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Polarize Emit an energy pulse that depletes enemy shields and armor as it restores ally shields. Debris left over from the pulse becomes Polarize Shards. Nearby Polarize Shards orbit Mag and cut enemies, inflicting bleed status. Introduced in Vanilla (2012-10-25) |
Strength:250 / 300 / 350 / 400 ( True damage and shield restoration) 1x / 1.5x / 2x / 2.5x (explosion damage multiplier as Magnetic damage) | |
Duration:5 s (pulse travel time) | |||
Range:8 m (initial pulse radius) | |||
Misc:
5.9 m/s (pulse travel speed) |
Info
- Mag emits a spherical pulse of magnetic energy from herself with an initial radius of 8 meters. The pulse expands outwards for 5 seconds, at a constant rate of 5.9 meters per second, reaching a total radius of 37.5 meters. If the pulse comes into contact with an enemy that has shields, the pulse will drain up to 250 / 300 / 350 / 400 of them. If the enemy has armor, it will be permanently drained by up to 250 / 300 / 350 / 400 with the enemy additionally suffering True damage equal to the amount removed. Any allies that come into contact with the pulse will have their shields restored by up to 250 / 300 / 350 / 400.
- Shield/armor damage and shield restoration are affected by Ability Strength.
- Restores Mag's own shields, in addition to fellow Tenno, Companions, Shadows of the Dead, hostages, Specters, Sortie Tenno Operatives, static mission objectives (such as Cryopods and Excavators), hacked MOAs (spawned from MOA Cabinet Spawners), and Mind Control targets.
- Shield restore does not flow into Overshields.
- Initial radius is affected by Ability Range.
- Since the pulse starts traveling after the initial radius, this also slightly increases the total radius.
- Pulse travel time is affected by Ability Duration.
- Pulse travel speed is not affected by mods.
- Initial radius and traveled distance are summed to:
Total Radius = (1 + Ability Range) × 8 + (1 + Ability Duration) × 5 × 5.9.- With maxed Stretch and Continuity, rank-3 Polarize will have a total radius of (1 + 0.45) × 8 + (1 + 0.3) × 29.5 = 49.95 meters.
- Cast animation of 1 second is affected by Casting Speed.
- Shields must be completely drained from a target before a new Polarize cast can deplete armor as well.
- Enemies with both innate shields and armor can not have their armor drained by Polarize.
- Shield/armor damage and shield restoration are affected by Ability Strength.
- All drained enemies will produce a violent outburst of magnetic energy inflicting 100% / 150% / 200% / 250% of the drained shields or armor as Magnetic damage to all other enemies within a 2.5 / 3 / 3.5 / 4 meter radius of them.
- Explosion damage multiplier is affected by Ability Strength, and the explosion damage diminishes with distance.
- Damage bypasses obstacles in the environment.
- Explosion radius is increased by 0.5̅5 meters for each meter the pulse grows outwards after the initial radius.
- Explosion can hit objects, such as Containers and Resource Nodes.
- Enemies who have been drained are not damaged by their own explosion, but they can be damaged by nearby enemies who were also drained.
- Explosion damage multiplier is affected by Ability Strength, and the explosion damage diminishes with distance.
- All drained enemies drop one Polarize Shard that lingers for 30 seconds, with a 50% chance to drop two. These Shards are automatically picked up by Mag once she is within 3 meters of them, and will rapidly orbit her to attack enemies within 1 meter. Polarize Shards inflict 25 Slash damage and 25 Puncture damage, scaling with the total shields or armor drained, and with a guaranteed status effect.[1]
- Shard damage is affected by Ability Strength.
- Shard damage is affected by total shields or armor drained, gaining 25% of the total drained value as damage.
- Shards have 0% Critical Chance, 1.0x Critical Multiplier, and 100% Status Chance.
- Shards are weapons, and as such, can be affected by universal weapon buffs like Grendel's Nourish, and Citrine's Prismatic Gem.
- Pickup radius and orbit range are not affected by mods.
- Ability Synergy:
- Polarize's visual effects, including shards, are affected by Mag's chosen energy color.
- Casting Polarize is a One-Handed Action that can be done while performing many actions without interrupting them, including reloading, charging, shooting, and moving (either sprinting or sliding).
- Can be used in mid-air, but not while on a zipline.
Augment
- Main article: Counter Pulse
Counter Pulse is a Warframe Augment Mod for Mag's Polarize that jams enemy weapons and disables Robotic enemies for a set duration.
Counter PulseTips & Tricks
- Can be used to restore shields to stationary defense objectives such as Cryopods and Excavators.
- Explosions can damage or break objects such as Containers, Resource Nodes, Laser Plates, and Rotation Plates in the Orokin Tower, given a drained enemy was close enough to them.
- Shards can inflict high amounts of Slash procs, if used in conjunction with Magnetize they can cause immense Bleed damage.
- The damage portion of Polarize is useless in missions where enemies completely lack shields and armor.
- Due to the high base shield replenishment, using Catalyzing Shields will drop down your shields to 111 on max rank, making negative strength still fully replenish at percentages as low as 30% strength.
Maximization
This calculator feature is sunsetted on the wiki. It may not see further updates, but will be present on articles for the time being since some people still find use for them. See User blog:Cephalon Scientia/Sunsetting of Maximization Calculators for more details.
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References[]
- ↑ "Shards within 3m of Mag now orbit her, inflicting the Slash or Puncture Status Effect to nearby enemies." - Update 32.0