يقلل الضرر الذي يلحق بالصحة بنسبة [قيمة تقليل الضرر]٪. لا تتأثر الدروع بالدرع.
- وصف داخل اللعبة
الدرع هو خاصية تقلل الضرر الذي يلحق بالصحة ولكن ليس بالدروع . لا يمتلك كل الأعداء دروعًا ؛ Warframes ، ومعظم الزعماء ، وجميع Grineer به، ولكن طبيعية كوربوس و تنتشر فيها أعداء ليس لديهم أي. بالنسبة إلى Warframe معين ، يمكن العثور على قيمة درعه في Arsenal . الأعداء المدرعون لديهم قيم دروعهم الأساسية المدرجة في الدستور ولكن هذه القيمة تزداد عندما تفرخ بمستويات أعلى.
في القتال ، الأعداء الذين لديهم أكثر من نقطة درع تظهر أشرطة صحتهم باللون الأصفر بدلاً من الأحمر ؛ من الممكن تجريد قيمة الدروع من خلال قدرات معينة أو إتلاف العمليات ، وإعادة أشرطة صحة هؤلاء الأعداء إلى اللون الأحمر.
في نظام الضرر الحالي ، تحتوي القضبان الصحية دائمًا على فئة صحية ( اللحم ، واللحم المستنسخ ، وما إلى ذلك) والتي تقلل أو تزيد من الضرر الوارد اعتمادًا على نوع الضرر الذي يتم إلحاقه (الضرر المائلشرطة مائلة ، وما إلى ذلك) ؛ تمتلك الكيانات المدرعة فئة إضافية على صحتها تسمىفئة الدروع(إماالفريتأوالسبائك) والتي تقلل أو تزيد من الضرر القادم. تتم إزالة هذه الفئة الإضافية إذا تم تجريد الدروع.
تأثيرات [ ]
عندما يحدث ضرر لهدف مدرع ، هناك نوعان من الحسابات ذات الصلة.
يتم زيادة قيمة الدروع العمل من الهدف أو انخفضت استنادا إلى نوع الضرر ، الطبقة دروع ، و الطبقة الصحة من الأسلحة والكيانات المعنية.
يتم تقليل الضرر القادم من خلال قيمة الدرع المعدل وفقًا لمعادلة تقليل الضرر.
بصرف النظر عن تعديل قيمة الدرع هذا ، فإن معدِّلات الضرر من النوع ضد الدروع والفئات الصحية للهدف تضاعف الضرر بشكل واضح. يوجد حساب إجمالي أكثر دقة للضرر في أسفل الصفحة ، لكن هذا القسم يغطي تعديل قيمة الدرع.
صيغة تقليل الضرر [ ]
يتم تقليل الضرر من الدروع كما يلي:
ستعمل قيمة صافي الدرع 300 على تقليل الضرر القادم بمقدار 300 600 = 50٪ ، لذا فإن نصف الضرر الذي يلحق بالسلاح هو الإجمالي. عند المستوى 600 ، تحصل على 33٪ فقط (التخفيض هو 600 900 = 66.6667٪ ) من الضرر الخارج للسلاح. عند 900 درع ، يكون الضرر المُلحق 25٪ فقط (تقليل 900 1200 = 75٪ ) ، وهكذا.
الصحة الفعالة هي المفهوم القائل بأن كل نقطة صحية لديك تمتص بالفعل أكثر من نقطة واحدة من الضرر ، لذلك لديك فعليًا نقاط إصابة أكثر مما هو مذكور. لذلك ، هناك طريقتان يمكن تخيل وظيفة الدروع بها: إما كتقليل للضرر ، أو كزيادة في الصحة الفعالة والشفاء القادم.
طريقة بديلة للتفكير في الدرع يحول المعادلة أعلاه إلى ما يلي:
Nominal Health تعني "الصحة بالاسم" ، في إشارة إلى نقاط Health في الزاوية اليمنى العليا من الشاشة.
الصحة الفعالة هي "صحتك سارية المفعول" ، مما يعكس قياسًا "أكثر صحة" للبقاء على قيد الحياة.
أو من حيث الدروع:
مثال 1: إذا كان لديك 1000 Nominal Health و 100 Armor ، فإن صحتك الفعالة ستكون:
أو
مثال 2: إذا كان لديك 1000 صحة اسمية و 600 درع ، فإن صحتك الفعالة ستكون:
Steel Fiberألياف الصلب وArmored Agilityتزيد رشاقة المدرعة من قيمة الدروع عند التجهيز. كمعدِّل للنسبة المئوية ، تتمتع إطارات الحرب ذات القيم الأعلى للدروع الأساسية بفائدة أكبر منها. كما هو الحال مع معظم الإحصائيات الأخرى ، فإن مكاسب الدروع من التعديلات المكدسة معًا قبل أن تتضاعف مع درع Warframe الأساسي:
يشير Mod Multiplier إلى القيمة الموجودة على التعديلات المجهزة. إنها 1.1 عند الحد الأقصى للألياف الفولاذية ، و 0.45 عند الحد الأقصى من خفة الحركة المدرعة ، و 1.55 مع كل من المجهزة.
عندما قتل ، وتحجرت الأعداء و Atlasيقوم لاعبو أطلس 'Rumblers بإسقاط مورد يسمى Rubble الذي يمنحAtlasدرع أطلس الإضافي إذا كان بصحة جيدة. قبعات دروع إضافية عند 1500 نقطة. يتحلل درع المكافأة بمرور الوقت بمعدل 5 نقاط درع في الثانية.
نكد درع عندما يتم ضرب الدروع وكروما ودرع حلفاء قريب "ينمو أقوى، عندما يأخذ الصحة ضرب، سلاح زيادة الأضرار. نشط لفترة محدودة ، الزيادات القصوى تقابل الرتبة.
القوة :0.5 / 0.625 / 0.75 / 0.875٪ / SP (مكافأة درع الاحتقار لكل نقطة درع مفقودة) 200/250/300/350٪ (مكافأة الاحتقار القصوى للدروع) 2 / 2.25 / 2.5 / 2.75٪ / نقاط الصحة (مكافأة ضرر الغضب لكل نقطة صحية خسر) 200/225/250/275٪ (مكافأة الغضب القصوى للضرر)
Chroma enters a state of primal rage, by expending 75 energy to sustain an armor and damage buffing aura with a radius of 8 / 10 / 15 / 18 meters for 10 / 15 / 20 / 25 seconds. While active, Chroma and his allies within aura range gain the Scorn armor buff once Chroma's Shields are hit and the Fury damage buff once his Health is damaged.
Scorn increases Warframe Armor by 0.5% / 0.625% / 0.75% / 0.875% for every point of shields lost up to a maximum of 200% / 250% / 300% / 350%.
Fury increases weapon and Chroma's abilities' base damage by 2% / 2.25% / 2.5% / 2.75% for every point of health lost up to a maximum of 200% / 225% / 250% / 275%.
100 × (1 + 1.65 + 2.75 × (1 + 0.3)) = 622.5 (instead of 265 without the ability).
Both Scorn and Fury are additive multipliers that function the same as (and add together with) mods like Steel FiberSteel Fiber and base-damage-increasing mods like SerrationSerration. If these mods are present, all the multipliers are added together before any further calculations such as elemental damage mods, critical hit mods, or multishot mods.
Scorn and Fury are tracked from 0% to their maximum increase in the HUD next to Chroma's shield and health indicators.
Scorn and Fury will gradually increase each time shields or health are hit until they reach their maximum percentages. 400 shield points must be lost to maximize Scorn, and 100 health points must be lost to maximize Fury.
Hits on overshields count towards Scorn accumulation.
Shield drain from a Hijack payload counts towards Scorn accumulation.
Multiple Chromas' Scorn and Fury buffs will stack together.
Equipping a rank 4 or higher VigorVigor mod will allow you to maximize Scorn armor bonus without requiring shields to recharge, as well as provide additional health.
Using an electric element Elemental WardElemental Ward will allow you to maximize the Scorn armor bonus without having to equip any mods increasing your shields.
Equipping a Decaying Dragon Key to lower your shields can increase the likelihood of health damage at the loss of some of the Scorn Armor bonus due to the reduction of your shields.
Using Energy to Shield conversion mods, like Brief RespiteBrief Respite and Augur mod set effect, to generate shields/overshields when casting Vex Armor will help you maximize the Scorn armor bonus without having to equip any mods increasing your shields.
كما استنفدت الدروع حين Vex ArmorVex Armor نشط ،Chromaتمت زيادة درع Chroma بنسبة 350٪. هذا ما مجموعه 1250 قبل النظر في تأثير التعديلات.
يكتسب Grendel درعًا إضافيًا لكل عدو يتم ابتلاعه Feastوليمة ، لكن كل عدو في معدته يستنزف1.5نقطة من الطاقة في الثانية ، والتي تزداد كلما طالت مدة بقائهم محاصرين. بمجرد استنزاف كل طاقته ، أوFeastيتم الاحتفاظ بمفتاح قدرة العيد ، يتقيأ Grendel جميع الأعداء المخزنين ويفقد مكافأة درعه.
في حين أنه لا يوجد حد تقنيًا لعدد الأعداء الذين يمكن أن يلتهم Grendel ، وبالتالي مقدار الدرع الإضافي الذي يمكن أن يحصل عليه ، فإن كمية الطاقة المستنزفة تصبح في النهاية أكثر من اللازم لإدارتها حتى لو تم تعديل Grendel خصيصًا لكفاءة القدرة في الاعتبار.
Inaros stands still to summon the desert sands and sacred scarabs, offering his Health as a sacrifice to gain Scarab Armor, which permanently increases his base armor by up to 100%. While holding down the ability key (default 4 ), Inaros loses 29 health points for every 1% of converted additional bonus armor, for a total of 2,900 health lost to fully charge the armor. Inaros will continue in the animation until releasing the ability key or Inaros only has 2 points of health left; health drain will cease once the bonus armor has reached 100%.
All Scarab Armor values are not affected by mods.
The armor bonus is additive to armor mods; with a fully charged Scarab Armor (100%) and a maxed rank Steel FiberSteel Fiber, Inaros will have a total armor value of: 225 × (1 + 100% + 110%) = 697.5
Charging Scarab Armor causes Inaros to lose all momentum, except when aim gliding.
Inaros is immune to stagger, knockback, and knockdown effects while charging Scarab Armor.
The current bonus armor value is displayed on the ability icon and also beside Inaros' health indicator.
Scarab Armor lasts indefinitely until partially or entirely removed by casting a swarm projectile, entering a Nullifier bubble, moving too close to a Comba or Scrambus, by being dispelled, or falling into a pit. Scarab Armor bonus can not be removed by enemy weapons fire.
When Scarab Armor is dispelled, all health previously converted into armor is instantly refunded to Inaros, provided his health is not at maximum value.
While Scarab Armor is at or above 25% and an enemy target is near the aiming reticle, tapping the ability key (default 4 ) causes Inaros to consume 25 energy and 25% of his total armor bonus to launch a swarm of scarabs that travels up to 20 / 22 / 25 / 30 meters away.
Scarab Swarm can not be launched if Scarab Armor value is below 25%.
Scarab Swarm is launched near the end of the casting animation, giving the player time to adjust the trajectory before the animation ends.
Launching a Scarab Swarm on an enemy that is still under the effects of another Scarab Swarm, will not refresh the debuff.
Scarab Swarm's projectile possesses innate punch through but does not bypass obstacles in the environment.
Once launched toward the targeted enemy, Scarab Swarm infests all enemies in its path on contact. Swarmed enemies will flail in panic and receive 100 / 150 / 175 / 200Corrosive DamageCorrosive damage per second for 6 / 10 / 12 / 15 seconds, during which they are completely disabled. Each swarm host generates an aura with a 6 / 10 / 12 / 15 meter radius that converts the damage dealt by Scarab Swarm into health points for Inaros and his allies in range. Scarab Swarm can spread all of its effects to any unaffected enemies within a 5 meter radius from a swarm host for 100% of its remaining duration.
Spread radius and remaining duration percentage are not affected by mods.
Scarab Swarm cast animation of 1.25 seconds is affected by Natural TalentNatural Talent and Speed DriftSpeed Drift. Charging scarab armor or launching scarab attack while stationary will prevent movement, however casting scarab attack while moving will not interrupt movement.
It is more energy efficient to cast a Scarab Swarm attack on a single enemy in the middle of a large, clustered group, and allowing the swarm spreading effect to infect all nearby enemies. This is particularly effective against Infested that naturally tend to clump together in groups.
Players can get Scarab Swarm dispelled on purpose, such as by running into a Nullifier bubble, to instantly get up to 2,900 points of health back.
يزيد إلى أجل غير مسمى Inarosدرع إيناروس بنسبة تصل إلى 100٪. تُضاف هذه المكافأة إلى تعديلات الدروع ولا تتأثربقوة القدرة.
التجديد تتدفق موجات الشفاء من الطاقة إلى الخارج من أوبيرون إلى حلفائه ، وتجدد الصحة بمرور الوقت. استنزاف الطاقة:2 ثانية-1 استنزاف الطاقة لكل هدف:3 ثوانٍ-1
القوة :2/3/3/4 ث (مدة الموجة) 125/150/175/200 (درع مصقول) 50/75/100/125 (الشفاء الأولي) 15/20/25/40 (الصحة في الثانية)
Oberon channels a field around him with radius of 10 / 15 / 20 / 25 meters. Ally players entering the field will receive a buff which will regenerate 15 / 20 / 25 / 40 health every second, while allied summoned units affected will regenerate 5 / 6.7 / 8.3 / 13.3 health every second (1/3rd the normal rate), for as long as Renewal remains active, regardless of range. Fully healed allies are additionally cleared of all negative status effects.
Initial heal and health over time are affected by Ability Strength.
The duration of the expanding pulse is inversely affected by Ability Strength, meaning it reaches its total range faster the more Ability Strength is used.
Renewal will continue to heal all affected targets for the duration of the ability, even if all their health has been restored and regardless of distance. Buff will remain until skill is deactivated, Oberon runs out of energy, or Oberon/ally falls off the map.
Incapacitated allies will have their bleedout time slowed by 20% / 25% / 35% / 45% for the ability's duration.
Renewal will show an additive increase to the bleedout timer, rather than slowing the rate at which it counts down.
Allies will have their bleedout timer extended or reduced even if they are already incapacitated when Renewal starts/stops affecting them.
As Loyal CompanionLoyal Companion scales with the player's bleedout timer, companions with this mod benefit twice from Renewal, as the companion links into the player's extended bleedout and then gets buffed by Renewal, potentially allowing several minutes of bleedout.
Ability Synergy: If Oberon or any allies affected by Renewal stands on Hallowed GroundHallowed Ground, they will receive the Iron Renewal buff, which grants 125 / 150 / 175 / 200 bonus armor for as long as Renewal is active. Once Renewal is deactivated, the armor buff will remain on all affected units for 20 more seconds.
As Link ArmorLink Armor scales with the player's armor, companions with this mod benefit twice from Iron Renewal, as the companion links into the player's increased armor and then gets buffed by Iron Renewal.
Renewal drains 2 energy per second to remain activated. When allied targets are below their maximum health, Renewal will drain an additional 3 energy per second for every allied player and 1 energy per second for every allied summoned unit affected by its healing; Renewal will end if Oberon runs out of energy, it is dispelled, or if deactivated manually by pressing the ability key again (default 3 ).
The number of allied targets currently being healed by Renewal is shown on the ability icon. If no allies targets are being healed at the time, the ability icon will only animate to indicate that Renewal is activated.
Multiple instances of Renewal's healing per second, and of Iron Renewal armor buff, do stack with each other.
Renewal's initial casting area will not expire unless Renewal is deactivated, allowing allies to receive the buff when they choose.
If Renewal is removed from Oberon or an Ally, (such as by falling/jumping out of bounds, or from the effects of a Nullifier or Nul Scrambus) they will not be able to regain the buff until Oberon re-casts Renewal. They can still gain the buff from another allied Oberon, though, as long as that Oberon's buff has not also been removed.
Phoenix Renewal is a Warframe Augment Mod for OberonOberon's RenewalRenewal. If a player takes fatal damage while under the effects of Renewal, instead of becoming incapacitated, the player is healed for a percentage of their health and granted 5 seconds of invulnerability. Each player that triggers Phoenix Renewal's effects must individually undergo a 90-second cooldown before they can benefit again.
إذا وقف أوبيرون أو أي حلفاء متأثرين بالتجديد أو تحركوا عليه Hallowed Groundالأرض المقدسة ، وأنها سوف تحصل علىالحديد تجديدبرتقالي، والذي يمنح125/150/175/200مكافأة درع لطالما تجديد نشطة، والتي يمكن زيادتها عن طريقالقوة القدرةإلى 598 منحة ميادين المعارك. بمجرد إلغاء تنشيط التجديد ، سيبقى صقل الدروع على جميع الوحدات المتأثرة لمدة20ثانية أخرى. يضاف درع إضافيبعدزياداتأخرى فيالدروع. أوبيرون بحد أقصىSteel Fiberألياف الصلب وIntensifyالتكثيف تحت تأثيرصقلتجديد الحديدله درع يعادل:
تمنح Metronome Grants هواةًا لأولئك الذين يؤدون الحركات باستمرار في الوقت المناسب لموسيقى أوكتافيا. توفر القفزات الموقوتة زيادة سرعة Vivace. الانحناء على الإيقاع يمنحك إخفاء الهوية مع موسيقى الموسيقى الهادئة. يمنح إطلاق النار بشكل متناغم قوة أوبرا متعددة. تقلبات المشاجرة الموقوتة تمنح قوة ضرر Forte.
Octavia raises the volume on her surround sound speakers, producing a melodic musical aura with a radius of 6 / 8 / 10 / 12 meters for 8 / 12 / 16 / 20 seconds. Octavia and her allies gain an 10% / 15% / 20% / 35% Armor bonus while inside the melodic aura.
Metronome's music is in tune with the Melody section of the Mandachord, drawing from the preset musical notes to determine the melodic aura's note intervals.
While the player and allies can hear the melody, Metronome's aura is considered silent to enemies.
While inside the melodic aura, Octavia and her allies can perform specific actions in sync to the melodic music to gain various Sync Buffs that can be active simultaneously:
Each line of Melody notes is visually represented as a concentric ring of light, which begins at the edge of the melodic aura and shrinks toward Octavia’s feet, where the ring disappears as the sound of the notes are played.
In order to gain buffs, players must time their actions to sync with the moment a concentric ring is centered on Octavia, as the sound of the notes are played. A flash of light will appear below the player upon a successful sync.
Each player must perform actions individually to gain buffs. Sync buffs are gained per-player and are not shared between allies in range.
The amount of notes on one line of the Melody section on the Mandachord determines the brightness of the concentric rings.
Octavia and her allies can perform jumps (default Space ) to gain synchronize percentages from 0% to 100%. Once the synchronize percentage reaches 100%, the player gains the Vivace buff which increases movement speed by 10% / 15% / 20% / 30% for 5 / 8 / 12 / 15 seconds.
Synchronize percentages can lower or raise depending on the player’s timing.
Synchronize percentage is displayed as an icon with the current stored percentage beside the health and shield indicators on the HUD. Once synchronized, the Vivace buff icon will also be displayed with the remaining buff duration beneath and speed bonus percentage at the top-right of the icon.
Double jump (default press Space twice), wall climb (face wall and press Space ), and wall jump (face wall + W + Space ) can also be used to synchronize.
Players can repeatedly jump, double jump, wall climb, and wall jump to reapply the Vivace buff while in range of Metronome.
Octavia and her allies can crouch (default Ctrl ) to gain synchronize percentages from 0% to 100%. Once the synchronize percentage reaches 100%, the player gains the Nocturne buff which grants invisibility for 5 / 8 / 12 / 15 seconds.
Synchronize percentages can lower or raise depending on the player’s timing.
Synchronize percentage is displayed as an icon with the current stored percentage beside the health and shield indicators on the HUD. Once synchronized, the Nocturne buff icon will also be displayed with the remaining buff duration beneath the icon.
Slide (default W + Ctrl ) can also be used to synchronize.
Players can repeatedly crouch and slide to reapply the Nocturne buff while in range of Metronome.
Octavia and her allies can fire their ranged weapons (default LMB ) to gain synchronize percentages from 0% to 100%. Once the synchronize percentage reaches 100%, the player gains the Opera buff, which applies 12% / 20% / 25% / 30% Multishot to ranged weapons for 5 / 8 / 12 / 15 seconds.
Synchronize percentage can lower or raise depending on the player’s timing.
Synchronize percentage is displayed as an icon with the current stored percentage beside the health and shield indicators on the HUD. Once synchronized, the Opera buff icon will also be displayed with the remaining buff duration beneath and multishot bonus percentage at the top-right of the icon.
Alternate-fire or secondary attacks on select weapons are not known to be able to gain multishot from Opera (requires testing).
Players can repeatedly fire weapons to reapply the Opera buff while in range of Metronome.
Octavia and her allies can use melee weapons (default E ) to gain synchronize percentages from 0% to 100%. Once the synchronize percentage reaches 100%, the player gains the Forte buff, which applies 20% / 25% / 25% / 30% bonus damage to melee weapon for 5 / 8 / 12 / 15 seconds.
Synchronize percentage can lower or raise depending on the player’s timing.
Synchronize percentage is displayed as an icon with the current stored percentage beside the health and shield indicators on the HUD. Once synchronized, the Forte buff icon will also be displayed with the remaining buff duration beneath and melee damage bonus percentage at the top-right of the icon.
Forte's damage buff is an additive base damage multiplier that functions the same as (and adds together with) base damage mods like Pressure PointPressure Point.
Charge attack (default hold E ) can also be used to gain Forte.
Players can repeatedly attack with melee weapons to reapply the Forte buff while in range of Metronome.
Metronome can be recast while active to refresh its duration. On recast, existing synchronize percentages will not carry over and will be reset to 0%.
Casting Metronome is not a One-Handed Action and interrupts other actions, but allows movement.
When Octavia is standing on higher elevations or objects, the concentric rings of light from the melodic aura will partially fade depending on the surrounding terrain to allow better visibility.
Concentric ring color and Nocturne cloak effect are affected by Octavia’s chosen Warframe energy color.
Valkyr lets out a rallying cry, bolstering the attack speed and defenses of herself and her allies while diminishing the attack speed and mobility of her enemies within 15 / 20 / 22 / 25 meters. Affected allies will gain 15% / 20% / 25% / 50%attack speed and 25% / 35% / 45% / 50%armor, while affected enemies will have their actions slowed by 15% / 20% / 25% / 30%. The effects last for 7 / 10 / 12 / 15 seconds.
The speed buff grants an additive bonus that will stack with other attack speed modifiers (e.g., FuryFury).
A maxed FuryFury and IntensifyIntensify with a rank-3 Warcry will increase Valkyr's attack speed by: Attack Speed Mods + Warcry Modifier × (1 + Strength Mods) = 0.3 + 0.5 × (1 + 0.3) = 95%
The armor buff is based off of the affected Warframe's base armor value, and therefore stacks additively with other armor bonuses.
For example, a Valkyr with a max rank Steel FiberSteel Fiber, 130% Ability Strength, and while using Warcry increases her armor to: Base Armor × (1 + Armor Mods + Warcry Modifier × (1 + Strength Mods)) = 600 × (1 + 1.1 + 0.5 × (1 + 0.3)) = 1,650
The slow cannot exceed 75% under any circumstances.
Allies and enemies only need to be in range when Warcry is cast to be affected.
Warcry cannot be recast while active.
Allies affected by Warcry will not have its buffs dispelled upon entering the field of a Nullifier Crewman. However, if Valkyr herself enters a Nullifier field or falls off the tileset, Warcry will be dispelled from the entire squad.
Subsuming Valkyr to the Helminth will offer Warcry and its augments to be used by other Warframes.
However, Subsumed Warcry's attack speed bonus is reduced to ?% / ?% / ?% / 30%.
By combining a fully ranked Warcry with a Sentinel with Coolant LeakCoolant Leak, melee enemies (particularly the melee-focused Infested) will be severely slowed down.
Very useful in Defense missions, as enemies are slowed down and the Artifact's armor is greatly enhanced.
فالكيرزWarcryتزيد لعبة Warcry (2 ) من درع جميع الوحدات الصديقة ضمن النطاق بنسبة 50٪ ، أو حتى 142٪ مع أقصى قدر منقوة القدرة. يتم حساب هذه المكافأة بشكل إضافي مع مضاعفات الدروع الأساسية الأخرى ، مثل Steel Fiber. تزيد Valkyr ذات الألياف الفولاذية ذات الرتبة القصوى وقوة القدرة غير المعدلة من درعها وفقًا للمعادلة التالية:
يتحدين وو كونغ وشقيقه التوأم أصبحت معرضة للخطر الأعداء وتحدي لمهاجمة. يتم التقاط جميع الأضرار وتخزينها ومعالجتها بضربة واحدة غاضبة لموظفي Wukong. ثم يتم منح الدرع الإضافي بالنسبة للضرر الذي تم التقاطه.
Wukong engages a defiant stance while priming his Iron StaffIron Staff, becoming invulnerable to damage and new Status Effects, increasing his Threat Level to taunt enemies into attacking him, and reducing his movement speed by 50% for 2 seconds. Any damage Wukong takes while in this stance is absorbed and stored; after the invulnerability period expires, Wukong cleanses himself of any negative status effects, spins in place while elongating his staff and inflicts the stored damage multiplied by 4 / 5 / 6 / 7.5 times to all enemies within a radius of 7 / 8 / 10 / 12 meters. The spin can be executed earlier by pressing the ability key again (default 3 ) or using melee attack.
Status cleanse and movement speed penalty are not affected by mods.
Enemies hit by the staff are ragdolled away in the direction of the swing.
After executing his spin, Wukong gains a variable Armor bonus lasting for 15 / 18 / 20 / 25 seconds or until Defy is recast; Defy armor bonus value depends on the damage absorbed during the taunt, with the stored amount multiplied by 0.8 / 1 / 1.2 / 1.5 times to grant a minimum of 50 armor points, up to a maximum of 1,500 armor points.
Minimum and maximum armor bonuses are not affected by mods.
Armor bonus is removed if Defy is recast before it expires.
While the armor bonus is active, a stylized armor bonus counter appears above the ability icons.
Ability Synergy: When activating Defy with an active Celestial TwinCelestial Twin, the twin engages in Defy, gaining the same increased Threat Level, invulnerability, damage reflection, and armor bonus.
Wukong cannot cast other abilities, perform parkour Maneuvers or general interactions while channeling this ability.
Subsuming Wukong to the Helminth will offer Defy and its augments to be used by other Warframes.
However, Subsumed Defy's armor bonus is capped at 750.
Wukongيكتسب Wukong مكافأة درع بناءً على مقدار الضرر الذي يمتصه. الحد الأدنى لمكافأة الدروع هو 50 بينما الحد الأقصى هو 1500.
أوبيرون Reckoning يمكن تعديل الحساب (4) بامتدادHallowed Reckoningزيادة قدرة الحساب المقدّس ، مما يزيد الدرع بقيمة ثابتة قدرها 250 في الرتبة القصوى. نظرًا لأن هذه قيمة ثابتة وليست نسبة مئوية ، فإنها توفر حماية أكبر للإطارات ذات الحد الأدنى من الدروع.
وحيد القرنRhino Charge يمكن تعديل Rhino Charge (1) باستخدامIronclad Chargeزيادة قدرة Ironclad Charge ، مما يزيد من درعه بنسبة 50٪ ، أو 142٪ مع أقصى قدر من قوة القدرة ، لكل ضربة عدو. يتم حساب هذه المكافأة بشكل مضاعف مع معدّلات الدروع الأخرى ، مثل Steel Fiber. وحيد القرن ذو الرتبة القصوى من الألياف الفولاذية وقوة القدرة غير المعدلة الذي يشحن من خلال 5 أعداء يزيد الدرع وفقًا للمعادلة التالية:
في المثال أعلاه ، يؤدي استخدام Ironclad Charge ضد 5 أعداء إلى زيادة تقليل ضرر وحيد القرن من 57.08٪ عند 399 درع إلى 82.32٪ عند 1396.5 درع.
الوصف غير صحيح. تزيد موازين البازيليسق الدروع بنسبة 50٪ / 150٪ / 300٪ / 500٪ / 500٪.
تأثير الدروع على الصحة الفعالة [ ]
بإهمال معدِّلات نوع الضرر ، فإن الزيادة النسبية في الصحة الفعالة من هذا الوضع تتناسب تمامًا مع زيادة الدروع. دعونا نطلق على المضاعف الفعال للصحة ، والصحة الاسمية ، والدروع ، والمضاعف الفعال للصحة E ، H ، A ، R على التوالي ونستخدم Δ X للإشارة إلى الزيادة المنفصلة في المتغير X ، ثم:
ونحن الآن العثور على أول تغيير في E نتيجة للتغيير في H ، ثم التغيير في E نتيجة للتغير في و . التغيير الكلي في E هو مجموع هذين التغيرين:
الآن تجاهل أي زيادات في الصحة الاسمية (أي Δ H = 0):
نظرًا لأن H ثابت ، فإننا ننتهي بصحة فعالة تتناسب مع الدروع:
حيث تم حذف معظم التبسيط الجبري ولجعل الترميز أكثر وضوحًا ، قمنا بتعيين:
ومن الجدير بالذكر أيضا أن هذا هو بما في ذلك فقط الفردية، والاختلافات مستقلة في H و A . إذا أردنا تغييرها في نفس الوقت ، فيجب إجراء تحليل مختلف وأكثر تعقيدًا.
تحليل عميق
لنبدأ بإعادة تعريف تبايننا في المتغير التعسفي كما . هذا يرجع فقط إلى العرف وهو مجرد "إعادة تسمية".
منح ك وضيفة من و (مكتوب بشكل أكثر إحكاما باسم ) علينا أن نجد . لذلك ، نواصل النظر في مجموع واختلافه من حيث و مع الاختلافات الخاصة بكل منها ثم عزل الاختلافات
هذه المعادلة هي معادلة التباين التي أردناها ؛ إنه نفس الذي تم الحصول عليه في التحليل الأول ولكن مع مصطلح التصحيح الإضافي.
عند تغيير المصطلحات بشكل مستقل ، سيتم تقييم هذا المصطلح إلى الصفر (نظرًا لأن أحد المتغيرات سيكون صفرًا) ونستعيد المعادلة من التحليل السابق ، وجميع النتائج التي تليها. من الجيد ملاحظة أنه في الوقت الحالي ، هذه المعادلة غير ضرورية حاليًا لمعظم التطبيقات الموجودة في اللعبة نظرًا لأن المعادلة السابقة كافية دائمًا إلى حد كبير. في الوقت الحالي ، ليس للعبة أي ظروف تكون فيها الصحة الاسمية هي وظيفة درعها والعكس صحيح ، وهذا أكثر للصرامة الرياضية.
على سبيل المثال ، بالنسبة إلى Warframes ذات قيمة درع القاعدة المشتركة 125 ، تزيد الألياف الفولاذية القصوى من الصحة الفعالة بحوالي + 32.4٪ فقط ، في حين أن الاستفادة من الحد الأقصى Vitalityالحيوية عند المستوى 30 هي + 246.7٪. لا يزال Valkyr ، ذو 600 درع أساسي ، يحصل على + 73.3 ٪ فقط من ألياف الصلب التي يبلغ الحد الأقصى لها. ومع ذلك ، فإن الزيادات الصحية الفعالة من ألياف الصلب تنطبق كمكاسب منمصادر الشفاء- أي أن زيادة الدروع تزيد من الشفاء الفعال الذي يتم تلقيه ، في حين أن زيادة الحد الأقصى للصحة الاسمية لا تفعل ذلك.
Rhino hardens his skin to create a reinforcing buffer with 400 / 600 / 800 / 1200 base health. Rhino's total armor multiplied by 250% is also added to the buffer's health. Upon activation, Iron Skin is invulnerable for 1.5 / 2 / 3 / 3 seconds. All incoming damage that is absorbed during this invulnerability period is converted into health and added to the buffer's health. While the Iron Skin is active, Rhino becomes immune to damage and status effects. Iron Skin will expire when the buffer's health is depleted.
Iron Skin's total health, before absorbing damage, is multiplicatively affected by Ability Strength.
Iron Skin's health uses the following expression when accounting for Ability Strength: Modified Health = (Base Health + (Armor Multiplier × Base Armor × (1 + Armor Mods))) × (1 + Ability Strength) + Absorbed Damage.
Note that the base armor value is different between Rhino and Rhino Prime; while Rhino has 225 Base Armor, Rhino Prime has 275 Base Armor.
As an example for Rhino:
With a maxed Steel FiberSteel Fiber and IntensifyIntensify, a Rank 3 Iron Skin cast by Rhino will have an initial health of (1200 + (2.5 × 225 × 2.1)) × 1.3 = 3,095.625 before absorbing damage.
Modifying that equation for Rhino Prime:
With a maxed Steel FiberSteel Fiber and IntensifyIntensify, a Rank 3 Iron Skin cast by Rhino Prime will have an initial health of (1200 + (2.5 × 275 × 2.1)) × 1.3 = 3,436.875 before absorbing damage.
While active, a health counter becomes visible on the ability icon that tracks Iron Skin's health percentage from 100% to 0%.
The amount of health gained from absorbed damage is displayed in the HUD beside Rhino's shield and health indicators while Iron Skin is invulnerable.
Despite invulnerability, status effects are not ignored during that period, allowing debilitating status effects such as knockdown and cold procs to occur until Iron Skin fully activates.
Status effect immunity includes crowd-controlling effects such as knockdowns and staggers. Energy drains from Ancient Disruptors, including the small amounts of energy they drain with each melee attack, are resisted. However, Eximus energy drains and Nauseous Crawler disables are not resisted by Iron Skin.
Iron Skin protects Rhino's health from damage that bypasses shields such as Toxin DamageToxin damage.
Allows Rhino's shields to regenerate while active.
It is possible to gain a significant amount of health for Iron Skin by standing in the path of a Death Orb beam during the invulnerability phase. Be warned however, as the beam can quickly deplete said health if the player does not move out of the way once the invulnerability phase ends.
By this method, you can easily reach over 50k of Iron Skin health by charging into a group of enemies when invested in armor and ability strength.
Ironclad ChargeIronclad Charge's armor bonus is applied to Iron Skin as long as Iron Skin's casting was started in the duration of the buff.
Iron ShrapnelIron Shrapnel can help by providing the ability to re-cast Iron Skin at any given time, even with extremely lowered ability duration as long as you cast Iron Skin right after a Rhino Charge.
Arcane TankerArcane Tanker can significantly provide armor boost, effectively increasing Iron Skin's health by roughly over 100%.
Bugs
Migrating hosts will completely remove Iron skin, regardless of the level it was at.
If Rhino manages to activate Iron Skin as he falls backwards and enters bleedout, his bleedout timer will reach zero and he will never die. He will remain in bleedout until he is revived.
Procs from Blast DamageBlast damage can knockdown the player even if Iron Skin is still active.
Using Iron Skin while in a conveyor would make Rhino immovable.
تستخدم صحة Iron Skin التعبير التالي عند حساب قوة القدرة: الصحة المعدلة = (الصحة الأساسية + (درع مضاعف × درع أساسي × (1 + درع إضافي))) × (1 + قوة القدرة) + امتصاص الضرر .
لاحظ أن قيمة الدرع الأساسي تختلف بين Rhino و Rhino Prime ؛ بينما يمتلك Rhino 190 Base Armor ، يمتلك Rhino Prime 275 Base Armor.
كمثال على الكركدن :
مع حد أقصى Steel Fiberألياف الصلب وIntensifyالتكثيف ،ستحصل الطبقةالثالثة من الجلد المصبوب منالكركدنعلى صحة أولية(1200 + (2.5 × 190 × 2.1)) × 1.3 = 2856.75قبل امتصاص الضرر.
Frost creates a protective globe of ice with a diameter of 10 meters, a base health of 3000 / 4000 / 4500 / 5000, and additional health equal to 500% of Frost's base armor bonuses. Upon activation, the globe is invulnerable for 1 / 2 / 3 / 4 seconds. Incoming damage that is absorbed during the invulnerability period is converted into health and added to the globe's health.
Base health and armor multiplier are affected by Ability Strength.
Snow Globe's health uses the following expression when accounting for Ability Strength: Modified Health = (Base Health + Armor Multiplier × (Frost's Base Armor × Base Armor Bonus + Additional Armor)) × (1 + Ability Strength) + Absorbed Damage
For example, with a maxed Steel FiberSteel Fiber and IntensifyIntensify, rank-3 Snow Globe will have an initial health of (5000 + 5 × (300 × 1.1)) × (1 + 0.3) = 8,645 before converting absorbed damage.
While active, a health counter becomes visible on the ability icon that tracks the health percentage of the most recently placed Snow Globe from 100% to 0%.
Frost and his allies do not contribute to Snow Globe's health gain by shooting the globe during the invulnerability period.
Upon activation, Snow Globe freezes enemies within its radius over a duration of 3 seconds while violently pushing them outwards. If the enemies hit obstacles, they can be dealt as much as 50% of their maximum health as True DamageTrue damage. Enemies that enter the globe will have their attack/movement speed reduced by 40% / 50% / 60% / 67%.
Damage percentage and slow percentage are not affected by Ability Strength, and the damage bypasses armor and shields.
Most gunfire, both friendly and hostile, is blocked from entering the globe (gunfire can exit the globe normally). Abilities that are not area-of-effect in nature (e.g., ShurikenShuriken) are blocked as well.
Before Update 19.0 (2016-11-11), Area-of-effect blasts from the attacks of Grineer Napalms and Bombards penetrated the globe, as well as their respective stagger, knockdown, and burn procs. However, a globe large enough could prevent these aerial attacks from hitting players in the direct center or on the opposite end of the globe. Since Update 19.0 (2016-11-11), these attacks don't penetrate the globe anymore.
Snow Globe can be recast multiple times, but there are restrictions on the number of globes that can be created in the environment.
A maximum of 4 separate Snow Globes can be cast at any given time. Casting Snow Globe after reaching the maximum will remove the oldest globe.
Casting Snow Globe while inside an existing globe will remove the older globe and combine the total remaining health values of both globes for the newer one. The invulnerability period is reactivated for each cast.
Snow Globes created inside existing globes do not count toward the maximum number of instances, and Snow Globe's health can stack with repeated casts until reaching a maximum combined health of 1,000,000.
Synergy: Casting FreezeFreeze onto the exterior of a globe will destroy it, triggering an icy explosion that deals Freeze's base Cold DamageCold area damage in an area of effect.
Place over a cryopod in defense missions to shield it from all incoming fire.
Maximized Ability Duration will reduce the globe's radius to 1.7 meters, allowing the globe to protect a cryopod without obstructing friendly fire.
Maximized Ability Range will create a snow globe that can cover large areas, making it ideal for slowing down large numbers of enemy units or melee-oriented Bosses. Bear in mind however that this strategy runs the risk of incapacitating players wielding explosive weapons, and generally makes it difficult for players outside the globe from attacking enemies inside it. As such, use this strategy at your own discretion.
When a teammate is downed, place a Snow Globe over them to protect you while reviving.
When facing a boss with ranged attacks, do not place a Snow Globe on it. Instead, place it where your team is to protect them from incoming damage.
The particle effect inside the globe can distract players' vision. Having a black energy color will remove this particle effect entirely, allowing better vision inside the globe.
Recasting the ability after 4 seconds while remaining inside the Snow Globe will allow to sustain an impenetrable Snow Globe, that will grow stronger and stronger. This is due to the fact that it absorbs the enemy fire into its health and adds this health to the next Globe, as long as it is cast inside the first one.
Particularly useful in T4 Defense, since the enemies will quickly reach a level where it does not matter how much base health your Snow Globe has.
Snow Globe's ability to temporarily freeze and push away enemies can be an effective way to rapidly clear a large safe area to revive teammates or remove enemies attacking a defense objective.
Using FreezeFreeze to detonate a Snow Globe can also be done while inside another globe. This will not affect the globe you are in. If multiple globes overlap, it is possible to shatter a globe which protrudes into another globe by aiming at the part inside your globe.
It is possible to detonate the Snow Globe that you are in in some Corpus or Void missions by bouncing Freeze off the Bubble of a Nullifier Crewman.(Results May be unpleasant)
Bugs
While using Helios, the Deconstructor projectile can be caught outside the globe and will not return to Helios unless Helios exits the globe.
The globe can sometimes push enemies through walls and could soft-lock the game if the target is required. This has a higher chance of happening if the enemy is touching a wall.
تستخدم صحة Snow Globe التعبير التالي عند حساب قوة القدرة: الصحة المعدلة = (الصحة الأساسية + 5 × درع فروست الأساسي × درع القاعدة) × (1 + قوة القدرة) + امتصاص الضرر .
على سبيل المثال ، مع حد أقصى Steel Fiberألياف الصلب وIntensifyتكثيف ، ستحصل Snow Globe من الرتبة 3 على صحة أولية (5000 + 5 × 300 × 2.1) × (1 + 0.3) = 10595قبل تحويل الضرر الممتص.
Nezha summons a fiery ring that encircles him, granting full immunity to status effects, and absorbing 90% of all incoming damage. The ring starts with 500 / 650 / 800 / 1000 base health, to which 115% / 125% / 175% / 250% of Nezha's total armor is added as bonus health. Upon activation, the ring is invulnerable for 3 seconds, during this time all incoming damage it takes is multiplied by 250% and added to its total health. Enemies that wander within 1.25 / 1.5 / 1.75 / 2 meters of Nezha are continuously staggered and dealt 50 / 75 / 100 / 125Slash DamageSlash damage every second. Warding Halo cannot be refreshed while it is active, and only expires when its health is depleted or when it is dispelled.
Damage reduction affects Overshield, Shield and Health.
Warding Halo's Base health, armor multiplier, absorption multiplier and damage per second, are affected by Ability Strength.
Warding Halo's health uses the following expression when accounting for Ability Strength: Modified Health = (Base Health + Armor Multiplier × (Health Conversion Armor + Nezha's Base Armor × (1 + Armor Bonus)) + Absorbed Damage × Absorption Multiplier) × (1 + Ability Strength)
While active, a health counter is displayed on the lower-right of the HUD, above the ability icons, indicating how much damage absorption is left.
Slash DamageSlash damage instances immediately affect enemies as they enter the stun radius.
Status effect immunity includes crowd-controlling effects such as knockdowns and staggers. Energy drains from Ancient Disruptors, including the small amounts of energy they drain with each melee attack, are resisted. However, Eximus energy drains and the speed reduction caused by the mucus of Tar-Mutalist MOAs are not resisted by Warding Halo.
Casting this ability makes Nezha stop all other actions, including movement. However, players can perform a running slide and hold it before casting in order to maintain momentum during the animation.
Warding Halo will release a wave of heat outward when it expires, inflicting all surrounding enemies with 100%Heat DamageHeatstatus effect, and making Nezha invulnerable for 1 second.
Warding Halo cannot be cast while active, but can be recast during this expiry invulnerability period.
Damage taken from the last hit which exceeds the health of Warding Halo will still transfer over in full to Nezha's health, potentially killing them (if strong enough), before the 1 second invulnerability can take effect.
Blocking with a melee weapon will not reduce damage taken to Warding Halo's Health, but will reduce damage taken from the 10% that is not absorbed by Warding Halo.
Be careful against enemies like Mutalist Osprey. Their toxin cloud for example deals damage to your Warding Halo and to your HP, bypassing your shield. This can kill you very easily, even with a full Warding Halo.
تتأثر صحة القاعدة ومضاعف الدروع ومضاعف الامتصاص والضرر في الثانية بقوة القدرة .
تستخدم صحة Halo التعبير التالي عند حساب قوة القدرة: الصحة المعدلة = (الصحة الأساسية + مضاعف الدروع × درع Nezha الأساسي × (1 + مكافأة الدرع الأساسي)) × (1 + قوة القدرة) + الامتصاص الضرر . (يلزم المزيد من الاختبارات والتأكيد)
على سبيل المثال ، مع حد أقصى Steel Fiberألياف الصلب وIntensifyالتكثيف ، ستحصل الهالة من الرتبة الثالثة على صحة أولية تبلغ(900 + 2.5 × 175 × 2.1) × 1.3 = 2364.375قبل امتصاص الضرر.
Reshaping the surrounding terrain, Atlas erects a Bulwark made of stone with a base health of 2850 / 3150 / 3450 / 3750 and additional health equal to 500% of Atlas' modded armor. Upon activation, the bulwark is invulnerable for 1 / 2 / 3 / 4 seconds; incoming damage that is absorbed during the invulnerability period is converted and added to the bulwark's health. After the invulnerability phase, whenever the Bulwark receives damage, the amount of health lost multiplied by 1 times is converted into Slash DamageSlash damage and inflicted on all enemies within ? meters from the Bulwark. Atlas can maintain only 1 bulwark at a time.
A bulwark's total health before absorbing damage, and health multiplier to Slash damage are multiplicatively affected by Ability Strength.
The bulwark's health uses the following expression when accounting for Ability Strength: Modified Health = (Base Health + 5 × (Atlas' Base Armor × (1 + Armor Mods)) × (1 + Strength Mods) + Additive Armor) + Absorbed Damage.
For example, with a maxed Steel FiberSteel Fiber and IntensifyIntensify, rank-3 Tectonics will produce a bulwark with an initial health of (3750 + 5 × 450 × 2.1) × (1 + 0.3) = 11,017.5 before converting absorbed damage.
While active, a health counter becomes visible on the ability icon that tracks the bulwark's health percentage from 100% to 0%. Placing the HUD's targeting reticle over the bulwark will also display its health bar.
Atlas and his allies do not contribute to a bulwark's health gain by shooting it during the invulnerability period.
Armor multiplier, invulnerability duration, shrapnel damage radius and max bulwarks active are not affected by mods.
Reactivating the ability will cause the bulwark to compact into a Boulder that rolls towards the current direction of aim, dealing 150 / 300 / 450 / 600Impact DamageImpact damage per second to enemies that are dragged along its path. After rolling 15 meters or hitting an environmental object, the boulder will explode and inflict 250 / 300 / 350 / 500Puncture DamagePuncture damage to enemies within a radius of 3 / 3 / 4 / 5 meters.
Ability Synergy: Casting PetrifyPetrify on the Bulwark hardens it into a Petrified Bulwark. Boulders created from Petrified Bulwarks gain 200% rolling velocity and have their rolling distance increased to 30 meters. They also inflict 200% bonus damage on rolling and explosion damage.
Bulwarks and Boulders become silver-colored and metallic when petrified.
Casting Petrify on a moving boulder will not grant it bonuses.
While the bulwark is capable of blocking most hostile gunfire, it does not provide cover from area of effect damage, including the explosive attacks of Grineer Bombards and Napalms.
Bulwarks and Boulders have collision detection for enemies only. Atlas and allies can move through Tectonics' objects unobstructed.
Enemies will attack the Bulwark if it obstructs their path. Though some enemies may simply run up against it.
Upon transforming the Bulwark into a Boulder, Tectonics can be recast immediately to create a new Bulwark.
The Bulwark will spawn on the same elevation as Atlas, but the bulwark does have gravity and will fall down if created in the air or without a surface directly underneath it.
Tectonic Fracture is a Warframe Augment Mod for AtlasAtlas that modifies TectonicsTectonics to allow additional simultaneous walls, but sacrifices the ability to turn them into offensive boulders.
Can completely block off narrow enough areas or chokepoints from enemies without limiting the movement of allies.
The Boulder can be used to push down long corridors, but care should be taken when aiming as the Boulder will detonate when it hits a side wall or standing obstacle.
The Bulwark's cover can assist in reviving allies who have fallen to a frontal threat.
Note that Bulwark's protection is less effective against enemy AoE attacks.
Enemies will not change their motion to sidestep a rolling Boulder. This makes the boulder very effective against lines of charging foes.
تستخدم صحة الحصن التعبير التالي عند حساب قوة القدرة : الصحة المعدلة = (صحة القاعدة + 5 × (درع قاعدة أطلس × (1 + تعديل درع)) × (1 + تعديلات قوة) + درع مضاف) + ممتص الضرر .
على سبيل المثال ، مع حد أقصى Steel Fiberألياف الصلب وIntensifyتكثيف ، ستنتج التكتونية من الرتبة 3 حصنًا مع صحة أولية (3750 + 5 × 450 × 2.1) × (1 + 0.3) = 11017.5قبل تحويل الضرر الممتص.
يستدعي Rumblers اثنين من المشاجرين الحجريين الأوليين إلى المشاجرة. الاستدعاء يحجر الأعداء على مقربة من أطلس. عند الانتهاء ، ينهار Rumblers في كومة من الأنقاض الشفاء.
Atlas summons his 2 earthly elemental golems as he instantly petrifies all enemies into stone within a 3 / 4 / 5 / 6 meter radius for 10 seconds. Once summoned, the Rumblers will roam the battlefield seeking nearby enemies to attack. They last for 15 / 20 / 30 / 45 seconds unless they are killed or manually detonated.
Number of Rumblers summoned is not affected by mods.
Petrifying occurs instantly when Atlas begins his casting animation.
Each Rumbler possesses 500 / 750 / 1000 / 1200Health, 50 / 150 / 250 / 500Armor, and a speed multiplier of 1. Rumblers inflict 800 / 1000 / 1400 / 2000Impact DamageImpact damage and stagger the target backwards with each melee attack; they can occasionally throw stones that home in on enemies to inflict 200 / 250 / 350 / 500Impact DamageImpact damage and ragdoll enemies hit.
Physical size of each Rumbler along with their health, armor, and all sources of damage are affected by Ability Strength. Health and armor are also affected by Warframe health, shield, and armor mods.
Rumbler health uses the following expression when accounting for Ability Strength: Modified Health = Health × (1 + Health Gain From Leveling + Health Mods + Shield Gain From Leveling + Shield Mods + Strength Mods).
Atlas' rank influences Rumbler health as the "Health Gain" and "Shield Gain" in the expression are referring to bonuses applied to Atlas' respective base stats. As Atlas at max rank will have 300 health and 300 shields (from 100 health and shields at rank 0), the +200% health and shield increase will also apply to the Rumblers' health.
Rumbler armor uses the following expression when accounting for Ability Strength: Modified Armor = Armor × (1 + Armor Multiplier + Ability Strength) + Additional Armor.
Speed multiplier is affected by Ability Range and can not fall below 0.5 or exceed 1.5 under any circumstances.
If the ability is reactivated or if Atlas becomes incapacitated, active Rumblers will self-destruct and inflict 500 / 750 / 1000 / 1250Blast DamageBlast damage to enemies within 3 / 4 / 5 / 6 meters.
Killing petrified enemies or self-destructing Rumblers will drop 1 piece of Rubble for Atlas to pick up, restoring 50 health or provides 50 bonus armor.
Rumbler Rubble provides reduced amounts of health or armor if Rumblers sustained damage to their health before expiring.
Amount of Rubble dropped per petrified enemy and per Rumbler, health restored, and bonus armor provided are not affected by mods.
Casting PetrifyPetrify on injured Rumblers will instantly restore their health to 100%.
While melee kills by the Rumblers are considered melee kills by Atlas, they do not contribute to the Melee Combo Counter.
Rumblers have collision detection for enemies only. Atlas and allies can move through Rumblers unobstructed.
Atlas can maintain only 2 Rumblers at a time.
The number of active Rumblers is displayed in the HUD beside Atlas' shield and health indicators, and waypoints are displayed onscreen for each active Rumbler.
If a Rumbler enters a Nullifier bubble, it will have its health drained.
Titanic Rumbler is a Warframe Augment Mod for AtlasAtlas that modifies RumblersRumblers to make one larger Rumbler with modified stats and will occasionally increase its Threat Level, instead of the normal two Rumblers. The recast ability to kill Rumblers is replaced by the taunt and a slam attack that knocks down all enemies within 15 meters.
يستخدم Rumbler armor التعبير التالي عند حساب قوة القدرة : درع معدل = درع × (1 + تعديلات درع + قوة قدرة) .
على سبيل المثال ، مع حد أقصى Steel Fiberألياف الصلب وIntensifyالتكثيف ، سيكون للاعبين من الرتبة الثالثة قيمة درع معدلة تبلغ 500 × (1 + 1.1 + 0.3) = 1200.
تزجيج الكتلة إنشاء حلقة متوسعة من الزجاج المنصهر الذي يبلور ببطء الأعداء الذين يدخلون. عندما يكتمل التمدد ، تصلب الحلقة لمنع نيران الأسلحة. تستمد الحلقة قوة إضافية من صحة ودروع الأعداء المتبلورين. استخدم الرموش المحطمة لتحطيم الحلقة وإرسال زجاج حاد حاد للخارج.
استنزاف الطاقة : 3 ثوانٍ -1 ، منحدر يصل إلى 5 ثوانٍ -1
Gara coats herself in a shell of hardened glass, becoming immobile and invulnerable to damage as she unleashes a radial ring of molten glass that expands outward and downward. Ring expansion occurs over 3 seconds, initially draining 3 energy per second which ramps up to 5 energy per second over the course of expansion. The molten glass ring's initial horizontal radius from Gara is 2 meters, which expands up to a maximum horizontal radius of 8 / 8.75 / 10.25 / 11 meters. The molten glass ring's initial height is 3 meters high, which expands downward up to a maximum height of 12 meters.
Initial horizontal radius is affected by Ability Range, while initial and maximum ring heights are not.
Enemies that contact the molten glass are crystallized over 3 seconds, slowing in movement and attack speed until completely solidified in place for 10 / 12 / 14 / 16 seconds. Crystallized enemies receive 20% / 30% / 40% / 50% more damage from weapons and abilities. Each enemy crystallized contributes extra health to the barrier formation phase, based on a portion of their maximum Shields and Health.
Damage multiplier is affected by Ability Strength, while crystallize converted health is affected by both Ability Strength and Armor mods such as Steel FiberSteel Fiber equipped on Gara.
Damage multiplier is applied once the enemy is completely crystallized.
Effect duration is affected by Ability Duration, while crystallization time is not.
Crystallized enemies are not immune to new status effects.
Any duration-based status effect, such as a Bleed proc, that is applied before an enemy is crystallized will run its normal duration.
On death, crystallized enemies shatter into glass with visual and sound effects.
Upon pressing the ability key again (default 4 ), when maximum horizontal radius is reached, or when Gara runs out of Energy, Gara sheds her glass shell as the molten glass ring solidifies into a hardened glass barrier.
The glass barrier consists of a circle made out of 12 individual segments, each possessing 1250 / ? / ? / 2350 base health, plus Gara's armor value multiplied by 500%. For each enemy affected by the crystallization phase, Mass Vitrify also converts a portion of their maximum shields and health into extra health for the glass barrier segments. When a segment's health is depleted, it explodes outward and damages all enemies for 500 / ? / ? / 800 damage in a range of 5 / 6 / 7 / 8 meters. Glass barrier lasts until all segments are destroyed or when Mass Vitrify is recast.
Barrier segment base health and segment explosion damage are affected by Ability Strength, while crystallize converted health is affected by both Ability Strength and Armor mods such as Steel FiberSteel Fiber equipped on Gara.
Barrier segment health uses the following expression: Modified Health = (Base Health + 5 × (Base Armor × (1 + Armor Mods) + Additional Armor)) × (1 + Strength Mods) + Absorbed Health
With a maxed Steel FiberSteel Fiber and IntensifyIntensify a wall segment would have (2350 + 5 × (125 × (1 + 110%))) × (1 + 30%) = 4,761.25 Health before accounting for converted health from crystallized enemies (values resulting from intermediate calculations are rounded down to the nearest whole number).
Minimum Health added from crystallized enemies is affected by Ability Strength and Gara's Armor, while Maximum health added is affected by neither.
Minimum Health added from each enemy affected by the crystallization phase is Health Added = (320 + 5 × (Base Armor × (1 + Armor Mods) + Additional Armor)) × (1 + Strength Mods)
Maximum Health added is Health Added = (Max Enemy Health + Max Enemy Shields) ÷ 10
Whichever formula results in a greater value is used for health added.
Segment explosion range is affected by Ability Range.
The number of wall segments and armor-to-health conversion multiplier are not affected by mods.
During the crystallization phase, the number of total crystallize converted health is displayed beside the shield and health indicators on the HUD, as a buff icon with the number of converted health below the icon.
The number of intact glass barrier segments is shown on the ability icon while at least 1 segment exists.
Player and AI interaction with the glass barrier have notable differences:
Ally players, allied AI, ally weapon fire, and Warframe abilities can pass through unhindered. However, some friendly projectile-based weapons are deflected when striking either side of the wall, such as Miter and Arca Plasmor.
Some allies such as hacked Eidolon Lures and Sortie Defense Operatives cannot pass through.
Players can perform vertical and horizontal Wall Dash maneuvers when in contact with the glass barrier.
Most enemies are blocked by the glass barrier from moving and attacking through it, including Kuva Clouds. However, most bosses and the Eidolon Teralyst can pass through unhindered.
Area of effect attacks (e.g., Shockwave MOAs and Bombards) and weapons with innate punch through (e.g. Tusk Grineer units) can hit through the glass barrier.
If Gara strikes her own Mass Vitrify glass barrier with Shattered LashShattered Lash's glass longsword, the barrier is shattered and destroyed in an explosion of glass fragments that inflicts Shattered Lash's damage and500 / 600 / 700 / 800 damage to all enemies within 8 / 10 / 12 / 15 meters from the barrier's exterior surface.
Shattered Lash is not affected by the equipped melee weapon's stats and innate effects.
Glass longsword's range is affected by Ability Range, while blade knockback radius and sweep arc are not.
Mass Vitrify's total damage uses the following expression when accounting for Ability Strength: Total Damage = [Shattered Lash Base Damage × (1 + Base Damage Bonus) × (1 + Ability Strength)] + [Mass Vitrify Explosion Damage × (1 + Ability Strength)].
Explosion is radial and not dependent on the direction Gara strikes Mass Vitrify with Shattered Lash. Gara must strike a currently intact part of the barrier, but the explosion will occur even around broken segments.
Enemies within the barrier's interior area are not affected by the explosion damage.
Shatter explosion range is affected by Ability Range.
Casting Mass Vitrify will also refresh the duration of Splinter StormSplinter Storm on Gara, as well as any affected allies that contact the molten glass during its expansion.
If Mass Vitrify's barrier is destroyed by Shattered LashShattered Lash and Splinter Storm is within the explosion radius on the outside of the barrier, 50% of the glass fragments' damage is permanently added to Splinter Storm's damage per second until its duration expires.
Explosion damage from Mass Vitrify is affected by Ability Strength, while the percentage absorbed is not affected and is capped at 50%.
Absorbed damage is also affected by equipped melee mods including:
As Mass Vitrify's explosion damage is not comprised of Impact DamageImpact damage, physical damage mods that affect Impact DamageImpact have no effect on absorbed damage for Splinter Storm.
Absorbed damage is calculated after additional damage from mods.
Absorbed damage can stack from repeated Mass Vitrify explosions inside Splinter Storm's radius.
Splinter Storms on Gara herself and allies can absorb damage from Mass Vitrify's explosion, while storms on affected enemies do not.
Can be recast while active to expand molten glass and create a new barrier. Only 1 barrier may remain active per player.
When the barrier duration expires, the glass barrier shatters harmlessly into fragments that float away upward.
Molten glass, hardened glass, and crystal tint color and particle effects energy color are affected by Gara's chosen Warframe energy color.
As with most abilities, if a Nullifier Crewman bubble touches the glass, it will end the ability prematurely if casting, and instantly shatter it without dealing any damage to surrounding enemies if already hardened. However, enemies hardened with glass will only harden prematurely if the nullifier touches them.
Players are able to wall jump on the barriers from inside and outside.
Bugs
Casting Mass Vitrify in the air often delays the effect of refreshing Splinter Storm's duration until Gara lands on the ground, or if done from extreme heights, not refresh it at all.
Interrupting the expansion quickly after casting might sometimes result in a "fake" barrier which does not block damage and can not be detonated with Shattered Lash. This can also occasionally happen without voluntarily stopping the expansion.
Operators that come into contact with the ring while it's expanding are slowed down.
تستخدم صحة قطاع الحاجز التعبير التالي: الصحة المعدلة = (صحة القاعدة + (5 × درع أساسي × (1 + تعديل درع))) × (1 + تعديلات القوة)
مع حد أقصى Steel Fiberألياف الصلب وIntensifyتكثيف مقطع الجدار سيكون له [2225 + (5 × 125 × (1 + 1.1))] × (1 + 0.3) = 4،598.75الصحة قبل حساب الصحة المحولة من الأعداء المتبلور (يتم تقريب القيم الناتجة من الحسابات الوسيطة إلى أقرب الرقم كاملا).
يتم عرض قيم درع قاعدة العدو أسفل المخطوطات وصندوق المعلومات ، ولكن يتم توسيع نطاقها إلى مستوى العدو. عموما، فقط Grineer ورئيسه الأعداء والدروع، في حين أن فقط كوربوس و تنتشر فيها وحدات لامتلاك دروع هي بورصة وحدة، Oxium أوسبري ، و الطاغوت . عندما تكون الأشرطة الصحية للعدو صفراء ، يكون الدرع ساري المفعول وسيتم تقليل الضرر.
بالنسبة للدروع ، تتراوح نطاقات الاختلافات في المستوى التي ينتقل فيها التدرج من النمو الأسي إلى الهضبة بين 70 و 80. الصيغة التي يتم من خلالها قياس دروع العدو هي كما يلي:
حيث يكون مضاعف الدروع هو القيمة التي تضاعف درع العدو الأساسي في درعه الحالي.
تحجيم الدرع الحالي مقارنةً بالقياس السابق عند المستوى الأساسي = 1.
إزالة درع العدو [ ]
هناك العديد من التأثيرات التي تقلل درع العدو. إذا تم تقليل درع الهدف إلى 0 ، فإنه يفقد نوع درعه. كما،Corrosive Damageيتسبب الضرر التآكل في إلحاق ضرر أكبر بكثير بالعدو ذي المدرعات الفريتية الضعيفة مقارنةً بالعدو الذي تم إبطال درعه في النهاية ، نظرًا لأنه بصرف النظر عن تخفيف الدروع ، تُفقد مكافأة الضرر بنسبة 75٪.
Corrosive Damageتزيل تأثيرات الحالة المسببة للتآكل 26٪ من كمية درع الهدف لمدة 8 ثوانٍ. هذا يتكدس حتى 10 مرات ، مع كل عملية تالية تزيل 6٪ درع بإجمالي 80٪.
يجعل هذه الزيادة القدرة Shurikenيجد Shuriken نقاط ضعف في درع الهدف ، ويقلل مؤقتًا من قيم درعه بنسبة70٪لمدة8ثوانٍ في الرتبة القصوى. تخفيض الدروع مضاعف على الدرع الكلي للهدف. تزيدقوة القدرة مننسبة تخفيض الدروع ؛ في143٪، وشوريكين البحث عن يزيلكلدرع من عدو.
ونتيجة لمعدل المضاعف، فإنه ليس كومة additively مع الآثار الأخرى للحد من ميادين المعارك. سيؤدي تداخل القوالب المتتالية إلى تكديس تأثير تقليل الدروع بشكل مضاعف. سيؤدي إلقاء شوريكنتين إلى تقليل إجمالي درع العدو إلى 9٪ من قيمته الأصلية. سيؤدي الإسقاط المتآكل إلى إزالة 18٪ من إجمالي درع العدو قبل تأثير Shuriken ، مما يترك 24.6٪ من درع الهدف لا يزال يعمل.
يجعل هذه الزيادة القدرة Sonic Boomتعمل تقنية Sonic Boom على إجهاد درع الأهداف ، مما يقلل مؤقتًا من قيم دروعها بنسبة70٪لمدة8ثوانٍ ، ويكون تقليل الدروع مضاعفًا على إجمالي درع الهدف. يمكن أن تزيد "قوة القدرة" مننسبة تخفيض الدروع هذه ويمكن أن تجرد هذه الزيادة كل الدروع من العدو المصاب إذا زادت "قوة القدرة" فوق143٪.
ونتيجة لمعدل المضاعف، فإنه ليس كومة additively مع الآثار الأخرى للحد من الدروع (على الرغم من أن لديهم القدرة على إزالة كافة ميادين المعارك ليست هناك حاجة.) تداخل يلقي المتعاقبة سوف كومة تأثيره تخفيض درع مكثر. سيؤدي الإسقاط التآكل إلى إزالة 18٪ من إجمالي درع العدو قبل تأثير Sonic Boom ، مما يترك 24.6٪ من درع الهدف لا يزال يعمل.
متفرقات :100٪ (Heat Damageفرصة حالة الحرارة ) 50-100٪ (تقليل الدروع) -2٪ / ثانية (تقليل معدل توليد الحرارة للتضحية) -50٪ (إزالة الحرارة الكلية للتضحية)
Ember slams the ground, creating a wave of fire that expands outwards to a radius of 25 meters. Enemies in direct line of sight of Ember and within range are dealt 66 / 100 / 141 / 200Heat DamageHeat damage with a 100%status chance, have their Armor permanently reduced by 50% - 100%, and suffer knockdown and are violently pushed back.
Damage and armor reduction are affected by Ability Strength, and armor reduction is capped at 50-100%.
The armor reduction affects enemies' current armor and stacks with multiple casts, e.g. two casts at minimum heat (50% armor reduction) will reduce enemies armor to 25%.
Ability Synergy:
Each cast of Fire Blast decreasesImmolationImmolation's rate of heat generation by 2% per second, while also removing50% heat.
Fire Blast's enemy armor reduction scales linearly with Immolation's heat level, with 0 percent heat resulting in the minimum value being removed and 100 percent heat resulting in the maximum.
Has a cast delay of about 0.7 seconds.
Subsuming Ember to the Helminth will offer Fire Blast and its augments to be used by other Warframes.
Damage and armor reduction of Subsumed Fire Blast are affected by Ability Strength, while the wave radius is affected by Ability Range.
Armor reduction per cast is capped at 75% of enemies' current armor, achievable with Ability Strength of 100% at max ability rank.
Subsumed Fire Blast takes 7 casts to completely strip enemies' armor at max ability rank with 100%Ability Strength or more.
If using this in conjunction with Inferno to strip armor, cast Inferno first, so that it gets the benefits from high heat, then cast Fire Blast to strip enemy armor, slowing Ember's heat generation.
Cast when at max heat in order to prevent Immolate from draining Energy.
هذه القدرة تخلق موجة من النار تتوسع للخارج وتقلل إصابة درع الأعداء بنسبة 50٪ - 100٪ . يعتمد تقليل الدروع بشكل خطي علىImmolationمقياس التضحية . مقياس ممتلئ سينتج عنه الحد الأقصى من تقليل الدروع.
كما سيتم تطبيق أ Heat Damageتأثير حالة الحرارة على الأعداء ، مما يؤدي إلى تقليل مضاعف الدروع بنسبة 50٪ خلال ثانيتين ، مما يؤدي إلى ترك دروع بنسبة 25٪ فقط للأعداء بعد تعرضهم للانفجار الناري غير المشحون.
ونتيجة لمعدل المضاعف، فإنه ليس كومة additively مع الآثار الأخرى للحد من الدروع (على الرغم من أنه لديه القدرة على إزالة 100٪ من المدرعات) تداخل يلقي المتعاقبة سوف كومة تأثيره تخفيض درع مكثر. سوف يزيل الإسقاط التآكل 18٪ من إجمالي درع العدو قبل تأثير Fire Blast ، مما يترك 24.6٪ من درع الهدف لا يزال يعمل.
Frost summons an avalanche to crash down around him, striking all surrounding enemies within 8 / 10 / 12 / 15 meters with a 600%Cold DamageColdstatus chance. Shortly after, an icy pulse rapidly expands over the area, freezing enemies in place and reducing their current armor by 25 / 30 / 35 / 40% for 5 / 6 / 7 / 8 seconds. When the pulse dissipates, frozen enemies are immediately dealt 800 / 1000 / 1200 / 1500Cold DamageCold damage. If an enemy dies from the sheer cold, they violently shatter upon death, dealing 100 / 200 / 300 / 400Cold Damage