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Última edición, 18-09-2019 por JARVIII

La Energía de un Warframe se usa principalmente para potenciar habilidades y canalizar el cuerpo a cuerpo. Todos los Warframes tienen 4 habilidades, que por defecto, consumen hasta 100 de energía al lanzarlas. Cada Warframe tiene su propia reserva de energía con diferentes capacidades dependiendo de los tipos y costes de sus diversas habilidades, con la excepción de Hildryn que no tiene energía, sino que saca de su grupo de escudos . La canalización de energía se usa para proporcionar daño adicional y otros efectos como Ataque vital, y para permitir pararlo mientras que el bloqueo anula todo el daño, reflejar algún daño posterior, y abrir los atacantes cuerpo a cuerpo de rematandolos consumirá energía en cada ataque bloqueado.

Al igual que la salud y los escudos , la capacidad de energía de un Warframe aumenta con su rango y mediante el uso de mods o beneficios, también vale la pena señalar que los miembros de la comunidad suelen utilizar indistintamente las palabras "poder" y "energía".

Aumentando la capacidad de energíaEditar

ModsEditar

Actualmente estos son los mods que modifican la energía máxima de un Warframe, pero Flujo y Flujo Prime no pueden usarse a la vez.

Fórmula para alterar la capacidad de energíaEditar

Estos mods incrementan la capacidad de energía de un Warframe siguiendo la siguiente fórmula:

$ \text{Energy}_{total}=\text{Energy}_{max}+(\text{Energy}_{base}\times \text{Mod Multiplier}) $

Por ejemplo Volt Prime con 200 de energía base y 300 de energía máxima tendrá:

BonificacionesEditar

La bonificación que se obtiene al aumentar la capacidad de energía es el efecto de Entropía del Céfalon Suda. Entropía emite un ataque radial en area de unos 25m alrededor del jugador provocando 1000 de daño a los enemigos.  damage and applying the Magnetic efecto de estado to enemies in range reducing their escudos. It will also restore 25% of the player's base Energy, and provide a (base) Energy boost of +25% for 30 seconds.

Cascos arcanosEditar

These are retired helmets that in the past used to grant increased energy capacity to their respective Warframes

Warframe Starting Energy In a MissionEditar

FormulaEditar

Upon loading into any mission, each Warframe has a fixed amount of energy that they start with. This amount of energy is calculated based on the Warframe's free mod capacity and a base value specific for each Warframe (differs even between normal and prime variants). The formula followed is:

$ \text{Starting Energy}=\text{Initial Energy}+5(\text{Free Mod Capacity}) $


Table of Initial EnergiesEditar

The initial energy of a Warframe is given from the following table. Do note that this table is currently still under construction and it is still unknown whether these values are calculated off some other attributes or simply fixed parameters for each Warframe. This area of research is still very actively pursued.

Ver lista de Initial Energy of Rank 30 Warframes at 0 Mod Capacity
Warframe Energy Pool
Ash  ??
Ash Prime 50
Atlas 50
Banshee 100
Banshee Prime 125
Chroma 75
Ember 75
Ember Prime 75
Equinox 100
Excalibur 50
Excalibur Prime 100
Frost  ??
Frost Prime 50
Gara 75
Harrow 50
Hydroid  ??
Hydroid Prime 100
Inaros 50
Ivara 75
Limbo 100
Loki 100
Loki Prime 125
Mag 50
Mag Prime 50
Mesa 50
Mirage  ??
Mirage Prime 125
Nekros 50
Nekros Prime 75
Nezha 125
Nidus 50
Nova 50
Nova Prime 150
Nyx 100
Nyx Prime 150
Oberon  ??
Oberon Prime 150
Octavia 100
Rhino 50
Rhino Prime 50
Saryn  ??
Saryn Prime 100
Titania 50
Trinity  ??
Trinity Prime 125
Valkyr  ??
Valkyr Prime 100
Vauban  ??
Vauban Prime 100
Volt 50
Volt Prime 125
Wukong 50
Zephyr 50

Effective Energy CapacityEditar

Casting Effective CapacityEditar

Similarly to how one can define the concept of "salud efectiva" by weighting the number of hit-points with the corresponding damage reduction, one can also define the concept of casting effective energy capacity by weighting the energy capacity using the eficiencia de habilidades factor:

$ \text{Effective Energy Capacity}_{casting}=\frac{\text{Energy Capacity}}{2-\text{Eficiencia de habilidades}} $

Since casting efficiency is currently capped at 175%, the highest possible upper-bound for the casting effective energy capacity is:

$ \text{Effective Energy Capacity}_{casting}\leq 4\times\text{Energy Capacity} $

Toggle Effective CapacityEditar

Since the efficiency of toggle abilities depends also on the duration, in that case the formula becomes:

$ \text{Effective Energy Capacity}_{toggle}=\frac{\text{Energy Capacity}\times\text{Ability Duration}}{2-\text{Eficiencia de habilidades}} $

For the case where no energy is recovered and a constant rate of energy drain, one can also consider the effective toggle duration as follows: $ \text{Effective Toggle Duration}=\frac{\text{Effective Energy Capacity}_{toggle}}{\text{Base Drain Rate}} $


$ \text{Effective Toggle Duration}=\frac{\text{Energy Capacity}\times\text{Ability Duration}}{\text{Base Drain Rate}(2-\text{Eficiencia de habilidades})} $


$ \text{Effective Toggle Duration}=\frac{\text{Energy Capacity}}{\text{Modified Drain Rate}} $

Due to the definition of the terms, there are many ways in-which the formula for effective toggle duration can be expressed.

Apart from toggle duration, this can be used to work out the effective duration granted per energy pick up.

EjemplosEditar

Suppose a Merodearing Ivara has a modded drain of 0.25 energy/sec. An orb of 50 energy would provide:

$ \frac{50}{0.25}=200\text{ seconds} $

Considering the same Ivara with full energy pool of 744 capacity, she can remain in Merodear for:

$ \frac{744}{0.25}=2,976\text{ seconds}\approx 50\text{ minutes} $

Restoring EnergyEditar

In missions, there are various ways to restore energy:

  • Energy can be picked up during a mission from Orbes azules. Blue Orbs dropped by enemies restore 25 energy while containers drops will restore 50 Energy.
  • Incensario de Harrow grants players inside its aura a variable amount of energy from kills made by Harrow, depending on how long the ability was charged and whether the enemies were killed by bodyshot or headshot.
  • Vampiro de energía de Trinity allows a player to regain energy by standing inside the energy pulses the target releases (target is stunned the entire time).
  • La Grieta de Limbo slowly restores energy for all players within it. Can stack with Sifón de energía.
  • Octavia's Inspiration passive slowly restores energy over time for all players that were near Octavia when she cast an ability.
  • Restauradores de energía de escuadrón are consumables that grant Energy to nearby teammates in varying amounts, up to 400 total.
  • Weapons triggering an Entropía effect restore 25% of the player's base Energy, and provide a base Energy boost of +25% for 30 seconds.
  • Weapons triggering a Blight effect restore 25% of the player's base Energy, and provide a (base) movement speed boost of +10% for 30 seconds.
  • Zenurik's focus nodes have multiple ways in which a player can regenerate energy.
  • Notable mods that affect energy generation:
  • Notable arcanes that affect energy generation:

ModsEditar

It is important to note that on most occasions, toggle abilities disable energy generation from team abilities, consumables, or passive regeneration methods

Using Energy as HealthEditar

ModsEditar

These mods stop lethal damage by allowing hits to drain your energy after your salud is depleted in exchange for occasionally staggering the player

NotasEditar

  • These mods synergize extremely well with Ira y Adrenalina del cazador since all the salud drained before taking lethal damage would ensure that there is enough energy for the mods to consume.


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