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+ | {{Archived|1='''Iron Jab was changed into {{A|Celestial Twin}} in {{ver|25.2}}.'''}} |
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+ | {{Successor |
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+ | |succeededby=Celestial Twin |
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+ | |succeededbysince={{ver|25.2}} |
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| cardonly = |
| cardonly = |
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| name = Iron Jab |
| name = Iron Jab |
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| cardimage = IronJab.png |
| cardimage = IronJab.png |
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| hotkey = 1 |
| hotkey = 1 |
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− | | energy = |
+ | | energy = 25 |
| description = Explode the Iron Staff to its true length, knocking down anything in its path. |
| description = Explode the Iron Staff to its true length, knocking down anything in its path. |
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| damage = 500 / 600 / 700 / 800 |
| damage = 500 / 600 / 700 / 800 |
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− | | range = |
+ | | range = 1.25 / 1.5 / 1.75 / 2 m (impact radius) |
| duration = N/A |
| duration = N/A |
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+ | | misc = 5 / 6 / 8 / 10 m (staff range) |
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| info = |
| info = |
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⚫ | *Wukong summons and extends his Iron Staff up to '''5 / 6 / 8 / 10''' meters in the direction of the HUD's targeting reticle, inflicting '''500 / 600 / 700 / 800''' {{Icon|Proc|Impact|text}} damage to a single enemy along its path. The damaged enemy is forcefully ragdolled, and enemies within '''1.25 / 1.5 / 1.75 / 2''' meters of Iron Jab's point of impact suffer a [[Knockdown|knockdown]]. |
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+ | **As an example, with a maxed {{M|Pressure Point}}, {{M|Shocking Touch}} and {{M|Intensify}}, the normal attacks of a rank-3 Iron Jab will deal<br/>{{MathText|Base Damage {{mul}} (1 + Damage Mods) {{mul}} (1 + Elemental Mods) {{mul}} (1 + Strength Mods) {{eql}}}}<br/>{{Math|800 {{mul}} (1 + 1.2) {{mul}} (1 + 0.9) {{mul}} (1 + 0.3)|mt=y}} damage. |
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+ | ***Damage (e.g., {{M|Pressure Point}}) |
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+ | ***Impact (e.g., {{M|Collision Force}}) |
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+ | ***Elemental damage (e.g., {{M|Shocking Touch}}) |
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+ | ***[[Weapon Augments|weapon augments]] (e.g., {{M|Justice Blades}}) |
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+ | ***The +100 damage from {{M|Covert Lethality}} |
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+ | ***[[Riven Mods|Riven]] |
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+ | **[[Manticore]]'s damage bonus applies to the ability. |
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+ | **Iron Jab is '''not''' affected by the equipped melee weapon's stats and innate effects, class-specific mods (e.g., {{M|Vulcan Blitz}}), or [[:Category: Acolyte Mods|Acolyte Mods]]. |
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+ | ***The only exceptions to this rule are: |
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+ | ****{{Weapon|Mire}} and its passive ability to grant '''+10%''' {{Icon|Proc|Toxin|Text}} damage, which carries over to Iron Jab. The toxin damage combines with any elemental damage from melee elemental mods. |
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+ | ****Iron Jab's damage is affected by {{Weapon|Venka Prime}}'s modified Melee Combo Counter. |
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+ | **Iron Jab hits add to the [[Melee 2.0#Combo Counter|Melee Combo Counter]]. |
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+ | *Iron Jab does '''not''' require an enemy target to be cast. |
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+ | *Enemies affected by Iron Jab are temporarily highlighted. |
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+ | *Unlike with {{A|Slash Dash}}, Iron Jab does '''not''' gain any benefits if {{A|Primal Fury}} is active. |
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+ | *Iron Jab hits can damage enemies across the [[Rift Plane]]. |
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+ | *Iron jab is affected by and can trigger [[Arcane Enhancement#Warframe Arcanes|Warframe Arcanes]]. |
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| augment = |
| augment = |
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+ | [[File:IronVaultMod.png|200px|left]] |
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+ | {{main|Iron Vault}} |
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+ | {{#lst:Iron Vault|intro}} |
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+ | {{#lsth:Iron Vault|Stats}} |
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+ | {{clr}} |
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| tips = |
| tips = |
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− | | max = |
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| bugs = |
| bugs = |
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+ | *Equipping {{Icon|Proc|Blast|text}} damage on Wukong's melee weapon will increase Iron Jab's force of impact immensely (i.e., sends enemies flying across the map) even if the damage is nonlethal. |
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− | |info = |
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+ | *The impact radius doesn't always work, sometimes affecting only the initial target. |
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⚫ | *Wukong summons and extends his Iron Staff up to '''10''' meters |
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+ | }}</onlyinclude> |
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− | |||
− | |tips = |
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− | |||
− | |max = |
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− | [[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. |
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− | *[[Maximized Power Duration]] has no positive effect on this ability. |
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− | **Reduces radius to '''?''' meters. |
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− | *[[Maximized Power Efficiency]] reduces the cost to '''?''' energy. |
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− | **Has no negative effect on this ability. |
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− | *[[Maximized Power Range]] increases radius to '''?''' meters. |
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− | **Reduces damage to '''?'''. |
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− | *[[Maximized Power Strength]] increases damage to '''?'''. |
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− | **Cost is increased to '''?''' energy. |
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− | <noinclude> |
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+ | * {{WF|Wukong}} |
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⚫ | |||
− | * [[Banshee]] |
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− | [[de:Sonar]] |
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− | [[ru:Сонар]] |
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__NOTOC__ |
__NOTOC__ |
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+ | [[de:Eiserner Stich]] |
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− | </noinclude> |
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+ | [[es:Golpe de hierro]] |
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+ | [[fr:Frappe de Fer]] |
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+ | [[Category:Warframe Abilities]] |
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+ | [[Category:Update 17]] |
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+ | [[Category:Wukong]] |
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+ | [[Category:Ability Weapons]] |
Revision as of 11:22, 18 November 2020
Please do not use this article for critical in-game information!
Iron Jab was changed into Celestial Twin in Update 25.2 (2019-06-19).
Iron Jab was changed into Celestial Twin in Update 25.2 (2019-06-19).
This article is archived.
The content was relevant to an obsolete version of Warframe, and has since been removed, retrieved, and/or revamped.
Succeeded by |
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Celestial Twin since Update 25.2 (2019-06-19) |
1 25 |
Iron Jab Explode the Iron Staff to its true length, knocking down anything in its path. Introduced in Update 17.12 (2015-11-25) |
Strength:500 / 600 / 700 / 800 | |
Duration:N/A | |||
Range:1.25 / 1.5 / 1.75 / 2 m (impact radius) | |||
Misc: 5 / 6 / 8 / 10 m (staff range) |
Info
- Wukong summons and extends his Iron Staff up to 5 / 6 / 8 / 10 meters in the direction of the HUD's targeting reticle, inflicting 500 / 600 / 700 / 800 Script error: The function "Proc" does not exist. damage to a single enemy along its path. The damaged enemy is forcefully ragdolled, and enemies within 1.25 / 1.5 / 1.75 / 2 meters of Iron Jab's point of impact suffer a knockdown.
- Damage is affected by Ability Strength and certain mods.
- As an example, with a maxed Pressure Point, Shocking Touch and Intensify, the normal attacks of a rank-3 Iron Jab will deal
Base Damage × (1 + Damage Mods) × (1 + Elemental Mods) × (1 + Strength Mods) =
800 × (1 + 1.2) × (1 + 0.9) × (1 + 0.3) = 4,347.2 damage. - Iron Jab is also affected by equipped melee mods including:
- Damage (e.g., Pressure Point)
- Impact (e.g., Collision Force)
- Elemental damage (e.g., Shocking Touch)
- weapon augments (e.g., Justice Blades)
- The +100 damage from Covert Lethality
- Riven
- Manticore's damage bonus applies to the ability.
- Iron Jab is not affected by the equipped melee weapon's stats and innate effects, class-specific mods (e.g., Vulcan Blitz), or Acolyte Mods.
- The only exceptions to this rule are:
- Mire and its passive ability to grant +10% Script error: The function "Proc" does not exist. damage, which carries over to Iron Jab. The toxin damage combines with any elemental damage from melee elemental mods.
- Iron Jab's damage is affected by Venka Prime's modified Melee Combo Counter.
- The only exceptions to this rule are:
- Iron Jab hits add to the Melee Combo Counter.
- Impact radius is affected by Ability Range, while the staff range is not.
- As an example, with a maxed Pressure Point, Shocking Touch and Intensify, the normal attacks of a rank-3 Iron Jab will deal
- Iron Jab does not require an enemy target to be cast.
- Enemies affected by Iron Jab are temporarily highlighted.
- Unlike with Slash Dash, Iron Jab does not gain any benefits if Primal Fury is active.
- Iron Jab hits can damage enemies across the Rift Plane.
- Iron jab is affected by and can trigger Warframe Arcanes.
Bugs
- Equipping Script error: The function "Proc" does not exist. damage on Wukong's melee weapon will increase Iron Jab's force of impact immensely (i.e., sends enemies flying across the map) even if the damage is nonlethal.
- The impact radius doesn't always work, sometimes affecting only the initial target.