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{{Archived|Vortex has been combined into [[Bastille]] since Update 26: The Old Blood.}}
{{AbilityU10.3
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<onlyinclude>{{AbilityU10.3
 
| name = Vortex
 
| name = Vortex
 
| gameimage = VaubanVortex.png
 
| gameimage = VaubanVortex.png
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| description = Creates a whirling mass of energy that violently attracts nearby enemies, crushing their atoms into a tiny spec of matter.
 
| description = Creates a whirling mass of energy that violently attracts nearby enemies, crushing their atoms into a tiny spec of matter.
 
| cost = 10 / 11 / 12 / 13
 
| cost = 10 / 11 / 12 / 13
| damage = 50 (damage)<br>2x (initial damage multiplier)<br>15 (contact damage)
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| damage = 50 (damage)<br>15 (contact damage)
| range = 8.5 m
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| range = 6 m
 
| duration = 6 / 8 / 10 / 12 s
 
| duration = 6 / 8 / 10 / 12 s
  +
| misc = 2x (initial damage multiplier)
 
 
 
|info =
 
|info =
* Vauban releases a device that creates a powerful force of attraction. On contact with an enemy, the device will deal '''15''' {{Icon|Proc|Blast|text}} damage. Enemies within '''8.5''' meters of the device will be violently drawn to it over a duration of '''6 / 8 / 10 / 12''' seconds, and each enemy will be dealt '''50''' {{Icon|Proc|Magnetic|text}} damage per second. Damage ticks occur at a rate of 4 per second. When the device activates, the initial damage tick will also be multiplied by '''200%'''.
+
*Vauban releases a device that creates a powerful attractive force, lasting '''6 / 8 / 10 / 12''' seconds. On touching an enemy, the device will deal '''15''' {{Icon|Proc|Blast|text}} damage. Every enemy within '''6''' meters of the device will be violently drawn to it and dealt '''50''' {{Icon|Proc|Magnetic|text}} damage per second (across 4 damage ticks per second). When the device activates, the initial damage tick is multiplied by '''200%'''.
**Initial damage multiplier and contact damage are affected by [[Power Strength]], and the contact damage can be increased by body-part multipliers.
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**Damage per second and contact damage are affected by [[Ability Strength]], and the contact damage can be increased by body-part multipliers.
  +
**Initial damage multiplier is '''not''' affected by [[Ability Strength]].
**Each tick of damage has a moderate status chance. Enemies affected by the status effect will have their shields reduced by 75% for 4 seconds.
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**Each tick of damage has a moderate [[status chance]]. Enemies affected by the status effect will have their shields reduced by 75% for 4 seconds.
 
**Enemies are ragdolled as they're pulled in, and the damage decreases with distance.
 
**Enemies are ragdolled as they're pulled in, and the damage decreases with distance.
 
**Some enemies will simply be knocked down repeatedly, as they will get up while in vortex only to be knocked down again. In rare cases, enemies can use abilities or fire their weapon in the brief moment they are getting up.
 
**Some enemies will simply be knocked down repeatedly, as they will get up while in vortex only to be knocked down again. In rare cases, enemies can use abilities or fire their weapon in the brief moment they are getting up.
  +
**While the initial damage tick is multiplied by '''200%''', this damage tick does not take benefit from Vauban's passive if used solely.
**Power strength may affect the value of each damage tick. However, the rate at which ticks occur will adjust accordingly in order to maintain Vortex's damage per second.
 
  +
***For example, a rank-3 Vortex with 100% [[Ability Strength]] will deal <br>{{MathText|50 / 4 {{mul}} 2 {{eql}} 25}} {{Icon|Proc|Magnetic|text}} damage as the initial damage tick.
**Vortex will '''not''' take priority over [[Bastille]]; Enemies currently held up in Bastille's field will be pulled towards the vortex, but will not leave bastille or be ragdolled.
 
  +
***The damage ticks after the initial one '''do''' take benefit from the passive.
**Duration is affected by [[Power Duration]].
 
 
**Vortex will '''not''' take priority over {{A|Bastille}}; Enemies currently held up in Bastille's field will be pulled towards the vortex, but will not leave Bastille or be ragdolled.
**Attraction radius is affected by [[Power Range]].
 
  +
**{{Icon|Proc|Blast|Text}} damage is effective against [[Machinery]] and [[Fossilized]], but less effective against [[Ferrite Armor]] and [[Infested Sinew]].
**The value of the attraction radius appears to be determined by multiplying power range's bonus by 0.5 before adding it to the base value (e.g., with +60% power range, Vortex will have an attraction radius of 8.5*(1 + 0.6*0.5) = 11.05 meters). This requires further testing.
 
  +
**{{Icon|Proc|Blast|Text}} status effect forces all enemies within a '''5''' meter radius to stumble and fall.
  +
**{{Icon|Proc|Magnetic|Text}} damage is effective against [[Shielded]] and [[Proto Shield]]s, but less effective against [[Alloy Armor]].
  +
**{{Icon|Proc|Magnetic|Text}} status effect reduces a target's current and maximum shields by '''75%''' for '''4''' seconds.
 
**Duration is affected by [[Ability Duration]].
 
**Attraction radius is affected by [[Ability Range]].
  +
**The relationship between attraction radius and Ability Range is nonlinear.
  +
**Vortex uses the following expression when accounting for Ability Range:<br/>{{MathText|Modified Range {{eql}} Base Range {{mul}} Ability Range {{exp|0.5}}}}
 
**The device will deploy on the first surface it makes contact with and will hover approximately one meter perpendicular to the surface.
 
**The device will deploy on the first surface it makes contact with and will hover approximately one meter perpendicular to the surface.
* Vortex will '''not''' affect most [[Bosses]].
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*Vortex will '''not''' affect most [[Bosses]].
* Dead bodies will be attracted, leaving only the loot that was drawn into the nexus.
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*Corpses will be attracted, leaving only the loot that was drawn into the nexus.
* Enemies that remain within Vortex's nexus for an extended period of time may implode. Imploded enemies will '''not''' yield any loot or affinity.
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*Enemies that remain within Vortex's nexus for an extended period of time may implode, yielding '''no''' loot or affinity.
* Can be used while performing many actions without interrupting them, including reloading.
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*Can be used while performing many actions without interrupting them, including reloading.
* Can be cast multiple times while active.
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*Can be cast multiple times while active.
   
 
|augment =
 
|augment =
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{{main|Perpetual Vortex}}
 
{{main|Perpetual Vortex}}
 
{{#lst:Perpetual Vortex|intro}}
 
{{#lst:Perpetual Vortex|intro}}
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{{#lsth:Perpetual Vortex|Stats}}
 
{{clr}}
 
{{clr}}
   
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*Vortex appears from a ball that Vauban throws. You can aim at where he throws it at.
 
*Vortex appears from a ball that Vauban throws. You can aim at where he throws it at.
 
*Many enemies sucked into the center of the Vortex are considered to be in a prone position if attacked in melee, resulting in a ground finisher. Multiple enemies can be hit or killed by a single ground finisher to the center of the Vortex.
 
*Many enemies sucked into the center of the Vortex are considered to be in a prone position if attacked in melee, resulting in a ground finisher. Multiple enemies can be hit or killed by a single ground finisher to the center of the Vortex.
*Due to enemies often being very close to each other, [[Electric]] procs are very effective, as they will create large chains of damage. In some cases, [[Tesla]]s can be thrown down to allow procs that kill enemies quicker than either power on it's own.
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*Due to enemies often being very close to each other, [[Electric]] procs are very effective, as they will create large chains of damage. In some cases, {{A|Tesla}}s can be thrown down to allow procs that kill enemies quicker than either power on it's own.
|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.
 
 
*[[Maximized Power Duration]] increases duration to '''33.84''' seconds.
 
**Reduces attraction radius to ~'''5.7''' meters.
 
*[[Maximized Power Efficiency]] reduces cost to '''25''' energy.
 
**Reduces duration to '''4.8''' seconds.
 
*[[Maximized Power Range]] increases attraction radius to ~'''14.2''' meters.
 
**Reduces initial damage multiplier to '''80%''' and contact damage to '''6'''.
 
*[[Maximized Power Strength]] increases initial damage multiplier to '''458%''' and contact damage to '''34.35'''.
 
**Increases cost to '''155''' energy.
 
 
|bugs =
 
|bugs =
 
* Initial activation will tug players for a fraction of a second, and players near vortex's AoE will have a decrease in slide attack boost speed.
 
* Initial activation will tug players for a fraction of a second, and players near vortex's AoE will have a decrease in slide attack boost speed.
 
* Sometimes pulls players in for the full duration.
 
* Sometimes pulls players in for the full duration.
 
* Jump kicking into Vortex will cause the player to rise exponentially.
 
* Jump kicking into Vortex will cause the player to rise exponentially.
  +
* If cast near downed allies can interfere with the bleedout timer. Trying to revive them can interrupt the revival and freeze the timer/percentage leaving the downed player stuck at 0% but no timer. Trying to revive the player while Vortex is active will simply keep interrupting the animation.
}}
 
 
* Ability Strength may affect the value of each damage tick. However, the rate at which ticks occur will adjust accordingly in order to maintain Vortex's damage per second. (Probably because of low fps)
<noinclude>
 
  +
}}</onlyinclude>
   
== See also ==
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==See Also==
* [[Vauban]]
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* {{WF|Vauban}}
 
__NOTOC__
 
[[de:Vortex]]
 
[[de:Vortex]]
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[[es:Vórtice]]
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[[it:Vortex]]
 
[[ru:Вихрь]]
 
[[ru:Вихрь]]
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[[Category:Warframe Abilities]]
__NOTOC__
 
  +
[[Category:Magnetic Damage]]
</noinclude>
 
<noinclude>[[Category:Warframe Abilities]]</noinclude>
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[[Category:Blast Damage]]
<noinclude>[[Category:Magnetic Damage]]</noinclude>
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[[Category:One-Handed Abilities]]
<noinclude>[[Category:Blast Damage]]</noinclude>
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[[Category:Vauban]]
<noinclude>[[Category:One-Handed Abilities]]</noinclude>
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[[Category:Update 7]]
<noinclude>[[Category:Vauban]]</noinclude>
 
<noinclude>[[Category:Update 7]]</noinclude>
 

Revision as of 09:58, 4 November 2019

Lotusiconsmall
Please do not use this article for critical in-game information!
Vortex has been combined into Bastille since Update 26: The Old Blood.
This article is archived.
The content was relevant to an obsolete version of Warframe, and has since been removed, retrieved, and/or revamped.
VortexModU15 VaubanVortex
4
EnergyOrb100
Vortex

Creates a whirling mass of energy that violently attracts nearby enemies, crushing their atoms into a tiny spec of matter.


Introduced in Update 7.11 (2013-05-17)

AbilityStrengthBuff Strength:50 (damage)
15 (contact damage)
AbilityDurationBuff Duration:6 / 8 / 10 / 12 s
AbilityRangeBuff Range:6 m

Misc: 2x (initial damage multiplier)

Info

  • Vauban releases a device that creates a powerful attractive force, lasting 6 / 8 / 10 / 12 seconds. On touching an enemy, the device will deal 15 Script error: The function "Proc" does not exist. damage. Every enemy within 6 meters of the device will be violently drawn to it and dealt 50 Script error: The function "Proc" does not exist. damage per second (across 4 damage ticks per second). When the device activates, the initial damage tick is multiplied by 200%.
    • Damage per second and contact damage are affected by Ability Strength, and the contact damage can be increased by body-part multipliers.
    • Initial damage multiplier is not affected by Ability Strength.
    • Each tick of damage has a moderate status chance. Enemies affected by the status effect will have their shields reduced by 75% for 4 seconds.
    • Enemies are ragdolled as they're pulled in, and the damage decreases with distance.
    • Some enemies will simply be knocked down repeatedly, as they will get up while in vortex only to be knocked down again. In rare cases, enemies can use abilities or fire their weapon in the brief moment they are getting up.
    • While the initial damage tick is multiplied by 200%, this damage tick does not take benefit from Vauban's passive if used solely.
      • For example, a rank-3 Vortex with 100% Ability Strength will deal
        50 / 4 × 2 = 25 Script error: The function "Proc" does not exist. damage as the initial damage tick.
      • The damage ticks after the initial one do take benefit from the passive.
    • Vortex will not take priority over Bastille130xWhite Bastille; Enemies currently held up in Bastille's field will be pulled towards the vortex, but will not leave Bastille or be ragdolled.
    • Script error: The function "Proc" does not exist. damage is effective against Machinery and Fossilized, but less effective against Ferrite Armor and Infested Sinew.
    • Script error: The function "Proc" does not exist. status effect forces all enemies within a 5 meter radius to stumble and fall.
    • Script error: The function "Proc" does not exist. damage is effective against Shielded and Proto Shields, but less effective against Alloy Armor.
    • Script error: The function "Proc" does not exist. status effect reduces a target's current and maximum shields by 75% for 4 seconds.
    • Duration is affected by Ability Duration.
    • Attraction radius is affected by Ability Range.
    • The relationship between attraction radius and Ability Range is nonlinear.
    • Vortex uses the following expression when accounting for Ability Range:
      Modified Range = Base Range × Ability Range 0.5
    • The device will deploy on the first surface it makes contact with and will hover approximately one meter perpendicular to the surface.
  • Vortex will not affect most Bosses.
  • Corpses will be attracted, leaving only the loot that was drawn into the nexus.
  • Enemies that remain within Vortex's nexus for an extended period of time may implode, yielding no loot or affinity.
  • Can be used while performing many actions without interrupting them, including reloading.
  • Can be cast multiple times while active.

Tips & Tricks

  • Can be used to collect resource and ammo drops to where the Vortex is placed.
  • Vortex appears from a ball that Vauban throws. You can aim at where he throws it at.
  • Many enemies sucked into the center of the Vortex are considered to be in a prone position if attacked in melee, resulting in a ground finisher. Multiple enemies can be hit or killed by a single ground finisher to the center of the Vortex.
  • Due to enemies often being very close to each other, Electric procs are very effective, as they will create large chains of damage. In some cases, "Tesla" wasn't found in Module:Ability/datas can be thrown down to allow procs that kill enemies quicker than either power on it's own.

Bugs

  • Initial activation will tug players for a fraction of a second, and players near vortex's AoE will have a decrease in slide attack boost speed.
  • Sometimes pulls players in for the full duration.
  • Jump kicking into Vortex will cause the player to rise exponentially.
  • If cast near downed allies can interfere with the bleedout timer. Trying to revive them can interrupt the revival and freeze the timer/percentage leaving the downed player stuck at 0% but no timer. Trying to revive the player while Vortex is active will simply keep interrupting the animation.
  • Ability Strength may affect the value of each damage tick. However, the rate at which ticks occur will adjust accordingly in order to maintain Vortex's damage per second. (Probably because of low fps)

Expand/Collapse

See Also