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For the Operator weapon component, see Amp.


PrismModx256 Prism130xWhite
4
EnergyOrb50
+10/s
Prism

Fires an energy prism that shoots lasers in all directions. Activating again detonates the prism, blinding nearby foes.


Introduced in Update 14.0 (2014-07-18)

AbilityStrengthBuff Strength:80 / 120 / 170 / 250 (baseDmgRadiationSmall64 Radiation damage)
AbilityDurationBuff Duration:12 s (prism duration)
7 / 10 / 12 / 15 s (blind duration)
AbilityRangeBuff Range:15 / 20 / 25 / 30 m (laser target seeking range)
8 / 12 / 15 / 25 m (blind radius)

Misc: 10 / 13 / 16 / 20 (lasers)
5 m·s-1 (speed)
2s-1 (tick rate)

Info

  • Mirage generates a prism in her hands and launches it outward at a speed of 5 meters per second. The prism is armed with 10 / 13 / 16 / 20 lasers that track and damage enemies within 15 / 20 / 25 / 30 meters. Each laser can apply damage ticks that occur once every 0.5 seconds, and the prism lasts for 12 seconds. Additionally, Prism gains an constantly stacking and additive damage bonus up to +100% for each tick of damage dealt depending on the luminosity of Mirage's surroundings. Each laser inflicts a base damage of 80 / 120 / 170 / 250 DmgRadiationSmall64 Radiation damage per tick that then is multiplied by the said bonus.
    • Base laser damage is affected by Ability Strength, but the number of lasers is not.
    • Lasers have a great quantity of finite range; Possibly 100 or 250 meters.
    • Lasers will apply damage ticks to anything in their path.
      • Non targeting or stray lasers will apply damage ticks to enemies caught in their path and make contributions to the stored damage bonus.
    • Prism's damage scaling is affected by environmental lighting at Mirage's position, scaling between an stacking additive bonus from +0% to +100% per damage tick dependent on the local light intensity.
    • Damage multiplier comprises of two components: Stored damage bonus and damage bonus to be stored.
      • Stored damage bonus is the summation of all previous damage bonuses to be stored.
      • Damage bonus to be stored is +100% multiplied by the luminosity value of Mirage's surroundings.
        • Luminosity value is an inclusive lower bound and inclusive upper bound range of 0 to 1.
    • The Prism itself does not count as a source of light despite being visually bright and glowing.
      • If standing near the Prism in a dark environment with a luminosity value of 0, luminosity value will be continue to be 0.
      • It is unknown as to how the luminosity value is exactly calculated, but it is possible that in an area with a Luminosity value of 1, Eclipse might not attain maximum damage.
        • Likewise, in a dark environment that allows Eclipse to attain maximum damage resistance, Luminosity value may still be above 0.
      • Damage per tick can be calculated as follows:

Base damage * Ability Strength * (1 + Stored damage bonus + Damage bonus to be stored) or Base damage * Ability Strength * (1 + Stored damage bonus + 1 * Luminosity of Mirage's surroundings)

After a damage tick, Damage bonus to be stored is added to Stored damage bonus.

      • If a Mirage with 100% Ability Strength were to cast Prism and is standing in an area with maximum luminosity, the first damage tick will be as follows:

250 * 1 * (1 + 0 + 1 * 1) = 500 Afterwards, the stored damage bonus will have the damage bonus to be stored value added to it. (0 + 1 = 1)

        • The second damage tick will deal:

250 * 1 * (1 + 1 + 1 * 1) = 750 The stored damage bonus will then add the value of the damage bonus to be stored. (1 + 1 = 2)

        • The third damage tick will deal:

250 * 1 * (1 + 2 + 1 * 1) = 1000 and so on.

    • The damage increase from environmental lighting is unaffected by Ability Strength and is capped at +100% under bright lighting conditions.
    • Prism's stored damage bonus is maintained throughout the prism's lifetime and is increased with each damage tick in which Mirage is standing in an area with sufficient luminosity.
      • Stored damage bonus is lost when Prism's duration expires or is manually detonated by the player
      • When in a sufficiently dark environment, damage per tick is maintained and will not increase or decrease.
        • Luminosity threshold for a +0% damage bonus is lower to that of Eclipse. An environment that is considered to be dark by Eclipse may be bright enough for Prism's damage bonus to grow.
      • Damage ticks from multiple lasers are not calculated simultaneously but instead sequentially, so multiple enemies being targeted by lasers will not each receive the same quantity of damage each but instead will each receive ever increasing amounts of damage for every damage tick if Mirage is standing in an area with sufficient luminosity.
        • If a Mirage with 100% ability strength and 100% ability range were to cast Prism towards two enemies that are both 20 meters away from her, the first four damage ticks that occur from the lasers will be 500, 750, 1000, and 1250, instead of 500, 500, 750, 750 if damage ticks were to be applied simultaneously.
        • This allows Prism's damage to scale extremely quickly when cast into a large group of enemies when Mirage is standing in an area with sufficient luminosity.
          • With 20 lasers each capable of dealing one damage tick every 0.5 seconds, Prism's highest damage tick can be calculated as follows:

250 * ability strength * (1 + 20 lasers * 2 damage ticks per second per laser * 12 seconds base ability duration * ability duration)

            • A Mirage with 100% Ability Strength and 100% Ability Duration will have a maximum damage tick of: 250 * 1 * (1 + 20 * 2 * 12 * 1) = 120,250
            • Maximum total lifetime damage dealt would be calculated as follows:

              • A Mirage with 100% Ability Strength and 100% Ability Duration that casts Prism while standing in a maximum Luminosity environment can deal up to 28,980,000 Radiation damage from Prism alone.
            • If one wishes to know how much maximum cumulative damage could have been dealt so far based on damage ticks alongside a fixed Luminosity, the equation is as follows:

      • Roar applies a separate and unique damage bonus that is multiplicative to Prism's laser damage.
    • Lasers do not bypass obstacles or entities in the environment.
    • DmgRadiationSmall64 Radiation damage is effective against Alloy Armor, Robotic, and Infested Sinew, but less effective against Shielded, Infested, and Fossilized.
    • Prism duration is affected by Ability Duration.
    • Laser target seeking range is affected by Ability Range.
    • Lasers will target in-range enemies that are not already being targeted by a laser.
      • Seeking lasers are still blocked by obstacles and enemies. A single enemy can be damaged by multiple lasers if standing in the path of lasers that are targeting enemies behind them.
    • Enemies have a small chance to be staggered on each hit from the lasers.
    • Initial laser orientation with each cast of Prism appears to mostly random
    • Lasers will maintain their vertical angle after changing position when there are no enemies to target.
      • If the prism were to pass by above a large quantity of enemies (at least 20) within laser seeking range, the lasers will continue to point downwards after the enemies are all destroyed or no longer within laser seeking range.
      • Laser horizontal angle does not appear to be maintained. Lasers will distance themselves seemingly and almost equidistant from each other horizontally after movement from targeting an enemy and are currently not targeting anything.
  • Prism drains 10 energy per second; it will remain active so long as the ability duration remains, and Mirage has energy. Prism will end if Mirage runs out of energy, if the ability duration ends, or if deactivated by pressing the ability key again (default 4 ).
  • When the ability is deactivated, the prism will explode in a bright flash of light that blinds enemies that have line of sight to the prism within 8 / 12 / 15 / 25 meters for 7 / 10 / 12 / 15 seconds.
    • Blind duration is affected by Ability Duration.
    • Blind radius is affected by Ability Range.
    • Blind requires direct line of sight from enemies to the prism. Obstacles and other entities can shield enemies from the blind.
      • An enemy standing directly behind another enemy might not be blinded if the Prism is directly detonated in front of the former.
      • If trying to blind a group of enemies, it is advised to detonate Prism at an elevation above them but still within range in order to successfully blind all of them.
      • Blinded enemies will be initially staggered for a short duration around 1 - 3 seconds and will have a sparkling fx around the eyes. Afterwards, a black hazy mist fx will be around their eyes and they will be able to move about unimpeded but will still be incapable of hostile actions such as attacking the player until the duration of the blind runs out.
        • Enemies will have their alerted state gradually decline as well.
    • Blind can be refreshed
  • The direction of the prism's trajectory depends on where the HUD's targeting reticle is positioned when the prism is released. The prism's trajectory is not altered by gravity and will bounce off of surfaces in its path.
  • Prism is not spawned from Mirage's location but is instead spawned slightly in front of Mirage.
    • If standing in front of a sufficiently thick and tall object or wall, Prism may detonate/fail prematurely if spawned within the said object or wall.
      • Prism will bounce back and emerge from within the object or wall if the cast does not fail.
      • Energy cost is not refunded for a failed cast.
  • Prism passes through enemies and entities but may bounce backwards if the prism is spawned inside of them.
    • When Prism passes through an enemy, a burst of damage ticks will occur due to the many lasers making contact from inside the enemy.
  • Holograms created from HallOfMirrors130xWhite Hall of Mirrors cannot create prisms but will mimic Mirage's body movement during the casting delay.
  • Casting delay of ~2 seconds.

Augment

PrismGuardMod
Main article: Prism Guard

Prism Guard is a Warframe Augment Mod for MirageIcon272 Mirage's Prism130xWhite Prism in PvE and Conclave that causes the prism to follow above her.

Prism Guard

Maximization

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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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Bugs

  • Prism's search lasers will target Sentinels but deal no damage.
  • When cast repeatedly, a second prism can remain floating indefinitely.

Expand/Collapse

See Also[]

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