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Quick Thinking is a mod that uses the Warframe's residual energy pool as an emergency buffer to prevent death whenever a player drops to 2 Health.

Stats[]

Rank Efficiency Additional damage reduction Multiplier on incoming damage Cost
0 40% -150% x2.5 10
1 80% -25% x1.25 11
2 120% 16.667% x0.833 12
3 160% 37.5% x0.625 13
4 200% 50% x0.5 14
5 240% 58.333% x0.41667 15
Effective Health applied with Quick Thinking
Energy Effective Health
R0 R1 R2 R3 R4 R5
100 40 80 120 160 200 240
150 60 120 180 240 300 360
175 70 140 210 280 350 420
225 90 180 270 360 450 540
262.5 105 210 315 420 525 630
300 120 240 360 480 600 720

Drop Locations[]

Mission Drop Tables

Mission Type Source Rotations
or
Drop Table
Chance[1] Quantity[2] Avg. per roll[3] Star Chart Nodes
The Circuit Tier 4 The Circuit (Normal) A 1.49% 1 0.0149

Accessed through Duviri's The Circuit gamemode

The Circuit Tier 6 The Circuit (Normal) A 1.03% 1 0.0103

Accessed through Duviri's The Circuit gamemode

Enemy Drop Tables

Enemy Drop Table Chance[4] Item Chance[5] Chance[6] Expected Kills[7] Quantity[8] Avg. per roll attempt[9]
Corrupted Ancient 3% 1.01% 0.0303% 3300 1 0.000303

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

Notes[]

  • Stacks with Mod TT 20px Gladiator Finesse for a total of 300% efficiency.
  • The Warframe's Armor and any sources of damage reduction will still reduce incoming damage and as such, the amount of energy drain.
  • While under the effects of Quick Thinking (2 HP and losing energy instead), strong hits will cause the Warframe to stagger. Be wary, as repeated strong hits can effectively stun-lock you in place until you die. Weak hits will not induce this effect.
  • Damage taken while Quick Thinking is in effect does not count as taking Health damage; as such, Mod TT 20px Rage and Mod TT 20px Hunter Adrenaline do not convert incoming damage into energy, and VexArmor130xWhite Vex Armor and Mod TT 20px Vexing Retaliation do not trigger their effects.
  • Quick Thinking has the lowest priority of all death prevention effects, such as NidusIcon272 Nidus' or WukongIcon272 Wukong's passives or Mod TT 20px Phoenix Renewal. Only after all other means of preventing lethal damage are exhausted, Quick Thinking will start draining energy.
  • If a single attack is sufficiently strong enough to kill in one strike (i.e. damage value in excess of the total available health after armor damage reduction, plus the possible energy-converted buffer), the player will instead enter bleedout immediately and not lose any energy. This is to avoid wasting energy, as the player would've been killed regardless.
  • Ability Efficiency has no effect on the amount of energy lost while under the effects of Quick Thinking.
  • Will not work on HildrynIcon272 Hildryn or LavosIcon272 Lavos since they do not have energy capacity.
  • Will not work if player is in Operator mode while channeled abilities are active.[10]

Tips[]

  • Using Mod TT 20px Flow or Mod TT 20px Primed Flow is more or less a necessity to take full advantage of Quick Thinking.
  • Using Zenurik school's FocusEnergizingDash Wellspring is very useful for keeping your energy and thus your effective health up.
  • Mod TT 20px Energy Siphon aura can also help regain lost energy.
  • This mod is a good defense against damage that bypasses shields such as DmgToxinSmall64 Toxin damage, which can take down a player by surprise.
  • Quick Thinking works exceptionally well with TrinityIcon272 Trinity, as she can spam EnergyVampire130xWhite Energy Vampire for an endless supply of energy.
  • BaruukIcon272 Baruuk, Chroma PrimeIcon272 Chroma Prime, Ivara PrimeIcon272 Ivara Prime, Saryn PrimeIcon272 Saryn Prime, Volt PrimeIcon272 Volt Prime, and WispIcon272 Wisp are all tied for second largest energy pools at max rank after GarudaPrimeIcon Garuda Prime. Utilizing Mod TT 20px Primed Flow alongside Quick Thinking will allow them to reach 850 energy which can grant up to 2,040 extra EHP.
    • With Garuda Prime, who has the largest energy reserves with 360 at max rank, the equivalent extra EHP is at 2448.
  • Desecrate130xWhite Desecrate helps recover health and energy orbs, and the mod itself works well with NekrosIcon272 Nekros because of this.
  • This mod also works well with LimboIcon272 Limbo due to the Rift Plane's ability to restore energy, as well as his increased energy pool.
  • DmgMagneticSmall64 Magnetic procs, such as those from an Ancient Disruptor or Sensor Bar, will instantly drain energy to 0 for several seconds, rendering this mod useless during that time. Also, Mod TT 20px Rage and Mod TT 20px Hunter Adrenaline will not replenish energy if a portion of health is lost during a DmgMagneticSmall64 Magnetic proc.
  • GarudaIcon272 Garuda can make good use out of Quick Thinking due to her third ability Bloodletting130xWhite Bloodletting which allows her to restore upto 40% energy by sacrificing HP, which can in turn be restored by BloodAltar130xWhite Blood Altar.
  • GyreIcon272 Gyre can benefit from Quick Thinking as an added failsafe as she regains Energy by maintaining CathodeGrace130xWhite Cathode Grace active.
  • Slotting AzureArchonShard Azure Archon Shards for extra Energy will make Warframes deceptively durable with Quick Thinking.

Trivia[]

  • Prior to Update 11.1 (2013-11-27), it could be combined with Mod TT 20px Rage, to convert energy to health for your Warframe many times in a row with 96% efficiency.

Patch History[]

Update 31.5 (2022-04-27)

  • Fixed Quick Thinking damage ejecting players from Yareli’s Merulina.
    • This also fixes getting kicked off other vehicles when you are at 2hp and take any damage (even shield only) despite having Quick Thinking equipped.

Update 21.3 (2017-08-02)

  • Reduced the frequency that Quick Thinking can stagger lock a player. This is actually undoing a bug fix where Quick Thinking wasn't staggering players as often as it was intended to, but this is the new intention now! Essentially Quick Thinking is back to the way it was pre Update 21.

Update 17.10 (2015-11-04)

  • Fixed the Quick Thinking Mod not properly taking damage reduction into account before removing energy from a Client.

Hotfix 14.6.1 (2014-09-11)

  • The 14.6.0 fix resolves issues where Rage + Quick Thinking gave effective permanent invulnerability because energy was being added to pool that was never dealt to player. With this change in mind, the combination of Rage and Quick Thinking may seem less efficient as before due to no longer giving effective invulnerability. The scope of this change is being monitored to ensure the usefulness of these Mods as a combination.

Hotfix 14.0.8 (2014-07-24)

  • Fixed Quick Thinking not working as described or intended.

Update 11.6 (2014-01-08)

  • Increased stagger threshold and made stagger only occur on big hits instead of on accumulated damage; this should prevent situations where Quick Thinking would save you only to let you get knocked down and killed again.

Update 11.1 (2013-11-27)

  • Reduced effectiveness of the interaction between Rage/Quick Thinking mods to prevent indefinite immortality in all game modes.
  • The Quick Thinking mod no longer saves you from suicide damage.

Update 10.3 (2013-10-09)

  • Added missing mod card image for Quick Thinking.

References[]

  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)
  10. [DE]Momaw (2022, June 30). This bug is not a bug. Your warframe is not allowed to convert energy into health with Quick Thinking when you're not in it. This avoids the scenario where you would spontaneously and *completely* die, if you were in operator mode and your warframe ran out of energy.. Warframe Forums. Accessed 2022-07-01. Archived from the original on 2022-07-01.

See Also[]

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