MuscleBeach Posted October 24, 2019 Share Posted October 24, 2019 (edited) Hello again with another of my warframe concoctions! This is Lumia a female warframe which was rumored to have harnessed control over a piece of the Sun. Lumia is the warframe and Sola is the orb of light that orbits around her that she can manipulate, either fusing it into her, altering her abilities, or strategically placing it at a location for a zoning effect. I imagine Lumia as a somewhat sleek looking warframe with several orb shaped crystals around her back and arms. These would glow with an almost fire-like effect when Sola is fused into her. Intended Playstyle: Spoiler Use Ability 2 Comet to send out Sola to a choke point or area you need to protect. Use Ability 1 Pulsar multiple times when the area around Sola is populated to create several repeating waves of additional damage. Ability 4 Singularity if you need more damage or hard CC at Sola's location. Ability 3 Fusion to remove Sola and add damage reduction to yourself and change your abilities to not focus around Sola at all. Lumia Health: 300 (base 125) Shield: 300 (base 125) Armor: 185 Energy: 300 (base 200) Sprint: 1.0 Passive: Sola Spoiler Sola is an orb of light that rotates around Lumia, reducing damage of enemy projectiles that pass through it. Sola's Radius: 1m (Or whatever covers 1/3 of your Warframes height). Not Mod-able. Damage Reduction: 60% Reduction Cap: 90% Only Damage reduction is mod-able. Ability 1: Pulsar Spoiler Sola pulsates, releasing a pulse of energy that damages your foes. If Sola is enlarged from Comet or fused with Fusion, deals additional damage and range. Cost 25 Energy Damage 100 Rad Status 10% # of Pulses 3 1 Pulse per 2s Range 8m Enlarged Damage 150 Rad Enlarged Range 10m Fused Damage 225 Rad Fused Range 12m Can be cast multiple times. # of Pulses affected by duration. Ability 2: Comet Spoiler Sola is launched in a direction, passing through enemies, until she collides with the environment or ability is recast. At the end of Sola's travel, she enlarges and becomes stationary. Can be quick tap recast for reduced energy or long press cast to shrink and return to Lumia for free. Cast 50 Energy Recast 30 Energy Max Range 30m Radius 5m Damage 275 Fire /s Status 30% Passive Damage Reduction still applies in this state. If Sola is fused to Lumia, instead you fly in a direction and explode upon impact with the environment or reaching max distance. Cost 50 Energy Max Range 30m Damage 675 Fire Status 15% Damage Range 5m No long press mechanics when fused. Ability 3: Fusion Spoiler Teleport to Sola's current location and fuse with it, creating a blinding flash of light, increasing Lumia's defenses, and altering her abilities while fused. Energy 10E + 9/s Blind Radius 15m Blind Duration 8s Damage Reduction 60% Reduction Cap 90% Typical channeling restrictions apply. Ability 4: Singularity Spoiler Sola condenses into a black hole at its current location, instantly pulling nearby enemies into its center and staggering those that are further away towards the center. The pull range is strong, like Nidus's tentacle monster. The Stagger pull range is like the Ferrox's thrown effect but a little stronger. Cost 100 Energy Pull Range 8m Stagger Range 15m Pull Damage 700 Rad /s Stagger Damage 350 Rad /s Status 30% Duration 7s If fused, instead leave behind a smaller sized black hole, which can be cast multiple times. Cost 100 Energy Pull Range 4m Stagger Range 7m Pull Damage 350 Rad /s Stagger Damage 175 Rad /s Status 30% Duration 7s Thank you for reading. Please share any criticism or ideas you may have! Edited October 26, 2019 by MuscleBeach Adjusted ranges added play-style Link to comment Share on other sites More sharing options...
Megasupremeprime Posted October 25, 2019 Share Posted October 25, 2019 Health and Shield is too low and energy don't decrease when the frame ranks up To calculate health and shield take (base * 3) and for energy take (base * 1.5) Link to comment Share on other sites More sharing options...
MuscleBeach Posted October 25, 2019 Author Share Posted October 25, 2019 4 hours ago, Megasupremeprime said: Health and Shield is too low and energy don't decrease when the frame ranks up To calculate health and shield take (base * 3) and for energy take (base * 1.5) The health and shield are intended to be that way. Better modding multiplier but lower values if you don't mod for them. If this is taboo, it's only a difference of 100 shield or vitality with maxed vitality/redirection so I would just lower the base on one of them. Energy was a mistake, I put them backwards. It should be 200 base 300 maxed. Thank you :) Link to comment Share on other sites More sharing options...
MuscleBeach Posted October 26, 2019 Author Share Posted October 26, 2019 Adjusted range values after testing ranges in Simulacrum. Added Intended Play-style spoiler section as this warframe has a good bit going on that needs to be linked together: Spoiler Use Ability 2 Comet to send out Sola to a choke point or area you need to protect. Use Ability 1 Pulsar multiple times when the area around Sola is populated to create several repeating waves of additional damage. Ability 4 Singularity if you need more damage or hard CC at Sola's location. Ability 3 Fusion to remove Sola and add damage reduction to yourself and change your abilities to not focus around Sola at all. Link to comment Share on other sites More sharing options...
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