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 |
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
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.
Pain Threshold drastically reduces the stagger duration, allowing one to avoid being stun-locked.
- A max rank
Primed Sure Footed will not affect the stagger.
- Damage taken while Quick Thinking is in effect does not count as taking Health damage; as such,
Rage and
Hunter Adrenaline do not convert incoming damage into energy, and
Vex Armor and
Vexing Retaliation do not trigger their effects.
- Quick Thinking has the lowest priority of all death prevention effects, such as
Nidus' or
Wukong's passives or
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
Hildryn or
Lavos since they do not have energy capacity.
- Will not work on
Sevagoth's Shadow if triggered by his passive. Its health will be reduced to 0 HP and the player will die. It works as normal when summoned with his
Exalted Shadow ability.
- Will not work if player is in Operator mode while channeled abilities are active.[10]
Tips[]
- Using
Flow or
Primed Flow is more or less a necessity to take full advantage of Quick Thinking.
- Using Zenurik school's
Wellspring is very useful for keeping your energy and thus your effective health up.
Energy Siphon aura can also help regain lost energy.
- This mod is a good defense against damage that bypasses shields such as
Toxin damage, which can take down a player by surprise.
- Quick Thinking works exceptionally well with
Trinity, as she can spam
Energy Vampire for an endless supply of energy.
Baruuk(
Prime),
Chroma Prime,
Ivara Prime,
Saryn Prime,
Volt Prime,
Wisp(
Prime) and
Yareli are all tied for second-largest energy pools at max rank after
Garuda Prime. Utilizing
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.
Desecrate helps recover health and energy orbs, and the mod itself works well with
Nekros because of this.
- This mod also works well with
Limbo due to the Rift Plane's ability to restore energy, as well as his increased energy pool.
Magnetic procs, such as those from an Ancient Disruptor or Sensor Bar, will drain 90 energy over 3 seconds, rendering this mod useless should the frames energy be at or below 90 when the proc occurs and sufficient energy is not restored before reaching 0. Also,
Rage and
Hunter Adrenaline will not replenish energy if a portion of health is lost during a
Magnetic proc.
Garuda can make good use out of Quick Thinking due to her third ability
Bloodletting which allows her to restore up to 40% energy by sacrificing HP, which can in turn be restored by
Blood Altar.
Gyre can benefit from Quick Thinking as an added failsafe as she regains Energy by maintaining
Cathode Grace active.
- Slotting
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
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[]
- ↑ Chance to roll item within drop table
- ↑ Amount rewarded on successful roll
- ↑ (Quantity × Chance)
- ↑ Chance to roll drop table
- ↑ Chance to roll item within drop table
- ↑ (Drop Table Chance × Item Chance)
- ↑ (1 / Chance), see WARFRAME Wiki:Expected & Nearly Guaranteed Numbers for more details
- ↑ Amount rewarded on successful roll
- ↑ (Quantity × Chance), average item quantity on a roll attempt (successful or not)
- ↑ [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[]
- Attributes
Gladiator Finesse, another mod with the same functionality.
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363 comments
Does it even work on inaros? i tried it but it kicks me into his passive revive which is still absolute garbage
Also what about sevagoth shadow, since it has massive ammounts of life steel but near zero other defenses it may be a god-ish choice? does it work with it or will it force you back into the normal form? and what about the death passive?
With Arcane Battery stacked I'm dying under 400 energy left in my pool at the very end of Jade eximi status (consider the amount of armor I've got to stack the arcane). That doens't seem fair, looks like a cap.
Nvm I needed more armor to tank jade eximi
No one can tank jade eximuses, as the duration under the beam stacks, the damage it deals is growing at a rapid speed
Just for example, Rhino with its iron skin, if you time it wrong and get let's say 1mil overguard before the last tick of the beam damage, the 1 next tick will remove all your overguard aka puting out more damage than the beam did for its whole duration + random hits combined
Did this get nerfed? I'm getting staggered way more after the Jade Shadows update
Why blitz eximus killed me with shock wave with full energy? Quick Thinking does not help me.
Probably dealt so much damage that it wasn't enough to save you.
Great on Chroma, especially since he literally wants to be constantly losing health and shields to consistently gain the benefits of Vex Armor.
I'd say it's terrible on Chroma, since he's such an energy hog. Maxing out his strength and duration leaves little room for efficiency.
Chroma doesn't need to be constantly losing health or shields. You only need to do that after activating Vex Armor to ramp the buff up to full, and then you're done. No need to take any more damage as long as you keep the buff active.
Fair enough, I suppose I just use it to easily max out Vex Armor whenever I'm resetting it to snapshot at a higher ability strength.
Just use the vex armor augment to maintain it at max buff at all times.
It's great on chroma if you use noursih (+equilibrium shard) + arcane battery. At that point, nothing can kill you, AND you become GOD in cyrcuit, otherwise just stick to glaive/exodia contagion for multiplicative damage
Is this working properly? It doesn't seem as effective as I remember it being in the past. Almost like armor isn't applying or something?
To add: For example, on my Trinity I either get +440 HP from Vitality, or +1531 EHP from Quick Thinking (638 energy x 2.4). Should be tankier with Quick Thinking then, right? But with the Quick Thinking build, I go down fast in Steel Path Mot. Meanwhile, with Vitality I can just AFK and never die, feel literally immortal. Does DR from Link/Blessing not work on Quick Thinking? Something seems off.
Yeah it kind of doesnt work as intended. You cant just use your healthbar converting it into Rage and refill with lifesteal. Except, you can but only to some low level degree, unless min-maxxed. Needs more testing.
In theory this mod basically multiplies Armor and all dmg Resistances by 2.4
In practice it doesnt.
I liked Warframe where you actually had to kill things to survive and if your killing efficiency wasn't good enough you would just die to too much dmg.
Then they introduced Eximus because everything was cheesed by CC, anyway, same story again but now only few things CC eximus - supposedly CC immune units.
[Quick Fail] has been glitching, now after Duviri Paradox even [Hunter Adrenaline] and [Rage] have glitches.
So you expected the mod to make it so that if you have energy in an amount greater than 0, you can tank any single hit that would otherwise take your health to 0, no matter how high the damage of the hit, is that correct? So if you have full energy or any amount of energy, and that mod equipped, you should be able to survive a shot that does 100 million damage, but lose all your energy doing so. Am I understanding your thought process?
Responding to the anonymous comment above:
Nope. In the video shown above we have the energy pool with infinite orbs at Limbo's feet but this does not represent immortality for the frame because if the energy reduces to zero the frame will be dead with 100% energy drained.
My criticism is related to the mathematical process of the spaghetti code which generates questions for the novice player, keeping energy points in the user interface generates uncertainty in how the mod works, no one would need to come to the wiki to read this spaghetti code information.
The mod clearly describes the energy drain and it is not specified whether it is a total drain or dependent on secondary factors, so the energy points must work as health points in order to avoid any misunderstanding for the new player.
Sometimes I needed to check if the mod was in the slot because the energy drain did not occur before death, this creates information inconsistency which hinders learning and understanding the mod system.
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.
TLDR
This mod is useless against endless run enemies since you can easily get one shot. This is also the reason why people transition from old Quick Thinking (i remember using this on good old loki prime back then) to Shield Gating/Rolling guard/Protective dash on high level endurance nowadays.
Your energy does technically work as effective health points. Assume you are about to die, and you have some amount of energy. That amount of energy translates to some amount of health, also affected by armor, DR, etc. according to the wiki page. If the attack you are trying to tank exceeds that value, you will simply die, since the mod will not stop it. It could either drain all of your energy and then kill you, or just kill you, obviously the first option is better.
The lethal damage which the mod refers to is damage to your health, which would otherwise be lethal, i.e without the mod equipped.
Seems like its currently bugged in Duviri Paradox along with Gladiator Finesse, does not prevent being downed and drain energy properly.
Probably not actually bugged cause Steel Path Duviri enemies actually just hit that hard, given the chance, but it's DE so you never know. Remember when Hyekka were bugged and could one shot everyone? When Grineer Scorch units could cook you through the walls of Derelicts? Or when every Juno unit basically had AoE Supra's?
The mod description literally reads "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.
"Drops to 2 health" literally means that any source of damage you're taking overtime that leads up to you ending at 2 health will proc Quick Thinking!". (THEREFORE, ANY SOURCE OF DAMAGE THAT "ONE-SHOTS" DOES NOT COUNT AS ('DOT' OR DAMAGE OVERTIME!) THEREFORE IT WOULDN'T ACTIVATE QUICK-THINKING NOR GLADIATOR FINESSE RESPECTIVELY).
the anonymous operator above who writes in bold capital letters is trying to say that if you have stored energy none of the points of this energy will be used as health, that is, the mod does not work as it is in the description and is buggy.😂
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.
TLDR
This mod is useless against endless run enemies since you can easily get one shot.
Situationally a good application to any frames
Bugged
Might I ask how it's bugged?
It SEEMS bugged because there are things that do so much damage that it doesn't save you when it seems like it should, and/or override it so it doesn't work.
I was running it on Gyre with 680 energy and got one-shotted by the Steel Path assassins twice in a row without losing energy, which with 300 armor (base 100+200 from Unairu) meant they were doing over 5K damage in one hit. 680x2.4=1632 1632 plus 505 real health halved for 300 armor is 4274 and I had over 1K shields at the time both times.
But then I fought a whole bunch of normal enemies in Steel Path and took a lot of damage and it just drained my energy instead of killing me, so I guess the assassins can either do over 5K in one hit or override Quick Thinking. Either one is stupid because 5K will kill all but the tankiest frames, and magically overriding a mod that isn't an ability will just make people think the mod is bugged.
But I also got KO'd playing Wisp in the normal chart once without losing energy. It was on Belenus during a Void Rift, so level 45-60 or so.
I had 1800 health with mote buff, 850 energy and 175 armor. To kill me without draining energy I would have needed to take 1350 damage in one hit if I were already at 2 health. I'm pretty sure nothing at that level can do that, and it wasn't the Belenus laser things because I wasn't where they could hit me, so yeah it might really be bugged.
You do also have to remember, like enemies our health, shield, and armor type have weaknesses and resistances. So if the right enemy hits you, they can easily insta melt you
Got this after more than 1150 hours playing. didn't even know it existed. drop rate could probably be buffed considering its such a niche mod.
This + Rage is OP
Even more so when you have kinetic armor from Gauss
How do you mean it is OP with Rage?
You only regain energy while quick thinking is not in effect. It is a nice buffer but I wouldn't say it is OP.
You regain energy based on lost hp, and this locks your hp at 2 so it doesn't work.
Any frame that has healing and some additional form of energy gain can become effectively immortal with this mod. Rage expedites the process greatly too. Consider Limbo with Rejuvenation wielding this mod for a start.
I wish this thing was more useful, so far it seems its only good for early to mid starchart as beyond that the amount of damage you can take just renders the ehp gained from quick thinking useless.
Its useless because it stunlocks you
This still works with steel path but the way to make it work is quite niche. You have to find a way to get a high value of damage reduction through armor and/or abilities and find a way to generate enough energy and/or health to counter the energy drain from Quick Thinking. Guass' #2 ability generates energy and gives damage reduction all in one bundle, such an excellent ability for what we are looking for. Slap on Hunter Adrenaline or Rage, Flow for higher margin of safety, and Adaptation for further damage reduction. With this you will begin to see something fruitful but it will not yet be viable for steel path until you add even more armor/damage reduction. Solution: subsume Defy onto gauss (i chose to replace #1 ability) and add armor mod such as maxed Steel Fiber or you can slap on Arcane Guardian in which case, you won't need Steel Fiber and Defy. Most people don't have a maxed Guardian arcane so the way to go is subsume Defy. If you have maxed Guardian you are given more flexibility with a subsume ability of your choice, if that is what you desire.
Ha sounds like you don't know how to play gauss at all. His one charges the battery very quickly and you don't need this crappy mod for him to be viable in SP. His 3 is the only ability you could maybe take off on some loadouts.
^sounds like you missed the entire point, idk why you're even here. it's ok, reading comprehension can't be everyone's forte
Energy spent with Quick Thinking won't generate shields with Augur mods or Brief Respite. I know they specifically say 'on ability cast', I checked anyway.
I've been noticing that, occasionally, I just die with Quick Thinking even when I have plenty of energy, 300+; it doesn't drop down, I just die. Has anyone else been noticing this? Perhaps I am getting hit by something strong enough to drain it so quick that I cannot see it, but is anyone else able to confirm/deny this thought?
I'm curious, what rank is that equipped quick thinking on?
It is possibly worth submitting as a bug, but it is really finicky. Quick Thinking was altered to not do anything if you are going to die anyways under the assumption that you can be picked up (or that DE was afraid of it being used as a discount shield gate). Enemy damage gets really stupid high so you could also just be getting drained that fast. Slash procs can make it hard to tell.
I've been dying with loads of energy lately too
"Damage taken while Quick Thinking is in effect does not count as taking Health damage; as such, Rage and Hunter Adrenaline do not convert incoming damage into energy"
Idk about you guys but this doesnt seem to be the case, can someone confirm? I been on low health several times with quickthink Hunter adren, Rage and i beeen saved many times.
As far as i understand, Quick thionking turns energy into hp before you take the hit that would kill you, it doesnt just drain energy proportional to damage taken. As such, Hunter adrenaline and such effects would have to work with it, as you literally ghet red health back to be damaged down
Quick Thinking starts to activate at 2HP (yes, when your HP drop to 2). Your Rage and Hunter Adrenaline will continue to work until Quick Thinking activates.
Hunter Adrenaline/Rage doesn't seem to restore your energy immediately, but has some kind of smoothing to it. Try it in some low level mission with a health only frame; you'll see that even if you lose 200 of health in one blow, it takes a few seconds to get back your 90 energy with a maxed Hunter Adrenaline. It probably has a cap on how "fast" you recover energy, making it so that you still are getting energy after taking the actual damage.
Nnnooo idea how this really ties into Quick Thinking thou, if it still uses the "pool" of energy you are yet to recover or if that just gets ignored and only uses what you actually have in your energy meter. Betting for the latter, so frames/builds with damage reduction of some kind really seems to fit the best for this combo.
When did they change the stagger from a stun to an interrupt? Was it documented/mentioned?
maxed prime sure footed is not stopping the quick thinking stagger right now. is it bugged or intentional? ive been in multiple missions the past few days where the stagger happens with maxed primed sure footed equipped and it's causing me to die
It feels like a bug. As far as I can remember it definitely did work to negate Quick Thinking stagger entirely.
It is a pretty new thing for it to negate stagger, maybe they wanted it to negate self-stagger, but not QT stagger.
Can confirm, Primed Sure Footed does not affect the stagger at all.
let's also note that equilibrium is has a nice synergy too, as it generate more than twice as much ehp per orb, especially usefull on farm frame or frames that can force orbs drop
Actually, up to 4.4 times as much if used with Gladiator Finesse and Quick Thinking.
I will take this moment to mention protea/equilibrium once more
When did you mention her the first time?
It's not mentioned in the patch notes, but the players who use this mod frequently, did notice that quick thinking received some undocumented changes (forgot which big mainline update it was, but there's a thread on the forums from March, 2020 where players noticed this change). Its stagger effect has been significantly reduced (it's infamous stun-locking is not as bad as it used to be) Forums: https://forums.warframe.com/topic/1175857-quick-thinking-no-longer-staggers-would-like-official-confirmation-from-de/
I think it is on the Primed Sure Footed Page as well