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Protonus' Warframe Augmentation Foundry


Freelancer27
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I don't know exactly what am I doing currently, other than thinking of placing upgrades for Warframes which are placed on the concepts.

 

So... I am planning to place my creations here, due to the insurmountable amount of text provided. Since these are my creations that I simply wanted to share, but I am very sure these are not intended to ask for anything in particular, such as modifying the existing ones.

 

These are up to my own lore of the Warframe design, which is intended to be OP, so it is not to be in-game, just for my fun of amplifying things.

 

I also thought of it being here in the Fan Zone, since people take these upgrades too seriously, which is not supposed to.

 

Okay, here they are:

 

- - - Warframes - - -

Red Nova

Name: Red Nova
Appearance: Similar Nova specifications.
Idea: Berserk-amplified Warframe.
 
- Base Statistics
Health: 125
Power: 175
Armor: 130
Shields: 100
Shield Recharge: 28.5
Sprint Speed: 1.3
Stamina: 120
 
- Abilities: (All abilities are upgraded.)
 
1. Null Point (Energy: 25)
- Spawns 8 / 10 / 12 / 14 particles that will orbit Red Nova.
- Automatically launch themselves at enemies within 9 / 10.5 / 12 / 14.5 meters.
- Each particle does 120 / 150 / 180 / 210 Slash Damage.
- Launch time per mote is about 1 second. Like the original.
- 2 independent motes are launched simultaneously on 2 independent targets. If 1 enemy is in range, mote rate of fire is doubled instead of firing 2 at the same time.
 
2. Antimatter Blast (Energy: 50)
- Creates a volatile orb of antimatter which is steered with the aiming-reticle after being created.
- This particle absorbs all damage (friendly and hostile) when shot at.
- Once contacting a solid object it will detonate for 150 / 200 / 250 / 300 damage + 250% / 375% / 500% / 625% of all absorbed damage with an explosion radius of 10 / 12 / 15 / 18 meters.
- Damage detonated is Blast damage.
- Also creates a Null Star effect of 3 / 4 / 5 / 6 motes at a time.
- Each particle does 80 / 100 / 120 / 150 Slash Damage.
- Revolving motes automatically launch themselves at enemies within 5 / 7 / 8 / 10 meters.
- If motes remain in the drop, they will enter this drop, thus adding more damage.
 
3. White Hole (Energy: 75)
- Creates a wormhole with an entrance directly in front of Nova and an exit-point wherever Nova was targeting at the time the ability was cast.
- The portal will last for 15 / 19 / 22 / 25 seconds or until 2 / 3 / 4 / 5 uses.
- Enemies passing through the line between the entry and exit passage will take damage of 20 / 35 / 50 / 65 Slash damage per second.
- Line damage has a diameter of effect about 0.5 / 0.75 / 1 / 1.25 meters.
 
4. Atomizer Prime (Energy: 100)
- Nova destabilizes the molecular structure of all enemies within 20 / 22 / 25 / 28 meters for 90 seconds.
- Affected enemies move and attack 70% slower, take 250% damage from all sources, and detonate upon death dealing 400 / 600 / 800 / 1100 Blast Damage to enemies within 10 / 12 / 14 / 18 meters.
- When these affected enemies take damage, they will create small explosions from those impacts dealing 50 / 80 / 110 / 150 Blast damage within 2 / 3 / 4 / 5 meters.

 
Red Haze

Name: Red Haze
Appearance: Ember, who got upgraded for reasons.
Idea: She's just upgraded.
 
- Base Statistics
Health: 125
Power: 175
Armor: 65
Shields: 150
Shield Recharge: 35
Sprint Speed: 1.05
Stamina: 10
 
- Abilities:
 
1. Fireblast (Energy: 25), Upgraded Fireball, which was supposed to be named Fireblast
- Throws one large fireball and two smaller ones on its sides at about 20 degrees in angle distance away from the large one.
- Main fireball deals 175 / 225 / 275 / 325 Fire Damage on impact, with a speed of 25 meters per second, with an explosion range of 3 / 4 / 5 / 6 meters.
- Two smaller fireballs deal 50 / 75 / 100 / 125 Fire Damage on impact, with a speed of 20 meters per second, with an explosion range of 2 / 2.5 / 3 / 3.5 meters.
- Main and smaller fireballs leave hazards (like a Napalm's grenade).
- Main hazard inflicts a half-second delay with a damage around 40% / 50% / 60% / 70% of its original damage for the duration of 4 / 5 / 6 / 7 seconds.
- Small hazards inflict a half-second delay with a damage around 30% / 40% / 50% / 60% of its original damage for the duration of 2 / 3 / 4 / 5 seconds.
 
2. Molten Crust (Energy: 50), Upgraded Overheat
- Causes the upgraded Ember to burst her outer shell into a molten crust improving her survivability and damage output.
- Her shell deals 150 / 200 / 250 / 300 Fire Damage per second to targets within 1 meter from Ember.
- It also gives her 15% / 20% / 30% / 40% damage reduction to both health and shields. (Remains the same)
- Ember's shell autocasts fireballs out of her body.
-- This deals 100 / 150 / 200 / 250 Fire damage, with a speed of 25 meters per second, with an explosion range of 1 / 1.33 / 1.67 / 2 meters.
-- This does not leave hazards.
-- Delay of this cast is about 2 seconds.
- Duration of the entire ability lasts about 12 / 17 / 20 / 25 seconds.
 
3. Embercore (Energy: 75), Upgraded Fire Blast
- Ember slams the ground to produce a core of fire around her with create a ring of fire that is 7 / 7.5 / 8 / 9 meters wide and 2 / 2.25 / 2.5 / 3 meters thick.
- 200 / 300 / 400 / 500 Impact damage is immediately dealt to all enemies within 8 / 11 / 14 / 17 meters.
- The ring deals 85 / 110 / 140 / 190 fire damage each second to those who stand on within the ring's range.
- The inner core deals 150 / 200 / 250 / 300 fire damage each second, which spans about a diamter of 2 / 2.5 / 3 / 3.5 meters.
- Ember and her allies who enter this core will receive a damage reduction for both health and shield 5% / 7.5% / 10% / 12.5%, this is multiplicative with Molten Crust.
- Embercore lasts for 9 / 12 / 15 / 20 seconds.
 
4. Fiery Haze (Energy: 100), Upgraded World of fire
- A swirling aura of Fire Damage surrounds Ember.
- Burns up to 4 targets at a time within 10 / 13 / 17 / 20 meters for 250 / 325 / 400 / 475 damage per second.
- Ignites Ember with an explosion on herself every two seconds, with each dealing 200 / 300 / 400 / 500 Blast damage with an explosion distance of 5 / 6 / 7 / 8 meters.
-- This explosion does NOT deal damage to herself.
- Lasts for 6 / 10 / 12 / 16 seconds.

 
Valkyrie

Name: Valkyrie
Appearance: Valkyr, with upgrades.
Idea: Upgraded... Duh.
 
- Base Statistics
Health: 125
Power: 150
Armor: 485
Shields: 100
Shield Recharge: 25
Sprint Speed: 1.2
Stamina: 200
 
- Abilities:
 
1. Riposte (Energy: 25)
- Has range of 25 / 40 / 60 / 75 in-game meters.
- Deals 375 / 500 / 625 / 750 Slash damage on a single target.
- If target is successfully latched on, deals 100 / 175 / 250 / 325 Blast damage to nearby enemies on an area of 3 / 3.75 / 4.5 / 5 meters.
- If latched on environment and Valkyr is being pulled towards such, Valkyr can deliver ram damage towards enemies.
-- Deals 75 / 125 / 175 / 250 Impact damage at a field area of 1 / 1.25 / 1.5 / 2 meters.
-- Pushes enemies back, occasionally ragdolls.
- If not directly killed by the first assault, it will rag-doll the enemy affected.
 
2. Inspire and Impair (Energy: 75)
- Lasts 12 / 16 / 20 / 25 seconds per cast.
- Buffs teammates:
-- Melee attack speed by 15% / 25% / 30% / 40%.
-- Melee attack damage by 10% / 20% / 30% / 45%, both Regular and Charge attacks. This includes finishers.
-- Armor by 40% / 55% / 70% / 85%.
- While debuffing Enemies:
-- Overall speed by 20% / 30% / 40% / 50%.
-- Overall damage by 5% / 10% / 15% / 20%.
- All are multipliers.
- Has the total range of 18 / 22 / 25 / 30 in-game meters.
 
3. Inverse (Energy: 10)
- It requires 33% of your current shields to cast.
- Deals 33% of shields * 3 / 4 / 5 / 6 to enemies within range.
- Has a range of 7 / 9 / 11 / 13 in-game meters.
- Temporarily receives shield damage resistance of 10% / 15% / 20% / 25%, for 2 / 2.5 / 3 / 4 seconds.
-- Continuous uses during the damage resistance buff is NOT affected.
 
4. Hysteria (Energy: 100)
- Has a duration of 15 / 20 / 25 / 30 seconds. This is affected by Power Duration mods.
- While ability is activated, Valkyr is immune to stun, stagger and knockdown.
- Valkyr is given 50% / 60% / 65% / 75% damage reduction from all damage sources. Is not affect by mods.
- Initial use of this ability causes Valkyr to explode in rage, dealing 150 / 250 / 350 / 500 Blast damage at an area of 3 / 4 / 5 / 6 meters.
- While ability is in use, it replaces Melee with Valkyr's claw attacks. Ranged weapons are still usable.
-- This deals 450 damage (150 Impact, 150 Puncture and 150 Slash).
-- Jump Attacks deal twice the regular damage on a single target, while its Slam effect deals 600 damage in a 5m radius with 100% knockdown, while hitting a maximum of 5 enemies per strike.
-- Finisher attacks deal 375 damage (125 Impact, 125 Puncture and 125 Slash) on each punch. Uses Kogake finsher animation.
-- Wall attacks deal 2400 damage (800 Impact, 800 Puncture and 800 Slash). Also uses Kogake wall animation.
-- These attacks have a 50% critical rate and 250% critical damage.
-- All melee damage is increased by a multiplier of 1 / 1.33 / 1.67 / 2. The multiplier is affected by Power Strength mods.
- Ranged weapons get Blast damage buff, similar with Saryn's Contagion.
-- This give 30% / 50% / 70% / 100% Blast damage from current Physical damages.
-- Slows weapon rate of fire by 50%. This is not affected by mods.
-- Accuracy is reduced by 50%. This is also not affected by mods.

 

Volt Minus

Name: Volt-
Appearance: Volt, with heavy rampant armor upgrades.
Idea: A heavy Volt.
 
- Base Statistics
Health: 125
Power: 125
Armor: 165
Shields: 175
Shield Recharge: 25
Sprint Speed: 0.95
Stamina: 100
 
- Abilities:
 
1. Fork Lightning (Energy: 25)
- Deals 125 / 175 / 200 / 250 Electrical damage
- Forks up to a maximum of 2 / 3 / 4 / 5 individual enemies.
- Each fork can chain up to 1 / 1 / 2 / 2 enemies.
- Radius of 5 / 7 / 10 / 12 in-game meters.
 
2. Amplify (Energy: 25)
- Casts a radial buff over 15 / 20 / 22 / 25 in-game meters.
- Gives a movement speed increase of 5% / 10% / 15% / 25%.
- Gives a Eletrical damage buff to all weapons for 15% / 25% / 30% / 50%. (Not on Warframe abilities)
- Gives an increase damage buff, after the Electrical buff, to all weapons for 20% / 30% / 40% / 50%. (Not on Warframe abilities)
- Slows rate of fire only to all weapons for 5% / 10% / 15% / 20%.
- Lasts 5 / 6 / 8 / 10 seconds.
 
3. Electric Dome (Energy: 50)
- Casts a dome of electricity around Volt-. (Electric version of Snowglobe)
- Dome spans at a radius of 3 / 3.5 / 4 / 5 meters.
- Lasts 5 / 7 / 10 / 15 seconds.
- Shots fired through the dome will deal 50% additional damage as Electric damage.
- Enemy fire will be fully absorbed by the dome.
- Placing an eletric shield after the dome will block your bullets.
 
4. Flash Pulse (Energy: 100)
- Volt- casts a blasting pulse of electricity in Volt-'s surroundings dealing tremendous damage.
- Deals 300 / 400 / 450 / 550 Electrical damage per half-second for 1 / 1 / 1.5 / 2 seconds.
- Has a small chance to proc, giving a slight chance for electrical arcs to damage nearby enemies effected.
- Radius of 9 / 10.5 / 12 / 15 in-game meters.
- Does not force into an animation, allowing Volt- to engage enemies while under the blast.
- Electronics only boost half of the original effectiveness.

 
Volt Plus

Name: Volt+, Jolt
Appearance: A more slender and feminine outfit of Volt.
Idea: I don't know why I thought of this.
 
- Base Statistics
Health: 100
Power: 150
Armor: 65
Shields: 200
Shield Recharge: 35
Sprint Speed: 1.1
Stamina: 120
 
- Abilities:
 
1. Pulse (Energy: 25)
- Jolt launches a pulse of electricity, dealing 75 / 100 / 125 / 150 Electrical damage per second for 2 / 2 / 3 / 4 seconds and can chain up to a maximum of 3 / 4 / 5 / 6 enemies.
- Enemies under the damage effect will remain stunned until actual Eletrical effects take place.
- Uses similar Shock animations, once it is casted on enemies, Jolt can continue fighting.
- Radius of 10 / 13 / 17 / 20 in-game meters. This is affected by Power Range mods.
 
2. Spark Charge (Energy: 25)
- Casts a radial buff over 15 / 20 / 22 / 25 in-game meters.
- Enemies take 150 / 225 / 300 / 400 Electrical damage instantly. Also deals a small electrical proc chance.
- Gives a movement speed increase of 15% / 20% / 30% / 50%.
- Gives fire rate increase to ranged weapons of 15% / 20% / 30% / 50%.
- Gives a Eletrical damage buff to all weapons for 5% / 10% / 15% / 25%. (Not on Warframe abilities)
- Buffs lasts 5 / 6 / 8 / 10 seconds.
 
- Lasts 5 / 6 / 8 / 10 seconds.
 
3. Shield Rejuvinate (Energy: 50)
- Jolt casts a shield buff around her, increasing energy shield effectiveness for a short time.
- Lasts 10 / 15 / 20 / 25 seconds.
- Taking damage from any source will not stop her shields from regenerating, instead it charges at 10% / 20% / 30% / 50% of its original recharge rate.
- Shields are granted with a temporary maximum of 5% / 10% / 15% / 20% increase from the total shields and an additive of +50 / +75 / +100 / +150.
- Gives a Shield recharge speed increase of 15% / 20% / 30% / 50%. This is multiplicative with the mods.
- Allies at a distance of 3 / 4 / 5 / 6 meters away from Jolt will receive 25% protection, 25% of that damage will be given to Jolt instead.
- Enemy melee attacks will cause to knockback on themselves when hitting Jolt.
 
4. Charge Cannon (Energy: 100)
- Jolt fires a devastating blast of electricity in a straight line, while the blast line itself generates 4 / 5 / 6 / 7 erratic Shocks in its lifetime.
- The Electrical beam deals 250 / 325 / 400 / 500 damage per second for 3 / 4 / 5 / 6 seconds, with a beam radius of 2 / 2.5 / 3 / 3.5 meters.
- Distance of the beam is 15 / 18 / 22 / 25 in-game meters.
- Erratic Shocks track enemies when they are in range of 5 / 6.5 / 8 / 10 in-game meters away from the beam.
--- These shocks deal 50 / 75 / 100 / 150 Electrical damage and can chain up to a maximum of 2 / 2 / 3 / 4 enemies.
--- The chain can span for 7 / 10 / 12 / 15 in-game meters.
--- Has a small chance to proc, giving a slight chance for electrical arcs to damage nearby enemies effected.
- The entire beam has a 50% chance to proc, that can also chain enemies as well.
- Electronics does not provide boosts to this ability.

 
Volt Equal

Name: Volt=, Volt Master, Amped Volt
Appearance: Remains an ambiguous gender as ever.
Idea: Just a Volt, but upgraded.
 
- Base Statistics
Health: 125
Power: 175
Armor: 115
Shields: 200
Shield Recharge: 30
Sprint Speed: 1.05
Stamina: 110
 
- Abilities:
 
1. Shock= (Energy: 25)
- Casts a more powerful version of Shock.
- Deals 125 / 175 / 225 / 300 Electrical damage
- Forks up to a maximum of 2 / 2 / 3 / 3 enemies.
- Each fork can chain up to a maximum of 2 / 2 / 3 / 4 enemies.
- Radius of 10 / 13 / 17 / 20 in-game meters. This is affected by Power Range mods.
 
2. Speed= (Energy: 25) (Upgraded Speed)
- Casts a radial buff over 15 / 20 / 22 / 25 in-game meters.
- Gives a movement speed increase of 20% / 30% / 50% / 75%.
- Gives a melee and ranged weapon speeds increase of 10% / 15% / 25% / 50%.
- Gives a Eletrical damage buff to all weapons for 5% / 10% / 15% / 25%. (Not on Warframe abilities)
- Lasts 8 / 10 / 12 / 15 seconds.
 
3. Electric Shield= (Energy: 50)
- Casts an upgraded Electric Shield, with half a size larger than the original.
- Lasts 15 / 20 / 25 / 30 seconds.
- Shots fired through the shield will deal 75% additional damage as Electric damage.
- Enemy fire will be fully absorbed by the shield.
- Enemies that pass through the shield receives 40 / 80 / 100 / 135 Electric damage per second.
--- The shield does not deal proc effects.
- Volt and Allies can pass through the shield.
- Placing second shield in line will NOT block your bullets from the first, allowing them to pass through with ease. Does not buff the damage further.
 
4. Overload= (Energy: 100)
- Casts a even more powerful Overload.
- Deals 300 / 375 / 450 / 550 Electrical damage per second for 5 / 6 / 7 / 8 seconds.
- Has a greater chance to proc compared to its original.
- Radius of 18 / 22 / 25 / 30 in-game meters.
- Volt= takes half of the damage during the animation of the cast.

 

Caryl (Glyda's own Saryn custom.)

Name: Caryl
Appearance: An elegant Saryn-type armor, ranging to combat type formality around it.
Idea: A customized Saryn with Glyda's own specifications.
 
- Base Statistics
Health: 200
Power: 150
Armor: 265
Shields: 125
Shield Recharge: 25
Sprint Speed: 1.05
Stamina: 12 (Codex: 120)
 
- Abilities:
 
1. Spore (Energy: 25), a Bile version of Venom.
- Throws a bile of toxin spores that is treated similarly to Ember's Fireball.
- The bile deals specified effects below at a range of 3 / 3.5 / 4 / 4.5 meters. Bile explosion deals 75 / 100 / 125 / 150 Toxin damage.
--- The bile explosion tags targets with 3 / 4 / 5 / 6 spores. Each spore ticks 10 / 12 / 13 / 15 Toxin damage per second for 10 / 13 / 17 / 20 seconds.
--- When the spores are shot and popped, they spread 2 / 3 / 4 / 5 spore(s).
--- Exploded spores deal 50 / 65 / 80 / 100 Toxin damage within range.
--- The spread range for the spores is 8 / 10 / 12 / 16 in-game meters. 
 
2. Vile (Energy: 50), a cheaper, stronger Contagion.
- Buffs Melee weapon with an additional 33% / 50% / 75% / 100% base damage as Toxin Damage.
- Buffs Range weapons with an additional 12% / 20% / 30% / 40% base damage as Toxin Damage.
- Caryl gains 15% / 25% / 37% / 50% Toxin damage resistance.
- Lasts 15 / 18 / 22 / 25 seconds.
 
3. Carapace (Energy: 50), a cheap health Iron Skin with a stronger Molt.
- Sheds a skin to be placed in Caryl's current position, mirroring her pose and elevation. It has no cast time or animation.
- Decoy mimics Caryl's maximum Health, Armor and Shields. (Unlike the old Molt.)
- Lasts for 10 / 15 / 20 / 25 seconds.
- Caryl is overhealed with additional health increasing up to 150 / 200 / 225 / 275 points.
--- If she lacks her current health with the maximum, it will heal her and the remaining will be used as an overheal.
--- Maximum overheal can reach up to 20% / 30% / 35% / 50% of her Maximum Health.
 
4. Rancor (Energy: 100), a more powerful Miasma with versitile effects.
- Caryl spikes her surroundings with both Poison and Acid, dissolving anything near her.
- Deals 150 / 200 / 250 / 300 Toxin Damage per second.
- Deals 150 / 200 / 250 / 300 Corrosive Damage per second.
- Enemies under the effects of Rancor will have an attack speed reduction of 10% / 15% / 20% / 30%. This multiplicative with general slowing effects.
- Enemies will also suffer shield degrade, allowing extra damage received through shields about 25% / 40% / 55% / 70%.
- Lasts for 3 / 4 / 5 / 6 seconds.
- Radius of 10 / 12 / 15 / 17 in-game meters.

 
Exodus

Name: Exodus
Appearance: A superior-looking Excalibur, stronger than an original Primed Excalibur.
Idea: Protonus' Specified Excalibur
 
- Base Statistics
Health: 125
Power: 150
Armor: 235
Shields: 150
Shield Recharge: 30
Sprint Speed: 1.1
Stamina: 12 (Codex: 120)
 
- Abilities:
 
1. Dash Flash (Energy: 25)
- Exodus slashes has way through a line of enemies while stunning those who got missed.
- Does 200 / 300 / 475 / 650 Slash Damage to all targets.
- Within a radius 1.5 / 1.6 / 1.8 / 2 meters of Excalibur.
- With a dash distance in a straight line for 7.5 / 8 / 9 / 10 meters.
- Dashing results blinding flashes of light that strike all enemies within the line for 6 / 8 / 10 / 14 meters.
- Initially stunning them for 5 seconds and then leaving them blinded an additional 2 / 5 / 7 / 10 seconds.
 
2. Exodus Slash (Energy: 50)
- Unleashes a large wave of mysterious energy that slices and explodes in nearby enemies.
- The wave has a diameter length of 8 / 10 / 12 / 16 meters with a diameter height of 0.5 / 0.75 / 1 / 1.5 meters.
- The speed of the wave moves at 20 meters per second, at an indefinite distance of its lifetime, until it hits walls or a certain number of enemies.
- A number of 2 / 3 / 4 / 5 enemies per second at a hit limit of 6 / 8 / 11 / 15 are needed for the slash to explode.
- The wave itself when passed through deals 50 / 75 / 100 / 150 Impact Damage, 50 / 75 / 100 / 150 Slash Damage.
- The explosion has a radius size of 3 / 3.5 / 4 / 5 meters, dealing 500 / 650 / 800 / 1000 Blast Damage.
 
3. Refractal Armor (Energy: 5, initially)
- Activateable passive.
- Gives Exodus a secondary shield that relies entirely on Energy.
- Each point of energy provides external Health points of 1 / 1.25 / 1.5 / 2 and are affected by both Power Strength mods and Armor.
- This energy will take damage first, before Shields and Health.
- It will also take damage first from Toxins, while having resistances follow traditional armor.
 
4. Eternal Javelins (Energy: 100)
- Launches a set of javelins around Exodus through the air at a number of 5 / 8 / 10 / 15 pieces.
- Targets that are within 20 / 23 / 27 / 30 meters of Exodus. Each javelin deals 900 / 950 / 1000 / 1150 damage.
- Damage is distributed evenly between Impact, Puncture and Slash.
- Each Javelin struck releases 2 / 4 / 5 / 7 smaller spikes, dealing damage to other enemies.
--- The Spikes have a range of 8 / 10 / 12 / 15 meters, each dealing 75 / 90 / 100 / 125 Damage.
--- Each spike also does equal damage to all damage physical types.
--- If the spikes do not find any live enemies in the given distance, they deal damage to the primary victim instead.

 
Vermillia

Name: Vermillia
Appearance: A true female-version of Excalibur, but stronger.
Idea: Had a thought between the world of RWBY and Helix discussed in the off-topic thread.
 
- Base Statistics
Health: 100
Power: 100
Armor: 300
Shields: 175
Shield Recharge: 35
Sprint Speed: 1.35
Stamina: 18 (Codex: 180)
 
- Abilities:
 
1. Whip Lash (Energy: 25)
- Vermillia dashes towards her enemies then dashes a second time.
- Vermillia can dash airborne, with a maximum height angle of 60 degrees.
- The 0.5 second delay is permitted between dashes.
- Each dash 175 / 250 / 400 / 600 Slash Damage to all targets.
- Within a radius 1.5 / 1.6 / 1.8 / 2 meters of Vermillia.
- With a dash distance in a straight line for 7.5 / 8 / 9 / 10 meters.
 
2. Red Lotus (Energy: 50)

- Vermillia channels her energy within herself and raises her melee weapon high, distributing a swarm of vicious flowers that stun and weaken enemies.
- The spell strikes all enemies within 12 / 18 / 22 / 25 meters.
- Initially stunning them for 5 seconds and then leaving them blinded an additional 5 / 8 / 11 / 15 seconds.
- Enemies will take 1.25x / 1.35x / 1.5x / 1.75x extra damage.
- Death of an enemy under this effect will do 100 / 150 / 200 / 275 Radiation damage, at a distance of 4 / 5 / 6 / 8 meters.
 
3. Violet Shaft (Energy: 25)
- Vermillia spins then thrusts her melee weapon upward, dealing damage around her and above her while lifting her at great heights.
- The spin attack will deal 1.5x / 2x / 2.25x / 3x from the melee weapon's Charge damage, with a distance of 4 / 5 / 6 / 7 meters.
- Height of the jump will reach 5 / 7 / 8 / 10 meters, with speeds twice as fast than Excalibur's Super Jump.
 
4. Hate (Energy: 100)
- Vermillia enters a state of atrocious hysteria causing everything around her to ripple with unforeseen, devastating slashes.
- The entire ability lasts for 1 / 1.25 / 1.5 / 2 seconds, while dealing a limit of 15 / 18 / 20 / 25 Slashes.
- (Scenario 1) If her Hate only reaches multiple enemies, the slashes are divided evenly, cleanly cutting away in her rangely rage.
- (Scenario 2) If her Hate only reaches a single strong enemy, she will deal all her slashes to that enemy alone.
- (Scenario 3) If her Hate only reaches to a small group of enemies (about 3 - 5), she will slash them evenly anyways.
- Targets that are within 15 / 18 / 22 / 25 meters of Vermillia. Each slash deals 650 / 725 / 800 / 900 damage.
- Damage is distributed evenly between Impact, Puncture and Slash.
- This can also be dealt against enemies that are not seen in her view.
- If Vermillia casts Hate without enemies in her range, it heals her health with a percentage of 33% / 40% / 50% / 65% from her maximum health.

 
Magenta

Name: Magenta
Appearance: Has a Cyan-purple color scheme. Comes with new components on the wrists, helmet and waist. Also shares some components with Mag Prime, such as the hips.
Idea: A custom Mag variant used by initially named Mag.
 
- Base Statistics
Health: 75
Power: 150
Armor: 130
Shields: 200
Shield Recharge: 35
Sprint Speed: 1.05
Stamina: 11 (Codex: 110)
 
- Abilities:
 
1. Pull+ (Energy: 25)
- Mag creates a magnetic field in her hand, pulling every enemy within 15 / 20 / 22 / 25 meters towards her.
- Damaging them for 175 / 225 / 275 / 400 Magnetic damage.
- (Corpus) Fluctuation of the Magnetic pull causes her victims' shields to shriek-out off regeneration of 4 / 6 / 7 / 10 seconds.
- (Grineer) Fluctuation of the Magnetic pull causes her victims' armor to reduce by 10% / 15% / 20% / 25% lasting 4 / 6 / 7 / 10 seconds.
 
2. Shield Polarize+ (Energy: 50)
- Mag exudes a polarizing aura of magnetic energy 10 / 15 / 20 / 25 meters wide.
- Restores 30% / 40% / 45% / 60% of friendly shields and depletes the same percentage from enemy shields.
- Allies receive a temporary shield damage reduction of 5% / 7.5% / 10% / 15%, lasting 4 / 6 / 7 / 10 seconds.
- The same percentage is for the Toxin damage to deal directly to shields instead, with the same duration.
- Shields which are drained cause 125% / 175% / 225% / 300% drained points as damage in a 5 / 8 / 11 / 14 meter explosion.
 
3. Bullet Attractor+ (Energy: 75)
- Mag strongly magnetizes a target for 15 seconds.
- Causes bullets within 7 / 9 / 11 / 15 meters to change direction.
- Accelerated bullets follow into the target causing 150% / 175% / 200% / 250% damage.
- Enemies that entered the marked target's attractor field will slow down by 5% / 7.5% / 10% / 15%.
- If a target dies while still magnetized, the field will become volatile and explode for 175 / 250 / 300 / 425 Explosion Damage in a 8 / 12 / 14 / 18 meter radius.
 
4. Crush+ (Energy: 100)
- Magnetizes the bones of enemies within 8 / 10 / 13 / 18 meters.
- Collapses skeletons into bodies to cause 750 / 850 / 900 / 1100 Magnetic damage and 250 / 300 / 350 / 400 Impact damage.
- Killed enemies will causing their bodies to splinter their bones into shrapnel, dealing 150 / 200 / 225 / 300 Slash damage.
--- At a radius of 3 / 5 / 6 / 8 meters.

 
Loki Laufeyson

Name: Loki Master
Appearance: A custom-made Loki with more powerful components replacing old ones. Tinted green. And two horns pointed front instead of the sides.
Idea: Superior version of the standard Loki, I think.
 
- Base Statistics
Health: 75
Power: 200
Armor: 155
Shields: 150
Shield Recharge: 25
Sprint Speed: 1.3
Stamina: 120
 
- Abilities:
 
1. Invisibility (Energy: 25)
- Turns Loki and his sentinel completely invisible to enemies for 8 / 12 / 15 / 20 seconds with only a shimmering mist visible to players.
- All sound effects are muffled and slightly muted for the invisible player. While invisible you and your sentinel are completely unable to be targeted by any enemy even if you are shooting or engaged in melee combat.
- Enables Stealth Damage Multipliers on all melee hits.
- Also increases his overall damage by 5% / 10% / 15% / 25%.
 
2. Mass Decoy (Energy: 50)
- Loki deploys a set holographic copies of himself, drawing enemy fire.
- Number of decoys released are 2 / 3 / 3 / 4 copies.
- Each decoy is spread evenly around depending how far the holograms are positioned. About 5 - 7 meters.
- Holographic decoys which lasts 10 / 20 / 25 / 35 seconds.
- Enemies will focus on the Decoy if it is deployed closer to them than Loki is, allowing Loki to deal heavy damage or escape an area without being targeted.
 
3. Switch Teleport (Energy: 10)
- Loki instantaneously switches place with a target, confusing the enemy.
- Loki swaps positions with a target within 25 / 40 / 50 / 50 meters, whether it be friendly or enemy.
- If the target is an enemy it becomes confused for 1 / 1.25 / 1.5 / 2 seconds and will not attack.
 
4. Radial Lethargy (Energy: 100)
- Lets forth a wave of energy, disrupting the projectile weapons of enemies in range and forcing them to revert to melee combat.
- Loki releases a pulse of manipulative energy, depleting/jamming the ranged weapons of enemies within a 15 / 18 / 21 / 25 meter radius. Affected enemies are permanently unable to use their ranged weapons.
- Enemies that can be disarmed, even if they have already been disarmed, are disoriented for 1 / 1.25 / 1.5 / 2 seconds.
- Deals 100 / 150 / 175 / 250 Electric damage to enemies that have been disarmed and already disarmed.
- Deals 300 / 450 / 550 / 700 Slash damage to Infested Chargers and knocks them down. Deals Bleeding status.
- Permanently forces Corpus Ospreys to the ground and removes Leech Osprey / Mine Osprey abilities.
- Debuffs all enemies in the radius with an overall speed reduction of 15% / 25% / 30% / 50%.

 
 
-- Weapons --
Soma Custom 1

Name: Protonian Soma
Appearance: A black-armored plated Soma with a unique damage delivery system.
Idea: My Soma. :3
 
Mastery Level:  8
Weapon Slot:  Primary
Weapon Type:  Light Machine Gun
Trigger Type:  Auto
 
Projectile Speed: Hit-Scan
Firing Rate:   12.2 rounds/sec
Accuracy:   40
Spin-up: Yes, 2.0s to full speed
 
Magazine Size:   140 rounds/mag
Max Ammo:   540 rounds
Ammo Capacity: 680 rounds
Reload Time:   4.0s, 2.0s full-reload.
 
Normal Attacks
Physical Damage   9.0 x 2
1- Impact  1.0
2- Puncture  4.0
3- Slash  4.0
 
Crit Chance:   35.0%
Crit Damage:   400.0%
Status Chance:   15.0%
 
Conclave Rating: 200

 
Karak Custom 1

Name: Karak Glyda
Appearance: A Cyan-purple shaded Karak, with some improvements.
Idea: Glyda's Customized Kara... of my own design.
 
Mastery Level: 2
Weapon Slot: Primary
Weapon Type: Assault Rifle
Trigger Type: Auto
 
Projectile Speed: Hit-Scan
Firing Rate: 11.7 rounds/sec
Accuracy: 28.6
Spin-up: No
 
Magazine Size: 40 rounds/mag
Max Ammo: 540 rounds
Ammo Capacity: 540 rounds
Reload Time: 1.7s
 
Normal Attacks
Physical Damage 36.0
1- Impact 16.0
2- Puncture 8.0
3- Slash 12.0
 
Crit Chance: 5.0%
Crit Damage: 200.0%
Status Chance: 10.0%

 
Soma Custom 2

Name: Soma Glyda
Appearance: A Cyan-purple shaded Soma with a smaller clip size.
Idea: Glyda's Customized Soma... of my own design.
 
Mastery Level: 6
Weapon Slot: Primary
Weapon Type: Assault Rifle
Trigger Type: Auto
 
Projectile Speed: Hit-Scan
Firing Rate: 8.6 rounds/sec
Accuracy: 28.6
Spin-up: No
 
Magazine Size: 50 rounds/mag
Max Ammo: 540 rounds
Ammo Capacity: 540 rounds
Reload Time: 2.4s
 
Normal Attacks
Physical Damage 18.0
1- Impact 2.0
2- Puncture 7.0
3- Slash 9.0
 
Crit Chance: 35.0%
Crit Damage: 350.0%
Status Chance: 10.0%
 
Conclave Rating: 175

Edited by Freelancer27
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i like the idea of upgrading my frames. and that is, with diffrent stuff than mods. Stuff i can -SEE-.

I really wish I could see to myself.

 

There are some issues regarding the idea, such as the work itself, but it is very acceptable, once there is enough time.

 

 

Added a custom Saryn.

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  • 4 weeks later...

The upgrades are actually a pretty cool idea.

I suggest that Prime frames should also be able to get similar boosts, albeit similar or a bit more powerful, at the expense of the fact it'll be WAY tougher to get than the regular upgrades for regular frames.

Another idea is that the upgrade would be maybe like a series of blueprints that would combine into 1 BP (similar to how you build frames now), and would be installed like how you would install forma or potatoes, and the BPs maybe being obtainable from either alerts or Nightmare Modes of bosses?

Just my 2 cents.

But other than that, the ideas of upgrades to frames actually seems like an awesome idea. +1 to you.

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