You are not wrong, but the problem you are complaining about is inherent in the design of the abilities and their energy costs, not mod options. This is good design because despite the fact that both mods affecting running (and blocking/meleeing), they affect different stats which means they favor certain styles of gameplay. Can't have the %-based efficiency if you have the flat efficiency equipped and vice versa. armor, power max, health) and you can begin to see the problem with using flat values for mods. Of the four core power variables (Duration, Efficiency, Range, Strength), Efficiency is literally the only thing never to improve as a frame gains ranks. While I agree with you on Slash Dash, specific Warframe balance shouldn't be taken into account when dealing with % based reduction vs. flat reduction. Players will always lean towards the mod that maximizes their effectiveness per point of energy, and all and all, the 4th abilities for most warframes are most cost effective which tends to mean players will still use % based mods (unless flat reduction goes up to 20 or 30 which would be ridiculous).
Personally, I would love for this to be a mod! Essence Loki Helmet (Essence) - Increases Power Efficiency by 15%.
Having a flat reduction mod discourages taking all skills because you won't be able to balance relative energy utility. It's also a big buff for newer players who don't necessarily have the mod base of veterans: most people MR8+ are comfortably capable of reaching +75% efficiency, but for newbies, it's often really difficult to get enough energy to use powers frequently, meaning they miss out on the best part of the game.
With a maxed Streamline and no Flow, he's got 150 energy at rank 30. Besides already requiring the implementation of a toxic mechanic (mutual exclusivity in mods), a flat reduction mod would directly outclass a % reduction mod or vice versa depending on the numbers which would mean a balance nightmare (Think about excalibur's jump cost and other abilities). For example, lets pretend shield bonus mods were flat and at max rank gave 900 shields.
Suddenly, some lesser abilities might become too cost effective when compared to the fourth abilities and would thus discourage the use of the fourth ability which again, would cause warframes to become one-dimensional in terms of ability usage. Yeah. My solution to this? If you have 20% efficiency, you save 20 energy per 100 used whether that was from 1 uber or 4 uses of a 25 cost skill. Warframe. Take your favorite fandoms with you and never miss a beat. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews ... With your suggestion of maxed fleeting expertise and maxed streamline, power efficiency is 15% over the 175% cap for non-channeled abilities and it provides a 30% efficiency effect to channeled abilities at a loss of 60% duration. Further testing and calculations are required. Each of these stats helps you spend more time running and less time walking but since they affect different stats, they force the player to make a decision, which is whether to get one, the other, or both. And with the highest flat efficiency available being 15, it doesn't overpower Streamline, just competes with it in an alternate way. Link, Rhino Skin, Smokescreen, Decoy, etc.) Now, here's the drawback. Why can't shock just cost 15 energy to begin with? Make them mutually exclusive! Meaning that instead of using it 4 times with 100 energy, you use it 5 times. Notes Update 8.2 changed Streamline mechanics to be a linear reduction in cost., It is possible to hit the hardcap of 175% Ability Efficiency thanks to Fleeting Expertise. To say that Shock, Shuriken or Fireball is on par with Slash Dash is ludicrous. You are correct in that my math is off (Which is weird because 30% of 100 is 30, not 23). The correct equation is X/(1+Y) X=cost of skill, Y=the percent of streamline in decimal. EDIT: What's wrong with the formatting?!
You can never achieve a point where their relative cost is equivalent for one mod without making the skill overpowered with the other mod. - Adding a new mod does not increase complexity. And now there's the high cost option for players who want both since they want to be running almost all the time for long distances. Testing shows that alternate helmets also reduce ability costs linearly. For example, Ash's 4th ability blade storm costs 100 energy, deals 1000 damage (or more) to 13 enemies in an area while being homing and granting invulnerability whereas shuriken, an ability that costs 25 energy, only deals 350 damage and max rank, and has questionable accuracy at medium-long range. 130% efficiency will make a 100-energy ability cost 70 energy to use).
By (I.E with your example of overload, the volt with 150 energy can only use it once, not twice, while shock is still at 7 times. It's pretty balanced right now. I get that. The recent Saryn changes seem to have brought up that concern quite often.
Energy efficiency as it is now fulfills it's purpose for all abilities and should benefit all skills equally; however, this is apparently not the case due to the nature of skill effectiveness and the size of energy pools. This topic is now archived and is closed to further replies. melee players) whereas stamina max would favor players who run long distances from room to room and like to get into certain positions before they switch to walking/standing while shooting. To sum up 4 Shocks/Shurikens/Fireballs =/= 1 Uber. Streamline increases the Ability Efficiency of Warframe abilities.
How to fix it? You save a total of 24 energy if you use skill one 4 times. 20, 19, 19, 19, 19, 19, 19, 19, 20, 19, 19, 19, 19, 19, 19, 19 ... 27, 26, 26, 26, 27, 26, 26, 26, 27, 26, 26, 26, 26, 25, 25, 25, 25, 25, 25, 25, 25, 25, 25, 27, 27, 27, 27, 26, 27, 27, 27, 26, 27, 27, 27, 27, 26, 27, 27, 27, 27. Why would a more powerful ability cost less energy? Streamline does not favor high cost abilities: If it's reducing the same percentage, it's not preferred. If you don't think it would really make a difference, then the mod isn't needed. So you can build your 'frame to go uber heavy with streamline, or pump out more instances of smaller damage with flat efficiency. Slash Dash hits more than twice as hard at rank 3 as it does unranked, but it still costs the same. Options are good. Why not give players the option to choose which way they want it? Stamina regen would favor players who run often, but not long distances (e.g.
A lot of my concerns were covered by Cytancy. When some character's abilities costs are reduced, like Ash, Volt and Ember, others who have damage abilities whose costs aren't changed, like Excalibur and Slash Dash, some people will feel that the devs are playing "favorites" and complain about the ability of these frames to spam their abilities. 25 cost normal ability becomes 20 energy. I could be wrong about this. Power Duration increases the length of time an ability lasts (i.e. But your weak, (usually) single target damage ability tied to the 1 button? https://warframe.fandom.com/wiki/User_blog:Voqualin/Power_Efficiency_Research?oldid=573129, 14, 14, 14, 13, 14, 14, 14, 13, 14, 14, 14, 13. So I could use Overload to clear 2 rooms with no energy pickups or I could use Shock 7 times (8 if you round up). Well first, I don't actually see streamline as benefiting high cost powers more than low cost powers. I've explained some potential pitfalls of adding a flat cost decrease mod. If it really doesn't make that much of a difference, it isn't needed: I argue that it does make a significant difference, especially if we consider things like slash dash only costing 10 energy. That's what I'm aiming for. You save a total of 24 energy if you use skill two 2 times.