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Most effective against Infested flesh. Heat status causes the target to burn for extra damage and slightly reduce their armor over a short duration.
—In-game Description
Heat Damage is one of the four primary elemental damage types. It performs well against GrineerCloned Flesh and light Infested creatures, but is less effective against the Proto Shields worn by some elite Corpus units.
The status effect of Heat damage is Ignite. It sets the enemy ablaze, which makes them panic, reduces their armor by up to 50% and, after a 1 second delay, deals a tick of damage every second for 6 seconds. Each tick deals Heat damage equal to:
Notice that modded base damage calculation used for DoT is not the same as normal damage calculations, ignoring physical and elemental damage bonuses.
Additional Multipliers include modded critical multiplier on Critical Hit and multipliers on Enemy Body Parts; these stack multiplicatively with each other.
As can be seen in the above calculations for tick damage, Faction Damage is applied twice, making their effective bonus = (1 + Faction Damage bonus)2. Which is +69% for the 30% Faction Damage mods and +140.25% for the 55% Primed Faction Damage mods.
Repeated application of Heat procs do not stack tick damage in the same way other damage over time (DoT) status effects like Toxin, Electricity, or Slash do. Instead, a Heat proc both adds a stack and refreshes the duration of all currently active heat stacks on the target. This allows for ramping up Heat tick damage indefinitely (scaling up linearly) as long as heat status is kept refreshed within the 6 second effect duration (modified by Status Duration). Additionally, all Heat status stacks are automatically consolidated into one tick of damage per second, with new heat procs refreshing and further adding to this tick damage.
Enemies affected by a Heat proc are ignited in flames and will panic and flail around for a few seconds, preventing them from taking any other actions. The length of the panic animation depends on enemy type: approximately 4 seconds for humanoids, 3 for most Infested, and 2 for MOAs and Chargers, however Ospreys, Bosses and Tenno are immune, and their ability to act is not impeded. Repeated application of Heat status will reapply the panic effect. Enemies killed while under or by a Heat proc will be left in ashes, burning away shortly afterward.
The Heat status effect's armor strip has a ramp-up time when it first procs and a ramp downtime when the proc ends. Every 0.5 seconds after the initial proc, the enemy will have 15%, 30%, 40%, 50% of its armor stripped. It will therefore take 2 seconds to reach the maximum armor strip.[1] Proccing more heat status effects within this time frame will not speed up the armor stripping process.
After the proc ends, the target will regain armor every 1.5 seconds for 6 seconds. The enemy's armor strip will decrease as follows: 50%, 40%, 30%, 15%, 0%. [2]
Status Duration mods will increase the time intervals for the armor strip as expected. For example, with +100% status duration, the armor strip will occur every second instead of every half second. As a result, the full 50% armor strip will only be achieved after 4 seconds.
Heat tick damage and proc duration
Time from initial proc
0s
1s
2s
3s
4s
5s
6s
7s
Tick damage occured?
✗
✓
✓
✓
✓
✓
✓
✗
Heat status armor reduction is multiplicative with other armor reduction sources. This can be expressed as the following:
Armor after reduction = (1 - 50%) × [1 - (20% + 6% × Number of Corrosive stacks)] × (1 - 18% × Number Corrosive Projections)
View detailed examples ▾▾
For example, a full 4-player squad with max-rank Corrosive Projections, an active Heat proc, and max stacked Corrosive proc will result in an enemy's armor being reduced to:
The status effect of Heat damage against Railjack space enemies is Sear, dealing 6 ticks of damage over 5 seconds. Against the Tenno's Railjack, it causes a Fire Hazard which causes ship armaments to overheat faster and cool down slower.
Sear ticks deal 100% × Modded Damage × (1 + Heat Damage bonuses) as Heat damage. Unlike standard heat, each proc has an independant duration and is not refreshed by additional heat procs.
Magus Accelerant is a rare case of resistance reduction that will multiply the effects of heat. It is especially effective against Proto Shield, able to increase the -50% damage modifier against heat to +15% with a single application, a 2.3x damage bonus. However, it does not reduce armor resistance, where it would have an exponential effect with health resistances.
Heat damage and its combination elements are not very effective against Corpus. In addition to Heat damage being reduced against Proto Shields, Gas damage is reduced against Flesh and Radiation damage is reduced against Shields (though it is increased against Robotic).
Misc:100% (Heat status chance on impact) 50% (Heat status chance in area) 8.0x (combo damage multiplier cap) +1%/s (heat generation rate bonus for Immolation) 2x (Damage multiplier on enemies afflicted by a Heat proc) 100 - 500% (Damage increase on charge)
Ember launches a fiery projectile that inflicts 150 / 275 / 300 / 400Heat damage on impact with a 100% status chance. The projectile also inflicts 50 / 100 / 125 / 150Heat damage in a 2 meter area of effect around the target with a 50% status chance.
Area damage affects the initial target, does not decrease with distance, and can also perform headshots.
The Heat status procs deal 50% of initial damage on that target per tick.
The area damage on initial target can trigger a second heat status proc, for 50% of the area damage hit per tick.
Enemies affected by a Heat proc take 2x damage from Fireball.
Casting another Fireball within the combo window multiplies both the initial damage and the DoT by the combo number, doubles the combo counter (with a maximum of 8x) and resets the combo window.
Fireball can be charged before launch.
Charging Fireball increases its damage by 100 - 500%, in addition to increasing the range to 2.4 meters.
Fireball Frenzy is a Warframe Augment Mod for Ember that allows Fireball to, instead of charging, be held on cast, creating a wave of energy traveling outward from the user that temporarily grants the caster and nearby allies additional Heat damage to all attacks.
Modding for high efficiency through the use of Fleeting Expertise can allow for this ability to be spammed, quickly building up the combo multiplier and damage over time.
Ember slams the ground, creating a wave of fire that expands outwards to a radius of 25 meters. Enemies in direct line of sight of Ember and within range are dealt 66 / 100 / 141 / 200Heat damage with a 100%status chance, have their Armor permanently reduced by 50% - 100%, and suffer knockdown and are violently pushed back.
Damage and armor reduction are affected by Ability Strength, and armor reduction is capped at 50-100%.
The armor reduction affects enemies' current armor and stacks with multiple casts, e.g. two casts at minimum heat (50% armor reduction) will reduce enemies armor to 25%.
Ability Synergy:
Each cast of Fire Blast decreasesImmolation's rate of heat generation by 2% per second, while also removing50% heat.
Fire Blast's enemy armor reduction scales linearly with Immolation's heat level, with 0 percent heat resulting in the minimum value being removed and 100 percent heat resulting in the maximum.
Has a cast delay of about 0.7 seconds.
Subsuming Ember to the Helminth will offer Fire Blast and its augments to be used by other Warframes.
Damage and armor reduction of Subsumed Fire Blast are affected by Ability Strength, while the wave radius is affected by Ability Range.
Armor reduction per cast is capped at 75% of enemies' current armor, achievable with Ability Strength of 100% at max ability rank.
Number of casts required to fully strip armour via Subsumed Fire Blast depends on enemy armour level. When enemy armour value reaches below 1, armour will be fully stripped as a result. For example, a level 60 Napalm with 3,189.24 armour, afflicted by 6 Subsumed Fire Blasts at 100% power strength, and ignoring the armour strip from a Heat status effect, will have its armour reduced to 3,189.24 × (1 - 0.75)6 = 0.7786. This value rounds down to 0, resulting in the Napalm being fully stripped of armour.
If using this in conjunction with Inferno to strip armor, cast Inferno first, so that it gets the benefits from high heat, then cast Fire Blast to strip enemy armor, slowing Ember's heat generation.
Cast when at max heat in order to prevent Immolate from draining Energy.
Ember summons fiery meteorites to descend from above, crashing into all seen enemies within 10 / 15 / 20 / 25 meters. Enemies receive 1000 / 1500 / 2000 / 2500Impact and Heat damage on hit, becoming surrounded by a ring of fire for 7 / 10 / 12 / 15 seconds which grows to a radius of 5m, and deals 200 - 400 / 350 - 500 / 300 - 600 / 350 - 700Heat damage per second. Other enemies coming into range of the rings are also set ablaze and inflicted with Heat damage and proc.
Meteorite damage and ring damage per second are affected by Ability Strength.
Meteorite impact damage has a distribution of 50%Impact and 50%Heat.
Inferno costs 0energy to cast. If enemies are within range, it consumes 10 energy per enemy. Energy is consumed for at most 10 targets, for a total of 100 energy.
If there are no enemies nearby casting Inferno will cost no energy, but will still increase the rate of heat generation, allowing you to reach max heat quickly.
If you wish to build up heat quickly equipping Fleeting Expertise can be a good idea, as it will allow you to cast Inferno more often. Conversely, if you wish to build heat more slowly equipping Blind Rage would be ideal, as it allows for fewer, but more powerful, casts of Inferno.
Spectral Scream Exhale a deep breath of elemental destruction. Tap to cycle through elements, hold to cast. The chosen element applies to all of Chroma's abilities.
Wielding mastery over the deadly elements, Chroma can selectively change his elemental alignment, by tapping the ability key to freely cycle the selection wheel between Heat, Electricity, Toxin, or Cold.
Chroma's initial element once he enters a mission is determined by the primary emissive color in his Appearance customization, otherwise it will default to Heat.
Hold down the ability key (default 1 ) to expend 10 energy to activate Spectral Scream. While active, Chroma holsters his weapons away and continuously exhales elemental energy in a cone 4 / 5 / 6.5 / 10 meters long that inflicts 200 / 250 / 300 / 400Heat, Electricity, Toxin, or Cold damage per second with a 100%status chance and a ?% chance to stagger lightly; each enemy hit directly by Spectral Scream's cone will also spread its ability effects via an elemental energy stream to one other enemy within 10 meters.
Damage bypasses obstacles in the environment and does not decrease with distance.
Damage type is based on Chroma's current elemental alignment which is determined by Chroma's emissive color.
Cone length is affected by Ability Range, following the expression: 10 × (1 + Ability Range)1/3.
At max rank, with a maxed Narrow Minded the range would be reduced to 6.97 meters, while a maxed Overextended would instead increase it to 12.38 meters.
Status chance, stagger chance, and spread range are not affected by mods.
Spectral Scream's cone emits from Chroma's mouth, which changes direction based on where Chroma's model is facing (not the player camera) and can only be aimed within 90 degrees to each side and 45 degrees above or below Chroma.
While Chroma cannot use his weapons with Spectral Scream active, he is still able to cast abilities or maneuver just as freely.
Spectral Scream drains 3 energy per second and will remain active as long as Chroma has energy. Spectral Scream will end if Chroma runs out of energy or if deactivated by holding down the ability key again (default 1 ).
Channeling energy cost is affected by Ability Efficiency and Ability Duration.
This ability can come in handy when used as a form of Crowd Control and can both be used as a damage ability, or with Heat or Electricity elemental damage creating a continuous crowd control stun.
This ability can be used to resist knockdowns, making it usable for walking through corpus laser doors or shockwaves caused by MOA or death orbs.
Rolling can be used to counteract the movement speed reduction and cover a large area in a short period of time.
Having a Limbo with a high duration build on your team can be very useful, as Spectral Scream will be able to damage all enemies even while Chroma is in the rift. With a build with maximum efficiency, this will also cause Spectral Scream to cost no energy to use, while actually gaining energy at a minute rate.
Elemental Ward Depending on Chroma's elemental alignment, an offensive area-of-effect is created. Chroma and his nearby allies are imbued with defensive energy.
Chroma emits an aura of elemental energy, by expending 50 energy to empower himself and nearby allies as long as they remain within 6 / 8 / 10 / 12 meters, providing both offensive and defensive buffs. Elemental Ward lasts for 10 / 15 / 20 / 25 seconds.
Elemental Ward exhibits different effects depending on Chroma's current elemental alignment, determined by Chroma's primary emission color or the selected element of Spectral Scream.
Generates a flame aura around Chroma and affected allies that increases base Health by 50% / 75% / 100% / 200% and inflicts 25 / 50 / 75 / 100Heat 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 by Ability Strength.
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 Vitality and Intensify will increase Chroma's health at rank 30 to 100 × (1 + 2 + 4.4 + 2 × 1.3) = 1,000.
Damage bypasses obstacles in the environment and decreases with distance.
Burn radius and status chance are not affected by mods.
Electricity
Infuses Chroma and affected allies with an electric current that increases base Shields by 50% / 65% / 75% / 100% and converts incoming damage into arc discharges. An arc discharge inflicts 250% / 300% / 500% / 1,000% incoming damage as Electricity damage to a single target within 5 / 6 / 8 / 10 meters with a 10% / 15% / 20% / 25%status chance. Arc discharges will inflict a minimum of 50 / 60 / 100 / 200Electricity damage.
The shield bonus stacks additively with base shield modifiers, and the amount of shields gained is determined by the affected Warframe's base shields at rank 0. Since Chroma has 100 shields at rank 0, a rank-3 Elemental Ward with a maxed Redirection and Intensify will increase Chroma's shield capacity at rank 30 to 100 × (1 + 2 + 4.4 + 1 × 1.3) = 870.
Arc damage bypasses obstacles in the environment.
The final damage of an arc discharge is determined by the amount of shields and/or health lost by incoming damage. For example with a maxed Intensify, losing 100 shields from a single instance of damage will produce an arc that inflicts 100 × 10 × 1.3 = 1,300Electricity damage at rank 3 to a single target as long as it's within range.
When infused into Hildryn by the Helminth, the Shield drained by skills is also converted into damage, but the base multiplier is 1x instead of 10x. Damage multiplier is affected normally by Power Strength.
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.
Emits an aura of noxious fumes around Chroma and affected allies that increases base reload speed by 15% / 25% / 30% / 35% and holster rate by 15% / 25% / 30% / 35%. Within a radius of 5 meters, the noxious fumes also have a 25% / 35% / 40% / 50% chance per second to deal 5% of an enemy's maximum health as Toxin damage with a 100%status chance.
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 7 seconds.
Damage bypasses obstacles in the environment and does not decrease with distance.
Reload speed and holster rate bonuses are affected by Ability Duration.
The amount of reload speed gained is determined by the affected weapon's base reload speed.
Poison radius, enemy health to Toxin damage, and status chance are not affected by mods.
Cold
Encases Chroma and affected allies in a layer of frost that increases base Armor by 25% / 75% / 100% / 150% and creates an ice shield that reflects incoming fire back to their source. Reflected damage is increased by 150% / 200% / 250% / 300% and has a 10% / 15% / 20% / 25%status chance.
Armor bonus, damage multiplier, and status chance are affected by Ability Strength.
The armor bonus stacks additively with base armor modifiers, and the amount of armor gained is determined by the affected Warframe's base armor, according to the following formula: Base Armor × (1 + Armor Mods + Ability Modifier × (1 + Strength Mods)).
Since Chroma has 350 base armor, a rank-3 Elemental Ward with a maxed Steel Fiber and Intensify will increase Chroma's armor to 350 × (1 + 1.1 + 1.5 × (1 + 0.3)) = 1,417.5.
As with all other additive armor bonuses, Elemental Ward's bonus is applied before multiplicative armor bonuses.
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.
Does not prevent damage to Chroma aside from the additional armor bonus and other damage reduction rules; Chroma will be hit normally before reflecting the weapons fire.
Elemental Auras of any type from two or more Chromas do not stack, i.e. two Heat auras do not increase damage nor health values, and if you had both a Heat and Cold aura, only one of them would be active on allies, the first aura stays until you move out of range or it expires.
Has a casting delay of 1 second. The animation interrupts movement and other actions.
Elemental Ward cannot be recast while active.
Elemental Ward does not work on Nekros' Shadows.
Subsuming Chroma to the Helminth will offer Elemental Ward and its augments to be used by other Warframes. The Ward's effects are determined by the Warframe's primary emission color.
Everlasting Ward is a Warframe Augment Mod for Chroma that allows allies to retain Elemental Ward's effects upon moving out of its range, lasting for a percentage of Elemental Ward's remaining duration.
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.
Electricity
Can be used to great effect on Survival and Exterminate missions where enemies approach you from all directions and are often difficult to locate or target. At maximum Ability Strength, the damage reflected can easily finish off weaker enemies and potentially stun any survivors.
Toxin
Works very well with weapons that require you to reload frequently or have long reload times.
Can reduce recharge delay for Cycron or a Kitgun equipped with Pax Charge, however, it does not affect recharge rate.
Cold
Properly modded, a Cold-oriented Ward can provide an armor bonus high enough that can counteract the armor penalty generated when casting Effigy.
Bugs
Allies who enter, leave, then re-enter the radius of Heat-oriented Ward will not regain the buff on the same cast of Elemental Ward. This results in an empty space where the bonus health should have been, even if they took no damage at all.
This causes Medi-Ray and other healing abilities to attempt to heal the player, but if the player gets out of Elemental Ward's range, their health will return to normal again, wasting the health restored in the process.
The in-game UI shows the armor bonus from the Cold aura as a flat bonus rather than a percentage.
Chroma sheds his outer pelt by expending 50 energy to activate the ability, imbuing the pelt with elemental energy to sprout wings and converting it into a stationary floating sentry with 1000 / 2000 / 4000 / 8000Fleshhealth and 140Ferrite Armor. The sentry will attack all enemies within 20 meters with a continuous stream of elemental energy, dealing 100 / 200 / 300 / 400Heat, Electricity, Toxin, or Cold damage per tick with a ?% status chance at 5 ticks per second. If enemies come within 5 meters of the sentry, it will periodically unleash a radial knockback that inflicts 200Heat, Electricity, Toxin, or Cold damage while blasting the affected enemies away. The sentry can also unleash a radial roar to temporarily stun all enemies within 30 meters.
Sentry health and continuous damage are affected by Ability Strength.
Effigy's elemental breath attack does 5 ticks of damage within 1 second making the base damage per second 2000.
Damage type is based on Chroma's current elemental alignment, determined by Chroma's primary emission color or the selected element of Spectral Scream.
Sentry armor, attack range, status chance, damage ticks per second, knockback radius, knockback damage and stun radius are not affected by mods.
Enemies killed by the sentry have a 15% / 30% / 45% / 60% chance to drop additional credits. In addition, all credits that drop within 10 meters of the sentry yield 25% / 50% / 75% / 100% additional credits.
Credit chance on kill, percentage credit bonus, and percentage credit bonus range are not affected by mods.
For enemies killed by the sentry within the percentage credit bonus range, credit income is increased by an average of 43.75% / 95% / 153.75% / 220%. This assumes the credit chance on kill results in double credits from that enemy.
While Effigy is active, Chroma can fight in his lightened form, gaining 20% movement speed but with a 50% armor reduction.
Speed bonus and armor reduction percentages are not affected by mods.
The armor reduction is a multiplicative penalty that's applied to Chroma's total armor (e.g., with a maxed Steel Fiber and Intensify, Chroma with Vex Armor at full capacity will have his armor lowered to 350 × (1 + 1.1 + 3.5 × 1.3) × 0.5 = 1,163.75 when Effigy is activated).
Effigy drains 10 energy per second while active, and will deactivate if Chroma runs out of energy, sentry health is depleted, or if manually deactivated by pressing the ability key again (default 4 ).
Ability Synergy: Effigy's damage per tick and knockback damage can be boosted by the Fury aspect of Vex Armor.
When deactivated, Chroma can teleport his pelt from anywhere onto himself. This will stop movement and interrupt any action Chroma is doing, such as reloading, leaving a player vulnerable.
When deactivated while sliding, Chroma's pelt will be reapplied to him without triggering the animation, even if the player immediately cancels his slide.
Both the initial cast and the return of Chroma's pelt will cease any actions as they are a two-handed ability.
Guided Effigy is a Warframe Augment Mod for Chroma's Effigy that allows him to control the Effigy, dealing rapid damage to enemies in its path while recovering energy and stunning enemies at the destination.
The sentry usually unleashes its roar a few seconds after deploying. This allows you to quickly deploy the sentry for a temporary stun to all nearby enemies.
The pelt can be Banished, preventing damage from non-banished enemies while still being able to damage all enemies normally.
The pelt gains shields from the Shield Osprey Eximus Specter.
Nezha ignites his Wind Fire Wheels to gain 15% / 15% / 20% / 25% bonus movement speed for 15 / 20 / 25 / 30 seconds, while leaving behind a trail of fire beneath his feet that lasts for 5 / 6 / 7.5 / 10 seconds. Enemies that walk over the flames are dealt 50 / 100 / 150 / 200Heat damage per 0.5 seconds, with each instance of damage having a 10% / 25% / 50% / ?Heatstatus chance. Nezha will be cleansed of all status effects, and so will his allies that walk over the flames, which also grants them immunity to further effects as long as they stand on the fire patches left on the floor.
Speed bonus, damage interval, status chance, and status cleanse are not affected by mods.
Flames can be formed in mid-air but only while Bullet Jumping. Falling will not leave behind any flames.
Ability Synergy: If Fire Walker is active when using Blazing Chakram's teleportation, Fire Walker will overheat at the destination and deal 500 / 750 / 1000 / 1250Heat damage, with a 10% / 25% / 50% / ?Heatstatus chance, within a radius of 3 / 4 / 5 / 6 meters, as well as leaving a lingering ring of Fire Walker's flames for ? seconds.
Sol Gate Open a portal to the sun to irradiate enemies with a devastating beam of pure solar plasma. Hold fire to double Damage at the cost of increased energy consumption. For the duration of an attack enemies damaged by Sol Gate are increasingly more vulnerable to it.
Wisp tears open and sustains a portal to the sun to harness its destructive power. While sustaining the portal, Wisp focuses the solar plasma into a single beam with curving flares over a length of 40 meters; the beam possesses infinite Punch Through against enemy bodies, and inflicts 1,000 / 1,100 / 1,250 / 1,500Heat and Radiation damage per 0.5 seconds with a ?%status chance to all enemies it contacts. Each enemy that receives damage from the beam becomes more vulnerable to it, with beam damage increasing by 50% per half second up to a maximum of 500% damage bonus per damage instance. Press the ability key (default 4 ) while active to deactivate this ability.
Wisp is able to move and cast Wil-O-Wisp while Sol Gate is active.
While Sol Gate is active, Reservoirs Motes orbiting Wisp will instead orbit around the portal. When Sol Gate is deactivated, Motes will return to Wisp again.
Wisp recoils backward when the ability deactivates.
Holding the fire button (default LMB ) increases the beam's damage to 2,000 / 2,200 / 2,500 / 3,000, status chance to ?%, damage ramp-up per half second to 100% up to a maximum of 1,000% damage bonus, while also increasing energy drain to 24 energy per second. Wisp's movement speed is slowed by 50% while boosting Sol Gate.
Sol Gate consumes 12 energy per second while active and will remain active until Wisp's energy is depleted, or the ability is deactivated by pressing the ability key again.
Has a 100% chance to trigger Breach Surge's surge spark.
Wisp cannot cast Reservoirs or Breach Surge, perform parkour Maneuvers except sprinting and dodge rolls, or other general interactions while channeling this ability.
Wisp is immune to knockdown while channeling this ability.
Energy beams, energy particles, and energy surge color tinting are affected by Wisp's chosen Warframe energy color.
In Archwing and Landscape missions, the Odonata generates a large shield that absorbs enemy fire and lasts for 10 / 14 / 18 / 22 seconds. Shots fired through the shield will gain 50%Heat damage and critical damage will be multiplied by 200%.
The Heat damage bonus is an additive bonus that's applied to the weapon's base damage, similar to an elemental mod (e.g., firing an unmodded Imperator with 50 base damage through Energy Shell will add 50*0.5 = 25 Heat damage to the weapon).
Unlike an elemental mod, the Heat damage bonus does not combine with other elemental types to create secondary elements; the weapon will separately proc the elements present on it and Heat from Energy Shell.
Missiles from Seeking Fire will also gain Heat damage.
Energy Shell is generated in front of the Archwing on cast and follows the Archwing for the ability's duration. As such, Energy Shell only provides protection from frontal attacks.
While most hostile gunfire is blocked by Energy Shell, area-of-effect damage can still bypass it.
Maximization 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.
Heat Status procs now reduce targets' armor to 50% of the original value, with subsequent Heat procs refreshing the duration. Not hot enough for you? Applying the Status proc multiple times also turns up the Heat, dealing more damage per tick as the flames increase.