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{{ModBox
{{ModBox}}
'''Auxiliary Power''' is a [[mod]] that increases the maximum energy reserve of an [[Archwing]] by 15% per rank at a maximum of 90% at rank 5.
| image = AuxiliaryPower.png
| polarity = {{Icon|Pol|V}}
| rarity = Uncommon
| droppedby = [[Shield Dargyn]]
}}
'''Auxiliary Power''' increases the maximum energy reserve of an [[Archwing]] by 15% per rank at a maximum of 90% at rank 5.


==Stats==
==Stats==
{| class="emodtable"
{| class="emodtable"
|-
|-
! [[Mods#Mod Rank|Rank]]
! [[Mod#Mod Rank|Rank]]
! Effect
! Effect
! [[Mods#Mod Power Cost|Cost]]
! [[Mod#Attributes|Cost]]
! [[Conclave#Conclave Score|Conclave]]
|-
|-
| 0 || 15% || 6 || C8
| 0 || +15% || 6
|-
|-
| 1 || 30% || 7 || C8
| 1 || +30% || 7
|-
|-
| 2 || 45%|| 8 || C11
| 2 || +45%|| 8
|-
|-
| 3 || 60% || 9 || C14
| 3 || +60% || 9
|-
|-
| 4 || 75% || 10 || C17
| 4 || +75% || 10
|-
|-
| 5 || 90% || 11 || C20
| 5 || +90% || 11
|}
|}

==Drop Locations==
{{DropLocations}}

==Patch History==
{{Scrollbox/Article|
{{ver|34}}
;Base vs Final Stats in Modding - Health / Energy / Shield / Armor Stat Overhaul

If you’ve spent any time invested in the deeper nuances of Modding, you may be familiar with “Warframe Math” - math that upon first glance doesn’t really make sense, but once you learn the inner workings of the game, it all comes together. While we can appreciate the value that complex systems offer to a certain subsect of players, there are other aspects of the game that should have clear and understandable outcomes. Namely: Shield, Health, Energy, and Armor Modding.

'''<u>Pop quiz:</u>''' what is 300 + 440%? If you answered 740, you may just be an Excalibur player.

Vitality (+440% Heath), Redirection (+440% Shields), Flow (+150% Energy), and Steel Fiber (+110% Armor) come with large modifier values that don’t seem to match their outcome in-game. '''This is because these Mods apply their multiplier to the base stats of the Warframe - i.e., the stats you have at Rank 0.''' In the Excalibur example, a Rank 30 Excalibur’s Health stat of 300 earns an additional 440 Health from max rank Vitality (+440% Heath) since it applies to his base rank Health stat of 100, resulting in 740 total health.

In this update, we have removed this obfuscation by having '''Health, Shield, Energy, and Armor Mods apply to the stats of Warframes at their current rank.''' Continuing our Excalibur example, instead of Vitality always applying to Excalibur’s base rank 100 Health, it would apply to his Health stat based on his rank - namely, '''the stat you can actually see in your Arsenal.''' If your Excalibur were Rank 30, his Health stat would be 300, which means Vitality’s multiplier would be calculated off of 300.

With previous Health and Mod values, additional adjustments are needed to make this revision work while maintaining game balance. By only changing where the multiplier applies, a Rank 30 Excalibur would receive an extra 1,320 Health from max rank Vitality, resulting in a total health stat of 1,600. This outcome is a significant buff, which is not the intention of this system change.

To remedy this, we approached this problem in two ways:

'''1 - We reduced the overall multiplier for Health, Shield, Energy, and Armor Mods.'''<br/>
Since these now affect Max Rank Warframe stats, these Mods need to scale differently to maintain the status quo. Additionally, we wanted these new values to be as clear and understandable to all players as possible! Here are a few examples of these value changes:

* ''Vitality:'' Reduced from +440% to +100% Health
* ''Redirection:'' Reduced from +440% to +100% Shield Capacity
* ''Steel Fiber:'' Reduced from +110% to +100% Armor
* ''Flow:'' Reduced from +150% to +100% Energy Max

Doing some quick math, this means that a Rank 30 Excalibur (300 Health) with a reworked Vitality Mod (+100% Health, applied to the final Health stat) would receive 300 extra Health, for a total of 600. That, in contrast, is a nerf, which we also don’t want to do.

So, our next step:

'''2 - We adjusted Warframe Health, Shield, Energy, and Armor values to keep the end result of the revised Mods as close to the original values as possible.'''

With this change, Excalibur’s Rank 30 Health stat is 370. With +100% Health from a max Vitality Mod, his resulting Health stat would be 740, which matches what it was originally.

While this path to the same result may seem a little complicated, the outcome matches our intention: '''we want players to be able to look at their Health, Shield, and Armor Mods, and be able to understand ''how'' they affect the stats they see in their Arsenal.'''

In addition to everything above, '''we also increased the base stat values for Warframes so that these revised Mods offer similar value for lower-ranked Frames.''' To do so, we reduced the amount of Health/Shield/Energy that Warframes earn per rank in half, and transferred the sum of that value to their base stats.

'''Mod Changes:'''
*Auxiliary Power: +100% Energy Max (was +90%)

{{ver|15.7.2}}
*Buffed effect of Auxiliary Power’s Mod.

{{ver|15.0}}
*Introduced.
}}


{{ArchwingModsNav}}
{{ArchwingModsNav}}
__NOTOC__
[[de:Hilfsenergie]]
[[de:Hilfsenergie]]
[[es:Energía auxiliar]]
[[ru:Вспомогательное Питание]]
[[Category:Mods]]
[[Category:Mods]]
[[Category:Archwing Mods]]
[[Category:Archwing Mods]]
[[Category:Uncommon Mods]]
[[Category:Uncommon Mods]]
[[Category:Update 15]]
[[Category:Update 15]]
[[Category:Madurai Mods]]
[[uk:Допоміжна енергія]]

Latest revision as of 17:14, 25 October 2023

Auxiliary Power
Expand/Collapse PH_INFOBOX 38d3
Expand/Collapse PH_INFOBOX 8d69
Max Rank Description
+100% Energy Max
Expand/Collapse PH_INFOBOX 3c47
General Information
Archwing
Madurai
Uncommon
Max Rank
5
Endo Required To Max
620
Credits Required To Max
29,946
Base Capacity Cost
6
 4,000
Introduced
Update 15.0 (2014-10-24)
Expand/Collapse PH_INFOBOX fed4
Vendor Sources
    Expand/Collapse PH_INFOBOX 6f98

    Auxiliary Power is a mod that increases the maximum energy reserve of an Archwing by 15% per rank at a maximum of 90% at rank 5.

    Stats[edit | edit source]

    Rank Effect Cost
    0 +15% 6
    1 +30% 7
    2 +45% 8
    3 +60% 9
    4 +75% 10
    5 +90% 11

    Drop Locations[edit | edit source]

    Mission Drop Tables

    Mission Type Source Rotations
    or
    Drop Table
    Chance[1] Quantity[2] Avg. per roll[3] Star Chart Nodes
    No mission drop tables with this item

    Enemy Drop Tables

    Enemy Drop Table Chance[4] Item Chance[5] Chance[6] Expected Kills[7] Quantity[8] Avg. per roll attempt[9]
    Gyre Raider 5% 5.53% 0.2765% 362 1 0.002765
    Gyre Raider Carver 5% 5.53% 0.2765% 362 1 0.002765
    Gyre Raider Eviscerator 5% 5.53% 0.2765% 362 1 0.002765
    Shield Dargyn 3% 5.64% 0.1692% 591 1 0.001692

    Sourced from the official drop table repository. See Module:DropTables/data to edit on the wiki.

    Patch History[edit | edit source]

    Update 34.0 (2023-10-18)

    Base vs Final Stats in Modding - Health / Energy / Shield / Armor Stat Overhaul

    If you’ve spent any time invested in the deeper nuances of Modding, you may be familiar with “Warframe Math” - math that upon first glance doesn’t really make sense, but once you learn the inner workings of the game, it all comes together. While we can appreciate the value that complex systems offer to a certain subsect of players, there are other aspects of the game that should have clear and understandable outcomes. Namely: Shield, Health, Energy, and Armor Modding.

    Pop quiz: what is 300 + 440%? If you answered 740, you may just be an Excalibur player.

    Vitality (+440% Heath), Redirection (+440% Shields), Flow (+150% Energy), and Steel Fiber (+110% Armor) come with large modifier values that don’t seem to match their outcome in-game. This is because these Mods apply their multiplier to the base stats of the Warframe - i.e., the stats you have at Rank 0. In the Excalibur example, a Rank 30 Excalibur’s Health stat of 300 earns an additional 440 Health from max rank Vitality (+440% Heath) since it applies to his base rank Health stat of 100, resulting in 740 total health.

    In this update, we have removed this obfuscation by having Health, Shield, Energy, and Armor Mods apply to the stats of Warframes at their current rank. Continuing our Excalibur example, instead of Vitality always applying to Excalibur’s base rank 100 Health, it would apply to his Health stat based on his rank - namely, the stat you can actually see in your Arsenal. If your Excalibur were Rank 30, his Health stat would be 300, which means Vitality’s multiplier would be calculated off of 300.

    With previous Health and Mod values, additional adjustments are needed to make this revision work while maintaining game balance. By only changing where the multiplier applies, a Rank 30 Excalibur would receive an extra 1,320 Health from max rank Vitality, resulting in a total health stat of 1,600. This outcome is a significant buff, which is not the intention of this system change.

    To remedy this, we approached this problem in two ways:

    1 - We reduced the overall multiplier for Health, Shield, Energy, and Armor Mods.
    Since these now affect Max Rank Warframe stats, these Mods need to scale differently to maintain the status quo. Additionally, we wanted these new values to be as clear and understandable to all players as possible! Here are a few examples of these value changes:

    • Vitality: Reduced from +440% to +100% Health
    • Redirection: Reduced from +440% to +100% Shield Capacity
    • Steel Fiber: Reduced from +110% to +100% Armor
    • Flow: Reduced from +150% to +100% Energy Max

    Doing some quick math, this means that a Rank 30 Excalibur (300 Health) with a reworked Vitality Mod (+100% Health, applied to the final Health stat) would receive 300 extra Health, for a total of 600. That, in contrast, is a nerf, which we also don’t want to do.

    So, our next step:

    2 - We adjusted Warframe Health, Shield, Energy, and Armor values to keep the end result of the revised Mods as close to the original values as possible.

    With this change, Excalibur’s Rank 30 Health stat is 370. With +100% Health from a max Vitality Mod, his resulting Health stat would be 740, which matches what it was originally.

    While this path to the same result may seem a little complicated, the outcome matches our intention: we want players to be able to look at their Health, Shield, and Armor Mods, and be able to understand how they affect the stats they see in their Arsenal.

    In addition to everything above, we also increased the base stat values for Warframes so that these revised Mods offer similar value for lower-ranked Frames. To do so, we reduced the amount of Health/Shield/Energy that Warframes earn per rank in half, and transferred the sum of that value to their base stats.

    Mod Changes:

    • Auxiliary Power: +100% Energy Max (was +90%)

    Hotfix 15.7.2 (2014-12-19)

    • Buffed effect of Auxiliary Power’s Mod.

    Update 15.0 (2014-10-24)

    • Introduced.


    1. Chance to roll item within drop table
    2. Amount rewarded on successful roll
    3. (Quantity × Chance)
    4. Chance to roll drop table
    5. Chance to roll item within drop table
    6. (Drop Table Chance × Item Chance)
    7. (1 / Chance), see WARFRAME Wiki:Expected & Nearly Guaranteed Numbers for more details
    8. Amount rewarded on successful roll
    9. (Quantity × Chance), average item quantity on a roll attempt (successful or not)