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Energized Munitions Imbue your weapons with ammo efficiency. Introduced in Update 29.0 (2020-08-25) |
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Misc: 75 % (ammo efficiency) | |||
Subsumable to Helminth |
Info
- Expend
50 Energy to improve all equipped weapons' Ammo Efficiency by 75%, lasting for
3 / 3.5 / 4 / 5 seconds.
- This ability reduces ammo usage to 1 after every 4 shots.
- The way this works is by dividing the ammo cost so each shot consumes a quarter of the original, and keeps track of the fractions as well.
- For weapons with a single-round magazine like the
Exergis, the round gets consumed after the 4th shot so such weapons can greatly benefit from the ability.
- Archguns deployed via an Archgun Deployer are also fully affected by this, so such weapons with heavy ammo limits like a
Grattler can also greatly benefit from the ability.
- For bows, an arrow is used every 4 shots, but it will still have a reload delay between each shot.
- For weapons with a magazine-emptying alt fire burst like the
Nagantaka, the burst fire will fire as many shots as there were in the magazine at the time the burst was started, but will still consume 1 ammo after every 4 shots. So after the burst there will be ammo remaining, and the burst can be used again.
- Stacks multiplicatively with other sources of Ammo Efficiency.
Patch History[]
Hotfix 29.0.7 (2020-09-03)
- Added Helminth Ability videos on hover of the respective abilities.
Update 29.0 (2020-08-25)
- Introduced.
See Also[]
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33 comments
This ability might seem useless compared to other helminth abilities but try it on Gauss/Prime. His Acceltra/Prime with this ability is SO fun to use since its ammo economy is pretty rough even with Vigilante Supplies. It just goes brrrrr. I replaced his Thermal Sunder(a sin, I know) on one of my configs to try it out and it's pretty fun. :D
Remember Zarr?👀
I don't think it's a sin, Thermal Sunder has always been sort of a boring ability to me that goes against what makes Guass fun IMO(schoovement), I swapped it for Firewalker like right after Helminth was added.
Thermal Sunder is NOT a boring ability - it can do a full armour strip that's applied BEFORE it ticks for millions, to a decent sized area
Pretty damn satisfying when you spot a big group of enemies, pop both Sunder types then watch all the red arrows disappear from the minimap
Does this work with Incarnon ammo pools?
It does not appear to work on incarnon ammo :(
Ya. sadly it seems nothing effects incarnons ammo. not even +ammo either.
Duration needs to be capped to 5 so gauss mains can't spam their zarrs constantly and bypass the aoe nerf
Yes
No
Np.
Someones angry they missed out on the aoe meta lmao
I really wished the duration was just slightly better. Even with 321% duration + molt efficiency is still only around 18 seconds of use
Just recast...
The most promising Helminth ability, but still not worth using.
I've had great success with this + Gauss + a Kuva Tonkor
Worth using, just on the right weapons.
As ever, in Warframe, there are many ways to "solve" the game. A good gun (such as the mentioned Kuva Tonkor) with this is one of them. Not everything has to be Mesa/Saryn/Revenant or whatever the meta is.
I know, I'm sorry. I just wish this thing scaled better and more interactions. It's fun to mess around with, and effective, but it's so hard to justify to myself using it over other things, even other "off-meta" things.
It's niche, and thats perfect, we don't need everything being a multitool or so good it makes everything else like it bad. I use this with the Chakurr to get around the obnoxious reload on Inaros where I can afford to replace an ability and am not energy starved.
This ability now scales with ability duration so that at 200% it lasts 10 seconds, 300% at 15 seconds, etc.
Why is the durations still so low and why does it still not work on incarnon stuff?
Incarnons are "charge" based like with Battacor's alt-fire or Trumna's alt-fire. They don't use ammo in the "traditional" game sense.
Is not recastable
U r bad dont talk. shield gating is good. cry quickly
If shield gating is for noobs, who is gloom for lol
Did a shield gate abuser really just call someone else bad for NOT abusing shield gate?? lol
Fandom users are a different breed 😭
Does this scale with ability strenth? or its a fixated amount(75%)
Fixed amount
The Grattler's best pal right here
Great for Titania's exalted weapon imo, Eclipse is also nice but too overkill.
This is my new friend for my Kuva Bramma. I slap this on a frame with a lot of ability duration, then use ammo drums in the exilus slot, and carrier prime gives me the ammo mutation that I need. I can easily spam bramma in any run with this like the ramma pre-nerf. It's useful on the kuva zarr an ogris too.
For some reason when i use this on Tenet Tetra it doesnt work can anyone help ?
They broke it on the Tenet Tetra when they fixed a different Tenet Tetra secondary fire interaction.
Oh Thats suck
It was super fun with the alt fire when using the energize
Anybody tried this on Velox?
I kinda wanna experiment how this works with different weapons. I guess it's best used on warframes with abilities that boost fire rate for maximum dakka, and gauss is among my favourites, but I can't think of anything to replaces on his set, similar for harrow. Wisp however...
Use it with weapons that have a very small magazine size.
You'd be surprised how good Kuva Tonkor gets when you can fire the thing 8 times before reloading.
The Exergis definitely gets nasty too, as do several other weapons that have profoundly low magazine size but a surprisingly faster firing rate that they can't really use because of it; Vectis Prime and Twin Rogga are two others that come to mind.
Inb4 rocket launcher spam
I put it on Mesa's 1, since she usually you build for a fair ammount of duration anyway and fits her theme perfectly.
Same, works well with my 3 riven'd up grakatas ^^
This will be quite good on the Athodai I imagine.
Ehh....that Overdrive buff on a headshot kill with the Athodai would make Energized Munitions kind of redundant, I would think.
I meant for the Alt Fire
Certainly could do, though remember it will only burst how much ammo was in the clip at the time, so you'll do a sequence of gradually smaller bursts as you go with it.
I see someone reversed that "cheat" move note on single round weapons if you boost the ammo count. How to word this as I intended...
If a single-round-clip weapon is given 50% additional magazine capacity, it gets a second standard round which would be used accordingly under normal combat.
Energized Munitions, when active, effectively makes a gun consume 25% of a bullet for each shot, so 4 shots consumes 100% of one bullet, i.e. the normal magazine capacity of a single-round weapon.
With that 50% magazine capacity modding, the single-round weapon technically is supposed to have 150% available in total, so at 25% a shot under EM it should get only 6 rounds, if it was directly tracking that. But instead you get 8, so a "free cheat" additional 50% capacity. That's what I was trying to say earlier, but if that's a bit too oddball we can leave it out.
Well, because there is no 150%.
The +50% magazine capacity obviously gets rounded up to a full extra shot, so it sits at 200%, which is then properly used for Energized Munitions.
The whole thing was kind of a pointless addition, as it is a completely expected interaction.
I think it is a useful tip, but this is not it's place (also, it needs less than +50%, by memory it happens at about 30%, but ask a Vectis Riven trader :D)
It only rounds up at 50%.
You may be thinking of Vectis prime, that gets a third shot at +25%, or the Vectis Riven guy is/was scamming people.
Yeah, the Vectis Prime will get a third shot there, that's probably what the seller was expecting you to use.
Interesting Helminth option, but only useful with a handful of weapons because you are getting 5-7 seconds out of it. Hence any weapons with large magazines that can shoot for 5 seconds without reloading, this ability is pointless. Any guns with slow firerate dont benefit from this either. As many have pointed out, Tonker benefits nicely. The grattler is finally usable with this ability but the other archguns for the most part have ginormous magazines or too slow a firerate to benefit.
Yeah, so? It also says those particles increase damage reduction, not the duration of other abilities. How in the world would an increase in damage reduction make Energized Munitions last longer?
Both Energized Munitions and Null Stars benefit from having more Ability Duration which is why they can be compatible on the same build (nothing to do with Nova abilities increasing her own Ability Duration through some odd interaction or mechanic). You are misunderstanding what we are trying to say.
Yea, the 1 doesn't increase duration further, its just that Nova is one of the very few frames that actually wants to build for max duration. Most other frames would lose a lot from losing the Range due to Narrow Minded, or may want other stats that don't allow building for max duration.
Nova basically only wants duration.
The 1 wants max duration and as little range as possible
The 2 is unaffected by mods.
The 3 is Helminth replacement slot.
The 4 also only wants duration. Range is only useful in extremely low levels.
And as she already builds max duration anyway, might as well put the helminth that benefits the most from duration.
Ah, so a bit lost in translation. Fair enough.
It has 10 second cd and 5 second duration on Lavos