Última edición, 08-10-2021 por FOV-01
ENERGÍA 50 TECLA 2 |
Protección elemental Dependiento del elemento de Chroma, se crea un área de efecto ofensivo. Chroma y sus aliados obtienen energía defensiva. |
Fuerza:
25 / 50 / 75 / 100 (daño por segundo) 50% / 75% / 100% / 200% (Salud bonus)
2.5x / 3x / 5x / 10x (damage multiplier) 50% / 65% / 75% / 100% (escudo bonus)
25% / 35% / 40% / 50% (damage chance per second)
1.5x / 2x / 2.5x / 3x (damage multiplier) 25% / 75% / 100% / 150% (Armadura bonus) | |
Duración:
10 / 15 / 20 / 25 s (ability duration)
10 / 15 / 20 / 25 s (ability duration)
10 / 15 / 20 / 25 s (ability duration) 15% / 25% / 30% / 35% (holster rate bonus)
10 / 15 / 20 / 25 s (ability duration) | |||
Rango: |
- Chroma emits an aura that infuses himself and nearby allies with elemental energy as long as they remain within 6 / 8 / 10 / 12 meters, providing both offensive and defensive buffs. The aura lasts for 10 / 15 / 20 / 25 seconds.
- La duración se ve afectada por la duración de habilidad.
- Aura radius is affected por el rango de habilidad.
- Elemental Ward exhibits different effects depending on Chroma's current elemental alignment, determined by Chroma's energy color.
- Generates a flame aura around Chroma and affected allies that increases base Salud by 50% / 75% / 100% / 200% and inflicts 25 / 50 / 75 / 100 Calor damage per second within a radius of 5 meters with a 2% / 5% / 7% / 10% status chance.
- Health bonus and damage per second are affected por la fuerza de habilidad, while the status chance is not.
- The health bonus stacks additively with base health modifiers, and the amount of health gained is determined by the affected Warframe's base health at rank 0. Since Chroma has 100 health at rank 0, a rank-3 Elemental Ward with a maxed Vitalidad e Intensificación will increase Chroma's health at rank 30 to 300 + 100 × (4.4 + 2 × 1.3) = 1000.
- Calor status effect deals 50% of Elemental Ward's base damage per tick over 7 ticks in 6 seconds. Ignited enemies will also panic and flail around for a brief period.
- Damage bypasses obstacles in the environment and decreases with distance.
- Burn radius is not affected por el rango de habilidad.
- Escudo bonus, damage multiplier, minimum damage, and status chance are affected by Fuerza de habilidad.
- The escudo bonus stacks additively with base escudo modifiers, and the amount of escudos gained is determined by the affected Warframe's base escudos at rank 0. Since Chroma has 100 escudos at rank 0, a rank-3 Elemental Ward with a maxed Redirección and Intensificación will increase Chroma's escudo capacity at rank 30 to 300 + 100 × (4.4 + 1 × 1.3) = 870.
- Eléctrico status effect chains 50% of Elemental Ward's base damage to surrounding enemies in a small area of effect. Shocked enemies will also be briefly stunned.
- Arc damage bypasses obstacles in the environment.
- The final damage of an arc discharge is determined by the amount of escudos and/or health lost by incoming damage. For example with a maxed Intensificación, losing 100 escudos from a single instance of damage will produce an arc that inflicts 100 × 10 × 1.3 = 1300 Eléctrico damage at rank 3 to a single target as long as it's within range.
- Self-damage and damage from environmental hazards can also be converted into arc discharges.
- Arcs can strike the same target multiple times, and arcs can be produced in quick succession should Chroma and allies receive multiple instances of damage that exceed the minimum threshold.
- Arc range is affected por el rango de habilidad.
- Damage chance per second is affected por la fuerza de habilidad, while the damage is not.
- Toxina status effect deals 50% of Elemental Ward's base damage per tick over 9 ticks in 8 seconds. As the base damage constitutes 5% of an enemy's maximum health, the ensuing proc will deal a total of 22.5% of the enemy's max health as Toxin damage in 9 ticks over 8 seconds, bringing the total damage to 27.5% of the enemy's max health.
- The Toxin damage will only be applied to an enemy if it is not already affected by a Toxin proc, but can occur as soon as an existing Toxin proc expires. As such, its effect cannot stack with itself but can refresh itself every 9 seconds.
- Damage bypasses obstacles in the environment and does not decrease with distance.
- Velocidad de recarga and holster rate bonuses are affected por la duración de habilidad.
- The amount of reload speed gained is determined by the affected weapon's base reload speed.
- Damage radius is not affected por el rango de habilidad.
- Armadura bonus, damage multiplier, and status chance are affected por la fuerza de habilidad.
- The Armadura bonus stacks additively with base armor modifiers, and the amount of armor gained is determined by the affected Warframe's base armor. Since Chroma has 350 base armor, a rank-3 Elemental Ward with a maxed Fibra de acero and Intensificación will increase Chroma's armor to 350 × (1 + 1.1 + 1.5 × 1.3) = 1417.5. As with all other additive armor bonuses, Elemental Ward's bonus is applied before multiplicative armor bonuses such as Armadura de vejación.
- Frío status effect reduces a target's movement speed and fire/attack rate by 50% over a duration of 6 seconds.
- Incoming hitscan and non-hitscan projectiles are physically redirected. As such, obstacles in the environment can prevent reflected damage from hitting enemies.
- Hitscan projectiles are reflected directly to the source enemy regardless of distance from Chroma. Melee attacks are not reflected.
- Non-hitscan projectiles are reflected in the direction of the source enemy.
- Bug: Allies who enter, leave, then re-enter the radius of a chroma modded for heat will not regain the buff on the same cast of Elemental Ward. This is not related to DE's nerf that allowed the ability to heal players every time they entered the radius, they simply will have a large empty space where the bonus health should be even if they took no damage at all.
- This causes Rayo curativo and other healing abilities to attempt to heal the player, but if the player gets out of range again from chroma, their health will return to normal again, wasting Rayo curativo/energy in the process. For example, a Chroma can now troll a player using Resaca curativa by getting close to the hydroid, leaving, then coming close again, causing the Hydroid to use massive amounts of energy to regain the health they are supposed to be receiving, only to lose it again when they leave the radius.
- In a pinch, the bonus Health provided by the Ward can be used as a quick heal, as the Health granted is automatically added to your remaining health and is not reduced from your remaining health when Elemental Ward wears off.
Maximización is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.
- Maximizar la duración de habilidad increases duration to 70.5 seconds
- Reduces aura radius to 4.08 meters.
- (Uncertain as to whether this affects the Burn Radius or not, given that the range of the aura itself is less than that of the Burn Radius.)
- Maximizar la eficiencia de habilidad reduces cost to 12.5 energy.
- Reduces duration to 10 seconds.
- Maximizar el rango de habilidad increases aura radius to 30 meters.
- Reduces damage to 40 per second and Salud bonus to 80%.
- The reduced Strength from Ampliado does not affect the status chance.
- Maximizar la fuerza de habilidad increases damage to 299 per second and Salud bonus to 598%.
- Increases cost to 77.5 energy.
- Reduces duration to 18.125 seconds.
- Reduces aura radius to 4.08 meters and arc range to 3.4 meters.
- Reduces duration to 10 seconds.
- Reduces damage multiplier to 4x, escudo bonus to 40%, minimum damage to 80, and status chance to 10%
- Increases cost to 77.5 energy.
- Reduces duration to 18.125 seconds.
- Reduces aura radius to 4.08 meters.
- Reduces duration to 10 seconds and reload speed and holster rate bonuses to 14%.
- Reduces damage chance per second to 20%.
- Increases cost to 77.5 energy.
- Reduces duration to 18.125 seconds and reload speed and holster rate bonuses to 25.375%.
- Reduces aura radius to 4.08 meters.
- Reduces duration to 10 seconds.
- Reduces Armadura bonus to 60%, damage multiplier to 1.2x, and status chance to 10%.
- Increases cost to 77.5 energy.
- Reduces duration to 18.125 seconds.