Revision as of 02:11, 30 March 2020 by ZPPHR(Message Wall | contribs)(Aligned formulas to center for better readability when clicked on. Removed Kinetic Diversion from wrong section.)
Energy of a Warframe is a resource used mainly to power 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 exception of Hildryn which has no energy but uses shields instead.
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.
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.
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:
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.
This is the only mod currently in the game that increases the starting energy of a Warframe.
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.
View Initial Energy of Rank 30 Warframes at 0 Mod Capacity List▾▾
As of U27.3.5, most of these values need confirmation, namely Atlas and Excalibur Prime, as well as those 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).
Garuda slashes herself with her talons as she spins into the air, sacrificing up to 50% of her maximum Health to cleanse all status effects and restore up to 18% / 22% / 30% / 40% of her maximum Energy capacity. Garuda cannot reduce her health below 2 health points using Bloodletting.
Health cost is 50% of Garuda's maximum HP, including mods.
Total Energy Gain = Base Energy Gain ÷ (2 - Ability Efficiency).
Bloodletting can be cast if Garuda has less than 50% of her maximum HP remaining, but will only restore energy proportionate to the amount of HP sacrificed. For example, if she has 25% of her health left (or 50% of 50%) when Bloodletting, the energy gain will be halved.
Cannot be cast if Garuda has 2 or less health points.
This ability does not trigger health damage into energy conversion mods like Rage or Hunter Adrenaline.
This ability gains no benefits from increasing health. Having lower max health allows flat HP regeneration such as health orbs or Oberon's Renewal to generate more energy more quickly.
Synergizes with Blood Altar's continuous healing to give Garuda a near infinite supply of energy.
Despite sacrificing HP, Bloodletting is an effective way of shedding off any harmful status effects (especially slowing effects and DoT procs from Slash and Toxin damage), possibly improving her survivability better than not removing the procs.
Bloodletting is a powerful ability to combine with Helminth-infused toggled abilities that constantly drain energy, the most notable being Sevagoth's Gloom as it provides Garuda with another self-healing ability besides Blood Altar to constantly regenerate her energy reserves.
The Gloom and Bloodletting combo makes Garuda viable at completing Steel Path missions alone, including missions not normally frequented by players such as the Rathuum nodes and the Zealoid Prelate battle in Deimos.
Seeking Talons also synergize extremely well with this build as the damage-over-time of her quills also triggers Gloom healing and, subsequently, powers Bloodletting. The quills' homing ability also offers little chance for enemies to escape and can even track and hit hiding enemies, ensuring Garuda can be healed by Gloom as long as they stay within the aura.
Equipping Blood Forge and using Bloodletting allows Garuda to quickly reload otherwise slow-reloading weapons (such as the Strun, Nagantaka, Tenet Envoy and Kuva Zarr) and increase their overall DPS potential. It comes at the risk of getting struck while already losing her Health to reload, thus she should consider safeguards such as a nearby Blood Altar or equipping Quick Thinking and/or Gladiator Finesse, the mods accounting for her replenished Energy while using Bloodletting.
Slotting Azure Archon Shards for extra Energy while also equipping Quick Thinking will make Garuda deceptively durable due to the resulting increased efficiency of regaining Energy via Bloodletting.
Slotting Azure Archon Shards for extra Armor instead of extra Energy grants Garuda more effective hitpoints since Quick Thinking benefits from Armor.
If a Garuda player wishes to take advantage of the reworked passive to further amplify damage output, Helminth can replace Bloodletting with another damage-related self buff ability, such as Xaku's Xata's Whisper or Mirage's Eclipse, as these abilities synergize well with the damage buff and Garuda's own Seeking Talons, while still maintaining self-survival options with Dread Mirror and Blood Altar.
In exchange for losing this ability to generate Energy, Garuda can equip Rage or Hunter Adrenaline so she gains Energy while taking damage - which will be offset by a nearby Blood Altar.
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.
Misc:
0.1% (battery drain per hit) 1% (battery drain per second) 0.25% (battery charge per melee attack) 2 / 3 / 4 / 5 % (energy restore per hit) 50% (damage reduction cap at empty battery) 100% (damage reduction cap at full battery) 100% (Slash status chance for Mach Rush) 100% (base melee damage bonus and stagger chance from Redline)
Gauss expends 50energy to shield himself in a barrier of kinetic energy with one swift motion, protecting himself against incoming Impact, Puncture, Slash, Cold, Heat, and Blast damage types, while also becoming immune to Heat, Cold, Blast, Stagger, and Knockdown statuses for 15 / 20 / 25 / 30 seconds. While active, Kinetic Plating drains 1% battery power per second and battery power per hit received, to reduce affected damage by a minimum of 14% / 16% / 18% / 20% at empty battery, up to a maximum of 70% / 80% / 90% / 100% at full battery. 2% / 3% / 4% / 5% of incoming damage is converted into extra Energy for Gauss. Melee attacks while Kinetic Plating is active will restore 0.25% battery. Kinetic Plating deactivates on duration end or by manually pressing the ability key again (default 2 ).
Damage reduction is calculated as: Min Damage Reduction + (Max Damage Reduction - Min Damage Reduction) × Current Battery Level
For example, with Kinetic Plating at rank 3, 100% Ability Strength, and battery level at 80%, the damage reduction will be: 20% + (100% - 20%) × 80% = 84%
Battery drain per second, battery drain per hit, energy restore per hit, and battery charge per melee attack are not affected by Mods.
Both damage reduction and energy restoration still function even when the battery is empty.
Energy restoration is calculated before all damage mitigation.
Ability Synergy:
While Kinetic Plating is active, it adds 100%Slash damage to Mach Rush's shockwave, and makes it inflict a Slash proc on enemies caught in the explosion radius.
While the battery level is boosted during Redline, Kinetic Plating also grants Gauss a 100% base melee damage bonus and 100% chance to stagger enemies on hit.
Tips & Tricks
Kinetic Plating stacks and synergizes well with Adaptation.
Kinetic Plating provides initial protection while Adaptation builds up damage resistance from 0% to 90%.
Though Kinetic Plating's damage resistance can reach 100% at full battery, it cannot cover all damage type and the battery wouldn't be full for most of the time.
On the other hand, Adaptation can reduce only one damage type for each particular attack.
Kinetic Plating stacks with Hunter Adrenaline and, when combined, can quickly restore energy while under heavy fire.
Kinetic Plating synergizes well with Quick Thinking as it reduces energy drain upon fatal hit, and also compensates with its energy restoration.
Kinetic Plating does not require high Ability Strength to be viable as its damage reduction is primarily scaled with battery level.
Damage reduction will be 84% with 100% Ability Strength at 80% battery level.
This can be scaled up to 90%, which requires 250% Ability Strength.
However, at full battery, damage reduction will reach 100% if Ability Strength is 100% or more.
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.
Pressing the ability key again (default 3 ) or running out of energy stops the channeling, causing the thurible to generate an aura of incense around Harrow with a radius of 13 / 15 / 17 / 20 meters that lasts for 20 / 25 / 30 / 35 seconds. While active, each enemy killed by Harrow restores the charged amount of energy to Harrow and all allies inside his aura; if an enemy is killed by headshot, the amount of energy restored per player is multiplied by 4.
Energy per kill uses the following expression when accounting for Ability Strength and Ability Efficiency: Energy Per Kill = 1 + [Energy Channeled × 15% ÷ (2 - Ability Efficiency)] × Ability Strength
With a maxed Intensify and maxed Streamline, draining 25 energy will yield 1 + [25 × 15% ÷ (2 - 130%)] × 130% = 7.9643 energy per kill and ~7.9 × 4 = 31.8 energy per headshot kill.
Enemies killed anywhere by Harrow using ranged and melee weapons will reward energy; weapons with deployables such as the Zenistar are also eligible to reward energy from indirect kills.
Players using toggled abilities that drain energy per second can not gain energy from Thurible.
While channeling energy into the thurible, the current amount of energy per kill is displayed to the right of the aiming reticle. The color of the text and stylized art are affected by Harrow's chosen Warframe energy color.
Thurible's buff icon is displayed beside the shield and health indicators on the HUD, with the amount of energy per kill indicated below the buff icon.
Upon killing an enemy via body-shot or headshot, a brief message displays above the ability icons indicating the total amount of energy restored per kill or per headshot kill.
Channeling Thurible is a two-handed upper body animation that disables weapon use, casting other abilities and Pickups collection, but allows player movement and parkour Maneuvers.
Can be recast while aura is active to channel energy. Channeling ends the previous instance of Thurible.
While active, Harrow is surrounded in a glow of energy and his incense aura is constantly visible to all players. Both visual effects are affected by his chosen Warframe energy color.
Warding Thurible is a Warframe Augment Mod for Harrow that reduces damage taken by allies within Thurible's range when channeled, and grants extra energy charge if those Allies are hit.
While channeling Thurible, you can still move and use parkour maneuvers such as roll, slide, bullet jump, aim glide, wall hop and wall cling to evade incoming enemy attacks.
Mod for Ability Strength and Ability Efficiency to increase the conversion rate per energy point spent. Natural Talent and Speed Drift greatly increase the speed at which each energy point is drained.
Flow (and Primed Flow) synergize with this ability. Higher maximum energy allows you to channel even stronger buffs, at the cost of longer channeling time.
Use Condemn to stop enemies in their tracks, allowing for easy headshot kills to maximize energy gain.
When under heavy fire, channel Thurible while under the protection of Covenant to guarantee your safety.
Dark energy colors can greatly improve visibility for long range shooting due to Thurible's incense aura being constantly visible to you and your team.
However, lighter energy colors can allow teammates to spot the area of effect at a glance and rally to your position for energy restoration.
This is most likely a bug, but channeling the Thurible allows Harrow to use his melee with a Gravimag deployed Arch-Gun.
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.
Trinity expends 50energy to extract pure energy from a single enemy target within 100 meters. The target is incapacitated in place, glows bright blue and emits 4 energy pulses over 5 / 6 / 7 / 9 seconds. Each energy pulse restores 10 / 15 / 20 / 25 energy points to Trinity and allied Warframes within a radius of 15 / 17 / 20 / 25 meters, while the target is constantly Staggered. During this time, 6.25% of the target's current health is dealt to it as True Damage each pulse, bypassing the target's Shields. If the target's health drops, or is already, below 25% of its maximum value the target will instead be dealt 6.25% × 25% = 1.5625% of the its maximum health as True Damage each pulse.
If a marked target dies, all remaining pulses are released at once.
Pulses are emitted at every quarter of the duration, the first occurring immediately on cast. The final pulse occurs when three-quarters of the duration has elapsed.
Increasing Ability Duration will cause the pulses to take longer to come out, while decreasing Ability Duration quickens the pulses.
The 6.25% damage percentage is applied to either the target's remaining health or to 25% of its maximum health - whichever is greater at the time of each pulse. Each energy pulse inflicts at least 5True damage if the resulting damage is below 5 damage points.
Cast time of 1.2 seconds is affected by Casting Speed.
The pulses' stagger will not interrupt the attacks of heavy enemy units. It also does not affect enemies immune to stagger, such as Grineer Rollers, Corpus Ospreys, or certain bosses.
Energy Vampire cannot be recast on the same target until its duration has expired.
Energy Vampire cannot be cast on invulnerable targets.
If Energy Vampire is cast on a Manic during its vulnerable phase, pulses can continue through its invulnerable phase.
Players with channeled abilities active do not gain energy from Energy Vampire.
Players channeling Effigy and Mend & Maim still do benefit from Energy Vampire.
Casting Energy Vampire on a weak enemy and killing it will grant players a quick burst of energy.
While increased duration slows energy gain by spreading the pulses over a longer period, killing the target quickly negates this penalty, allowing Trinity's other abilities to benefit from increased duration.
Decreasing Energy Vampire's duration via Corrupted Mods will quicken the energy restoration at the cost of a shortened span of stagger control per cast.
With a maxed Transient Fortitude and Fleeting Expertise, a rank-3 Energy Vampire will trigger all four pulses over 1.125 seconds, staggering the target only once at most.
A low duration build will allow Trinity to cast Energy Vampire multiple times on a single target, providing a large source of energy and quickly dealing true damage.
If used on Grineer Latchers, the Latcher will not be destroyed by the pulses and Energy Vampire can be cast upon it repeatedly for more energy. The effect will stop if it latches onto a player.
Energy Vampire can be used on Sortie Bosses to make quick work of them, as it deals percentage based damage.
Bugs
If Energy Vampire is cast on a Shockwave MOA readying to stomp the ground, it will still produce a shockwave and won't be stunned.
In Corpus levels, if the player targets something outside of the above-mentioned target tracking range, the nearest turret (and possibly cameras) will be targeted.
If Energy Vampire is cast on an Eidolon Vomvalsyt, it will not emit the remaining energy pulses if their physical form is destroyed before the effect wears off.
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.