Each general weapontype follows a standard '''attack animation''' which controls baseline striking speed. Thepolearm type has a slower standard attack animation than the sword type, for example. Specific weapons (such as the {{Weapon|Cronus}} of the sword type) each have their own base '''attack speed modifier''' which alters the rate of the attack animation. An attack speed of 1.0 runs its attacks at default speed. An attack speed of 1.2 executes 20% faster, while a speed of 0.8 runs 20% slower. Attack speed is then further increased (or decreased) by attack speed mods and ability buffs, giving us the following basic equation:
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Each general melee class follows a standard '''attack animation''' which controls baseline striking speed. [[:Category:Polearm|Polearms]] have a slower standard attack animation than the [[:Category:Sword|swords]], for example. Specific weapons (such as the {{Weapon|Cronus}} of the sword type) each have their own base '''attack speed modifier''' which alters the rate of the attack animation. An attack speed of 1.0 runs its attacks at default speed. An attack speed of 1.2 executes 20% faster, while a speed of 0.8 runs 20% slower. Attack speed is then further increased (or decreased) by attack speed mods and ability buffs, giving us the following basic equation:
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<math>
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{{MathText|Effective attack speed {{eql}} standard attack animation {{mul}} base attack speed {{mul}} (100% + bonus attack speed)}}
Note that certain effects can further change attack speed in special ways. The {{M|Berserker}} mod, for example, multiplies the total attack speed value rather than adding to attack speed from mods.
Note that certain effects can further change attack speed in special ways. The {{M|Berserker}} mod, for example, multiplies the total attack speed value rather than adding to attack speed from mods.
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Faster attack speeds enhance a melee weapon's overall damage potential and utility by:
Faster attack speeds enhance a melee weapon's overall damage potential and utility by:
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*producing more strikes
*producing more strikes
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*quickening the melee [[Melee 2.0#Combo Counter|Combo Counter]] and its damage multiplier
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*quickening the melee [[Melee Combo|Combo Counter]] and its heavy attack damage multiplier
*giving more chances for [[Status Effect]] procs
*giving more chances for [[Status Effect]] procs
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*hastening stance attacks which knock back or disable the target
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*hastening stance attacks which knockback or disable the target through staggers/ragdolls
Changes in attack speed apply to [[Melee 2.0#Finishers|finishers]], as well as the animation of [[Melee 2.0#Charge Attacks|charge attacks]] but not the actual charge time. However, weapons with ranged charge mechanics such as the {{Weapon|Glaive}} and {{Weapon|Redeemer}} are affected, with faster speeds allowing for faster charge times.
Changes in attack speed apply to [[Melee 2.0#Finishers|finishers]], as well as the animation of [[Melee 2.0#Charge Attacks|charge attacks]] but not the actual charge time. However, weapons with ranged charge mechanics such as the {{Weapon|Glaive}} and {{Weapon|Redeemer}} are affected, with faster speeds allowing for faster charge times.
Modifies melee animation speed. The number of attacks per second varies by weapon type and Stance.
—In-game Description
Attack Speed is the rate of a melee weapon's strikes. It is derived from three attributes:
The attack animation for the given weapon class
The weapon's listed attack speed modifier
Increases to attack speed from mods
Mechanics
Each general melee class follows a standard attack animation which controls baseline striking speed. Polearms have a slower standard attack animation than the swords, for example. Specific weapons (such as the Cronus of the sword type) each have their own base attack speed modifier which alters the rate of the attack animation. An attack speed of 1.0 runs its attacks at default speed. An attack speed of 1.2 executes 20% faster, while a speed of 0.8 runs 20% slower. Attack speed is then further increased (or decreased) by attack speed mods and ability buffs, giving us the following basic equation:
Note that certain effects can further change attack speed in special ways. The "Berserker" wasn't found in Module:Mods/data mod, for example, multiplies the total attack speed value rather than adding to attack speed from mods.
Recall that attack animations vary between weapon types. Despite the Fragor (Hammer) and Karyst (Dagger) both having listed speeds of 0.8, the Karyst's actual speed is faster than the Fragor's due to daggers having a faster attack animation.
Faster attack speeds enhance a melee weapon's overall damage potential and utility by:
producing more strikes
quickening the melee Combo Counter and its heavy attack damage multiplier
hastening stance attacks which knockback or disable the target through staggers/ragdolls
Changes in attack speed apply to finishers, as well as the animation of charge attacks but not the actual charge time. However, weapons with ranged charge mechanics such as the Glaive and Redeemer are affected, with faster speeds allowing for faster charge times.
Attack Speed Mods
The following Mods affect Attack Speed positively, increasing a Melee Weapon's rate of attack:
Push Gauss' battery beyond the redline, supercharging his Abilities and setting Fire Rate, Attack Speed, Reload Speed, and Holster Rate into overdrive. When past the redline, bolts of arcing electricity dance periodically from Gauss, exploding en masse when the ability is deactivated.
Gauss expends 100energy to overclock his battery, blasting away enemies within ? meters around him and gaining access to 100% of his battery for 15 / 20 / 25 / 30 seconds. During Redline, Gauss grants himself bonus weapon Fire Rate by a minimum of 6% / 9% / 12% / 15% at empty battery to a maximum of 30% / 45% / 60% / 75% at full battery, melee Attack Speed by a minimum of 5% / 6% / 7% / 8% at empty battery to a maximum of 25% / 30% / 35% / 40% at full battery, and Reload Speed and Casting Speed by a minimum of 4% / 6% / 8% / 10% at empty battery to a maximum of 20% / 30% / 40% / 50% at full battery. While active, Redline drains 2% battery power per second. Redline deactivates on duration end or by manually pressing the ability key again (default 4 ).
Redline introduces a new counter onto the battery gauge, shown as a percentage value between 0% and 100%. While the battery level is above 80%, the Redline counter gradually increases. The speed of the increase is based on battery level, with the counter decreasing if the battery level drops below the Redline limit. When the Redline counter reaches 100%, battery drain from abilities will be completely negated.
Redline counter maximum growth scales inversely with Ability Duration (e.g. more duration reduces growth), calculated as: 100% / ( Duration × 1/3 ). This means the Redline counter cannot be maxed earlier than 1/3rds of its duration.
While battery power level is above the Redline limit release, damaging projectiles of arcing electricity will periodically shoot out from Gauss and home in on nearby enemies with 50% accuracy, dealing 100 / 200 / 300 / 400 damage, with a distribution of 81.25%Impact and 18.75%Puncture damage with a moderate status chance and guaranteed Stagger effect. On deactivation, a variable number of projectiles are simultaneously released from Gauss and explode on impact with enemies.
Number of projectiles released during Redline and on deactivation are affected by battery power level above the redline battery charge (>80%).
Projectiles will become more accurate and strike enemies more frequently, with the higher the battery power level beyond the redline limit.
When Redline expires, battery drains to amount displayed on Redline counter (e.g. if the counter is at 20%, the battery will decrease to 20%).
Ability Synergy:
Mach Rush energy cost is halved when cast during Redline.
While the battery level is boosted during Redline, Kinetic Plating also grants Gauss a 100% base melee damage bonus and 100% chance to stagger enemies on hit.
Thermal Sunder gains bonuses to its status effects when Redline is active and above the redline battery charge (>80%):
The Heat proc deals full damage-over-time against enemies.
The Blast proc permanently strips away the current amount of armor based off of battery power level, up to a maximum of 100% with a full battery charge, before inflicting its damage.
Harrow expends 50energy to flagellate himself twice with his thurible, sacrificing all of his shields and Overshields to gain 20% / 25% / 30% / 35%Fire Rate and 40% / 50% / 60% / 70%Reload Speed while restoring his Health by 50% of the amount of shields and overshields sacrificed. While active, 5% of any damage dealt by Harrow to enemies converts into health for Harrow and allies within his Affinity Range. Penance has a base duration of 4 seconds, plus extra duration of 1.25 / 1.33 / 1.43 / 1.54 seconds for every 100Shield and Overshields points drained, up to a maximum of 120 seconds.
The amount of shields to be drained is determined on activation. Shield points from Condemn will not be drained if gained during Penance's casting animation.
Each time Harrow flagellates himself, 50% of the total shield points are subtracted.
Can be recast while active to stack extra duration to the remaining time.
On Defense Objects, Penance restores up to 50 health per second.
While active, stylized art appears beneath the aiming reticle; when a player is healed by Penance, colored text denoting the amount of health healed from damage dealt briefly replaces the art for several seconds. Both visuals are affected by Harrow's Warframe energy color.
Harrow's wounds on his back from flagellation emit piercing light in his chosen Warframe energy color.
Casting Penance stops all of Harrow's movement and actions.
Tips & Tricks
Mod for a higher shield pool to gain more extra duration for Penance by default.
Harrow can opt to choose to build Penance over Ability Strength for quick bursts of fire rate and lifesteal, or Ability Duration for sustained fire rate and reduced need to deplete Shields to recast. While the former is useful in quick missions and Assassination runs, the latter can be useful in endless missions such as Survival, considering the added protection afforded by a Duration-based Covenant.
Use Condemn to quickly replenish shields and Overshields to fuel Penance' extra duration.
Build up your shield and Overshield pool again after casting Penance, then recast Penance to stack extra duration onto your remaining time to keep the ability active much longer.
Valkyr expends 75energy to let out a rallying cry, affecting her allies and enemies within 15 / 20 / 22 / 25 meters. Affected allies will gain 15% / 20% / 25% / 50%Attack Speed and 25% / 35% / 45% / 50%Armor, while affected enemies are Slowed15% / 20% / 25% / 30%. The effects last for 7 / 10 / 12 / 15 seconds.
Attack Speed bonus is additive to mods (e.g., Fury).
A maxed Fury and Intensify with a rank-3 Warcry will increase Valkyr's attack speed by: Attack Speed Mods + Warcry Modifier × (1 + Strength Mods) = 0.3 + 0.5 × (1 + 0.3) = 95%
The armor buff is based off of the affected Warframe's base armor value, and therefore stacks additively with other armor bonuses.
For example, a Valkyr with a max rank Steel Fiber, 130% Ability Strength, and while using Warcry increases her armor to: Base Armor × (1 + Armor Mods + Warcry Modifier × (1 + Strength Mods)) = 600 × (1 + 1.1 + 0.5 × (1 + 0.3)) = 1,650
Allies affected by Warcry will not have its buffs dispelled upon entering the field of a Nullifier Crewman. However, if Valkyr herself enters a Nullifier field or falls out-of-bounds, Warcry will be dispelled from the entire squad.
Subsuming Valkyr to the Helminth will offer Warcry and its augments to be used by other Warframes.
However, Subsumed Warcry's attack speed bonus is reduced to 9% / 12% / 15% / 30%.
By combining a fully ranked Warcry with a Sentinel with Coolant Leak, melee enemies (particularly the melee-focused Infested) will be severely slowed down.
Very useful in Defense missions, as enemies are slowed down and the Artifact's armor is greatly enhanced.
Volt expends 25energy to energize the surrounding area, increasing the mobility of himself and his allies within 25 meters. Affected players will gain ?% / ?% / ?% / 25% weapon Reload Speed and 75% melee Attack Speed and Movement Speed bonuses, lasting for 9 / 10 / 11 / 12 seconds.
The attack speed buff grants an additive bonus that will stack with other attack speed modifiers. (e.g., Fury combined with Speed at max rank and +30% Ability Strength will increase Volt's attack speed by 0.75 × 1.3 + 0.3 = 127.5%).
The movement speed buff grants a multiplicative bonus that will stack with other movement speed modifiers. (e.g., Rush combined with Speed at max rank and +30% Ability Strength from Intensify will increase Volt's sprint speed by (1 × 1.3) × (1 + (0.75 × 1.3)) − 1 = 156.75%).
The reload speed buff grants an additive bonus that will stack with other reload speed modifiers. (e.g., Quickdraw combined with Speed at max rank and +30% Ability Strength from Intensify will increase Volt's reload speed by 0.25 × 1.3 + 0.48 = 80.5%).
Allies can backflip to remove Speed if they wish to opt-out.
Increases the distance of Maneuvers like the sliding front flip and wall run as a result of the faster sprint speed.
Can be used while performing many actions without interrupting them, including reloading.
Shocking Speed is a Warframe Augment Mod for Volt's Speed that causes him and his allies to inflict Electricity damage and status to enemies within close proximity while moving.
Choose and summon a Reservoir filled with Motes that attach to and aid Wisp and her allies. Haste Mote grants increased movement and attack speed. Vitality Mote increases maximum health and heals over time. Shock Mote stuns nearby enemies.
Birthed from Wisp's dimensional habitat, three species of Reservoir pods nursing friendly Motes can be selectively summoned by Wisp. Tap the ability key to freely cycle the selection wheel between the Vitality, Haste, and Shock reservoirs. Hold down the ability key to summon the selected reservoir from a portal above Wisp for 25energy, placing the pod directly in front of her. The reservoir pods have a range of 5 meters and last indefinitely, while the motes retrieved from the pods lasts 19 / 22/ 26 / 30 seconds while outside of the reservoirs. Wisp can summon a maximum of 6 reservoir pods.
Casting additional reservoir pods will replace the oldest pod.
Up to three different reservoir types can be unlocked as the ability is ranked up:
Vitality: unlocked by default (Unranked Warframe)
Haste: unlocked at rank 1 (Warframe Rank 7)
Shock: unlocked at rank 2 (Warframe Rank 14)
Reservoir selection wheel is displayed above the ability icons. The icon for the currently selected type is enlarged and shown on the left of the wheel. Tapping the ability key (default 1 ) will cycle between the reservoir types, while holding the key will deploy the selected reservoir (tap/hold functions can be inverted in the Settings).
Reservoir pods are invulnerable static floating objects that are permanently placed until removed by Wisp or by colliding with Nullifier Crewman bubbles.
This includes at least some allies spawned via Warframe abilities such as Nidus's Maggots via his Ravenous ability.
Motes attach to the entity that plucked them, floating in orbit and following their target wherever they go.
Motes grant the affected entity a specialized buff based on the reservoir type.
Motes respawn from their reservoirs after a brief cooldown if taken by an entity.
Motes last for a duration, with their timers able to be refreshed and paused indefinitely while the buffed entities are standing in range of the respective reservoir type.
Reservoir pods take on Wisp's Ability Strength when placed, and will remain at that Ability Strength percentage indefinitely.
If there are multiple reservoir pods, the pod with the highest buff value will take effect, with its corresponding duration.
A lower-value pod will still refresh the duration of a higher-value pod.
Each entity is limited to 1 active Mote buff per reservoir type.
The Vitality Mote increases maximum Health by 300 and restores 30 health per second.
Vitality Mote appears made of Infested flesh and sinew, shaped similar to a beetle shell with a red U-shaped crown.
Vitality Reservoir appears as a three-petalled plant with a red crown at its base. It constantly emits a flame-like energy particle effect.
Haste Mote appears made of Infested flesh and sinew, shaped similar to a beetle shell with a green oval-shaped crown.
Haste Reservoir appears as a three-petalled plant with a green crown at its base. It constantly emits a liquid-like energy particle effect.
The Shock Mote stores an electrical charge that zaps up to 5 enemies within 15 meters with chain lightning every 3 seconds, dealing 10Electricity damage with a guaranteed Status Effect to stun enemies.
The electric charge shows as electricity surging around the Shock Mote when ready to discharge.
Shock Mote appears made of Infested flesh and sinew, shaped similar to a beetle shell with a blue hammer-like crown.
Shock Reservoir appears as a three-petalled plant with a blue crown at its base. It constantly emits an electrical spark particle effect.
Ability Synergy:
Casting Breach Surge on an active reservoir pod will teleport Wisp to its location and double Breach Surge's range.
Targeting a reservoir pod with the reticle will encircle it with Wisp's chosen energy color to indicate Breach Surge's ability to be cast on it and can be used at any range, provided there is line of sight.
Reservoir pods can be targeted through solid surfaces provided there is vision of them (e.g. windows).
Wisp cannot teleport to a pod while within less than 10 meters of it.
Currently obtained Motes provide additional properties to Sol Gate.
Vitality: Provides a 25% damage increase.
Haste: Allows Sol Gate to deal Corrosive procs on every damage instance.
Because motes will refresh the duration of any other mote buff (regardless of power), you can make very effective use of temporary Ability Strength buffs such as Growing Power, Energy Conversion, or (especially) the power increase from a Void Fissure mission. You can put down reservoirs while under these effects, acquire more powerful reservoir buffs, and then endlessly refresh their duration using regular-strength reservoirs. This makes any buff to power strength effectively infinite in duration, so long as you do not let your reservoir buffs expire (or get nullified).
Similarly, if there are multiple Wisps in a mission, they can space their reservoirs out to effectively gain all the buff benefits of the strongest Wisp, while also increasing the area covered.
Maximum Possible Attack Speed
Note that all attack speed bonus is additive unless otherwise stated. This list does not take into account Riven Mods.