Talk:Navigator/@comment-99.166.67.96-20151213173022/@comment-114.76.236.241-20151217054852

Energy Drain is equal to the multiplier. ( Multiplier x Flight time = Energy cost )

If the ability drains 3 energy per second, ramps up at x1 per second and caps at x5 multiplier.

Your energy cost will be over those 5 seconds. 3/6/9/12/15 energy drained per second.

Increasing power allows you drain more than 15 energy per second because it takes longer to reach the new multiplier.

Reducing duration will cause your multiplier to hit x5 faster. ( % under 100  x1)

Where increasing duration will cause you to take longer to reach x5 multipler. (% above 100 % 1)

Example,

[A] 80% duration will cause my x1 multipler to become x1.2. ( 0.2 x 1 = Increase )

[b] 150% duration  cause my multipler to become x0.5. ( -0.5 x 1 = decrease )

In example A,     your multipler will grow [1.2 /2.4 /3.6 /4.8] (taking 4 seconds)  energy cost will grow [3.6 /7.2 /10.8 /14.4]

In example B,   your multipler will grow [0.5/1/1.5/2/2.5/3/3.5/4/4.5/5] (taking 10 seconds)  energy cost will grow [1.5/3/4.5/6 - ect]

Because default drain is 3 energy, efficienct mods will reduce the base drain per second. Thus just replace 3 above in the examples with your new energy drain.

I hope you get the point now. Ps: ability activation costs 0

Navigator does not give you punchthrough.

Projectile speed adjustable at will has already been explained with the Dev and how it would require more effort than it is worth. Less stacking of code = less bugs.

I've yet to see anything Ricochet. This may simpily be lag on your end affecting the ability.