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(Collaborative testing with User:rngd)
(Some follow-up in regards to tested stuff)
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| strength = 250 / 300 / 350 / 400 (damage)<br>1x / 1.5x / 2x / 2.5x (damage multiplier)
 
| strength = 250 / 300 / 350 / 400 (damage)<br>1x / 1.5x / 2x / 2.5x (damage multiplier)
 
| duration = 2 / 3 / 4 / 5 s (pulse travel time)
 
| duration = 2 / 3 / 4 / 5 s (pulse travel time)
| range = 5 / 6 / 7 / 8 m (explosion radius)<br> 5 / 6 / 7 / 8 m (bonus initial radius)
+
| range = 5 / 6 / 7 / 8 m (initial and<br>explosion radius)
| misc = 1 m (base initial radius)<br> 7.5 m/s (pulse travel speed)
+
| misc = 5.9 m/s (pulse travel speed)
 
| cardonly = {{{1|}}}
 
| cardonly = {{{1|}}}
   
 
|info =
 
|info =
*Mag produces a pulse of magnetic energy with a base radius of '''8''' meters that expands outwards over '''2 / 3 / 4 / 5''' seconds at constand a speed of '''5.9''' m/s up to '''29.5''' meters away from the starting radius ('''37.5''' meters total radius). If the enemy has [[shield]]s, the pulse deals '''250 / 300 / 350 / 400''' damage to it. If the enemy has [[armor]], the armor value gets reduced by '''250 / 300 / 350 / 400''' and the enemy additionally suffers [[Finisher]] Damage equal to the armor removed. Additionally, allies' shields are restored by '''250 / 300 / 350 / 400''' if they are present within the total radius of the ability.
+
*Mag produces a pulse of magnetic energy with an initial radius of '''5 / 6 / 7 / 8''' meters that expands outwards over '''2 / 3 / 4 / 5''' seconds at a constant speed of '''5.9''' meters per second for a '''37.5''' meters total radius. If the enemy has [[shield]]s, the pulse deals '''250 / 300 / 350 / 400''' damage to it. If the enemy has [[armor]], the armor value gets reduced by '''250 / 300 / 350 / 400''' and the enemy additionally suffers [[Finisher]] Damage equal to the armor removed. Additionally, allies' shields are restored by '''250 / 300 / 350 / 400''' if they are present in the initial radius or come in contact with the pulse.
 
**Shield/armor damage and shield restoration are affected by [[Ability Strength]].
 
**Shield/armor damage and shield restoration are affected by [[Ability Strength]].
**Base radius is affected by [[Ability Range]] while bonus radius is '''not'''.
+
**Initial radius is affected by [[Ability Range]].
  +
***Since the wave starts traveling ''after'' the initial radius, this also slightly increases the total radius.
**Pulse travel time and distance are affected by [[Ability Duration]].
+
**Pulse travel time is affected by [[Ability Duration]].
  +
**Initial radius and traveled distance are summed to:<br>{{MathText|Total Radius {{Eql}} (1 + Ability Range) {{Mul}} 8 + (1 + Ability Duration) {{Mul}} 5 {{Mul}} 5.9}}.
  +
***With maxed {{M|Stretch}} and {{M|Continuity}}, rank-3 Polarize will have a total radius of {{MathText|(1 + 0.45) {{Mul}} 8 + (1 + 0.3) {{Mul}} 29.5 {{Eql}} 49.95}} meters.
 
**Wave speed is '''not''' affected by mods.
 
**Wave speed is '''not''' affected by mods.
 
**Cast animation of '''1''' second is affected by {{M|Natural Talent}} or {{M|Speed Drift}}.
 
**Cast animation of '''1''' second is affected by {{M|Natural Talent}} or {{M|Speed Drift}}.
 
**Shields must be completely drained from a target before armor depletion can take effect.
 
**Shields must be completely drained from a target before armor depletion can take effect.
**Restores Mag's own shields, in addition to fellow [[Tenno]], [[Companions]], [[Shadows of the Dead]], [[Rescue|hostages]], [[specter]]s, [[Sortie#Mission Conditions|Sortie]] Tenno operatives, static mission objectives (such as [[Defense|Cryopod]]s and [[Excavator]]s), and hacked MOAs spawned from [[MOA Cabinet Spawner]]s, as well as [[Mind Control]]led targets.
+
**Restores Mag's own shields, in addition to fellow [[Tenno]], [[Companions]], [[Shadows of the Dead]], [[Rescue|hostages]], [[Specter]]s, [[Sortie#Mission Conditions|Sortie]] Tenno operatives, static mission objectives (such as [[Defense|Cryopod]]s and [[Excavator]]s), and hacked MOAs spawned from [[MOA Cabinet Spawner]]s, as well as [[Mind Control]]led targets.
 
**If an armored enemy is the target of [[Magnetize]], the finisher damage is multiplied by '''200%'''. This does '''not''' affect enemies inside Magnetize that are not target of a cast.
 
**If an armored enemy is the target of [[Magnetize]], the finisher damage is multiplied by '''200%'''. This does '''not''' affect enemies inside Magnetize that are not target of a cast.
 
***This multiplier is affected by [[Power Strength]].
 
***This multiplier is affected by [[Power Strength]].

Revision as of 14:32, 13 February 2018

PolarizeModx256 Polarize130xWhite
3
EnergyOrb75
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)

AbilityStrengthBuff Strength:250 / 300 / 350 / 400 (damage)
1x / 1.5x / 2x / 2.5x (damage multiplier)
AbilityDurationBuff Duration:2 / 3 / 4 / 5 s (pulse travel time)
AbilityRangeBuff Range:5 / 6 / 7 / 8 m (initial and
explosion radius)

Misc: 5.9 m/s (pulse travel speed)

Info

  • Mag produces a pulse of magnetic energy with an initial radius of 5 / 6 / 7 / 8 meters that expands outwards over 2 / 3 / 4 / 5 seconds at a constant speed of 5.9 meters per second for a 37.5 meters total radius. If the enemy has shields, the pulse deals 250 / 300 / 350 / 400 damage to it. If the enemy has armor, the armor value gets reduced by 250 / 300 / 350 / 400 and the enemy additionally suffers Finisher Damage equal to the armor removed. Additionally, allies' shields are restored by 250 / 300 / 350 / 400 if they are present in the initial radius or come in contact with the pulse.
    • Shield/armor damage and shield restoration are affected by Ability Strength.
    • Initial radius is affected by Ability Range.
      • Since the wave starts traveling after the initial radius, this also slightly increases the total radius.
    • Pulse travel time is affected by Ability Duration.
    • Initial radius and traveled distance are summed to:
      Total Radius = (1 + Ability Range) × 8 + (1 + Ability Duration) × 5 × 5.9.
      • With maxed Mod TT 20px Stretch and Mod TT 20px Continuity, rank-3 Polarize will have a total radius of (1 + 0.45) × 8 + (1 + 0.3) × 29.5 = 49.95 meters.
    • Wave speed is not affected by mods.
    • Cast animation of 1 second is affected by Mod TT 20px Natural Talent or Mod TT 20px Speed Drift.
    • Shields must be completely drained from a target before armor depletion can take effect.
    • 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), and hacked MOAs spawned from MOA Cabinet Spawners, as well as Mind Controlled targets.
    • If an armored enemy is the target of Magnetize, the finisher damage is multiplied by 200%. This does not affect enemies inside Magnetize that are not target of a cast.
  • All enemies with shields or armor within the initial radius, or that come in contact with the expanding pulse, will produce a violent outburst of magnetic energy inflicting 100% / 150% / 200% / 250% of the drained shields or armor as Script error: The function "Proc" does not exist. damage to all other enemies within a 5 / 6 / 7 / 8 meter radius of each drained target.
    • Damage multiplier is affected by Ability Strength, and the explosion damage diminishes with distance.
    • Explosion radius is affected by Ability Range.
    • Enemies who have been drained are not damaged by their own explosion, but they can be damaged by nearby enemies who were also drained.
  • Drained enemies drop one or two shards that store 50 damage each that will be absorbed by Magnetize if the shard contacts it.
    • Stored damage is unaffected by Power Strength or amount drained.
    • Shards will not get used up when touching a Magnetize bubble and will instead float around in it and drop to the ground after the bubble ends. They despawn 30 seconds after their creation.
  • 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

CounterPulseMod
Main article: Counter Pulse

Counter Pulse is a Warframe Augment Mod for MagIcon272 Mag's Polarize130xWhite Polarize that jams enemy weapons and disables Robotic enemies for a set duration.

Counter Pulse

Tips & Tricks

  • Can be used to restore shields to the Cryopod, Cryocore, Excavator in an Excavation mission or an Artifact in a Defense mission.
  • Can break reinforced glass in Corpus Ships and Laser Plates/Rotation Plates on Orokin Tower laser traps, given an enmy with shields/armor is near them and was affected by Polarize.
  • Useless against Flesh.

Expand/Collapse

See Also