Last Updated: July 20th, 2016 | v Specters of the Rail 11
As you could read from the title, this blog post focuses on Volt's recent rework from Update 18.13 and how the Warframe community has reacted towards it. I'm making this blog now because I wanted the rework to have time to settle in with the majority of Volt fans, while also giving DE time to make any last minute adjustments so any info here wasn't sorely out of date. First, let's compare and contrast 'post-rework' Volt and 'pre-rework' Volt.
Shock was the ability least touched by the rework, it received neither a buff nor a nerf. What did change was the addition of synergy between Shock and Volt's 3rd & 4th abilities. We'll look at each synergy individually.
Speed's FOV (Field Of View) was reduced out of fan-based complaints and Speed is now recastable while active. As of hotfix Lunaro 5 Speed has regained its range (yay!) and allies who backflip can now cancel Speed's effects. The reload speed buff has also been kept from the 18.13.0 update.
Electric Shield Comparison
Electric Shield shocked (pun intended) the Volt community as the rework gave players a whole new way to play Volt. The all new riot shield addition features Volt transforming his normal, stationary Electric Shield into a miniature mobile shield. But many fans wondered "at what cost", or rather "why such a huge cost!?!". Here's Electric Shield before and after:
Volt creates an energy barrier 4.25 meters high and 6 meters wide that absorbs enemy fire. Shots fired through the shield by Volt and his allies will gain 50%Electricity damage, and critical damage will be multiplied by 200%. The shield lasts for 10 / 15 / 20 / 25 seconds.
The Electricity damage bonus is an additive bonus that's applied to the weapon's base damage, similar to an elemental mod. For an unmodified weapon that inflicts 100 base damage, firing through a shield will increase the total damage to 100 × (1 + 0.5) = 150. The weapon now inflicts 100 base damage and 50 Electricity damage.
The Electricity damage bonus combines with other elemental types to create compound elements on weapons that have an elemental base damage type, but this does not apply to weapons with a physical base damage type or any continuous-trigger weapons.
Firing through multiple shields will cause the Electricity damage bonus to stack additively (e.g., firing through three shields will grant a 150% Electricity damage bonus). The critical damage bonus does not stack with additional shields.
Electric Shield affects certain weapons differently:
All primary and secondary weapons will gain Electricity damage and amplified critical damage. Thrown melee weapons, such as the Glaive, are not affected by Electric Shield.
Weapons that have additional sources of damage, such as the Quanta, will have their additional sources affected by Electric Shield so long as the damage can be modified. For example, firing a Torid grenade through a shield will affect the projectile damage and the area damage. Firing a Mutalist Quanta orb through a shield will not affect the orb's contact damage (which cannot be modified on the weapon), but it will affect the orb's explosion damage.
Weapons affected by damage falloff, such as the Brakk, will not suffer the penalty.
Until Hotfix 17.4.2, hitscan weapons and Held-trigger weapons with limited range, would be given a fixed range of 70 meters when fired through an Electric Shield. Note: the Amprex or the Synapse do not gain the fixed range modifier.
Held-trigger weapons will also gain hitscan properties (e.g., the Spectra's beam, which has a noticeable travel time, will damage enemies instantaneously after passing through a shield).
While most hostile gunfire is blocked by Electric Shield, area damage can still bypass it. This damage includes area attacks from Grineer Napalms and Bombards.
As Electric Shield will be centered near the HUD's target reticle when cast, the reticle will determine the shield's orientation as it spawns.
Can be cast multiple times while active.
Tips & Tricks
Multiple instances of Electric Shield can provide a 360 degree wall of protection, or can be used once if backing up into a tight space, blocking enemy fire from all angles.
Take note that this kind of shield does not protect its users from above and below attacks.
However, as the shield is placed in the direction you are looking and centered at your crosshair, you can place shields above and below you to fix this.
Be careful of the Scorpion as her Grappling Hook can still catch you and drag you out of cover.
The 50% Electric Damage buff can apply to Mesa's Regulator pistols as well.
Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.
The Electricity damage bonus is an additive bonus that's applied to the weapon's base damage, similar to an elemental mod. For an unmodified weapon that inflicts 100 base damage, firing through a shield will increase the total damage to 100 × (1 + 0.5) = 150. The weapon now inflicts 100 base damage and 50Electricity damage.
The Electricity damage bonus combines with other elemental types to create secondary elements on non-hitscan weapons. Hitscan weapons will separately proc both elements present on the weapon and Electricity from Electric Shield.
Firing through multiple Shields will cause the Electricity damage bonus to stack additively (e.g., firing through 3 shields will grant a 150%Electricity damage bonus). The critical damage bonus on the other hand does not stack with additional shields.
"Static" refers to static electricity, a stationary electrical charge where there is no flow of electrons.
Volt creates an energy barrier 4.25 meters high and 6 meters wide that absorbs enemy fire. The shield lasts for 10 / 15 / 20 / 25 seconds.
As a Static Shield will be centered near the HUD's target reticle when cast, the reticle will determine the shield's orientation as it spawns.
The Static Shield can only be cast a maximum of 6 times. Casting after the maximum will remove the earliest Static Shield and create a new one where cast.
A Static Shield cannot be cast while a Current Shield is equipped.
"Current" refers to an electrical current, which is the flow or movement of electrons.
Volt has the ability to pickup one of his Static Shields through a context action. Doing so will cause the shield to decrease in size to 2.0 m × 3.0 m and become mobile. Activating the context action again will revert the Current Shield back into a Static Shield.
The position and movement of the Current Shield will be fixed to the target reticle, meaning the Shield will move with the camera while being within 1.5 meters of Volt.
When the Current Shield is equipped Volt will be limited to the use of only his secondary and melee weapons and will have his speed and mobility reduced.
Enemies hit by the Current Shield while Volt is sprinting will be ragdoll-ed.
Volt will be drained 1 energy for every 4 meters he travels with the Current Shield equipped.
Note that despite the drain rate the Current Shield will still disappear when the 10 / 15 / 20 / 25 second time limit is reached.
Distance Per Energy is affected by Ability Efficiency through the equation DPE = 4 ÷ (2 − (1 + Efficiency Mods)).
Only one Current Shield can be equipped at a time.
Casting Shock through an Electric Shield will electrify it, inflicting 100% of Shock's damage to enemies that pass through it (e.g., Electric Shield will deal 260 damage if Shock's modified damage is 260).
The bonus damage from Volt's passive will also be stacked onto the damage from Shock (e.g., Electric Shield will deal 810 damage if Shock's modified damage is 260 and the Passive bonus is 550 at the time Shock is cast).
The 50%Electricity damage buff can apply to Mesa's Regulator pistols as well.
Casting Ember's Fireball through an Electric Shield will change its damage type to Radiation.
Electric Shield affects certain weapons differently
All primary and secondary weapons will gain Electricity damage and amplified critical damage.
Thrown melee weapons, such as the Glaive, are not affected by Electric Shield.
Weapons that have additional sources of damage, such as the Quanta, will have their additional sources affected by Electric Shield so long as the damage can be modified. For example, firing a Torid grenade through a Shield will affect the projectile damage and the area damage. Firing a Mutalist Quanta orb through a Shield will not affect the orb's contact damage, but it will affect the orb's explosion damage.
Held-trigger weapons will gain hitscan properties.
While most hostile gunfire and AoE damage are blocked by Electric Shield, weapons with innate Punch Through, such as a Scorch's Ignis, can bypass Electric Shield.
If Shock is cast through Electric Shield with the max bonus damage from Static Discharge (1000) the total damage dealt may be slightly lower than expected (e.g., if Shock adds 100 damage to Electric Shield plus the 1000 bonus damage from passive, the amount of damage inflicted will only be 1098 instead of 1100).
To summarize, Electric Shield now has two forms, the Static Shield and the Current Shield (riot shield). The Current Shield is actually limited by a set duration while also having an energy drain of 5.0s-1 and an additional energy drain when moving with Current Shield that increases the faster Volt moves. The amount of Static Shields you can cast has sadly been capped at 6 as well :(
On a brighter note, Electric Shield received an awesome visual overhaul as well as the addition of synergy between it and Shock. Casting Shock through a Shield will electrify it, dealing Shock's damage to any enemy that passes through. And the icing on the cake is it now BLOCKS AOE DAMAGE!!! The electrical damage and crit. damage bonuses from firing through Electric Shield were neither buffed nor nerfed, which is fine in my book. As of hotfix Lunaro 5 a new mechanic has been added to the riot shield. Enemies hit by the Current Shield while Volt is sprinting will be ragdoll-ed to the ground.
Overload (Discharge) was the most anticipated of Volt's abilities to be reworked, as many Volt fans shared their ideas and thoughts on what needed to change with Overload.
Volt emits a powerful electric field, initially inflicting 150 / 175 / 200 / 225Electricity damage with a 100% status chance in a small area of effect. This pulse is also paired with an additional instance of damage that decreases with distance and is increased by body-part multipliers.
Enemies damaged by the initial pulse will be briefly stunned, and 50% of the initial damage will chain to surrounding enemies in a small area of effect.
The electric field has a radius of 12 / 15 / 18 / 20 meters, and any electronic device within the field will become overloaded. Each overloaded device will discharge a limited number of electric arcs against multiple enemies within a similar range, and each arc inflicts 250Electricity damage with a 100% status chance. Once all overloaded devices have been depleted, the electric field will destabilize and inflict 150 / 175 / 200 / 225Electricity damage per second with a 100% status chance over a duration of 3 / 3 / 4 / 4 seconds. These final pulses of damage also affect enemies within a similar range.
Pulse damage is affected by Power Strength, while the arc damage from overloaded devices is not.
Enemies damaged by arcs or subsequent pulses will be briefly stunned, and 50% of the initial damage will chain to surrounding enemies in a small area of effect.
After the overloaded devices have been depleted, only 2 / 2 / 3 / 3 pulses of damage are emitted over the duration.
Field radius and arc range are affected by Power Range.
Arc damage is not restricted within the field radius. Arc range is measured from each device, making it possible to damage enemies beyond the field radius when devices are present.
Devices are permanently destroyed after being overloaded. Destroyed devices do not affect Overload, which means devices within the field radius can only be used once per cast.
Overload does not require the presence of nearby electronic devices to be cast. Without devices, Overload will only deal damage via pulses: the initial pulse on cast, and the additional pulses emitted over the ability's duration.
Light fixtures appear to be the only electronic devices that are compatible with Overload.
Can be used while jumping, sliding, clinging to a wall, or executing a front flip.
Has a cast time of ~1 second, during which Volt is vulnerable to damage and energy drains, but immune to knockdowns and stuns.
This ability has a synergy with Mirage's Eclipse, depending on how it is used. As Overload destroys lights and other appliances in the process, it can be used to manipulate the battlefield's lightning to attain constant advantage over the dark bonus of the Eclipse at all times (as long as the area is indoor).
Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.
Range:12 / 15 / 18 / 20 m (Ability Range) 4 / 4 / 6 / 8 m (Tesla Radius)
Misc:3 / 3 / 4 / 4 s (Ability Duration) 4.5 s (Damage Delay)
Volt emits a powerful electric pulse over 12 / 15 / 18/ 20 meters, any enemies that are hit with the initial pulse or that enter the pulse's area in first 3 / 3 / 4 / 4 seconds after the cast will become stunned for 3 / 4 / 5 / 6 seconds and emit arcs of electricity like Tesla Coils, shocking hostiles who come within 4 / 4 / 6 / 8 meters.
Tesla Coil-ed enemies will remain undamaged by Discharge for the first 4.5 seconds, then begin to damage themselves for 250 / 375 / 500 / 600Electricity damage per tick for the remaining Effect Duration. Electricity damage ticks twice every second.
Enemies can still receive damage from outside sources during the initial 4.5 seconds of Discharge (e.g. Tesla damage from other nearby enemies).
Loot crates can also undergo the Tesla effect, but can only be charged once.
Electricity status effect chains 50% of Discharge's base damage to surrounding enemies in a small area of effect. Shocked enemies will also be briefly stunned.
Volt's passive does affect Discharge, but the bonus damage is not simply added onto the ability's total damage output. Instead, the current bonus damage value is divided by the damage per tick value, rounded down to the nearest whole number, then multiplied by 0.5 seconds. This new value is then subtracted from the 4.5 seconds undamaged phase of Discharge, meaning Discharge will begin damaging the target sooner.
For example, a rank 3 Discharge with a max rank Intensify and 1,000 bonus damage from Volt's passive will deal:
Overload, arguably, received the largest and most extensive changes out of all of Volt's abilities. Discharge has twice the damage as Overload had (450 v. 225) and a greater Effect Duration (12s v. 4s), but it also has a Health Cap (1000 / 2000 / 3000 / 4000) and no longer affects nearby electronic devices. So how does Discharge compare to Overload in terms of damage now?
Overload's 225 pulse damage decreased with distance, was increased by body-part multipliers, and that 225 damage was not limited to one initial hit but rather proc-ed enemies every second for 3 / 3 / 4 / 4 seconds. Damage also came from surrounding electronic equipment which dealt an additional 250 damage.
Discharge deals 450 damage, but enemies remain undamaged by Discharge for the first 4 seconds of it's Effect Duration, meaning Discharge only inflicts damage for 2 / 4 / 6 / 8 seconds rather than 6 / 8 / 10 / 12 seconds.
So when calculating for damage without accounting for Overload's damage falloff/body-part multi. or Discharge's Tesla Coil damage from outside sources we can see that Discharge deals (450 × 8s) = 3600 damage and Overload only dealt (225 × 4s)+(250 × 4) = 1900 damage. (this math does not include many factors, but even so, Discharge deals significantly more damage)
Discharge also seems to have greater CC abilities than Overload did, as well as having synergy with Shock (Shock cast on enemies effected by Discharge's Tesla effect will become overloaded and emit an AoE burst). To top it off, the Augment Mod Capacitance seems to be much more powerful with Discharge, even if the shield conversion was reduced from 7% to 3%.
Static Discharge is Volt's new Passive ability. Before the rework Volt had no passive but received this one after Update 18.13. Static Discharge grants Volt the ability to build up bonus damage towards his next attack through ground travel. As I'm sure you've heard before, you can think of it as shuffling on the floor with socks on to build up a static charge.
This bonus caps at 1000 damage but can be applied to primary, secondary, melee, and an ability's damage (except Speed). Volt has to be moving and in contact with the ground or a wall while doing so in order to have bonus damage build up (Passive does work when standing still if on a moving platform such as an elevator).
So how has this rework affected the player's ability to mod Volt? Well, Electric Shield's rework poses a bit of a problem - Efficiency. If Volt players ever hope to use the Current Shield then they'll need to get rid of that pesky Distance Per Energy thing by building for Efficiency. The Energy Drain Rate can easily be taken care of with Duration, so building for Power Duration kills two birds with one stone, but based on how fast Volt can move that DPE can nearly offset your reduced Energy Drain Rate.
All in all though, building hasn't actually changed that much, which I'm thankful for. So then let's move on to how the Volt community has reacted.
The Fans React
If you've been following the commentary on the Volt page since the rework you could probably see there were many that were displeased by it. Major points brought up from the Warframe Wiki include:
Just the same old stuff about Shock as before the rework.
Hasten Coil being a complete nerf to Speed; allies must lose their momentum to go find the Coil, in which case almost all allies in a cell don't even go for the pickup.
The Drain Rate on Current Shield is too high, especially with the 1m DPE; the costs out weigh the benefits.
The Static Shield cast limit of 6 is also a big point in fan complaints. The limit interferes with the players' ability to defend themselves the way they used to and negatively impacts anyone in a cell. Many don't see the reasoning behind the cap.
Discharge really hasn't gotten all that much feedback, and the little amount it has is half negative and half positive. Mostly fans are pondering whether Discharge is a buff, nerf, or same as Overload.
The Passive hasn't received any complaints so far (or at least I haven't seen any).
Through the official Warframe website's Forums you would see that the comments and threads are not so different as compared to the Wiki. Many players bring up the same points.
Nothing really, a small damage buff would of course be appreciated (even just from 200 to 225), but it's not entirely necessary.
If Speed is now recastable while active but it only refreshes the duration, then simply put an Energy Drain on it. This would mean Speed could remain continuous without the player having to constantly recast it, and the player could also end Speed at anytime without needing to wait for Duration to time-out. Drain Rate should be 2.5s-1, which is equal to the current cost of 25 energy for 10 seconds of Speed.
CHOOSE ONE!! Either keep the Drain Rate, keep the DPE, or keep the 25s duration, but having all three is overkill! Having only the DPE would be best, so long as the duration and Drain Rate are taken off. If you're going to keep the Drain Rate then reduce it to 2.0s-1 which is 50 energy for 25 seconds but take off the duration and DPE. 5.0s-1 for such a tiny shield is too much, not to mention the added cost of the DPE and the fact that you can't even keep the riot shield equipped after the duration runs out (what's the point of a drain if it ends at a certain time).
That speed reduction needs to go as well, it defeats the whole point of having a mobile and fast frame such as Volt.
And why is there a cast limit of 6? Revert that back to infinite please.
An idea: What if there were some sort of AoE burst that happened when an Electric Shield reached its end?
Again, nothing really. But if Discharge could be cast while in air that would be great. Also, Volt should be completely invulnerable while casting Discharge, not just to knockdown and stun.
This is based off of GreenMoriyama's first comment on this blog: A visual effect! Volt should have a visual effect as his Passive is active (e.g., the more bonus damage built up the more electricity surrounding him, 0 damage means zero visuals). I just think it would be a nice touch.
Attacking objects (storage container and such) or accidentally hitting fellow Tenno should not use up the damage from Static Discharge. It's annoying that Volt can't open storage containers or he can't attack grates at the risk of losing all built up damage from his passive.
What Are Your Thoughts?
Does Shock needs to be buffed or not?
Do you like the added synergies between Shock and Volt's other abilities?
Do you think backflipping to remove Speed's effects is a better approach than other maneuvers or the Hasten Coil?
Are you happy Speed has regained its range?
Do you think the Current Shield (riot shield) is too costly?
Do you think the Electric Shield cast limit of 6 is unnecessary?
Do you like the IDEA of the Electric Shield rework?
Is Discharge better than Overload was?
Is the new Health Cap mechanic a good way to manage Discharge's damage output?
Do you like the new passive, Static Discharge?
Should Static Discharge be buffed or not?
Overall, are you happy with the rework all things considered?
Has the rework encouraged you to play Volt more now?
Do you agree with any of my 'Suggested Tweaks'?
Hope this helps users share their ideas and build off of this/each other. Thanks for reading! If you have any suggestions on how to better organize this blog, or feel I've left crucial details out, feel free to comment below and tell me.