longer need Trip's sheet since quant is gone. Trip's sheet still DOES have the function of showing rtk and ttk vs all frames for any given weapon but we could request thero for this feature on the bot and it would just be more convenient.
<!--
parent:"mechanics"
id:"movement"
title:"Movement"
tags:"movement, parkour, speed"
-->
# Movement
## Riced Movement
The following movement techs are enabled through inputing a double jump with incredibly tight timing. To achieve this, two jump keys are bound in a way that allows them to be pressed simultaneously (ex: <kbd>Space</kbd> + <kbd>V</kbd>). A jump executed in this manner will be referred to as an **Instant Double Jump** (**IDJ**) in this guide.
### Moon Jump
A Moon Jump is a Bullet Jump initiated through an IDJ as opposed to a regular jump. The resulting Bullet Jump will have higher than normal vertical momentum.
> [!NOTE]
> TODO [GIf]: Moon Jump
A Moon Jump can also be executed sideways or backwards, albeit with reduced momentum in the latter's case.
> [!NOTE]
> TODO [GIf]: Sideways Moon Jump
A useful application of Moon Jumping is gaining verticality while keeping the crosshair on an enemy during a fight: unlike a slow hard-hitter like Lex, high fire rate weapons directly lose DPS whenever their crosshair is removed from the enemy for a fraction of time. Under normal circumstances, to increase verticality a player would need to bullet jump while aiming upwards, thus losing track of the target momentarily. A Moon Jump solves this issue.
> [!NOTE]
> TODO [GIf]: Moon Jump with an auto without losing track of the enemy player
### Space Jam
Have mexian show some shit.
### Rice Hopping
#### Instructions
1. IDJ gain vertical momentum
2. Aim Glide tap: halt vertical momentum
3. Slide until ground contact: Gain some horizontal momentum and lower character model to be closer to the ground
4. Loop
> [!NOTE]
> TODO [GIf]: Rice Hop PoV
> [!NOTE]
> TODO [GIf]: Rice Hop other dude PoV
#### Common Pitfalls
##### Aim Gliding too early
Aim gliding too early results in barely any vertical momentum gain from the enemy player's PoV. In addition, the increased frequency of erratic vertical movement makes aiming more difficult.
> [!NOTE]
> TODO [GIf]: Early aim glide Rice Hop PoV
> [!NOTE]
> TODO [GIf]: Early aim glide Rice Hop other dude PoV, with him just shooting the feet for free damage
##### Re-jumping too slowly
Upon touching the ground, the loop should be restarted as soon as possible. Taking to long to IDJ again will make it much easier for the oppponent to react to the jump.
> [!NOTE]
> TODO [GIf]: Slow rejump other dude PoV
> [!NOTE]
> TODO [GIf]: Properly timed rejump other dude PoV