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*Ivara projects her consciousness into a projectile fired from any weapon or ability she uses, switching the camera perspective from the Warframe to the controlled projectile. Ivara becomes invisible while Navigator is active. |
*Ivara projects her consciousness into a projectile fired from any weapon or ability she uses, switching the camera perspective from the Warframe to the controlled projectile. Ivara becomes invisible while Navigator is active. |
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**Clicking the fire button (default {{Key|LMB}}) will accelerate the projectile, while pressing aim (default {{Key|RMB}}) will slow it down. The projectile's direction can be steered by the HUD's targeting reticle. |
**Clicking the fire button (default {{Key|LMB}}) will accelerate the projectile, while pressing aim (default {{Key|RMB}}) will slow it down. The projectile's direction can be steered by the HUD's targeting reticle. |
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− | ** |
+ | **Navigator can take control of a projectile fired after casting, or it can be cast afterwards to take control of a projectile already in flight. Control is lost upon the projectile impacting an object or enemy, Ivara's energy being depleted, or if the ability is manually deactivated by pressing the ability key again (default {{Key|2}}). |
− | ** |
+ | **A ring of flashing lights will be displayed around the HUD's targeting reticle if Navigator is cast before firing a projectile, indicating the next projectile fired will be controlled by the ability. The ability icon in the HUD will also display an ellipsis until a projectile is fired. |
**Projectiles refer to any shot with a physical presence and travel time. Weapons that use projectiles include bows, launchers, throwing knives, bolt-firing weapons, and thrown melee weapons using charge attacks. Navigator does '''not''' affect hitscan and continuous weapons. |
**Projectiles refer to any shot with a physical presence and travel time. Weapons that use projectiles include bows, launchers, throwing knives, bolt-firing weapons, and thrown melee weapons using charge attacks. Navigator does '''not''' affect hitscan and continuous weapons. |
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*As the projectile is controlled, its total damage increases by an additional '''25% / 50% / 75% / 100%''' per second up to a maximum damage multiplier of '''200% / 300% / 400% / 500%'''. |
*As the projectile is controlled, its total damage increases by an additional '''25% / 50% / 75% / 100%''' per second up to a maximum damage multiplier of '''200% / 300% / 400% / 500%'''. |
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**Maximum damage multiplier is affected by [[Power Strength]]. |
**Maximum damage multiplier is affected by [[Power Strength]]. |
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− | **While a projectile is affected by Navigator, its damage multiplier can be viewed on the ability icon in the HUD. The values are displayed as multipliers rounded to the nearest tenth as opposed to percentages (e.g., a damage |
+ | **While a projectile is affected by Navigator, its damage multiplier can be viewed on the ability icon in the HUD. The values are displayed as multipliers rounded to the nearest tenth as opposed to percentages (e.g., a damage multliplier of 500% is displayed as "5.0x" in the HUD). |
**Damage multiplier growth is affected by [[Power Duration]]. |
**Damage multiplier growth is affected by [[Power Duration]]. |
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**The multiplier growth uses the following expression when accounting for Power Duration: {{MathText|Modified Multiplier Growth {{eql}} Multiplier Growth {{div}} (1 + Power Duration)}}. With a maxed [[Continuity]], a rank-3 Navigator will have a multiplier growth equal to {{MathText|1 {{div}} 1.3 {{eql}} ~76.9%}} per second. |
**The multiplier growth uses the following expression when accounting for Power Duration: {{MathText|Modified Multiplier Growth {{eql}} Multiplier Growth {{div}} (1 + Power Duration)}}. With a maxed [[Continuity]], a rank-3 Navigator will have a multiplier growth equal to {{MathText|1 {{div}} 1.3 {{eql}} ~76.9%}} per second. |
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− | *Navigator only consumes energy when a projectile is fired after activating the ability or when Navigator takes control of a projectile in flight. Navigator will also drain '''3''' energy per second which increases by an additional '''2''' energy per second for every second a projectile is actively controlled |
+ | *Navigator only consumes energy when a projectile is fired after activating the ability or when Navigator takes control of a projectile in flight. Navigator will also drain '''3''' energy per second which increases by an additional '''2''' energy per second for every second a projectile is actively controlled. |
**Energy cost is affected by [[Power Efficiency]], and the initial energy drain and energy drain growth are affected by Power Efficiency and [[Power Duration]]. |
**Energy cost is affected by [[Power Efficiency]], and the initial energy drain and energy drain growth are affected by Power Efficiency and [[Power Duration]]. |
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**The energy drain growth accelerates the energy drain while a projectile is actively controlled. As an example, Navigator's energy drain will be equal to 3 energy per second the instant a projectile becomes influenced by the ability. If the projectile is controlled for a total of 5 seconds, the energy drain will have increased to {{MathText|3 + 2 {{mul}} 5 {{eql}} 13}} energy per second. |
**The energy drain growth accelerates the energy drain while a projectile is actively controlled. As an example, Navigator's energy drain will be equal to 3 energy per second the instant a projectile becomes influenced by the ability. If the projectile is controlled for a total of 5 seconds, the energy drain will have increased to {{MathText|3 + 2 {{mul}} 5 {{eql}} 13}} energy per second. |