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⚫ | '''Ability Duration''' linearly affects the duration of many [[Warframe]] abilities. Increased Ability Duration usually extends the length of time that an ability is active, but there are some unorthodox or otherwise counter-intuitive interactions the stat gives: for example, the maximum amount of charges for {{A|Tesla Nervos}} increases as a factor of added Ability Duration. There are some instances where negative Ability Duration is desirable, usually because it speeds up periodic effects like {{WF|Trinity}}'s {{A|Energy Vampire}} or {{WF|Mesa}}'s {{A|Shooting Gallery}} when augmented with {{M|Muzzle Flash}}. |
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⚫ | |||
⚫ | '''Ability Duration''' linearly affects the duration of many [[Warframe]] abilities. Increased Ability Duration usually extends the length of time that an ability is active, but there are some unorthodox or otherwise counter-intuitive interactions the stat gives: for example, the maximum amount of charges for |
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All Warframes have a base stat of '''100%''' Ability Duration. |
All Warframes have a base stat of '''100%''' Ability Duration. |
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− | :{{MathText|Final Ability Duration {{eql}} Ability Duration {{mul}} Ability Duration}} |
+ | :{{MathText|Final Ability Duration {{eql}} Base Ability Duration {{mul}} Ability Duration bonus}} |
The remaining duration of an ability is displayed on the ability's icon in the bottom right corner as a number with two places. Hence, if the remaining duration of an ability is greater than '''10''' seconds, it displays to the nearest second. If the duration is less than '''10''' seconds, it displays down to the nearest tenth of a second. |
The remaining duration of an ability is displayed on the ability's icon in the bottom right corner as a number with two places. Hence, if the remaining duration of an ability is greater than '''10''' seconds, it displays to the nearest second. If the duration is less than '''10''' seconds, it displays down to the nearest tenth of a second. |
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==Energy Drain for Toggled Abilities== |
==Energy Drain for Toggled Abilities== |
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− | [[File: |
+ | [[File:DurationEfficiencyTable.png|right|thumb|300px]] |
− | There are abilities like |
+ | There are abilities like {{WF|Gauss}}'s {{A|Mach Rush}} or {{WF|Chroma}}'s {{A|Spectral Scream}} which last for an indefinite amount of time but drain [[energy]] with each passing tick until canceled or if no energy remains. As of {{ver|18}}, Ability Duration affects the energy drain for these abilities: if, for example, an ability normally has an energy drain of '''1.0 energy per second''', at '''200%''' Ability Duration that ability would drain a point of energy every 2.0 seconds - resulting in a total of '''0.5 energy per second''' drain. |
{{MathText|Final Drain Rate {{eql}} Drain Rate {{div}} Ability Duration}} |
{{MathText|Final Drain Rate {{eql}} Drain Rate {{div}} Ability Duration}} |
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*When energy drain is less than about 10 per second, energy will be drained ''once per tick'', and the time between ticks will depend on the drain rate. For example, with an ability that drains '''2.5 energy per second''', the game will actually consume 1 energy every 0.4 seconds. It is unknown what the minimum time is between ticks (for especially high drain rates). |
*When energy drain is less than about 10 per second, energy will be drained ''once per tick'', and the time between ticks will depend on the drain rate. For example, with an ability that drains '''2.5 energy per second''', the game will actually consume 1 energy every 0.4 seconds. It is unknown what the minimum time is between ticks (for especially high drain rates). |
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*This mechanism behaves essentially opposite of how [[Ability Efficiency]] affects the cost of abilities. |
*This mechanism behaves essentially opposite of how [[Ability Efficiency]] affects the cost of abilities. |
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− | *Without any other mods to compensate for the reduced Duration, a "''High Strength and High Efficiency''" build - achieved by slotting a maxed |
+ | *Without any other mods to compensate for the reduced Duration, a "''High Strength and High Efficiency''" build - achieved by slotting a maxed {{M|Blind Rage}} (+99% Strength, -55% Efficiency), a maxed {{M|Fleeting Expertise}} (+60% Efficiency, -60% Duration), a maxed {{M|Transient Fortitude}} (+55% Strength, -27.5% Duration), and a maxed {{M|Streamline}} (+30% Efficiency) - will have a '''very high''' energy drain. |
*The resulting Duration penalty is -87.5%, leaving a Duration stat of only 12.5%, which results in a penalty of 800% before calculating efficiency. At 135% efficiency, this results in a final '''520%''' penalty. |
*The resulting Duration penalty is -87.5%, leaving a Duration stat of only 12.5%, which results in a penalty of 800% before calculating efficiency. At 135% efficiency, this results in a final '''520%''' penalty. |
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:{{MathText|Final rate {{eql}} Base rate {{mul}} (100% - 35%) {{div}} 0.125 {{eql}} Base rate {{mul}} 5.2}} |
:{{MathText|Final rate {{eql}} Base rate {{mul}} (100% - 35%) {{div}} 0.125 {{eql}} Base rate {{mul}} 5.2}} |
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Because energy drain is ''also'' affected by [[Ability Efficiency]], the chart to the right can be consulted to determine a Warframe ability's real energy drain per second. |
Because energy drain is ''also'' affected by [[Ability Efficiency]], the chart to the right can be consulted to determine a Warframe ability's real energy drain per second. |
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− | <ref>[ |
+ | <ref>[[User blog:Fegazeus/17.5 Duration mods and drain|User blog - 17.5 Duration & Drain]]</ref> |
− | *Note that using |
+ | *Note that using {{M|Fleeting Expertise}} with {{M|Streamline}} adds up to '''90%''' total [[Ability Efficiency]]. The maximum ''final'' efficiency is '''75%''' - the extra 15% efficiency can be used to compensate for a low Ability Duration. At 90% efficiency, this means that using '''40%''' Ability Duration will still reach the maximum 75% [[Ability Efficiency]]. |
− | *Using the combination above with certain [[ |
+ | *Using the combination above with certain [[Banshee Chorus Helmet|arcane helmets]] or [[Focus|Focus abilities]], it is possible to reach 100% or higher efficiency before factoring in Ability Duration. This will result in a '''75%''' final efficiency, regardless of the value of Ability Duration. |
Similar to [[Ability Strength]], energy drain is calculated when the ability is first used. If something later changes the value of [[Ability Efficiency]] or Ability Duration, it will not affect energy drain unless the ability is re-cast. |
Similar to [[Ability Strength]], energy drain is calculated when the ability is first used. If something later changes the value of [[Ability Efficiency]] or Ability Duration, it will not affect energy drain unless the ability is re-cast. |
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{{clr}} |
{{clr}} |
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==Cooldowns== |
==Cooldowns== |
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− | Most abilities do not have a "cooldown" period, which is a mechanic in many similar games that disallow a player from recasting the same ability too frequently. However, abilities in [[WARFRAME]] can often instead prevent you from recasting while the first instance is still active. Hence, if you have an ability that lasts 5 seconds long, you can only cast it once every five seconds. If you extend its duration to 8 seconds, you will not be able to cast it more frequently than once every eight seconds. This increase in uptime can be undesirable for certain abilities, such as |
+ | Most abilities do not have a "cooldown" period, which is a mechanic in many similar games that disallow a player from recasting the same ability too frequently. However, abilities in [[WARFRAME]] can often instead prevent you from recasting while the first instance is still active. Hence, if you have an ability that lasts 5 seconds long, you can only cast it once every five seconds. If you extend its duration to 8 seconds, you will not be able to cast it more frequently than once every eight seconds. This increase in uptime can be undesirable for certain abilities, such as {{A|Silence}}, which can be used as an on-demand stun. |
==Modifiers== |
==Modifiers== |
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===Mods=== |
===Mods=== |
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− | + | {{M|Continuity}}, {{M|Primed Continuity}}, {{M|Constitution}}, {{M|Narrow Minded}} and {{M|Augur Message}} can each be equipped to increase Ability Duration. Note that as a [[:Category:Primed Mods|primed mod]], Primed Continuity cannot be equipped simultaneously with Continuity on the same Warframe. |
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− | + | {{M|Fleeting Expertise}} and {{M|Transient Fortitude}} both reduce duration of abilities. |
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{{#tag:tabber| |
{{#tag:tabber| |
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<gallery captionposition="below" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF" captionalign="center"> |
<gallery captionposition="below" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF" captionalign="center"> |
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− | TrinityAuraHelm.png|link= |
+ | TrinityAuraHelm.png|link=Trinity Aura Helmet#Arcane Variant|Trinity Aura Helmet {{text|green|(+25%)}} |
− | VoltSeries3Helmet.png|link= |
+ | VoltSeries3Helmet.png|link=Volt Pulse Helmet#Arcane Variant|Volt Pulse Helmet {{text|green|(+10%)}} |
− | SarynSeries3Helmet.png|link= |
+ | SarynSeries3Helmet.png|link=Saryn Chlora Helmet#Arcane Variant|Saryn Chlora Helmet {{text|red|(-5%)}} |
− | VaubanSeries3Helmet.png|link= |
+ | VaubanSeries3Helmet.png|link=Vauban Gambit Helmet#Arcane Variant|Vauban Gambit Helmet {{text|red|(-10%)}} |
</gallery> |
</gallery> |
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{{reflist}} |
{{reflist}} |
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− | == |
+ | ==Patch History== |
+ | {{Scrollbox/Article| |
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+ | {{ver|17.5}} |
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+ | *Duration Mods now have an effect on toggled Abilities. |
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+ | **For example: Mods that added 100% duration will make a 10 Energy drain become a 5 Energy drain. |
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+ | **The minimum energy cost of an Ability cannot go below 25% of the base cost. |
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+ | }} |
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{{MechNav}} |
{{MechNav}} |
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+ | [[es:Duración de habilidades]] |
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⚫ | |||
[[Category:Mechanics]] |
[[Category:Mechanics]] |
Revision as of 23:55, 28 November 2019
Ability Duration linearly affects the duration of many Warframe abilities. Increased Ability Duration usually extends the length of time that an ability is active, but there are some unorthodox or otherwise counter-intuitive interactions the stat gives: for example, the maximum amount of charges for Tesla Nervos increases as a factor of added Ability Duration. There are some instances where negative Ability Duration is desirable, usually because it speeds up periodic effects like Trinity's Energy Vampire or Mesa's Shooting Gallery when augmented with Muzzle Flash.
All Warframes have a base stat of 100% Ability Duration.
- Final Ability Duration = Base Ability Duration × Ability Duration bonus
The remaining duration of an ability is displayed on the ability's icon in the bottom right corner as a number with two places. Hence, if the remaining duration of an ability is greater than 10 seconds, it displays to the nearest second. If the duration is less than 10 seconds, it displays down to the nearest tenth of a second.
Energy Drain for Toggled Abilities
There are abilities like Gauss's Mach Rush or Chroma's Spectral Scream which last for an indefinite amount of time but drain energy with each passing tick until canceled or if no energy remains. As of Update 18.0 (2015-12-03), Ability Duration affects the energy drain for these abilities: if, for example, an ability normally has an energy drain of 1.0 energy per second, at 200% Ability Duration that ability would drain a point of energy every 2.0 seconds - resulting in a total of 0.5 energy per second drain.
Final Drain Rate = Drain Rate ÷ Ability Duration
- The Drain Rate is the amount of energy that gets drained per second.
- When energy drain is less than about 10 per second, energy will be drained once per tick, and the time between ticks will depend on the drain rate. For example, with an ability that drains 2.5 energy per second, the game will actually consume 1 energy every 0.4 seconds. It is unknown what the minimum time is between ticks (for especially high drain rates).
- This mechanism behaves essentially opposite of how Ability Efficiency affects the cost of abilities.
- Without any other mods to compensate for the reduced Duration, a "High Strength and High Efficiency" build - achieved by slotting a maxed Blind Rage (+99% Strength, -55% Efficiency), a maxed Fleeting Expertise (+60% Efficiency, -60% Duration), a maxed Transient Fortitude (+55% Strength, -27.5% Duration), and a maxed Streamline (+30% Efficiency) - will have a very high energy drain.
- The resulting Duration penalty is -87.5%, leaving a Duration stat of only 12.5%, which results in a penalty of 800% before calculating efficiency. At 135% efficiency, this results in a final 520% penalty.
- Final rate = Base rate × (100% - 35%) ÷ 0.125 = Base rate × 5.2
- If efficiency mods are not included in the build, then the resulting increase is even greater: a massive 762% (without Streamline), 1000% (without Fleeting Expertise), or 1240% (without either).
Because energy drain is also affected by Ability Efficiency, the chart to the right can be consulted to determine a Warframe ability's real energy drain per second. [1]
- Note that using Fleeting Expertise with Streamline adds up to 90% total Ability Efficiency. The maximum final efficiency is 75% - the extra 15% efficiency can be used to compensate for a low Ability Duration. At 90% efficiency, this means that using 40% Ability Duration will still reach the maximum 75% Ability Efficiency.
- Using the combination above with certain arcane helmets or Focus abilities, it is possible to reach 100% or higher efficiency before factoring in Ability Duration. This will result in a 75% final efficiency, regardless of the value of Ability Duration.
Similar to Ability Strength, energy drain is calculated when the ability is first used. If something later changes the value of Ability Efficiency or Ability Duration, it will not affect energy drain unless the ability is re-cast.
Cooldowns
Most abilities do not have a "cooldown" period, which is a mechanic in many similar games that disallow a player from recasting the same ability too frequently. However, abilities in WARFRAME can often instead prevent you from recasting while the first instance is still active. Hence, if you have an ability that lasts 5 seconds long, you can only cast it once every five seconds. If you extend its duration to 8 seconds, you will not be able to cast it more frequently than once every eight seconds. This increase in uptime can be undesirable for certain abilities, such as Silence, which can be used as an on-demand stun.
Modifiers
Modifiers combine additively to the Ability Duration stat.
- Final Ability Duration = Ability Duration + Modifier 1 + Modifier 2 + Modifier 3 + ...
Mods
Continuity, Primed Continuity, Constitution, Narrow Minded and Augur Message can each be equipped to increase Ability Duration. Note that as a primed mod, Primed Continuity cannot be equipped simultaneously with Continuity on the same Warframe.
Fleeting Expertise and Transient Fortitude both reduce duration of abilities.
Arcane Helmets
Arcane helmets can also reduce (or increase) ability durations. The following helmets affect Ability Duration:
References
Patch History
Update 17.5 (2015-10-01)
- Duration Mods now have an effect on toggled Abilities.
- For example: Mods that added 100% duration will make a 10 Energy drain become a 5 Energy drain.
- The minimum energy cost of an Ability cannot go below 25% of the base cost.