The status effect of {{D|Blast}} damage is '''Inaccuracy'''. It reduces the gun [[accuracy]] of the afflicted target by '''30%''' for '''6''' seconds. [[Melee]] attacks are unaffected by the proc. Subsequent procs add '''5%''' reduced accuracy up to '''75%''' in total after '''10''' stacks, with each proc having their own duration.
The status effect of {{D|Blast}} damage is '''Inaccuracy'''. It reduces the gun [[accuracy]] of the afflicted target by '''30%''' for '''6''' seconds. [[Melee]] attacks are unaffected by the proc. Subsequent procs add '''5%''' reduced accuracy up to '''75%''' in total after '''10''' stacks, with each proc having their own duration.
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Enemies affected by a {{D|Blast}} proc will have their heads covered in a spark and smoke-like cloud.
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Enemies affected by a {{D|Blast}} proc will have their heads covered in sparks and a smoke-like cloud.
===Railjack===
===Railjack===
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{{D|Blast}} does not have an [[Railjack]] space counterpart and is thus not able to proc any status effect nor is it included in calculations for status proc weighting.
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{{D|Blast}} does not have a [[Railjack]] space counterpart and is thus not able to proc any status effect nor is it included in calculations for status proc weighting.
==Type Effectiveness==
==Type Effectiveness==
Revision as of 04:00, 22 July 2021
Combined from Heat and Cold damage. Most effective against Ancient Infested. Blast status reduces enemy accuracy for a short duration.
—In-game Description
Blast Damage is one of the six secondary elemental damage types, composed of Heat and Cold elements. The violent force of this damage is highly destructive to Script error: The function "Faction" does not exist.Machinery and brittle FossilizedScript error: The function "Faction" does not exist. creatures, but performs poorly against the Ferrite Armor worn by many Grineer units.
Last updated: Thu, 22 Jul 2021 04:00:05 +0000 (UTC) by User:USouLz
The status effect of Blast damage is Inaccuracy. It reduces the gun accuracy of the afflicted target by 30% for 6 seconds. Melee attacks are unaffected by the proc. Subsequent procs add 5% reduced accuracy up to 75% in total after 10 stacks, with each proc having their own duration.
Enemies affected by a Blast proc will have their heads covered in sparks and a smoke-like cloud.
Railjack
Blast does not have a Railjack space counterpart and is thus not able to proc any status effect nor is it included in calculations for status proc weighting.
Type Effectiveness
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As with all damage types ineffective against armor, Blast damage's type modifier works in two ways: it decreases the damage dealt in the same way as a type modifier against hitpoints and increases the armor's value by a percentage of the target's armor for the damage calculation. Practically speaking, this means that Blast damage is reduced by -25% and damage is further reduced by 125% of a target's whole Ferrite Armor.
Banshee plants her hands on the ground and remains stationary, releasing ultrasonic reverberations around her which inflict 125 / 150 / 175 / 200Blast damage per second and Stagger all enemies within 12 / 15 / 18 / 20 meters.
Damage does not diminish with distance and does not require line of sight.
Sound Quake drains 25 / 18 / 15 / 12energy per second, and will remain active so long as Banshee has energy. Sound Quake will end if Banshee runs out of energy, or if deactivated by pressing the ability key again (default 4 ).
Enemies inside the area of effect are staggered for the duration of the skill. However, it's possible for an enemy to stumble outside of Sound Quake's range if they are too close the edge of the effective area.
Will destroy lights in the area of effect, but not Reinforced Glass or other objects.
If cast in midair, Banshee will instantly drop to the ground to perform this ability.
Has a cast delay of 1 second and post-cast delay of 1 second.
Resonating Quake is an Warframe Augment Mod for Banshee that replaces Sound Quake's channeling feature for a single, large shockwave that deals bonus damage at the epicenter, but decreases damage as the shockwave spreads.
Using Sound Quake can be a very effective crowd control technique to give your team some breathing room to do some of the following:
Revive a fallen teammate.
Clear out some heavy mobs without retaliation.
Re-orient themselves to dish out some CC of their own.
As Sound Quake's duration is based on the amount of energy one has, (Primed) Flow and/or the Arcane Reverb Helmet is very useful in extending the effective duration of the ability.
Moas are extremely susceptible to Sound Quake, and it generally works well against other Corpus enemies. Though decent against Grineer, it performs the worst out of the three due to their innate high armor.
While standing on the cryo floors in the Void, Sound Quake's drain is reduced. However, the cast delay is increased and the damage tick occurs once every 2 seconds.
Since Banshee is immobilized when the ability is active, it's highly suggested to bring a Sentinel with Vacuum equipped to pick up nearby Energy Orbs and prolong the duration Sound Quake is active.
Bugs
Caused by minimizing the game during the use of Sound Quake. The animation will continue afterward, disallowing any actions. Only leaving or dying will fix it.
While casting, getting knocked back into a bottomless pit or otherwise falling into one (the casting animation moves Banshee forward a little bit), will cause the Sound Quake to persist. It will continue to do damage and stun enemies at the cast point, but will not drain energy. Banshee can move around after coming back up from the fall, but can't do most actions like shooting. Recasting Sound Quake will cancel the damage inflicted by Sound Quake, but will leave the visual effects (camera blur and shake) in the area permanently.
Sound Quake's Blast procs do not actually knock down afflicted enemies (except on the initial shockwave) because the repeated stagger animation caused by the quakes overrides the knockdown. The proc indicator will flash when it occurs, but the enemy that it occurred to will remain standing and staggering around as if it wasn't affected by the Blast proc.
(TAP) Enclose a target in a magnetic field that ensnares nearby enemies and deals damage over time. The field pulls Polarize Shards that orbited Mag and shrapnel into the deadly mix.
(HOLD) Mag surrounds herself in a magnetic field that absorbs ranged attacks and reflects damage back in a destructive cone.
Mag expends 50energy to create a magnetic field around an enemy target by tapping the ability key (default 2 ) when aiming at them over an unrestricted range. By holding down the ability key, Mag creates the magnetic singularity between her hands instead, protecting her from enemy fire.
Cast animation of 1 second, affected by Casting Speed.
Once the protective singularity is formed, the ability key may be released without deactivating the ability.
An enemy affected by Magnetize is anchored in place and cannot move. The magnetic field has a radius of 4 meters encompassing the target, and slowly drags in all enemies within 4 / 6 / 7 / 8 meters with a magnetic pull of 2x / 2.5x / 3.5x / 4x. During the field's lifetime, all projectiles, bullets, and Polarize shards will be redirected towards its center, and incoming damage from all sources will be increased 1.25x / 1.5x / 1.75x / 2x.
Only the main target is affected by the damage multiplier.
Furthermore, the damage multiplier only affects damage done to Health.
The magnetized target can still attack and cast abilities, among other actions.
Enemies immune to crowd control such as Overguard will not be anchored, but magnetic fields will move with them.
Additionally, the field absorbs 10% / 15% / 20% / 25% of the damage from all redirected projectiles, bullets and Polarize shards. All stored damage will be dealt per second in full to all enemies within the field. The field deals Magnetic damage, and damage is applied in half-second increments.
Damage decreases radially from the center of the Magnetize field, down to a minimum of 50% damage.
Absorbed damage does not take critical hits into account.
Multishot multiplier on any type of weapon is taken into account for absorbed damage.
Projectile weapons have each projectile from the shot taken into account for absorbed damage.
If the initial target dies while magnetized, the field destabilizes and explodes at the end of its duration for 50 / 150 / 200 / 300Blast base damage in a 15 meter radius. Each time an enemy gets hit by the damage ticks inside the bubble, 100% of the currently absorbed damage gets added to the explosion damage. For example, if Magnetize is shot once with a 1000 damage weapon, it will absorb 250 damage, so each tick of damage dealt to an enemy will add 250 damage to the explosion. If one enemy is hit with 20 half-second ticks of damage before the explosion without having any further damage added to the field, the expression for explosion damage would be 300 + (20 × 1000 × 0.25) = 5,300.
Explosion damage diminishes with distance and does not bypass obstacles in the environment.
Should the initial target's corpse despawn before the duration is over, the enemy pull effect is disabled, but the explosion will still happen.
Redirected projectiles travel in a straight line from the point of impact to the center of the sphere which can draw fire away from enemy weak spots. However, you can target vital areas by aiming for any point on the sphere that is perpendicular to the weak spot. Hitscan weapons have less difficulty hitting weak spots; simply aiming at the target's weak spots will yield extra damage in most cases.
Shots fired within the field are also redirected, including shots fired by the magnetized target.
In addition to the Warframe abilities mentioned above, Magnetize will also affect the grenades from each of Vauban's abilities. All grenades are pulled to the center of the sphere and will function normally if they contact a surface (i.e enemy body, wall, door, etc). Assuming no surface is met, they are held suspended (and inactive) until Magnetize dissipates, upon which time they may or may not be launched unpredictably. Photon Strike is held inactive as it detonates after a set duration of being thrown, surface or no. Additionally, any active ability grenades will be pulled to the center of the sphere and continue to function should a new placed Magnetize overlap the current position of the grenade.
Does not redirect area-of-effect abilities & gunblades.
Casting Magnetize on a target is a One-Handed Action that can be done while performing many actions without interrupting them, including reloading, charging, shooting, and moving (either sprinting or sliding).
Can be used in mid-air, but not while on a zipline.
The magnetic singularity grows in power, starting with 50 / 150 / 200 / 300Blast damage at base and increasing by 10 / 15 / 20 / 25Blast damage every second, for as long as its held. All bullets and projectiles caught within 4 meters around Mag are absorbed by the singularity, their damage is then multiplied by 2x and added to the total damage stored. Any Polarize shards caught within will add 200 / 300 / 400 / 500 to the total damage stored. When the duration ends, or the ability is recast while active, Mag releases all stored damage in front of her as an explosive blast, damaging enemies in an angle of 120 degrees and up to 15 meters away.
The singularity does not absorb area or melee damage nor friendly fire.
When activated, Mag will holster her weapons and start walking at a slow pace, still being able to jump from the floor and aim glide. However, crouching (default Ctrl ), rolling (default Shift ) and double jumping is disabled for the duration.
Mag can still pick up portable items (such as datamasses or power cores) and interact with Mobile Defense terminals and Defense operatives, but cannot hack consoles nor revive teammates.
Mag will be susceptible to melee assailants and damage over time effects.
Holding Magnetize is an upper-body action that can be done while moving, but will interrupt reloading, charging, shooting and sprinting.
Can be used in mid-air, but not while on a zipline.
Only 3 Magnetized enemy fields can be active at the same time, magnetizing a fourth target will make the first field either explode or disappear (whether the original target died or not).
The Protective singularity from holding down the ability does not count towards this limit.
If the target dies before the Magnetize field appears, energy used for Magnetize will be refunded.
Ability Synergy:
Shards dropped by Polarize can be picked up by Magnetize, inflicting 50 damage distributed evenly between Puncture and Slash, further increased by 25% of the total drained value.
Crush inflicts an extra 800 / 1000 / 1250 / 1500Magnetic damage to the enemy targeted by Magnetize.
Magnetize's visual effects are affected by Mag's chosen energy colors.
Magnetized Discharge is a Warframe Augment Mod for Mag's Magnetize that allows manual detonation by recasting the ability on an active Magnetize bubble. Enemies hit by the detonation have a chance to be disarmed. Additionally increases Magnetize's range.
As the pull effect is disabled when the initial target's corpse despawns, some effects, like the Heat status effect or the innate vaporization on death of weapons like Ferrox, can preemptively disable the pull effect by making the corpse despawn almost immediately after their death.
This ability can be used defensively. No bullets or projectiles can pass through the field without being redirected.
Maximized Ability Range is a very effective choice of maximization for this ability as it provides a large radius of protection from most enemy damage.
Beware, however, as physical projectiles can still damage you while inside it if you find yourself between the entering point of the bullet and the center of the bubble.
Synergizes very well with Excalibur's Exalted Blade, as his blade waves have infinite punch through and are redirected around the magnetic field, allowing them to damage enemies several times until dissipating after traversing 40m.
Extremely effective against heavy enemies, especially fast moving, such as Oxium Osprey or Bursas.
When this ability is used with punch through weapons, like the Lanka and Miter, the bullet or projectile will hit the target multiple times. However, this does not increase the damage over time produced by the field or the damage of the final explosion. This is ideal for taking out specific targets.
Using beam weapons, such as the Ignis, Atomos, Gammacor, Quanta, etc., will not hit the enemies multiple times the same way that punch through projectiles do, but will greatly increase the damage over time generated by the field and the final explosion. This is ideal for creating choke-points where every enemy that walks through the bubble gets killed by the field's damage over time effect.
Weapons with the ability to empty their magazines into a single torrent of shot, such as the Kuva Kraken, Tenet Detron, Pandero (Prime), and Kuva Hek, synergize especially well with the short-tap Magnetize bubble. Combined with a high reload speed, these weapons can quickly turn the bubble into a deadly trap and time bomb.
A Grakata with Wild Frenzy synergizes extremely well with Magnetize, as the bubble greatly increases the mod's two-kill ammo refund requirement and thus almost ensuring a limitless supply of bullets to feed the bubble.
While Gaseffects don't increase absorbed damage, they can help in damaging all enemies inside the bubble, especially if punch through is on the used weapon, which allows multiple procs to occur per shot.
Holding down the ability and getting hit by enemy bullets, while not taking damage, they still contribute towards Adaptation's build-up. This makes for a safe way to cap the resistances.
As Eximus unit cannot be pulled by magnetic bubbles, they're priority target for Magnetize because the bubbles can prevent them from damaging the Tenno with firearms. They can also potentially sweep more enemies into magnetized bubbles as the bubbles move with them.
Bugs
The blast cone from holding the ability is not centered towards the aiming reticle, but noticeably to the left.
Nova expends 100energy to unleash a radial wave of antimatter particles. The wave starts 5 meters from Nova and propagates at a speed of 5 meters per second for 2 / 3 / 4 / 6 seconds before dissipating. All enemies in range are coated in antimatter that destabilizes their molecular structure for 10 / 15 / 20 / 30 seconds.
For example, Molecular Prime at rank 3 with 150% Ability Duration will have wave radius of:
5 + (5 × (6 × 150%)) = 50 meters
Primed enemies are Slowed by 10% / 20% / 25% / 30% and detonate upon death dealing 150 / 300 / 500 / 800Blast damage to enemies within 6 / 7 / 8 / 10 meters. Primed enemies take 100%Damage Vulnerability to their Health.
Speed debuff is capped at 75%, achievable with 145% Ability Strength.
Reducing Ability Strength can yield a negative speed debuff that increases enemy speed.
Molecular Prime works incredibly well in conjunction with Antimatter Drop, weakening a boss, or killing entire legions of enemies by triggering an explosion.
It should be noted that the slow effect for Molecular Prime stacks with other abilities that slow. When used alongside Frost's Snow Globe, or other effects such as Cold elemental mods, this ability is also capable of bringing enemies and bosses to a grinding halt, dramatically slowing them and easing the capability of landing headshots for the whole team.
Synergizes well with Nyx's Chaos as units will attack each other dealing double damage, weakening every individual until someone dies and causes a series of chain explosions that can kill the entire group.
Synergizes well with Saryn's SporesCorrosive proc by first spreading and weakening every individual armored unit, then causing a series of chain explosions when a single one dies.
Synergizes well with Loki's augment mod Irradiating Disarm for his fourth ability Radial Disarm which creates an AoE disarm and Radiation proc as units will attack each other dealing double damage, weakening every individual until someone dies and causes a series of chain explosions that can kill the entire group.
Primed enemies' bodies visibly dissolve after death by detonation, but they are actually hidden and not yet removed, thus allowing Nekros to cast Desecrate.
Bugs
Casting Molecular Prime then having a Trinity cast Blessing before executing a target will cause the explosion to be the color of the Trinity's energy, rather than your own.
The Blast damage come from mallet, after it absorbs enemy damage.
Octavia expends 25energy to throw a spherical music device in an arc toward the direction she aims. Upon impact, the device deploys into the Mallet which hovers in place for 8 / 12 / 16 / 20 seconds. The Mallet is an invulnerable hovering orb that continuously plays percussive music, attracting enemies in sight to attack it while absorbing and accumulating all enemy damage hitting its energy mass. Stored damage is converted into Blast damage, multiplied by 1x / 1.5x / 2x / 2.5x, and rhythmically dealt to all enemies within a radius of 5 / 6 / 8 / 10 meters and Line of Sight from the Mallet.
Absorbed damage can diminish over time.
Mallet has no target priority, enemies will be likely to shoot the Tenno if they are in line of sight.
Mallet's music is in tune with the Percussion section of the Mandachord, drawing from the preset musical notes to determine the percussive aura's damage strength and intervals.
Up to 1 Mallet can be deployed at a time. Deploying a new Mallet will remove the current one.
Ability Synergy:
When Mallet and Resonator are both active, Resonator will reroute toward the Mallet and carry it around.
When carried by Resonator, Mallet actively inflicts damage per beat that continuously increases and stacks over time against enemies inside Mallet's damage radius. This damage instance is separate from the stored damage portion of the ability.
Enemies charmed by Resonator are no longer pacified and will attack a carried Mallet to fuel its damage.
Resonator increases Mallet's Threat Level, making enemies outside of Resonator's charm radius more likely to shoot the Mallet instead of the Tenno.
If Mallet is placed where Resonator is unable to reach, Resonator will ignore Mallet.
Mallet will be dropped to the ground when Resonator expires.
When Mallet is hovering over an Amp field, Mallet's range doubled.
Damage is not doubled, contrary to the ability description.
Casting Mallet is not a One-Handed Action and interrupts other actions, but allows movement.
Throwing animation speed is affected by Casting Speed.
Mallet will visually emit sound bars from its core to beat-match Percussion notes. Sound bars enlarge and shrink based on Percussion, Bass, and Melody music in the environment.
Percussion bars appear from a horizontal ring around the Mallet core, while Bass and Melody bars appear from diagonal rings that layer on top the Mallet when Resonator and Metronome are active and nearby.
Mallet's core and percussive aura borders are affected by the chosen Warframe energy color. The percussive aura is briefly visible to allies when Mallet is cast before fading away, and is constantly visible to Octavia herself.
Rhino expends 100energy to stomp the ground with tremendous force, dealing 150 / 300 / 500 / 800Blast damage to all enemies within an initial radius of ? / ? / ? / 5 meters. After a short delay, a second instance of damage is inflicted to enemies within 15 / 18 / 22 / 25 meters. Affected enemies are forced into a tumble with their movements Slowed by 80% / 90% / 95% / 97.5% over 3 / 4 / 5 / 8 seconds.
Damage does not bypass obstacles in the environment and diminishes with distance.
The second instance of damage suffers by a small time delay that depends on how many enemies are affected within its range. This is due to the processing of the actual game, as enemies are being considered to be affected for stun and damage within the vicinity (e.g., 15+ enemies = 1-second delay, 25+ enemies = 2-second delay).
If cast in midair, Rhino will instantly drop to the ground to perform this ability.
Can be recast while active; however, enemies already affected by Rhino Stomp will not have their stasis duration reset and are only damaged by the initial short-range burst.
Ability Synergy:Rhino Charge deals an additional 100% damage to enemies affected by Rhino Stomp.
Vauban expends 25energy to throw a capsule in an arcing trajectory toward the aiming reticle, releasing a Tesla Nervos on impact with a surface. Upon directly striking an enemy, the capsule inflicts 15Blast damage with a ?% status chance. The Tesla Nervos is an invulnerable LatcherSpecter that follows Vauban and seeks to latch onto a nearby enemy, shocking the target and stunning it in place as long as the Tesla Nervos remains attached. The stunned target receives 10 / 15 / 20 / 25Electricity damage per second, while discharging an electric burst every 1 second to inflict 80 / 100 / 120 / 150Electricity damage with 50%Status Chance to all enemies within a 4 / 4 / 5 / 6 meter radius; each Tesla Nervos holds 5 / 6 / 7 / 10 electrical charges that last until used.
If the stunned target is killed before the Tesla Nervos uses up its charges, the Tesla Nervos will detach and look for another enemy.
If the Tesla Nervos uses up all of its charges, it will dissipate and release its stunned target.
Tesla Nervos will teleport to Vauban provided it is too far away and not currently attached to an enemy.
Multiple Tesla Nervos can attach to the same enemy target.
Holding down the ability key (default 1 ) causes Vauban to juggle up to 4 Tesla Nervos capsules once fully charged. Release the hotkey to throw and scatter them toward the direction of the aiming reticle, deploying multiple drones in one cast for no extra energy cost.
Deploying new Tesla Nervos past the drone limit causes older drones to dissipate, even when they are still attached to enemies.
Number of active drones is displayed on the ability icon.
Ability Synergy:
Enemies stunned by Tesla Nervos passively receive 25% increased damage from Vauban's weapons and abilities.
Tesla Nervos is affected by Minelayer's Vector Pad and will be propelled toward the pad's direction on contact.
Tesla Nervos can attach to enemies already affected by Minelayer's Tether Coil and Bastille.
Can be recast while active to deploy new drones with full charges.
While Tesla Nervos are moving, they emit a mechanical clicking sound to indicate their presence.
Tesla Nervos do not show minimap icons or waypoints to track their position.
Tesla Nervos features a unique model apart from the Grineer Roller and Latcher. Vauban's Appearance colors affect the Tesla Nervos' appearance as well.
Subsuming Vauban to the Helminth will offer Tesla Nervos and its augments to be used by other Warframes.
If Vauban is playing as client, Tesla Nervos will use its default model rather than their custom models depending on the equipped skin (normal, Prime, or Vauban Citadel Skin).
Equipped to manufacture an assortment of advanced technology, Vauban selectively arms himself with a specialized landmine by tapping the ability key (default 2 ) to freely cycle between the Tether Coil, Flechette Orb, Vector Pad, and Overdriver. Hold down the hotkey to expend 25Energy and throw the selected landmine in an arcing trajectory toward the aiming reticle. Upon striking an enemy, the landmine inflicts 15Blast damage with a ?% status chance; the landmine lasts for 25 seconds once deployed.
Mine selection and throw can be inverted in the Options menu.
Minelayer's cycle selection wheel is displayed above the ability icons. Duration timer for the latest thrown mine of each type are shown beneath each mine icon in the wheel.
Vauban's variety of four landmines each perform different functions to hinder enemies and assist his allies:
Tether Coil deploys upon contact with an ally, enemy or surface, sticking onto the first entity or object it touches. Once stuck, the coil extends energy wires that inflict 100 / 150 / 200 / 250Slash damage, Ragdoll and pull in up to 1 / 1/ 2 / 2 enemies within sight and 15 / 16 / 18 / 20 meters from the coil. Vauban can deploy up to 4 Tether Coils on the battlefield.
If affected enemies are killed, Tether Coil will attach to new targets throughout its duration.
Tether Coil does not target enemies already pulled by other Tether Coils.
If placed on Warframes or enemies, it will pull surrounding enemies to them. The wire also serves as an indicator for the location of any enemies that may be hidden.
Flechette Orb deploys upon contact with an enemy or surface, falling onto the ground and hovering in place. Once deployed, the orb turret rapidly fires high velocity nails randomly in all directions, inflicting 200 / 250 / 300Puncture scaling damage with a 50% critical chance, 2.0x critical multiplier and ?%Puncture status chance on enemies hit; enemies coming within 10 meters are prioritized by the turret with high accuracy. Vauban can deploy up to 4 Flechette Orbs on the battlefield.
Flechette Orb's nail damage benefits from Ability Strength, enemy level, Vauban's passive, and Overdriver damage bonus using the following expression:
Enemy Level Multiplier = ceil(Enemy Level ÷ 10). The multiplier only increases after 1 level past the per-10-levels mark (e.g. levels 11, 21, 31, 41, etc).
With a maxed Intensify, an active Overdriver on Vauban himself, and an incapacitated enemy at level 101, Flechette Orb will deal 300 × (1 + 0.3) × (1.0 + 0.25) × (1.0 + 0.325) × (11) = 7,105.3125Puncture damage per nail.
In the event of a critical hit, the damage is doubled to yield 7,105.313 × 2 = 14,210.626Puncture damage.
Critcal chance, critical multiplier, status chance, target radius, and max orbs active are not affected by weapon-specific mods, but are affected by some general buffs.
Mutalist Quanta Orbs apply 25% flat critical chance, 25% critical damage, up to 500% Electricity, but reduces damage by 0.66x on projectiles that pass through.
Vector Pad deploys upon contact with an enemy or surface, falling onto the ground and illuminating arrows toward the throw direction. Allies crossing the pad while moving in the arrow direction are propelled forward at a speed of 25 meters per second. Enemies crossing the pad are propelled away toward the arrow direction at the same speed, regardless of the direction they were moving. Vauban can deploy up to 4 Vector Pads on the battlefield.
Even if allies are sliding or rolling across the pad, they need to be inputting a movement in the pad's direction to get boosted. Correspondingly, players can get boosted by the pad even if maneuvering in a different direction by inputting the appropriate movement.
As such, players can roll or slide without holding forward during the maneuver if they want to cross the pad in it's direction without getting boosted.
Allies can reduce Vector Pad's momentum by shifting their movement away from the launch direction during and after launch.
Can be used in conjunction with different parkour Maneuvers, such as Bullet Jump, jump, double jump, dodge roll and slide.
Enemies repelled away by Vector Pad can often be launched in an upward arcing trajectory.
Overdriver deploys upon contact with an enemy or surface, attaching to the first object it touches. Once attached, the Overdriver jumps to the nearest player, Companion, or mission objective within a 10 meter radius, granting it a 25% damage bonus to weapons for the mine duration. Vauban can deploy up to 4 Overdrivers on the battlefield, including those already buffing allies.
Damage bonus also applies to damage from Flechette Orb's nails.
Buff duration equals to the remaining time on the Overdriver mine until it expires.
Damage bonus applies multiplicatively to total damage and Vauban's passive.
Overdriver does not jump to allies already buffed by another Overdriver.
Overdriver mines have a tendency to prioritize buffing players if placed directly on the ground, while jumping to Companions and other allies if placed on a vertical surface.
If Vauban casts a new Overdriver while at max number of active drivers, the oldest mine will disappear, even when still attached to a friendly target.
Ability Synergy:
Enemies pulled by Tether Coil passively receive 25% increased damage from Vauban's weapons and abilities.
Tether Coil can bring enemies into range of a Bastille containment field for suspension or vortex suction, while releasing the coil's wires to seek new targets.
Vector Pad can launch enemies into range of Tether Coils, Flechette Orbs, other Vector Pads, and Bastilles.
Overdriver can attach to Tesla Nervos to increase their damage output.
Casting Minelayer is a two-handed animation that allows free movement but interrupts certain actions such as reloading.
Vauban expends 75energy to throw a targeting beacon in an arcing trajectory toward the aiming reticle. Upon striking an enemy, the beacon inflicts 15Blast damage with a ?% status chance. Upon contact with a surface or 1.5 seconds has elapsed, an orbital cannon fires a powerful energy laser that penetrates through solid matter to strike the beacon, inflicting 1,000 / 1,500 / 2,000 / 2,500Blast scaling damage and Ragdoll to all enemies within a 4 / 4 / 5 / 5 meter radius.
Photon Strike's explosion damage benefits from Ability Strength, Vauban's passive, and enemy level using the following expression:
Enemy Level Multiplier = ceil(Enemy Level ÷ 10). The multiplier only increases after 1 level past the per-10-levels mark (e.g. levels 11, 21, 31, 41, etc).
With a maxed Intensify and an incapacitated enemy at level 101, Vauban will deal 2,500 × (1 + 0.3) × (1.0 + 0.25) × (11) = 44,687.5Blast damage.
The targeting beacon will bounce off walls and enemies.
Photon Strike will damage units along the path of the beam.
If the beacon contacts a Guardian Eximus's rotating shields, the beacon will disappear and the ability will not activate.
Ability Synergy:
Photon Strike's targeting beacon is attracted by Bastille's vortex mode, pulling it to the center of the vortex and allow for easier targeting of enemies caught within.
If multiple vortexes are in range, Photon Strike's beacon will be pulled to the first vortex created.
If cast while in midair, the casting animation changes with Vauban hovering briefly as he spins to throw the beacon.
Photon Repeater is a Warframe Augment Mod for Vauban that allows the next cast of Photon Strike to cost no energy and fire two strikes in succession if the previous cast hits a specified number of enemies.
Erect a containment field to capture enemies and suspended them in stasis, stripping their armor. Hold to collapse all Bastilles into a single damaging vortex.
Vauban expends 100energy to throws a modular device in an arcing trajectory toward the aiming reticle. Upon striking an enemy, the device inflicts 15Blast damage with a ?% status chance. Upon contact with a surface, the device erects a Bastille energy containment field that suspends up to 6 / 8 / 10 / 12 enemies into the air within a 5 / 7 / 8 / 10 meter radius. Armored enemies suspended by Bastille permanently lose 2.5% / 5% / 7.5% / 10% of their total Armor points per second, while unarmored enemies are simply held captive; simultaneously, Vauban and allies standing inside the containment field gain an armor bonus up to 1,000 armor points, based on the amount stripped from the suspended armored and unarmored enemies within. Bastille armor bonus lasts indefinitely while inside the field and remains active for 10 seconds once outside.
Bastille still grants Vauban and his allies an armor bonus if the suspended enemies are unarmored. The armor bonus is gained at a reduced rate compared to directly stripping armor from armored enemies.
Bastille armor bonus duration is reset to full when moving into any Bastille containment fields.
Suspended enemies are lifted into the air and completely immobilized, allowing headshots to hit their mark without resistance.
Bastille containment field will continue to capture enemies up to the max target count throughout its duration, in the event captured enemies are killed and new enemies come into range.
After 8 / 10 / 12 / 15 seconds have elapsed, the containment field automatically collapses into a Vortex singularity for 3 seconds. The Vortex constantly Ragdolls and draws in all enemies within the same radius toward the device, inflicting 50Magnetic damage per second with ?% status chance.
Hold down the ability key (default 4 ) without any containment fields active to throw a new device set to Vortex mode. Hold down the ability key to collapse all active Bastille containment fields into Vortexes. Both methods of manually creating Vortexes resets the new and existing devices to last for 10 / 12 / 13 / 15 seconds.
If Bastille fields are in range of each other, manually collapsing them into vortexes causes them to converge on the location of the first active Bastille, based on the order of creation. Enemies and pickups captured by the vortexes will be dragged along toward the new destination.
Vortex also draws in Pickups within its radius for convenient collection.
Ability Synergy:
Enemies suspended by Bastille or pulled by Vortex passively receive 25% increased damage from Vauban's weapons and abilities.
Minelayer's Tether Coil and Vector Pad can bring enemies into range of Bastille. Enemies tied to Tether Coils are released into Bastille's containment field for suspension, freeing the coils to seek new targets.
Coils are not freed if enemies tied to Tether Coil are pulled into Bastille's vortex mode, however.
Photon Strike's targeting beacon is attracted to Bastille's vortex mode, causing the beacon to home in on the device with the laser striking all enemies within range.
Can be used while performing many actions without interrupting them, including reloading.
Can be cast multiple times while active.
If cast while in midair, the casting animation changes with Vauban hovering briefly in the air as he throws the device.
Bastille is a one-handed action. As such, it can be used while performing various maneuvers and actions without interruption.
Repelling Bastille is a Warframe Augment Mod for Vauban's Bastille that repels new enemies when it reaches the maximum amount of enemies it can contain, and increases Vortex's duration for every additional Vortex thrown into it.
When used in narrow hallways or choke-points, enemies that are held up in the field block the path of others behind, negating the enemy limit and blocking all the enemies from advancing.
Bastille spawns from a ball that Vauban throws in an arc, so it can be deployed where aimed.
Bugs
If Vauban is playing as client, Photon Strike's beacon will not be attracted to Bastille's vortex even when thrown into its suction range.
Vortex will slow down allied specters such as the Corrupted Lancer specter.
Trivia
The Blast property of the mixture of Cold and Heat is likely a reference to the thermite ice bomb; where thermite can burn so hot that it will melt the ice, boil the water, and ultimately decompose the vapor into hydrogen and oxygen. This in turn fuels the fire and cues the explosive property.
It could also be thermal shock, a fracturing that happens when cold items are rapidly heated or hot things are rapidly cooled. On the molecular level, solid objects expand when heated and contract when cooled, and if subject to a huge temperature change in a short period of time, many materials break down from the energetic motion. This phenomenon commonly occurs (violently) when rinsing a hot glass in a cold sink.
Media
Blast visuals on a melee weapon
Blast proc on an enemy, note the spark cloud effects from the eyes, to show that the accuracy debuff is in effect
Grants the Blast Status Effect a single target. Blast Status reduces enemy accuracy by 30% base. Subsequent Blast Status Effects add +5% inaccuracy for for 75% total at 10 stacks. Each Blast Status has a 6 second Duration.