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Warframe Concept - Shield Frame


Wurzide
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So I have an idea for a shield based warframe:

Shield Frame: Shieldo-Chan (placeholder name, will think of proper name later)

Images will be added later if I have some spare time this week.

Stats:

Base (rank 0/unranked):

Health: 100

Shields: 600

Energy: 100

Armour: 10

Max:

Health: 100

Shields: 3000

Energy: 150

Armour: 10

Gains 80 shield per level. Gain 10 energy at level 6/12/18/24/30 to max of 150.

 

Passive:

“Shields regenerate faster, finisher attacks restore shield and removes debuffs. Healing also affect shield.”

Shields regenerate 2/4/6/8 (at rank 0/10/20/30) times faster than normal, stack additively with shield recharge mods, and have shield gate effect.

Shields regenerate 16 times faster than normal if your shields is lower than 5%/10%/15%/20% (at rank 0/10/20/30).

Finishers restore 15%/20%/25%30%/35%/40% (at rank 6/12/18/24/30) of max shield and removes all debuffs from self (debuffs are removed at start finisher animation).

Base formula: (15 + 0.05(Max Shield))(1 + Mod Multiplier)

With passive: (15 + 0.05(Max Shield))(1 + Mod Multiplier + Passive Multiplier)

25% of healing from any source will also restore shield by the same amount.

Shield gate: when taking damage larger than current shield, shields will be reduced to 0 with no damage to health.

 


1st ability: Adaptive Laser - active

“Drain shield to fire off laser beams. Beam property is affected by weapon types and weapon mods. Beam can proc status chance and crit. Damage type, crit chance and status chance of beam is dependant on the weapon currently equipped.”

Having a shotgun equipped will cause the beam to split into multiple beams around the crosshair in a 15⁰ cone (beam count depending on shotgun pellet count, if 1 pellet then beam goes into middle of cone). Status chance calculations when applied will be that of the shotgun’s (only when shotgun is equipped).

Having a rifle/beam weapon equipped will cause the beam to fire a single beam. Multishot mods will cause more than one beams to appear and vice versa for negative multishot rivens.

Having a sniper rifle/bow will give the beam an innate 1.0 (scales with ability strength, max 3.0 at 300%) punch through, addictive to any other punch through present on the weapon. And will also extend the range of the beam by 15m. Multishot mods will cause more than one beams to appear and vice versa for negative multishot rivens.

Having a melee equipped will cause the beam to sweep in a 45⁰ cone over 0.3s (scales with attack speed, capped at 0.1s), sweeps from left to right.

The beam takes on the damage distribution of the weapon. If no weapon is equipped, beam does 47.5% Impact, 47.5% Puncture and 5% Slash damage.

Damage mods stacks additively with Ability Strength.

Elemental mods and IPS damage mods also work the same way as they would with a weapon's damage.

As the beam's status chance and crit chance mods are based off the current weapon equipped, status chance and crit chance mods also affect the beam indirectly.

Faction mods, crit damage mods, Life Strike and Healing Return (for melee) also affect the beam.

Blood Rush, Berserker and acolyte mods indirectly affect the beam as the stats and damage calculations is made after all buffs and debuffs have been accounted for.

Combo multipliers and channeling damage also affect the beam.

Augments does not affect the beam.

Cost: 100 shield - shield cost does not scale with Efficiency

Damage: 150/300/450/600 - scales with Ability Strength

Range: 15m/20m/25m/30m - scales with Ability Range

Cast time: instant (except when melee is equipped, which is also affected by Natural Talent and Speed Drift.)

If scanner/fishing spear is equipped when cast, the beam will count the last weapon used as “currently equipped”.

Is one-handed action, and can be used while performing various maneuvers and actions without interruption.

Augment: Refraction

“Beams refract to hit additional enemies and blind them if a crit or status is proc'd.”

Causing beams to refract and chain off of enemies, max 5/6/7/8. Applies blind for 1s/1.5s/2s/2.5s to targets hit upon crit/status proc.

 

2nd ability: High Powered Shields - buff

“Restores shield and increases allies shield regeneration, removes debuff from self and allies, grant damage reduction, and convert shield damage to energy.”

Allies:

On cast, restores 15%20%/25%/30% max shield,  increases shield regeneration rate by 1.5x/2x/2.5x,3x (stack additively with shield recharge mods, like the passive formula above), removing all debuffs, and while this is active, 10%/15%/20%/25% of the shield damage taken will also restore energy. Also gain 5%/10%/15%/20% damage reduction, stacks multiplicatively with other damage reduction sources. Also grants 10%/20%/30%40% chance to resist knockdowns.

Self:

On cast, restores 25%30%/35%/40% max shield, removes all debuffs from self. While buff is active, gain 15%/20%/25%/30% damage reduction, and 15%/20%/25%/30% of damage taken to shields will also restore energy. Gain 20%/30%/40%/50% chance to resist knockdowns.

Both the damage reduction on self and on allies stack multiplicatively with other damage reduction sources.

Cost: 200 shield, 50 energy - only energy cost scales with Efficiency, shield cost does not

Range: 20m/30m/40m/50m - scales with Ability Range

Duration: 5s/10s/15s/20s - scales with Ability Duration

Cast time: 1s

Refreshes duration when recast.

Cast time affected by Natural Talent and Speed Drift.

 

3rd ability: Nullification Sphere - toggle

“Activates a spherical field around self that slows and disables enemies special effects and abilities. And causes affected enemies weapon to have a chance to jam and explode. Enemies killed while ability is active will also restore shield.”

Disables nullification bubbles, eximus effects and abilities, combas and scrambus ability nullifier auras. Also causes enemies weapon to have a 50% chance to jam and explode, dealing 50 blast damage in a 2m/3m/4m/5m radius. Slows enemies for 25%/30%/35%/40%.

Enemies killed while active will also restore 25/50/75/100 shield.

Cost: 30 shield/s, 75 energy on activation - only energy cost is affected by Efficiency

Range: 10m/15m/20m/25m - scales with Ability Range

Cast time: instant

Can be used while performing many actions without interrupting them, including reloading.

Augment: Drain Sphere

“While Nullification Sphere is active, drains affected enemies' health to restores health, energy and shield to self."

While ability is active, enemies affected by Nullification Sphere takes 5% current health damage, gain 50% (scales with Ability Strength, max 100% at 300% Ability Strength) of the damage dealt as shield, gain 25% (max 75% at 300% Ability Strength) of the damage dealt as health, gain 10% (max 30% at 300% Ability Strength) of the damage dealt as energy.

 

4th ability: Shield Blast - active

“Expend all remaining shield to do tremendous damage to all enemies, staggering them and restore allies shield.”

Overshields are also counted for the purpose of damage calculations. Also apply Magnetic and Blast procs on enemies hit.

Shields restored: 70%/80%/90%/100%

Damage dealt: 75%/100%/125%/150% of shield spent - scales with Ability Strength (max 250% at 300% Ability Strength)

Cost: 100% of current shield, 100 energy - only energy cost is affected by Efficiency

Range: 25m/30m/35m/40m - scales with Ability Range

Cast time: 1s

The blast takes 0.5s to radiate outwards to its maximum radius. Cast time and blast speed affected by Natural Talent and Speed Drift.

Augment: Restorative Blast

“Every enemy killed by the blast or killed within 5s of the blast hitting them restores shield and energy to self and 50% of that to allies. Enemies hit without dying restores half the amount.”

Timer starts counting when enemies are staggered. Enemies hit but didn't die will restore half the amount after 5s of them being hit.

Allies shield and energy restore radius: 5m/10m/15m/20m

Shield restored per enemy: 50/100/150/200

Energy restored per enemy: 5/10/15/20

 

 

I'm going to put this here and go to sleep, I'll check back in between 24-48 hours.

29/03 edit: added more details and changed some stuff.

Edited by Wurzide
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The first ability sound great, the second and fourth is kinda meh cuz not every frames (i.e. Inaros, Nidus) can utilize the full effect, and third sound good. BTW, No Shield Nightmare mode gonna be true nightmare for obvious reason. At first glance I expect a frame that come with a riot shield as an exalted weapon though.

Edited by R3b3ll10n90s
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