Energy Capacity

Energy of a Warframe is a resource used mainly to cast abilities. Warframes have 4 abilities that at base, cost up to 100 energy to cast. Almost every Warframe has their own energy-pool with varying capacities depending on the types and costs of their various abilities, with the exceptions of , who has no energy but uses shields, and , having no energy but instead using a cooldown system.
Like health and shields, a Warframe's energy capacity scales with their rank and through the use of mods or buffs. It is also worth noting that the words "power" and "energy" are often used interchangeably by members of the community.
==Increasing Energy Capacity==
===Mods===
EnduranceDriftMod.png|link=Endurance Drift|
FlowMod.png|link=Flow|
PrimedFlowMod.png|link=Primed Flow|
ArchonFlowMod.png|link=Archon Flow|
AuxiliaryPowerMod.png|link=Auxiliary Power|
AdrenalineBoostMod.png|link=Adrenaline Boost|
These are the only mods currently in the game that increase energy capacity. It is worth noting that , , and cannot be used together. only works on Archwings, and in Conclave.
===Formula For Modded Energy Capacity===
These mods increase the energy capacity of a Warframe with the following the formula:
\text{Energy}_{total}=\text{Energy}_{max}\times(1+ \text{Mod Multiplier})
So taking as an example, with 200 base energy and 300 max energy he will have:
*With : 300 \times (1+1.0) =600
*With :300 \times (1+1.85)= 855
*With and :300 \times (1+1.85+0.10)= 885
===Buffs===
The only buff currently available to increase energy capacity is Cephalon Suda's Entropy effect. Entropy will release a 25-meter AoE radial attack around the player, dealing 1000 damage and applying the Magnetic Status Effect to enemies in range, increasing damage dealt to their shields. It will also restore 25% of the player's base Energy, and provide a (base) Energy boost of +25% for 30 seconds.
EntropySpikeMod.png|link=Entropy Spike|
EntropyFlightMod.png|link=Entropy Flight|
EntropyBurstMod.png|link=Entropy Burst|
EntropyDetonationMod.png|link=Entropy Detonation|
SynoidGammacor.png|link=Synoid Gammacor|
SynoidSimulor.png|link=Synoid Simulor|
===Arcane Helmets===
These Arcane Helmets are retired helmets that in the past used to grant increased energy capacity to their respective Warframes.
AshLocustHelmet.png|link=Ash Locust Helmet|Ash Locust Helmet
BansheeReverbHelmet.png|link=Banshee Reverb Helmet|Banshee Reverb Helmet
EmberPhoenixHelmet.png|link=Ember Phoenix Helmet|Ember Phoenix Helmet
MagGaussHelmet.png|link=Mag Gauss Helmet|Mag Gauss Helmet
VaubanEspritHelmet.png|link=Vauban Esprit Helmet|Vauban Esprit Helmet
===Azure Archon Shard===
The Azure Archon Shard is a guaranteed reward from defeating Archon Boreal that can provide a flat increase to Energy Capacity after all bonuses are taken into account. Regular Shards provide 50 additional Energy Max, while Tauforged Shards provide 75.
Archon Shards can only be obtained through Archon Hunts, which are unlocked after completing Veilbreaker, or through activities in Albrecht's Laboratories like Netracells, which are unlocked after completing Whispers in the Walls, Deep Archimedea, after obtaining Rank 5 for the Cavia Syndicate, and as a potential reward from Prizes in the 1999 Calendar, which is unlocked after completing the initial attempt of The Hex (Quest).
==Starting Energy==
Starting Energy refers to how much energy a Warframe starts a mission with, when reviving from Death, or going through a Sanctuary Onslaught conduit.
===Formula===
Starting Energy can be increased with unspent mod capacity.
The formula followed is:
\text{Final Starting Energy}=\text{Starting Energy}+(5\times \text{Free Mod Capacity})
When is equipped, the formula becomes:
\text{Final Starting Energy}=\text{Starting Energy}+(5\times \text{Free Mod Capacity})+(\text{Energy Total}\times \text{Mod Multiplier})
===Mods===
PreparationMod.png|link=Preparation|
FollowThroughMod.png|link=Follow Through|
==Effective Energy Capacity==
===Casting Effective Capacity===
Similarly to how one can define the concept of "Effective Health" by weighting the number of hit-points with the corresponding damage reduction, one can also define the concept of casting effective energy capacity by weighting the energy capacity using the Ability Efficiency factor:
\text{Effective Energy Capacity}_{casting}=\frac{\text{Energy Capacity}}{2-\text{Ability Efficiency}}
Since casting cost can not be reduce under 25% of the base cost, the highest possible upper-bound for the effective energy capacity is:
\text{Effective Energy Capacity}\leq 4\times\text{Energy Capacity}
===Toggle Effective Capacity===
Since the efficiency of toggle abilities depends also on the duration, in that case the formula becomes:
\text{Effective Energy Capacity}_{toggle}=\frac{\text{Energy Capacity}\times\text{Ability Duration}}{2-\text{Ability Efficiency}}
For the case where no energy is recovered and a constant rate of energy is drained, one can also consider the effective toggle duration as follows:
\text{Effective Toggle Duration}=\frac{\text{Effective Energy Capacity}_{toggle}}{\text{Base Drain Rate}}
\text{Effective Toggle Duration}=\frac{\text{Energy Capacity}\times\text{Ability Duration}}{\text{Base Drain Rate}(2-\text{Ability Efficiency})}
\text{Effective Toggle Duration}=\frac{\text{Energy Capacity}}{\text{Modified Drain Rate}}
Due to the definition of the terms, there are many ways in-which the formula for effective toggle duration can be expressed.
Apart from toggle duration, this can be used to work out the effective duration granted per energy pick up.
===Examples===
Suppose a has a modded drain of 0.25 energy/sec. An orb of 50 energy would provide:
\frac{50}{0.25}=200\text{ seconds}
Considering the same Ivara with full energy pool of 744 capacity, she can remain in prowl for:
\frac{744}{0.25}=2,976\text{ seconds}\approx 50\text{ minutes}
==Restoring Energy==
Energy does not naturally regenerate over time unless the aura mod is equipped by at least one member of the squad. Otherwise, energy must be restored either by picking up Energy Orbs (and Health Orbs with ) or by a few other means. and are the two Warframes with an inherent ability to explicitly restore energy to all Warframes within the squad, and can nearby corpses for a chance to drop more Energy Orbs. has, and grants, access to the Rift Plane, a dimension in which Warframes regenerate energy over time consistently. The Focus tree grants the and abilities; the former being a passive that restores additional energy over-time when picking up Energy Orbs, and the latter being an active ability that creates a dome that restores energy over-time to all Warframes that walk through it.
Two other mods can allow for what can be significant energy restoration by converting a portion of the damage received by enemy attacks on a Warframe's Health into energy: and . However, these are obviously very risky for many frames and are only suitable for those that are rather "health-tough" with strong base Health, Armor and self-healing; frames that typically rely on constant Stealth or a Shield-Gating defense will not be able to benefit much from these mods.
Besides the Entropy effect from , the Blight effect from Red Veil also restores 25% of the player's base energy, and provides a base movement speed boost of +10% for 30 seconds. Squad Energy Restores are consumables that can grant energy to nearby teammates in varying amounts, up to 400 total. When using a Prime Warframe, moving close to a Death Orb will cause it to release a radial wave that restores 250 energy to all nearby Warframes within a small radius, this effect can only occur once per orb.
It is important to note that on most occasions, toggled abilities disable energy generation from team abilities, consumables, or passive regeneration methods. Some exceptions to this are ( and ) and partially ( and ).
***Casting any abilities will temporary stop any passive energy regeneration methods from working, due to the the "drain" needs to be accounted for, it is suspected that this draining is coded to be treated like any toggled/channeled abilities. Frames that casts frequently will benefit from passive energy regeneration far lesser than those who casts lesser due to this mechanic.
===Abilities===
Aside from the aforementioned abilities, there are a few others that have varying chances to drop/spawn Energy Orbs which can be picked up by anyone in a squad.
While not restoring energy directly nor indirectly, has the unique ability to increase energy gained from all sources and methods mentioned so far, this affects the Warframe itself and allies.
===Mods===
===Arcanes===
ArcaneBattery.png|link=Arcane Battery|
ArcaneEnergize.png|link=Arcane Energize|
EmergenceDissipate.png|link=Emergence Dissipate|
ExodiaBrave.png|link=Exodia Brave|
PrimaryExhilarate.png|link=Primary Exhilarate|
==Energy Reduction==
Sorties with the Energy Reduction condition is the only way to reduce a Warframe's Total Energy capacity. This also reduces passive energy regeneration effects, like and 's abilities.
There are also some instances where a Warframe's energy can be expended and/or stopped from regenerating. Nightmare Mode's Energy Drain condition slowly drains 15 energy per second throughout the mission. On top of its regular effects, a proc will drain 90 energy over 3 seconds, or 30 energy per tick. In Conclave, nullifies passive energy regeneration in exchange for increased mobility.
==Using Energy as Health==
===Mods===
GladiatorFinesseMod.png|link=Gladiator Finesse|
QuickThinkingMod.png|link=Quick Thinking|
These mods stop lethal damage by allowing hits to drain your energy after your Health is depleted in exchange for occasionally staggering the player. They synergize extremely well with and since all the health drained before taking lethal damage would ensure that there is enough energy for the mods to consume.
==Patch History==
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es:Capacidad de energía
Category:Mechanics