Talk:Volt/@comment-129.96.86.140-20170819111809

Ok, volt rework as  part of my balance pass; (ignore the passives for now, thats a seperate overhaul going on)

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



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

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Passives:
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<p class="MsoNoSpacing">Static discharge:

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<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.

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<p class="MsoNoSpacing" style="margin-left:.5in;text-indent:-.25in;mso-list:l7 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:l7 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:l7 level1 lfo2"> ·           Static Discharge can combine with elemental mods on weapons.

<p class="MsoNoSpacing" style="margin-left:.5in;text-indent:-.25in;mso-list:l7 level1 lfo2"> ·           His Electric shield augment, Transistor Shield, converts up to 100% of enemy damage to shields into damage for static discharge.

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<p class="MsoNoSpacing">Conductor:

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<p class="MsoListParagraphCxSpFirst" style="text-indent:-.25in;mso-list:l4 level1 lfo5"> ·           When volt takes electric damage, he receives energy equivalent to 2% 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:l4 level1 lfo5"> ·           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:l4 level1 lfo5"> ·           While affected an electric proc, volt will gain 2 energy and 20 points of damage for Static discharge each second.

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

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<p class="MsoNormal">Volt releases an electric discharge toward a target that can chain to one new enemy within 7 / 10 / 12 / 15 meters of each point of contact. The arc can chain a maximum of 2 / 3 / 4 / 5 times and inflicts 75 / 100 / 125 / 200 base damage + 2 / 3 / 4 / 5 % of targets max health (calculated separately for each victim) as Electricity damage with a 100% status chance to each enemy.

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<p class="MsoNoSpacing" style="margin-left:.5in;text-indent:-.25in;mso-list:l5 level1 lfo3"> ·           Costs 25 energy

<p class="MsoNoSpacing" style="margin-left:.5in;text-indent:-.25in;mso-list:l5 level1 lfo3"> ·           One-handed cast.

<p class="MsoNoSpacing" style="margin-left:.5in;text-indent:-.25in;mso-list:l5 level1 lfo3"> ·           Distance it can travel to initial target is unlimited

<p class="MsoNoSpacing" style="margin-left:.5in;text-indent:-.25in;mso-list:l5 level1 lfo3"> ·           Power Strength effects damage dealt

<p class="MsoNoSpacing" style="margin-left:.5in;text-indent:-.25in;mso-list:l5 level1 lfo3"> ·           Power Strength does not increase % max health damage.

<p class="MsoNoSpacing" style="margin-left:.5in;text-indent:-.25in;mso-list:l5 level1 lfo3"> ·           Negative power strength will decrease % max health damage.

<p class="MsoNoSpacing" style="margin-left:.5in;text-indent:-.25in;mso-list:l5 level1 lfo3"> ·           Power range effects arc distance between targets

<p class="MsoNoSpacing" style="margin-left:.5in;text-indent:-.25in;mso-list:l5 level1 lfo3"> ·           Arcs link by line of sight to new targets

<p class="MsoNoSpacing" style="margin-left:.5in;text-indent:-.25in;mso-list:l5 level1 lfo3"> ·           if cast at a surface, it will still target any enemies within range of the impact

<p class="MsoNoSpacing" style="margin-left:.5in;text-indent:-.25in;mso-list:l5 level1 lfo3"> ·           Casting through an Electric shield will charge it, causing it to deal whatever damage that the cast carried after power strength and modifiers such as Static discharge, to any enemies that pass through, with 100% chance to proc.

<p class="MsoNoSpacing" style="margin-left:.5in;text-indent:-.25in;mso-list:l5 level1 lfo3"> ·           Casting Shock on a target under the effects of discharge will result in an overcharge, creating an AoE burst emitted from the target, dealing shock’s damage in a 4m AoE (AoE scales with power range)

<p class="MsoNoSpacing" style="margin-left:.5in;text-indent:-.25in;mso-list:l5 level1 lfo3"> ·           Augment Shock Trooper grants up to 100% electric damage to allies for 40 sec when shock in cast upon them, scaling with power strength and duration.

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

<p class="MsoNormal">Volt causes a surge of energy, increasing the movement and melee attack speed of all allies within 10 / 15 / 20 / 25 meters by 20 / 30 / 40 / 50 % for a duration of 8 / 12 / 16 / 20 seconds. This buff also increases reload speed and holster speeds by 5 / 10 / 15 / 20 %.

<p class="MsoListParagraphCxSpFirst" style="text-indent:-.25in;mso-list:l2 level1 lfo4"> ·           Costs 50 energy.

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l2 level1 lfo4"> ·           One-handed cast.

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l2 level1 lfo4"> ·           Magnitude of buffs is effected by power strength.

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l2 level1 lfo4"> ·           Range of initial cast is effected by power range.

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l2 level1 lfo4"> ·           Duration of buff is effected by power duration.

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l2 level1 lfo4"> ·           Speed is only applied to Volt and allied Tenno.

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l2 level1 lfo4"> ·           Allied Tenno can remove speed by doing a backflip.

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l2 level1 lfo4"> ·           Melee attack speed buff is additive.

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l2 level1 lfo4"> ·           Movement speed buff is multiplicative.

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l2 level1 lfo4"> ·           Reload and holster speed buffs are additive.

<p class="MsoListParagraphCxSpLast" style="text-indent:-.25in;mso-list:l2 level1 lfo4"> ·           Speed does not affect casting speed or knockdown recovery speed.

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

<p class="MsoNormal">Volt deploys a shield of energy, blocking all incoming fire and increasing the damage of allied fire passing through it.

<p class="MsoListParagraphCxSpFirst" style="text-indent:-.25in;mso-list:l9 level1 lfo6"> Ø     Costs 50 energy.

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l9 level1 lfo6"> Ø     Volt creates an energy barrier 4.25 meters high and 6 meters wide that absorbs enemy fire. The shield lasts for 10 / 15 / 20 / 25 seconds.

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l9 level1 lfo6"> Ø        Duration is affected by Power Duration.

<p class="MsoListParagraphCxSpLast" style="text-indent:-.25in;mso-list:l9 level1 lfo6"> Ø        Height and width are not affected by Power Range.

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<p class="MsoListParagraphCxSpFirst" style="text-indent:-.25in;mso-list:l0 level1 lfo7"> ·           Shots fired through Electric Shield by Volt and his allies (from either side) will gain 50% Electricity damage, and critical damage will be multiplied by 200%.

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l0 level1 lfo7"> ·           Damage bonuses are not affected by Power Strength.

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l0 level1 lfo7"> ·           The Electricity damage bonus is an additive bonus that's applied to the weapon's base damage, similar to an elemental mod. For an unmodified weapon that inflicts 100 base damage, firing through a shield will increase the total damage to 100 × (1 + 0.5) = 150. The weapon now inflicts 100 base damage and 50 Electricity b Electricity damage.

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l0 level1 lfo7"> ·           The Electricity damage bonus combines with other elemental types to create compound elements on weapons that have an elemental base damage type, but this does not apply to weapons with a physical base damage type or any continuous-trigger weapons.

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l0 level1 lfo7"> ·           Firing through multiple Shields will cause the Electricity damage bonus to stack additively (e.g., firing through 3 shields will grant a 150% Electricity damage bonus). The critical damage bonus does not stack with additional shields.

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l0 level1 lfo7"> ·           As a Shield will be centered near the HUD's target reticle when cast, the reticle will determine the shield's orientation as it spawns.

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l0 level1 lfo7"> ·           The Shield can only be cast a maximum of 6 times, casting after the maximum will remove the earliest Shield and create a new one where cast.

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l0 level1 lfo7"> ·           Projectiles with travel time gain a 20% increase in velocity on passing through the shield.

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l0 level1 lfo7"> ·           Beam weapons fired through the shield gain a 20% increase in range.

<p class="MsoListParagraphCxSpLast" style="text-indent:-.25in;mso-list:l0 level1 lfo7"> ·           Electric shield augment, Transistor Shield, converts up to 100% of enemy damage to shields into damage for static discharge, and allows allies to pick up shields, and the picked up shields share the same restrictions and drains as when volt uses them. The channeling efficiency is based off the stats of player who is picking it up, not volt.

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<p class="MsoListParagraphCxSpFirst" style="text-indent:-.25in;mso-list:l3 level1 lfo8"> ·           Volt can pickup one of his Static Shields through a context action. Doing so will cause the shield to decrease in size (2.0 m × 3.0 m) and become mobile. Activating the context action again will revert the Current Shield back into a Static Shield.

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l3 level1 lfo8"> ·           While being carried the shield will drain 5 energy per second.

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l3 level1 lfo8"> ·           As a channeled ability, the shield will disable energy regen from sources such as Energy Vampire, Energy Siphon, and Energy Overflow while carried.

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l3 level1 lfo8"> ·           While the shield is equipped Volt will be limited to the use of only his secondary and melee weapons as well as have his movement speed reduced by 20% (unaffected by any power stats)

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l3 level1 lfo8"> ·           Picking up the shield pauses the duration until the shield is dropped.

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l3 level1 lfo8"> ·           Running out of energy will force volt to drop the shield.

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l3 level1 lfo8"> ·           The position and movement of the Current Shield will be fixed to the target reticle, meaning the Shield will move with the camera while being within 1.5 meters of Volt.

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l3 level1 lfo8"> ·           Enemies hit by the Current Shield while Volt is sprinting will be ragdoll-ed.

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l3 level1 lfo8"> ·           The channeling energy cost is affected by Power Duration and Power Efficiency.

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l3 level1 lfo8"> ·           Height and width are not affected by Power Range.

<p class="MsoListParagraphCxSpLast" style="text-indent:-.25in;mso-list:l3 level1 lfo8"> ·           Only one Current Shield can be equipped at a time.

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

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<p class="MsoListParagraphCxSpFirst" style="text-indent:-.25in;mso-list:l6 level1 lfo10"> ·           Costs 100 energy.

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l1 level1 lfo9"> ·           Volt emits a powerful electric pulse, any enemies that are hit with the initial pulse or that enter the pulse's area in first 3 / 3 / 4 / 4 seconds after the cast will become stunned and emit arcs of electricity like Tesla Coils, shocking hostiles who come within 4 meters.

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l1 level1 lfo9"> ·           The initial pulse of Discharge has a radius of 12 / 15 / 18 / 20 meters.

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l1 level1 lfo9"> ·           Tesla Coiled enemies will remain undamaged by Discharge for the first 6 seconds, then begin to damage themselves for 150 / 175 / 200 / 225 Electricity damage per tick for the remaining Effect Duration or until the 1000 / 2000 / 3000 / 4000 damage cap is met. Electricity damage ticks twice every second/once every .5 seconds.

<p class="MsoListParagraphCxSpLast" style="text-indent:-.25in;mso-list:l1 level1 lfo9"> ·           Only once the initial 6 seconds is over can the ability break due to hitting the damage cap.

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<p class="MsoListParagraphCxSpFirst" style="text-indent:-.25in;mso-list:l1 level1 lfo9"> ·           Discharge damage and Health are affected by Power Strength.

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l1 level1 lfo9"> ·           Enemies can still receive damage from outside sources during the initial 6 seconds of Discharge.

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l1 level1 lfo9"> ·           Note that while damage from most sources (shooting, melee-ing, abilities, etc.) does not contribute to the Health cap, damage from nearby enemies also under the Tesla effect will. That is, enemies are more likely to reach the Health cap if they are being shocked by other nearby targets effected by Discharge.

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l1 level1 lfo9"> ·           Loot crates can also undergo the Tesla effect, but can only be charged once.

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l1 level1 lfo9"> ·           The 4 second delay of damage is not affected by Power Duration mods.

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l1 level1 lfo9"> ·           Volt's Passive does contribute to Discharge's total damage output. A rank-3 Discharge with max ranked Intensify and fully charged passive will deal a total of (450 × 1.3) × 7.5 + 1000 = 5387.5 damage as opposed to a total of 4387.5 damage without the passive.

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l1 level1 lfo9"> ·           Arcs are not obstructed by the environment.

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l1 level1 lfo9"> ·           Effect Duration is affected by Power Duration.

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l1 level1 lfo9"> ·           Power Range and Ability Radius are affected by Power Range.

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l1 level1 lfo9"> ·           Ability damage is not restricted within the Power Range. Ability Range is measured from each enemy, making it possible to damage enemies beyond the initial Power Range.

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l1 level1 lfo9"> ·           Casting Shock on a Tesla Coiled target will result in an overcharge, creating an AoE burst emitted from the target, dealing shock’s damage in a 4m AoE (AoE scales with power range).

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l1 level1 lfo9"> ·           Can be used while sliding and clinging to a wall, but cannot be cast while in mid-air.

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l1 level1 lfo9"> ·           Has a cast time of ~1 second, during which Volt is vulnerable to damage and energy drains, but immune to knockdowns and stuns.

<p class="MsoListParagraphCxSpMiddle" style="text-indent:-.25in;mso-list:l1 level1 lfo9"> ·           Cannot be recast within the first 2 / 3 / 4 / 5 seconds of a previous cast, and recasting after said duration will not refresh the effect on already affected enemies.

<p class="MsoListParagraphCxSpLast" style="text-indent:-.25in;mso-list:l1 level1 lfo9"> ·           Discharges augment Capacitance converts 1.5 / 2 / 2.5 / 3 % of damage dealt by discharge (including tesla coils) into shields for volt and allied Tenno that are within 8m of volt.