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** Damage bypasses obstacles in the environment, and affected enemies suffer a [[Knockdown]].
 
** Damage bypasses obstacles in the environment, and affected enemies suffer a [[Knockdown]].
 
** Enemies that can be knocked down will be lifted into the air and begin their fall animation at the regular animation speed a split second before the slow initiates. The animation will complete as soon as the slow duration ends.
 
** Enemies that can be knocked down will be lifted into the air and begin their fall animation at the regular animation speed a split second before the slow initiates. The animation will complete as soon as the slow duration ends.
** Slow duration is '''not''' affected by [[Power Duration]].
+
** Stasis duration is affected by [[Power Duration]].
 
** Radius is affected by [[Power Range]].
 
** Radius is affected by [[Power Range]].
 
** This second instance of damage suffers by a small time delay that depends on how many enemies are affected within its range. This is due to the processing of the actual game, as enemies are being considered to be affected for stun and damage within the vicinity (e.g., 15+ enemies = 1 second delay, 25+ enemies = 2 second delay).
 
** This second instance of damage suffers by a small time delay that depends on how many enemies are affected within its range. This is due to the processing of the actual game, as enemies are being considered to be affected for stun and damage within the vicinity (e.g., 15+ enemies = 1 second delay, 25+ enemies = 2 second delay).
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|max =
 
|max =
 
[[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.
 
[[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.
*[[Maximized Power Duration]] has no positive effect on this ability.
+
*[[Maximized Power Duration]] increases the stasis duration to '''22.56''' seconds.
**Reduces radius to '''8.5''' meters.
+
**Reduces the radius to '''8.5''' meters.
*[[Maximized Power Efficiency]] reduces cost to '''25''' energy.
+
*[[Maximized Power Efficiency]] reduces the cost to '''25''' energy.
  +
**Reduces the stasis duration to '''3.2''' seconds.
**Has no negative effect on this ability.
 
*[[Maximized Power Range]] increases radius to '''58.75''' meters.
+
*[[Maximized Power Range]] increases the radius to '''58.75''' meters.
**Reduces damage to '''320'''.
+
**Reduces the damage to '''320'''.
*[[Maximized Power Strength]] increases damage to '''2272'''.
+
*[[Maximized Power Strength]] increases the damage to '''2272'''.
**Increases cost to '''155''' energy.
+
**Increases the cost to '''155''' energy.
  +
**Reduces the stasis duration to '''5.8''' seconds.
 
}}
 
}}
 
<noinclude>
 
<noinclude>

Revision as of 22:28, 25 June 2015

RhinoStompModx256 RhinoStomp130xWhite
4
EnergyOrb100
Rhino Stomp

Rhino stomps with force sufficient to disrupt time, tumbling enemies around him in stasis.


Introduced in Vanilla (2012-10-25)

AbilityStrengthBuff Strength:150 / 300 / 500 / 800 (damage)
80% / 90% / 95% / 97.5% (slow)
AbilityDurationBuff Duration:3 / 4 / 5 / 8 s
AbilityRangeBuff Range:15 / 18 / 22 / 25 m

Info

  • Rhino stomps the ground with tremendous force, immediately dealing 150 / 300 / 500 / 800 Script error: The function "Proc" does not exist. damage in a small area of effect.
    • Burst damage is affected by Power Strength.
    • Damage diminishes with distance and is increased by body-part multipliers.
  • After a short delay, 150 / 300 / 500 / 800 Script error: The function "Proc" does not exist. damage is inflicted to all enemies within a radius of 15 / 18 / 22 / 25 meters. Affected enemies will have their attack/movement speed reduced by 80% / 90% / 95% / 97.5%[1] over a duration of 3 / 4 / 5 / 8 seconds.
    • Damage is affected by Power Strength and does not diminish with distance.
    • Damage bypasses obstacles in the environment, and affected enemies suffer a Knockdown.
    • Enemies that can be knocked down will be lifted into the air and begin their fall animation at the regular animation speed a split second before the slow initiates. The animation will complete as soon as the slow duration ends.
    • Stasis duration is affected by Power Duration.
    • Radius is affected by Power Range.
    • This second instance of damage suffers by a small time delay that depends on how many enemies are affected within its range. This is due to the processing of the actual game, as enemies are being considered to be affected for stun and damage within the vicinity (e.g., 15+ enemies = 1 second delay, 25+ enemies = 2 second delay).
  • Can be used while sliding but not climbing a wall or executing a front flip.
  • Cannot be recast if there are enemies still lifted in the air.

Augment

ReinforcingStompMod
Main article: Reinforcing Stomp

Reinforcing Stomp is a Warframe Augment Mod for RhinoIcon272 Rhino that replenishes IronSkin130xWhite Iron Skin's health for each enemy affected by RhinoStomp130xWhite Rhino Stomp.


Rank Iron Skin Health Restored Cost
0 1% 6
1 2% 7
2 3% 8
3 4% 9

Tips & Tricks

  • With maximized radius, Stomp can be used for both crowd control of high level enemies and clearing rooms of low level enemies.
  • The second close range blast can break storage containers and reinforced glass on Corpus Ship.

Maximization

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.

Expand/Collapse

See also

References