Talk:Volt/@comment-129.96.80.84-20170821073658

A more elegant rework:

Volt
''Volt can create and harness electrical elements. This is a versatile Warframe perfect for players looking for a way to amplify the capabilities of their weapons.''

Base Stats:
 ·           Health:                                 100         (300 at rank 30)

 ·           Shields:                                150         (450 at rank 30)

 ·           Armor:                                 45

 ·           Energy:                                150         (225 at rank 30)

 ·           Sprint Speed:                      1.10

Buffed energy to be more in line with prime, and more speed for the speed frame.

Prime Stats:
 ·           Health:                                 100         (300 at rank 30)

 ·           Shields:                                150         (450 at rank 30)

 ·           Armor:                                 100

 ·           Energy:                                200         (300 at rank 30)

 ·           Sprint Speed:                      1.10

Just a 10% sprint speed boost.

Passives:
Static discharge:

<p class="MsoNoSpacing">Travelling along the ground between Volt's attacks (by walking, running, or sliding) will build up static energy, adding bonus Electricity damage toward Volt's next weapon attack or ability cast.

<p class="MsoNoSpacing" style="margin-left:.5in;text-indent:-.25in;mso-list:l4 level1 lfo2"> ·           For every 1 meter traveled, 5 points of Electricity damage are added, accumulating to a maximum of 10,000 bonus damage.

<p class="MsoNoSpacing" style="margin-left:.5in;text-indent:-.25in;mso-list:l4 level1 lfo2"> ·           Damage is added before multipliers and is not affected by Power Strength.

<p class="MsoNoSpacing" style="margin-left:.5in;text-indent:-.25in;mso-list:l4 level1 lfo2"> ·           Static Discharge can combine with elemental mods on weapons.

<p class="MsoNoSpacing" style="margin-left:.5in;text-indent:-.25in;mso-list:l4 level1 lfo2"> ·           His Electric shield augment, Transistor Shield, converts up to 100% of enemy damage to shields into damage for static discharge.

<p class="MsoNoSpacing">Conductor:

<p class="MsoListParagraphCxSpFirst" style="text-indent:-.25in;mso-list:l3 level1 lfo3"> ·           When volt takes electric damage, he receives energy equivalent to 5% of the damage, and Static Discharge damage equivalent to 80% of the incoming damage. This is calculated before damage mitigation or resistances.

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l3 level1 lfo3"> ·           Volt has 40% resistance to all sources of electric damage. This is applied after all other damage mitigation.

<p class="MsoListParagraphCxSpLast" style="text-indent:-.25in;mso-list:l3 level1 lfo3"> ·           While affected by an electric proc, volt will gain 2 energy and 20 points of damage for Static discharge each second.

First Power:
<p class="MsoNoSpacing">Shock:

<p class="MsoNoSpacing">Shock no longer arcs to subsequent targets, instead it causes an electrical AoE detonation on impact.

<p class="MsoNoSpacing">Shock is cast at initial target, and deals 75 / 100 / 150 / 200 base damage + 5 / 10 / 15 / 20% of the targets max health as electrical damage with forced electrical and blast procs. it then causes a 2 / 3 / 4 / 5 metre AoE that deals 50 / 75 / 100 / 125 damage + 2 / 3 / 4 / 5 % of each targets max health as electrical damage with forced proc. (calculated individually for each target).

<p class="MsoNoSpacing" style="margin-left:.5in;text-indent:-.25in;mso-list:l1 level1 lfo4"> ·           AoE range is effected by power range

<p class="MsoNoSpacing" style="margin-left:.5in;text-indent:-.25in;mso-list:l1 level1 lfo4"> ·           Base damage is effected by power strength

<p class="MsoNoSpacing" style="margin-left:.5in;text-indent:-.25in;mso-list:l1 level1 lfo4"> ·           % max health damage can be negatively affected by power strength, but not positively.

<p class="MsoNoSpacing" style="margin-left:.5in;text-indent:-.25in;mso-list:l1 level1 lfo4"> ·           No aspect of shock is affected by power duration.

Second Power:
<p class="MsoNormal">Speed:

<p class="MsoListParagraphCxSpFirst" style="text-indent:-.25in;mso-list:l0 level1 lfo5"> ·           Reload speed buff changed 8 / 13 / 15 / 17 %   > 5 / 10 / 15 / 20%

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l0 level1 lfo5"> ·           Reload speed buff now also effects holster speed (additively).

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l0 level1 lfo5"> ·           Duration increased 5 / 6 / 8 / 10s   >   6 / 8 / 10 / 12s

<p class="MsoListParagraphCxSpLast" style="text-indent:-.25in;mso-list:l0 level1 lfo5"> ·           Remaining duration is now added to the new duration when speed is recast, stacking up to 200% the max duration of a single cast.

<p class="MsoNormal">E.g. With base duration of 12 sec, 6 sec remaining, speed is recast, 18 seconds is the new duration, and if immediately recast again, the duration is 24 sec, and cannot go any higher.

Third Power:
<p class="MsoNormal">Electric Shield:

<p class="MsoNoSpacing">Charging the shield with shock now deals the charged damage with a forced electric proc, to help it act as a barrier.

<p class="MsoNormal">Electric shield now has the following interactions with weapons fired through it:

<p class="MsoListParagraphCxSpFirst" style="text-indent:-.25in;mso-list:l2 level1 lfo6"> ·           Weapons with flight speed gain a 20% increase in projectile velocity.

<p class="MsoListParagraphCxSpLast" style="text-indent:-.25in;mso-list:l2 level1 lfo6"> ·           Beam weapons gain +20% range

<p class="MsoNormal">These interactions do stack for multiple shields, for up to +120% projectile velocity or +120% range on beam weapons with one volt placing all 6 shields in a row… at the cost of 300 energy with base efficiency…

<p class="MsoNormal">Riot Shield:

<p class="MsoNormal">Riot shield has been overhauled, as the previous version had the following interactions:

<p class="MsoNoSpacing">+ you pick up the shield, and it is now mobile and centered at your crosshair.

<p class="MsoNoSpacing">~ The duration still ticks down.

<p class="MsoNormal">- It now stops you using primary weapons.

<p class="MsoNormal">- It is now greatly reduced in size.

<p class="MsoNormal">- It now slows you down by about ~30%.

<p class="MsoNormal">- It now drains 5 energy per second.

<p class="MsoNormal">- It now drains 1 energy for every metre you move.

<p class="MsoNormal">Obviously, this is usually rather pointless, as you just handicap yourself and empty your energy pool for protection against fire in a small angle, therefore:

<p class="MsoListParagraphCxSpFirst" style="text-indent:-.25in;mso-list:l6 level1 lfo7"> ·           Duration paused while shield is carried.

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l6 level1 lfo7"> ·           Primary weapons still restricted.

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l6 level1 lfo7"> ·           Slowdown reduced to 20%

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l6 level1 lfo7"> ·           Drain reduced to 2.5 energy per second (as shields cost 50 energy for 25 sec duration, so 2.5 energy each second matched that drain rate)

<p class="MsoListParagraphCxSpLast" style="text-indent:-.25in;mso-list:l6 level1 lfo7"> ·           Energy cost per distance removed (why penalize movement on the Speed frame?)

<p class="MsoNormal">Now the status of the shield is the following:

<p class="MsoNormal">+ you pick up the shield, and it is now mobile and centered at your crosshair.

<p class="MsoNormal">+ The duration is paused.

<p class="MsoNormal">- It now stops you using primary weapons.

<p class="MsoNormal">- It is now greatly reduced in size.

<p class="MsoNormal">- It now slows you down by about 20%.

<p class="MsoNormal">- It now drains 2.5 energy per second.

Fourth Power:
<p class="MsoNormal">Discharge:

<p class="MsoNormal">Discharge can no longer break due to hitting the damage cap until the first 4 seconds have elapsed.

<p class="MsoNormal">Discharge can now be cast in midair.

<p class="MsoNormal">Capacitance augment range for sharing overshields increased ~3m > 10m