Draws power from the decibel level of sound in the area and uses it to amplify a damage buff for Octavia and her allies. It also doubles the damage and range of nearby Mallets.
Octavia expends 100energy to throw an amplifier device in an arc toward the direction she aims. Upon impact, the amplifier transforms the ground into a dance floor, encompassing the surrounding terrain in a field of sound sensors with a radius of 8 / 10 / 12 / 14 meters for 30 seconds. Octavia and her allies standing inside the Amp field gain a weapon damage buff with a minimum of 10% / 15% / 20% / 25% to a maximum of 125% / 150% / 175% / 200%, depending on the sound level in the environment.
Sounds originating from gunfire, footsteps, alarms, melee strikes, abilities such as Mallet, Resonator, and Metronome, and many more can affect Amp's damage multiplier.
Amp damage increase is displayed as an icon with the current damage increase in percentage, beside the shield and health indicator on the top-right of the HUD.
Amp's damage buff stacks additively with base damage mods like Serration.
Up to 1 Amp can be deployed at a time. Deploying a new Amp will remove the current one.
Ability Synergy: When Mallet is hovering over an Amp field from any Octavia player, the percussive aura will double in damage and range.
Amp field sound sensors visually produce sound bars that enlarge, shrink, stretch vertically, horizontally and diagonally depending on Percussion, Bass, and Melody music from Octavia's other abilities.
Sound sensors will only visibly react to the owner Octavia's abilities and not from other Octavia players in a squad. This is a visual effect only, as the sound level in the environment does affect any Amp field's damage multiplier.
The thrown amplifier device serves both as a visual anchor point and generator for the Amp field. Nullifier Crewman's bubble must come in direct contact with the amplifier device to dispel this ability.
When two or more Amps intersect, players will only benefit from the one with the highest boost.
Maximization
This calculator feature is sunsetted on the wiki. It may not see further updates, but will be present on articles for the time being since some people still find use for them. See User blog:Cephalon Scientia/Sunsetting of Maximization Calculators for more details.
19 comments
Does amp also buff operator amp?
If my str is 40% and the amp says 0.1-0.8x dmg multiplier would that just make my attacks weaker?
Yes your attacks are weaker. i mean you don't need to be good at math to figure that out.
If it is 2x you are doing twice the damage, if it is .5x you are doing half the damage of whatever the base output is
Same person as above. Sorry I just had a massive brain fart right there.
NO, your attacks are NOT getting weaker.
Yes. your attacks are getting STRONGER, just not by much. they are just not being buffed as much at that str lvl
So at minimum buff of .1 or 10% more dmg. So easy numbers base dmg 100
100 + 10% or 100 x 1.10 both = 110 dmg
Is this still accurate?
Does not actually increase the damage of Mallet.
It isn't and possibly never was.
That's weird tested this and it does not double the damage unless I'm doing something wrong here.
What's the max % the AMP can go to?
I have not achieved maximum potential but with 317% ability strength it increases base weapon damage from 79% to 634%. With mallet it stays at max percentage
Ur guys sure that this skill is aditive? My chroma with ~900% scorn do 30 million glaive dmg, one day i got a octavia with exact 300% amp buff, and i was doing 90 million glaive hits. If it was additive the dmg shud be way less.
Only scorn 28mi
https://i.imgur.com/QoHszi9.jpg
Scorn + amp 94mi
https://i.imgur.com/DXUFl7n.jpg
Octavia amp double dips glaive heavy explosions
is the dmg amp from this multiplicative or aditive?
It's multiplicative.
It is additive.
It's multiplicative.
It's addiplicative.
What happens when there are multiple amps overlapping on the field?
Only the strongest one is used, similar to Rhino's Roar.
They both work
Edit: only the strongest one is used similar to Rhino's Roar tested 6/2/2024
Question: Does this affects Operator's Amp?
No
Operators can't benefit from warframe buffs, so nope.
Operators benefit from not warframe buffs, but things like volts shields do affect operator amps by shooting through the shield.
Yes
So what are the loudest weapons in the game? I guess using Dread or Spira would be a bad idea.
How does dommage buff work ?
In simulacrum with 600% amp buff i only do *3 damage
Prolly works like serration
It works weird the actual buff you get from amp is
Amp buff/(Sum of serration like mods+1)
this is the additional damage you get from amp and if you want the damage multiplier you add 1
This should be changed to something like "Amp (ability)" and Operator Amp should be changed to Amp. Honestly, how many people will be looking for just this particular ability instead of an entire modular weapon system?
Your wish has been granted
Need a seperate page for Operator Amps, or a redirect
There's an Operator Amp page now for anyone wondering
does this mean you can have a massive ranged way to decrease your teams damage output, or am I misunderstanding this?
no thats a massive ranged way to increase your teams damage output
Does this ability buff ally warframe power damage?
I really, really hate how poorly documented these mechanics are...
a rbino used roar once when i had amp active it was over 200% for his roar, after my amp ended it was 140 ish when he cast roar again, i can confirm that yes it DOES INDEED buff ally warframe power strength
No, it does not. The only abilities than can be buffed by weapon damage (octavias amp, mirage augment etc.) are ones with IPS stats. Any ability that does not use IPS stats is not affected by this (Banshee 4, Saryn 4 etc) which is why the only frames used for buffering are ones which increase pwr strength such as rhino or equinox.
^Rhino does not buff ability strength, rhino's buff is unique in the fact that it buffs damage done by Both weapons and warframe abilities
It seems like the sound from Octavia's abilities don't actually affect the multiplier at all, just the sound of the ability being cast. If you cast Amp, then an ability and just stand still, eventually it will go down to the minimum multiplier even though you have an ability producing constant sound.
Amp's bonus will not work properly (gives minimum bonus, as if there were no sound) if the in-game Master Volume is set to 0. It will work for 1-100.
I think Amp's weapon damage bonus is Additive Bonus. I test the weapon damage bonus in Simulacrum with the slash D-O-T of Braton Prime. If Amp damage bonus is Multiplication, slash Dot damage would multiply with Amp buff's percentage, like the Chroma's Fury buff, but it does not.
Chromas buff is additive, not multiplicative.
So the loudest weapon will provide maximum buff while firing? which weapon have the loudest sound i wonder.
Anything which is not silent, tho higher ROF weapons will uppkep the buff better
so is it stronger than roar
You can tell that Amp has higher buff potential when you look at the base numbers.
Amp's base boost is 100%
Roar's base boost is 50%
so rhino buffers on suicide watch?
stronger in terms of it buffing weapon dmg ... yes
stronger in terms of buffing warframe abilities ... no
to the first answer, Those frames arent better buffs than rhino.
With Roar you buff the damage output, which involves all kinds of damage (weapons AND abilities). Whereas the Augment for said frames only buff certain abilities and weapon.
E.g. Equinox's maim cant be buffed by said frames, but by roar.
Just wanted to correct this :)