No edit summary Tag: source edit |
|||
(18 intermediate revisions by 12 users not shown) | |||
Line 1: | Line 1: | ||
+ | {{tocright}} |
||
⚫ | |||
+ | {{Quote|Used to cast Warframe Abilities and can be replenished during missions.|In-game Description}} |
||
⚫ | '''Energy''' of a [[Warframe]] is a resource used mainly to cast [[abilities]]. Warframes have 4 abilities that at base, cost up to 100 energy to cast. Almost every Warframe has their own energy-pool with varying capacities depending on the types and costs of their various abilities, with the exceptions of {{WF|Hildryn}}, who has no energy but uses [[shield]]s, and {{WF|Lavos}}, having no energy but instead using a cooldown system. |
||
Like [[health]] and [[shield]]s, a Warframe's energy capacity scales with their rank and through the use of mods or buffs. It is also worth noting that the words "power" and "energy" are often used interchangeably by members of the community. |
Like [[health]] and [[shield]]s, a Warframe's energy capacity scales with their rank and through the use of mods or buffs. It is also worth noting that the words "power" and "energy" are often used interchangeably by members of the community. |
||
Line 8: | Line 10: | ||
===Mods=== |
===Mods=== |
||
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" column="3" position="center" bordersize="none" bordercolor="#FFFFFF"> |
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" column="3" position="center" bordersize="none" bordercolor="#FFFFFF"> |
||
⚫ | |||
EnduranceDriftMod.png|link=Endurance Drift |
EnduranceDriftMod.png|link=Endurance Drift |
||
FlowModU145.png|link=Flow |
FlowModU145.png|link=Flow |
||
PrimedFlow.png|link=Primed Flow |
PrimedFlow.png|link=Primed Flow |
||
⚫ | |||
+ | AdrenalineBoost.png|link=Adrenaline Boost |
||
</gallery> |
</gallery> |
||
− | These are the only mods currently in the game that increase energy capacity. It is worth noting that {{M|Flow}} and {{M|Primed Flow}} cannot be used together. {{M|Auxiliary Power}} only works on [[Archwing]]s. |
+ | These are the only mods currently in the game that increase energy capacity. It is worth noting that {{M|Flow}} and {{M|Primed Flow}} cannot be used together. {{M|Auxiliary Power}} only works on [[Archwing]]s, and {{M|Adrenaline Boost}} in [[Conclave]]. |
===Formula For Modded Energy Capacity=== |
===Formula For Modded Energy Capacity=== |
||
Line 20: | Line 23: | ||
<p style="text-align:center;"> |
<p style="text-align:center;"> |
||
⚫ | |||
</p> |
</p> |
||
− | |||
⚫ | |||
− | |||
− | |||
So taking [[Volt/Prime|Volt Prime]] as an example, with 200 base energy and 300 max energy he will have: |
So taking [[Volt/Prime|Volt Prime]] as an example, with 200 base energy and 300 max energy he will have: |
||
Line 58: | Line 58: | ||
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" column="3" position="center" bordersize="none" bordercolor="#FFFFFF"> |
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" column="3" position="center" bordersize="none" bordercolor="#FFFFFF"> |
||
PreparationMod.png|link=Preparation |
PreparationMod.png|link=Preparation |
||
+ | FollowThroughMod.png|link=Follow Through |
||
</gallery> |
</gallery> |
||
− | + | These are the only mods currently in the game that increase the Starting Energy of a Warframe in their respective gamemodes (PvE and PvP, respectively). |
|
===Formula=== |
===Formula=== |
||
Warframes have a fixed amount of energy that they start any mission with, and also when reviving from [[Death#Death|death]]. This amount of energy is calculated based on the Warframe's free mod capacity and a base value specific for each Warframe (differs even between normal and prime variants). The formula followed is: |
Warframes have a fixed amount of energy that they start any mission with, and also when reviving from [[Death#Death|death]]. This amount of energy is calculated based on the Warframe's free mod capacity and a base value specific for each Warframe (differs even between normal and prime variants). The formula followed is: |
||
+ | |||
<p style="text-align:center;"> |
<p style="text-align:center;"> |
||
⚫ | |||
</p> |
</p> |
||
− | |||
⚫ | |||
− | |||
When {{M|Preparation}} is equipped, the formula becomes: |
When {{M|Preparation}} is equipped, the formula becomes: |
||
⚫ | |||
− | <math>\text{Starting Energy}=\text{Initial Energy}+(5\times \text{Free Mod Capacity})+(\text{Energy Total}\times \text{Mod |
+ | <math>\text{Starting Energy}=\text{Initial Energy}+(5\times \text{Free Mod Capacity})+(\text{Energy Total}\times \text{Mod Multiplier})</math> |
⚫ | |||
+ | |||
+ | '''Note:''' When entering a conduit in [[Sanctuary Onslaught]], a Warframe's energy is reset to their respective Initial value (see below), regardless of mods or mod capacity. |
||
− | '''Note:''' This does not apply for Sanctuary Onslaught, where energy is reset to a nominal level (EX: 125 for Nova and Volt) when entering each portal. In this environment, the Preparation effect is lost to the energy level reset. |
||
===Table of Initial Energies=== |
===Table of Initial Energies=== |
||
− | <!---All Warframes' |
+ | <!---All Warframes' Initial Energy confirmed as of U27.3.11, except for the following (please remove the name if confirmed): Ash, Atlas, Banshee, Baruuk, Chroma, Ember, Equinox, Excalibur, Excalibur Prime, Frost, Garuda, Gauss, Hydroid, Ivara, Loki, Mag, Mesa, Mirage, Nekros, Nova, Nyx, Oberon, Revenant, Rhino, Saryn, Trinity, Valkyr, Vauban, Volt, Wukong, Zephyr---> |
− | The |
+ | The Initial Energy of a Warframe is given from the following table. It is still unknown whether these values are calculated off of some other attributes or simply fixed parameters for each Warframe, and are subject to change. This area of research is still very actively worked on. |
{{CustomCollapsible|Initial Energy of Rank 30 Warframes at 0 Mod Capacity|InitNrg}} |
{{CustomCollapsible|Initial Energy of Rank 30 Warframes at 0 Mod Capacity|InitNrg}} |
||
− | {| class=" |
+ | {| class="listtable sortable" align="center" style="width:60%; text-align: center;" |
⚫ | |||
+ | ! data-sort-type="number" style="width:40%; text-align:center;" | Energy Pool |
||
|- |
|- |
||
+ | | {{WF|Ash}} |
||
⚫ | |||
+ | | 50 |
||
− | ! colspan="6" | Energy Pool |
||
|- |
|- |
||
− | + | | {{WF|Ash Prime}} |
|
+ | | 50 |
||
|- |
|- |
||
+ | | {{WF|Atlas}} |
||
− | ! [[Ash/Prime|Ash Prime]] !! 50 |
||
+ | | 50 |
||
|- |
|- |
||
− | + | | {{WF|Atlas Prime}} |
|
+ | | 75 |
||
|- |
|- |
||
+ | | {{WF|Banshee}} |
||
− | ! [[Atlas/Prime|Atlas Prime]] !! ? |
||
+ | | 100 |
||
|- |
|- |
||
− | + | | {{WF|Banshee Prime}} |
|
+ | | 125 |
||
|- |
|- |
||
+ | | {{WF|Baruuk}} |
||
− | ! [[Banshee/Prime|Banshee Prime]] !! 125 |
||
+ | | 150 |
||
|- |
|- |
||
− | + | | {{WF|Chroma}} |
|
+ | | 75 |
||
|- |
|- |
||
− | + | | {{WF|Chroma Prime}} |
|
+ | | 100 |
||
|- |
|- |
||
+ | | {{WF|Ember}} |
||
− | ! [[Chroma/Prime|Chroma Prime]] !! 100 |
||
+ | | 75 |
||
|- |
|- |
||
− | + | | {{WF|Ember Prime}} |
|
+ | | 75 |
||
|- |
|- |
||
+ | | {{WF|Equinox}} |
||
− | ! [[Ember/Prime|Ember Prime]] !! 75 |
||
+ | | 100 |
||
|- |
|- |
||
− | + | | {{WF|Equinox Prime}} |
|
+ | | 115 |
||
|- |
|- |
||
+ | | {{WF|Excalibur}} |
||
− | ! [[Equinox/Prime|Equinox Prime]] !! 115 |
||
+ | | 50 |
||
|- |
|- |
||
− | + | | {{WF|Excalibur Prime}} |
|
+ | | 100 |
||
|- |
|- |
||
− | + | | {{WF|Excalibur Umbra}} |
|
+ | | 100 |
||
|- |
|- |
||
+ | | {{WF|Frost}} |
||
− | ! [[Excalibur/Umbra|Excalibur Umbra]] !! 100 |
||
+ | | 50 |
||
|- |
|- |
||
− | + | | {{WF|Frost Prime}} |
|
+ | | 50 |
||
|- |
|- |
||
+ | | {{WF|Gara}} |
||
− | ! [[Frost/Prime|Frost Prime]] !! 50 |
||
+ | | 75 |
||
|- |
|- |
||
− | + | | {{WF|Garuda}} |
|
+ | | 50 |
||
|- |
|- |
||
− | + | | {{WF|Gauss}} |
|
+ | | 100 |
||
|- |
|- |
||
− | + | | {{WF|Grendel}} |
|
+ | |100 |
||
|- |
|- |
||
− | + | | {{WF|Harrow}} |
|
+ | | 50 |
||
|- |
|- |
||
− | + | | {{WF|Hildryn}} |
|
+ | | 0 |
||
|- |
|- |
||
− | + | | {{WF|Hydroid}} |
|
+ | | 75 |
||
|- |
|- |
||
− | + | | {{WF|Hydroid Prime}} |
|
+ | | 100 |
||
|- |
|- |
||
+ | | {{WF|Inaros}} |
||
− | ! [[Hydroid/Prime|Hydroid Prime]] !! 100 |
||
+ | | 50 |
||
|- |
|- |
||
− | + | | {{WF|Inaros Prime}} |
|
+ | | 50 |
||
|- |
|- |
||
− | + | | {{WF|Ivara}} |
|
+ | | 75 |
||
|- |
|- |
||
− | + | | {{WF|Ivara Prime}} |
|
+ | | 75 |
||
|- |
|- |
||
− | + | | {{WF|Khora}} |
|
+ | | 75 |
||
|- |
|- |
||
− | + | | {{WF|Lavos}} |
|
+ | | 0 |
||
|- |
|- |
||
+ | | {{WF|Limbo}} |
||
− | ! [[Limbo/Prime|Limbo Prime]] !! 100 |
||
+ | | 100 |
||
|- |
|- |
||
− | + | | {{WF|Limbo Prime}} |
|
+ | | 100 |
||
|- |
|- |
||
+ | | {{WF|Loki}} |
||
− | ! [[Loki/Prime|Loki Prime]] !! 125 |
||
+ | | 100 |
||
|- |
|- |
||
− | + | | {{WF|Loki Prime}} |
|
+ | | 125 |
||
|- |
|- |
||
+ | | {{WF|Mag}} |
||
− | ! [[Mag/Prime|Mag Prime]] !! 100 |
||
+ | | 50 |
||
|- |
|- |
||
− | + | | {{WF|Mag Prime}} |
|
+ | | 100 |
||
|- |
|- |
||
+ | | {{WF|Mesa}} |
||
− | ! [[Mesa/Prime|Mesa Prime]] !! 65 |
||
+ | | 50 |
||
|- |
|- |
||
− | + | | {{WF|Mesa Prime}} |
|
+ | | 65 |
||
|- |
|- |
||
− | + | | {{WF|Mirage}} |
|
+ | | 125 |
||
|- |
|- |
||
− | + | | {{WF|Mirage Prime}} |
|
+ | | 125 |
||
|- |
|- |
||
− | + | | {{WF|Nekros}} |
|
+ | | 50 |
||
|- |
|- |
||
− | + | | {{WF|Nekros Prime}} |
|
+ | | 75 |
||
|- |
|- |
||
− | + | | {{WF|Nezha}} |
|
+ | | 125 |
||
|- |
|- |
||
− | + | | {{WF|Nidus}} |
|
+ | | 50 |
||
|- |
|- |
||
+ | | {{WF|Nova}} |
||
− | ! [[Nova/Prime|Nova Prime]] !! 150 |
||
+ | | 50 |
||
|- |
|- |
||
− | + | | {{WF|Nova Prime}} |
|
+ | | 150 |
||
|- |
|- |
||
+ | | {{WF|Nyx}} |
||
− | ! [[Nyx/Prime|Nyx Prime]] !! 150 |
||
+ | | 100 |
||
|- |
|- |
||
− | + | | {{WF|Nyx Prime}} |
|
+ | | 150 |
||
|- |
|- |
||
− | + | | {{WF|Oberon}} |
|
+ | | 75 |
||
|- |
|- |
||
− | + | | {{WF|Oberon Prime}} |
|
+ | | 100 |
||
|- |
|- |
||
− | + | | {{WF|Octavia}} |
|
+ | | 100 |
||
|- |
|- |
||
− | + | | {{WF|Protea}} |
|
+ | | 50 |
||
|- |
|- |
||
+ | | {{WF|Revenant}} |
||
− | ! [[Rhino/Prime|Rhino Prime]] !! 50 |
||
+ | | 50 |
||
|- |
|- |
||
− | + | | {{WF|Rhino}} |
|
+ | | 50 |
||
|- |
|- |
||
− | + | | {{WF|Rhino Prime}} |
|
+ | | 50 |
||
|- |
|- |
||
− | + | | {{WF|Saryn}} |
|
+ | | 50 |
||
|- |
|- |
||
− | + | | {{WF|Saryn Prime}} |
|
+ | | 100 |
||
|- |
|- |
||
+ | | {{WF|Titania}} |
||
− | ! [[Trinity/Prime|Trinity Prime]] !! 125 |
||
+ | | 100 |
||
|- |
|- |
||
− | + | | {{WF|Titania Prime}} |
|
+ | | 100 |
||
|- |
|- |
||
+ | | {{WF|Trinity}} |
||
− | ! [[Valkyr/Prime|Valkyr Prime]] !! 100 |
||
+ | | 75 |
||
|- |
|- |
||
− | + | | {{WF|Trinity Prime}} |
|
+ | | 125 |
||
|- |
|- |
||
+ | | {{WF|Valkyr}} |
||
− | ! [[Vauban/Prime|Vauban Prime]] !! 100 |
||
+ | | 50 |
||
|- |
|- |
||
− | + | | {{WF|Valkyr Prime}} |
|
+ | | 100 |
||
|- |
|- |
||
+ | | {{WF|Vauban}} |
||
− | ! [[Volt/Prime|Volt Prime]] !! 125 |
||
+ | | 75 |
||
|- |
|- |
||
− | + | | {{WF|Vauban Prime}} |
|
+ | | 100 |
||
|- |
|- |
||
− | + | | {{WF|Volt}} |
|
+ | | 50 |
||
|- |
|- |
||
− | + | | {{WF|Volt Prime}} |
|
+ | | 125 |
||
|- |
|- |
||
− | + | | {{WF|Wisp}} |
|
+ | | 150 |
||
|- |
|- |
||
+ | | {{WF|Wukong}} |
||
− | ! [[Zephyr/Prime|Zephyr Prime]] !! 75 |
||
+ | | 50 |
||
+ | |- |
||
+ | | {{WF|Wukong Prime}} |
||
+ | | 65 |
||
+ | |- |
||
+ | | {{WF|Xaku}} |
||
+ | | 50 |
||
+ | |- |
||
+ | | {{WF|Zephyr}} |
||
+ | | 50 |
||
+ | |- |
||
+ | | {{WF|Zephyr Prime}} |
||
+ | | 75 |
||
|} |
|} |
||
− | < |
+ | <sub>As of {{ver|27.3.11}}, most of these values need confirmation, namely Excalibur Prime and most of regular Warframes.</sub> |
{{CustomCollapsible/End}} |
{{CustomCollapsible/End}} |
||
==Effective Energy Capacity== |
==Effective Energy Capacity== |
||
===Casting Effective Capacity=== |
===Casting Effective Capacity=== |
||
− | Similarly to how one can define the concept of [[Health|" |
+ | Similarly to how one can define the concept of [[Health#Effective Health|"Effective Health"]] by weighting the number of hit-points with the corresponding damage reduction, one can also define the concept of casting effective energy capacity by weighting the energy capacity using the [[Ability Efficiency]] factor: |
⚫ | |||
⚫ | |||
⚫ | |||
<math>\text{Effective Energy Capacity}_{casting}=\frac{\text{Energy Capacity}}{2-\text{Ability Efficiency}}</math> |
<math>\text{Effective Energy Capacity}_{casting}=\frac{\text{Energy Capacity}}{2-\text{Ability Efficiency}}</math> |
||
⚫ | |||
− | |||
− | |||
Since casting efficiency is currently capped at 175%, the highest possible upper-bound for the casting effective energy capacity is: |
Since casting efficiency is currently capped at 175%, the highest possible upper-bound for the casting effective energy capacity is: |
||
⚫ | |||
⚫ | |||
⚫ | |||
<math>\text{Effective Energy Capacity}_{casting}\leq 4\times\text{Energy Capacity}</math> |
<math>\text{Effective Energy Capacity}_{casting}\leq 4\times\text{Energy Capacity}</math> |
||
⚫ | |||
− | |||
− | |||
===Toggle Effective Capacity=== |
===Toggle Effective Capacity=== |
||
Since the efficiency of toggle abilities depends also on the duration, in that case the formula becomes: |
Since the efficiency of toggle abilities depends also on the duration, in that case the formula becomes: |
||
⚫ | |||
⚫ | |||
+ | <p style="text-align:center;"> |
||
<math>\text{Effective Energy Capacity}_{toggle}=\frac{\text{Energy Capacity}\times\text{Ability Duration}}{2-\text{Ability Efficiency}}</math> |
<math>\text{Effective Energy Capacity}_{toggle}=\frac{\text{Energy Capacity}\times\text{Ability Duration}}{2-\text{Ability Efficiency}}</math> |
||
+ | </p> |
||
− | |||
For the case where no energy is recovered and a constant rate of energy is drained, one can also consider the effective toggle duration as follows: |
For the case where no energy is recovered and a constant rate of energy is drained, one can also consider the effective toggle duration as follows: |
||
+ | <p style="text-align:center;"> |
||
<math>\text{Effective Toggle Duration}=\frac{\text{Effective Energy Capacity}_{toggle}}{\text{Base Drain Rate}}</math> |
<math>\text{Effective Toggle Duration}=\frac{\text{Effective Energy Capacity}_{toggle}}{\text{Base Drain Rate}}</math> |
||
+ | </p> |
||
+ | <p style="text-align:center;"> |
||
− | |||
− | |||
<math>\text{Effective Toggle Duration}=\frac{\text{Energy Capacity}\times\text{Ability Duration}}{\text{Base Drain Rate}(2-\text{Ability Efficiency})}</math> |
<math>\text{Effective Toggle Duration}=\frac{\text{Energy Capacity}\times\text{Ability Duration}}{\text{Base Drain Rate}(2-\text{Ability Efficiency})}</math> |
||
+ | </p> |
||
+ | <p style="text-align:center;"> |
||
− | |||
− | |||
<math>\text{Effective Toggle Duration}=\frac{\text{Energy Capacity}}{\text{Modified Drain Rate}}</math> |
<math>\text{Effective Toggle Duration}=\frac{\text{Energy Capacity}}{\text{Modified Drain Rate}}</math> |
||
+ | </p> |
||
Due to the definition of the terms, there are many ways in-which the formula for effective toggle duration can be expressed. |
Due to the definition of the terms, there are many ways in-which the formula for effective toggle duration can be expressed. |
||
Line 274: | Line 358: | ||
Suppose a {{A|Prowl}}ing {{WF|Ivara}} has a modded drain of 0.25 energy/sec. An orb of 50 energy would provide: |
Suppose a {{A|Prowl}}ing {{WF|Ivara}} has a modded drain of 0.25 energy/sec. An orb of 50 energy would provide: |
||
+ | <p style="text-align:center;"> |
||
<math>\frac{50}{0.25}=200\text{ seconds}</math> |
<math>\frac{50}{0.25}=200\text{ seconds}</math> |
||
+ | </p> |
||
Considering the same Ivara with full energy pool of 744 capacity, she can remain in prowl for: |
Considering the same Ivara with full energy pool of 744 capacity, she can remain in prowl for: |
||
+ | <p style="text-align:center;"> |
||
<math>\frac{744}{0.25}=2,976\text{ seconds}\approx 50\text{ minutes}</math> |
<math>\frac{744}{0.25}=2,976\text{ seconds}\approx 50\text{ minutes}</math> |
||
+ | </p> |
||
{{clr}} |
{{clr}} |
||
Line 298: | Line 386: | ||
*Picking up Energy Orbs also restore Health. |
*Picking up Energy Orbs also restore Health. |
||
*This effect stacks with {{M|Equilibrium}} for up to '''120%''' conversion. |
*This effect stacks with {{M|Equilibrium}} for up to '''120%''' conversion. |
||
+ | ---- |
||
{{!}}-{{!}} |
{{!}}-{{!}} |
||
Line 316: | Line 405: | ||
Casting any ability will inspire {{WF|Octavia}} and nearby allies with her music, granting the '''Inspiration''' buff that replenishes '''1''' energy per second for '''30''' seconds. Allies within '''15''' meters will also receive the Inspiration buff. |
Casting any ability will inspire {{WF|Octavia}} and nearby allies with her music, granting the '''Inspiration''' buff that replenishes '''1''' energy per second for '''30''' seconds. Allies within '''15''' meters will also receive the Inspiration buff. |
||
*Octavia recasting any ability will also refresh the active Inspiration buff's duration. |
*Octavia recasting any ability will also refresh the active Inspiration buff's duration. |
||
+ | ---- |
||
+ | {{!}}-{{!}} |
||
+ | |||
+ | Protea= |
||
+ | {{:Dispensary|cardonly}} |
||
{{!}}-{{!}} |
{{!}}-{{!}} |
||
Line 322: | Line 416: | ||
}} |
}} |
||
− | </div> |
+ | </div><br> |
+ | |||
+ | Aside from the abilities mentioned above, there are a few others that have varying chances to drop/spawn Energy Orbs which can be picked up by anyone in a squad. |
||
+ | |||
+ | <div class="tabbertab-borderless"> |
||
+ | {{#tag:tabber| |
||
+ | Hildryn= |
||
+ | {{:Aegis Storm|cardonly}} |
||
+ | {{!}}-{{!}} |
||
+ | |||
+ | Mag= |
||
+ | {{:Pull|cardonly}} |
||
+ | {{!}}-{{!}} |
||
+ | |||
+ | Nekros= |
||
+ | {{:Desecrate|cardonly}} |
||
+ | {{!}}-{{!}} |
||
+ | |||
+ | Nezha= |
||
+ | {{:Blazing Chakram|cardonly}} |
||
+ | |||
+ | }} |
||
+ | </div><br> |
||
+ | |||
+ | While not restoring energy directly nor indirectly, {{WF|Grendel}} has the ability to increase energy gained from all sources and methods mentioned so far, this affects the Warframe itself and allies. |
||
+ | {{:Nourish|cardonly}} |
||
===Mods=== |
===Mods=== |
||
Line 330: | Line 449: | ||
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" column="3" position="center" bordersize="none" bordercolor="#FFFFFF"> |
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" column="3" position="center" bordersize="none" bordercolor="#FFFFFF"> |
||
KineticDiversionMod.png|link=Kinetic Diversion |
KineticDiversionMod.png|link=Kinetic Diversion |
||
− | |||
</gallery> |
</gallery> |
||
{{!}}-{{!}} |
{{!}}-{{!}} |
||
Line 338: | Line 456: | ||
ExothermicMod.png|link=Exothermic|{{A|Inferno}} |
ExothermicMod.png|link=Exothermic|{{A|Inferno}} |
||
PoolOfLife3.png|link=Pool of Life|{{A|Well Of Life}} |
PoolOfLife3.png|link=Pool of Life|{{A|Well Of Life}} |
||
⚫ | |||
SpectrosiphonMod.png|link=Spectrosiphon|{{A|Spectrorage}} |
SpectrosiphonMod.png|link=Spectrosiphon|{{A|Spectrorage}} |
||
+ | SpellboundHarvestMod.png|link=Spellbound Harvest|{{A|Spellbind}} |
||
⚫ | |||
</gallery> |
</gallery> |
||
{{!}}-{{!}} |
{{!}}-{{!}} |
||
Line 346: | Line 465: | ||
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" column="3" position="center" bordersize="none" bordercolor="#FFFFFF"> |
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" column="3" position="center" bordersize="none" bordercolor="#FFFFFF"> |
||
EnergyGenerator.png|link=Energy Generator|For [[Dethcube]] |
EnergyGenerator.png|link=Energy Generator|For [[Dethcube]] |
||
+ | </gallery> |
||
+ | {{!}}-{{!}} |
||
+ | |||
+ | Conclave= |
||
+ | <gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" column="3" position="center" bordersize="none" bordercolor="#FFFFFF"> |
||
+ | RelentlessAssaultMod.png|link=Relentless Assault |
||
+ | SappingReach.png|link=Sapping Reach|{{A|Pull}} |
||
+ | SurplusDiverters.png|link=Surplus Diverters |
||
</gallery> |
</gallery> |
||
{{!}}-{{!}} |
{{!}}-{{!}} |
||
Line 384: | Line 511: | ||
ExodiaBrave.png|link=Exodia Brave|{{Arcane|Exodia Brave}} |
ExodiaBrave.png|link=Exodia Brave|{{Arcane|Exodia Brave}} |
||
</gallery> |
</gallery> |
||
+ | |||
+ | ==Energy Reduction== |
||
+ | Currently, doing a [[Sortie]] mission with the ''Energy Reduction'' condition is the only way to reduce a Warframe's Total Energy capacity (this also reduces passive regeneration effects, like {{M|Energy Siphon}} and [[Focus/Zenurik|Zenurik]]'s abilities). |
||
+ | |||
+ | There are also some instances where a Warframe's energy can be expended and/or stopped from regenerating. [[Nightmare Mode]]'s ''Energy Drain'' condition slowly depletes the energy pool throughout a mission. On top of its regular effects, a {{Icon|Proc|Magnetic|Text}} [[Status Effect|proc]] will consume a considerable amount of energy over its duration and prevent any type of energy restoration. In [[Conclave]], {{M|No Current Leap}} nullifies passive energy regeneration in exchange for increased mobility. |
||
==Using Energy as Health== |
==Using Energy as Health== |
||
Line 389: | Line 521: | ||
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" column="3" position="center" bordersize="none" bordercolor="#FFFFFF"> |
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" column="3" position="center" bordersize="none" bordercolor="#FFFFFF"> |
||
GladiatorFinesseMod.png|link=Gladiator Finesse |
GladiatorFinesseMod.png|link=Gladiator Finesse |
||
− | KineticDiversionMod.png|link=Kinetic Diversion |
||
QuickThinkingNew.png|link=Quick Thinking |
QuickThinkingNew.png|link=Quick Thinking |
||
</gallery> |
</gallery> |
||
Line 395: | Line 526: | ||
These mods stop lethal damage by allowing hits to drain your energy after your [[Health]] is depleted in exchange for occasionally staggering the player. They synergize extremely well with {{M|Rage}} and {{M|Hunter Adrenaline}} since all the health drained before taking lethal damage would ensure that there is enough energy for the mods to consume. |
These mods stop lethal damage by allowing hits to drain your energy after your [[Health]] is depleted in exchange for occasionally staggering the player. They synergize extremely well with {{M|Rage}} and {{M|Hunter Adrenaline}} since all the health drained before taking lethal damage would ensure that there is enough energy for the mods to consume. |
||
− | ==Notes== |
||
− | <!-- More content to be added to this section soon --> |
||
− | {{Ver/Lu|27.3}} |
||
{{MechNav}} |
{{MechNav}} |
||
__NOTOC__ |
__NOTOC__ |
Revision as of 20:14, 6 January 2021
Energy of a Warframe is a resource used mainly to cast abilities. Warframes have 4 abilities that at base, cost up to 100 energy to cast. Almost every Warframe has their own energy-pool with varying capacities depending on the types and costs of their various abilities, with the exceptions of Hildryn, who has no energy but uses shields, and Lavos, having no energy but instead using a cooldown system.
Like health and shields, a Warframe's energy capacity scales with their rank and through the use of mods or buffs. It is also worth noting that the words "power" and "energy" are often used interchangeably by members of the community.
Increasing Energy Capacity
Mods
These are the only mods currently in the game that increase energy capacity. It is worth noting that Flow and Primed Flow cannot be used together. Auxiliary Power only works on Archwings, and Adrenaline Boost in Conclave.
Formula For Modded Energy Capacity
These mods increase the energy capacity of a Warframe with the following the formula:
So taking Volt Prime as an example, with 200 base energy and 300 max energy he will have:
- With Flow:
- With Primed Flow:
- With Primed Flow and Endurance Drift:
Buffs
The only buff currently available to increase energy capacity is Cephalon Suda's Entropy effect. Entropy will release a 25-meter AoE radial attack around the player, dealing 1000 Script error: The function "Proc" does not exist. damage and applying the Magnetic Status Effect to enemies in range, increasing damage dealt to their shields. It will also restore 25% of the player's base Energy, and provide a (base) Energy boost of +25% for 30 seconds.
Arcane Helmets
These are retired helmets that in the past used to grant increased energy capacity to their respective Warframes.
Warframe Starting Energy
Mods
These are the only mods currently in the game that increase the Starting Energy of a Warframe in their respective gamemodes (PvE and PvP, respectively).
Formula
Warframes have a fixed amount of energy that they start any mission with, and also when reviving from death. This amount of energy is calculated based on the Warframe's free mod capacity and a base value specific for each Warframe (differs even between normal and prime variants). The formula followed is:
When Preparation is equipped, the formula becomes:
Note: When entering a conduit in Sanctuary Onslaught, a Warframe's energy is reset to their respective Initial value (see below), regardless of mods or mod capacity.
Table of Initial Energies
The Initial Energy of a Warframe is given from the following table. It is still unknown whether these values are calculated off of some other attributes or simply fixed parameters for each Warframe, and are subject to change. This area of research is still very actively worked on.
Warframe | Energy Pool |
---|---|
Ash | 50 |
Ash Prime | 50 |
Atlas | 50 |
Atlas Prime | 75 |
Banshee | 100 |
Banshee Prime | 125 |
Baruuk | 150 |
Chroma | 75 |
Chroma Prime | 100 |
Ember | 75 |
Ember Prime | 75 |
Equinox | 100 |
Equinox Prime | 115 |
Excalibur | 50 |
Excalibur Prime | 100 |
Excalibur Umbra | 100 |
Frost | 50 |
Frost Prime | 50 |
Gara | 75 |
Garuda | 50 |
Gauss | 100 |
Grendel | 100 |
Harrow | 50 |
Hildryn | 0 |
Hydroid | 75 |
Hydroid Prime | 100 |
Inaros | 50 |
Inaros Prime | 50 |
Ivara | 75 |
Ivara Prime | 75 |
Khora | 75 |
Lavos | 0 |
Limbo | 100 |
Limbo Prime | 100 |
Loki | 100 |
Loki Prime | 125 |
Mag | 50 |
Mag Prime | 100 |
Mesa | 50 |
Mesa Prime | 65 |
Mirage | 125 |
Mirage Prime | 125 |
Nekros | 50 |
Nekros Prime | 75 |
Nezha | 125 |
Nidus | 50 |
Nova | 50 |
Nova Prime | 150 |
Nyx | 100 |
Nyx Prime | 150 |
Oberon | 75 |
Oberon Prime | 100 |
Octavia | 100 |
Protea | 50 |
Revenant | 50 |
Rhino | 50 |
Rhino Prime | 50 |
Saryn | 50 |
Saryn Prime | 100 |
Titania | 100 |
Titania Prime | 100 |
Trinity | 75 |
Trinity Prime | 125 |
Valkyr | 50 |
Valkyr Prime | 100 |
Vauban | 75 |
Vauban Prime | 100 |
Volt | 50 |
Volt Prime | 125 |
Wisp | 150 |
Wukong | 50 |
Wukong Prime | 65 |
Xaku | 50 |
Zephyr | 50 |
Zephyr Prime | 75 |
As of Hotfix 27.3.11 (2020-04-09), most of these values need confirmation, namely Excalibur Prime and most of regular Warframes.
Effective Energy Capacity
Casting Effective Capacity
Similarly to how one can define the concept of "Effective Health" by weighting the number of hit-points with the corresponding damage reduction, one can also define the concept of casting effective energy capacity by weighting the energy capacity using the Ability Efficiency factor:
Since casting efficiency is currently capped at 175%, the highest possible upper-bound for the casting effective energy capacity is:
Toggle Effective Capacity
Since the efficiency of toggle abilities depends also on the duration, in that case the formula becomes:
For the case where no energy is recovered and a constant rate of energy is drained, one can also consider the effective toggle duration as follows:
Due to the definition of the terms, there are many ways in-which the formula for effective toggle duration can be expressed.
Apart from toggle duration, this can be used to work out the effective duration granted per energy pick up.
Examples
Suppose a Prowling Ivara has a modded drain of 0.25 energy/sec. An orb of 50 energy would provide:
Considering the same Ivara with full energy pool of 744 capacity, she can remain in prowl for:
Restoring Energy
Energy does not naturally regenerate over time, except when the Energy Siphon aura mod is equipped by at least one member of the squad. Otherwise, energy must be restored either by picking up an Energy Orb (and Health Orbs with Equilibrium) or by a few other means. Trinity and Harrow are the two Warframes with an inherent ability to explicitly restore energy to all Warframes within the squad, and Nekros can Desecrate nearby corpses for a chance to drop more Energy Orbs. Limbo has, and grants, access to the Rift Plane, a dimension in which Warframes regenerate energy over time consistently. The Zenurik Focus tree grants the Energy Pulse and Energizing Dash abilities; the former being a passive that restores additional energy over-time when picking up Energy Orbs, and the latter being an added effect for Void Dash which makes it create a dome that restores energy over-time to all Warframes that walk through it.
Besides the Entropy effect from Cephalon Suda, the Blight effect from Red Veil also restores 25% of the player's base energy, and provides a base movement speed boost of +10% for 30 seconds. Squad Energy Restores are consumables that can grant energy to nearby teammates in varying amounts, up to 400 total. When using a Prime Warframe, moving close to a Death Orb will cause it to release a radial wave that restores 250 energy to all nearby Warframes within a small radius, this effect can only occur once per orb.
It is important to note that on most occasions, toggled abilities disable energy generation from team abilities, consumables, or passive regeneration methods. Some exceptions to this are Chroma ( Spectral Scream and Effigy) and partially Equinox ( Pacify & Provoke and Mend & Maim).
Abilities
Equinox's Passive
When Equinox collects Health Orbs, 10% of the restored amount is converted into additional Energy.
- Picking up Energy Orbs also restore Health.
- This effect stacks with Equilibrium for up to 120% conversion.
3 |
Bloodletting Garuda sacrifices her health to generate energy. Introduced in Update 24.0 (2018-11-08) |
Strength:N/A | |
Duration:N/A | |||
Range:N/A | |||
Efficiency:
18 / 22 / 30 / 40 % (energy gain) | |||
Misc:
-50% (health deducted) |
2 50 |
Kinetic Plating Generate armor plating that converts a portion of absorbed Kinetic Damage (Physical, Heat, Cold, and Blast) into Energy. Also protects Gauss from being staggered or knocked down. Damage Resistance is relative to the battery level. Introduced in Update 25.7 (2019-08-29) |
Strength:14 - 70% / 16 - 80% / 18 - 90% / 20 - 100% (damage reduction) | |
Duration:15 / 20 / 25 / 30 s (duration) | |||
Range:N/A | |||
Misc:
0.1% (battery drain per hit) |
3 25 |
Thurible Channel Harrow’s energy into the Thurible to generate a buff. Once finished, kill enemies to bestow nearby allies with bursts of energy. The more energy channeled the greater the reward for each kill. Headshots produce extra energy. Introduced in Update 21.0 (2017-06-29) |
Strength:10 / 10.83 / 12.5 / 15% (energy convert) | |
Duration:20 / 25 / 30 / 35 s | |||
Range:13 / 15 / 17 / 20 m | |||
Misc: 4.0x (headshot multiplier) |
Octavia's Passive
Casting any ability will inspire Octavia and nearby allies with her music, granting the Inspiration buff that replenishes 1 energy per second for 30 seconds. Allies within 15 meters will also receive the Inspiration buff.
- Octavia recasting any ability will also refresh the active Inspiration buff's duration.
3 75 |
Dispensary Deploys a device that generates 3 pickups after a short delay: empowered health orb, universal ammo pack and energy orb. Introduced in Update 28.0 (2020-06-11) |
Strength:10 / 15 / 20 / 25 % (extra pickup drop chance) | |
Duration:10 / 15 / 20 / 25 s | |||
Range:N/A | |||
Misc:
3 s (initial pickup drop delay) | |||
Subsumable to Helminth |
2 50 |
Energy Vampire Allies will gain energy over time when enemies are marked with Energy Vampire. Introduced in Update 4 (2012-11-02) |
Strength:15 / 17 / 20 / 25 (energy restored per pulse) 6.25% (damage percentage) ≥25% (damage health threshold) | |
Duration:5 / 6 / 7 / 9 s | |||
Range:100 m (cast range) 15 / 17 / 20 / 25 m (pulse radius) | |||
Misc:
4 (number of pulses) |
Aside from the abilities mentioned above, there are a few others that have varying chances to drop/spawn Energy Orbs which can be picked up by anyone in a squad.
4 100 +25/s +25/s/enemy +50/dodge |
Aegis Storm Take the skies and rain Balefire rockets down on the enemy. Nearby enemies are blasted into the air where they will create an Energy Orb every few seconds. When shields run out the enemies are smashed into the ground. Introduced in Update 24.4 (2019-03-08) |
Strength:100 / 125 / 150 / 200 ( Radiation damage per second) 100 / 300 / 400 / 500 ( Impact damage on deactivation) | |
Duration:N/A | |||
Range:8 / 10 / 12 / 15 m (energy field max radius) | |||
Misc: 8-18 s (energy orb drop interval) |
1 25 |
Pull Mag stuns enemies as she manifests a magnetic vortex. The vortex pulls in Polarize Shards and stunned enemies to place them directly in front of her. Introduced in Vanilla (2012-10-25) |
Strength:100 / 125 / 150 / 300 ( Magnetic damage) ? m/s (pull velocity) | |
Duration:N/A | |||
Range:15 / 20 / 22 / 25 m (target range) | |||
Misc:
6 m (radial pull) | |||
Subsumable to Helminth |
3 10 +10/corpse |
Desecrate Forces fallen enemies around you to drop additional loot. Introduced in Update 10.0 (2013-09-13) |
Strength:N/A | |
Duration:N/A | |||
Range:10 / 15 / 20 / 25 m | |||
Misc:
30% / 40% / 50% / 60% (health orb drop chance) |
2 25 |
Blazing Chakram Hurl a flaming ring that burns enemies and causes them to emit a healing blast on death. Reactivate to instantly travel to the ring's location. Introduced in Update 18.1 (2015-12-16) |
Strength:100 / 150 / 200 / 250 ( Heat damage) 400 / 600 / 800 / 1000 (boosted Heat damage) 60% / 75% / 85% / 100% (vulnerability) | |
Duration:10 / 11 / 13 / 15 s | |||
Range:N/A | |||
Misc:
50% / 65% / 80% / 100% (health orb chance) |
While not restoring energy directly nor indirectly, Grendel has the ability to increase energy gained from all sources and methods mentioned so far, this affects the Warframe itself and allies.
2 50 |
Nourish Regenerate health as Grendel absorbs nourishment from enemies in his gut. While he digests, enemies that attack or are attacked by Grendel suffer Viral Damage and energy sources provide more energy. These buffs extend to squad mates. Introduced in Update 26.0 (2019-10-31) |
Strength:20% (damage on digestion) 600 / 700 / 800 / 1000 (self heal on cast) 1.5 / 1.65 / 1.8 / 2 x (energy multiplier) 100 / 150 / 200 / 250 ( Viral damage on hit) +40% / +50% / +60% / +75% ( Viral damage buff) | |
Duration:10 / 15 / 20 / 25 s (buff duration) | |||
Range:10 / 15 / 20 / 25 m (buff radius) 12 m (splash radius) | |||
Misc:
10 ( Viral status stacks) | |||
Subsumable to Helminth |
Mods
Arcanes
Energy Reduction
Currently, doing a Sortie mission with the Energy Reduction condition is the only way to reduce a Warframe's Total Energy capacity (this also reduces passive regeneration effects, like Energy Siphon and Zenurik's abilities).
There are also some instances where a Warframe's energy can be expended and/or stopped from regenerating. Nightmare Mode's Energy Drain condition slowly depletes the energy pool throughout a mission. On top of its regular effects, a Script error: The function "Proc" does not exist. proc will consume a considerable amount of energy over its duration and prevent any type of energy restoration. In Conclave, No Current Leap nullifies passive energy regeneration in exchange for increased mobility.
Using Energy as Health
Mods
These mods stop lethal damage by allowing hits to drain your energy after your Health is depleted in exchange for occasionally staggering the player. They synergize extremely well with Rage and Hunter Adrenaline since all the health drained before taking lethal damage would ensure that there is enough energy for the mods to consume.