About: Rest & Rage   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

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AttributesValues
rdfs:label
  • Rest & Rage
rdfs:comment
  • {| style="width:100%; background:#2a2a31; color:white; font-family:'Roboto';" |- |rowspan=4 style="width:150px;"|File:Panel.png |rowspan=4 style="width:60px;text-align:center;"|File:Panel.pngENERGYN/AKEYN/A  |rowspan=4|Rest & RageNo description availible. |width=30% style="padding-right: 6px; border-bottom:1px solid white;"|Strength:N/A |- |style="padding-right: 6px; border-bottom:1px solid white;"|Duration:N/A |- | style="padding-right: 6px;" |Range:N/A |} |} |}
dcterms:subject
Tips
  • *It is possible to activate stealth kill affinity bonuses on enemies using low-damage automatic weapons by casting Rest on an unaware enemy. Affected enemies can then be shot repeatedly and then killed without changing their unaware state, allowing for the affinity multiplier to activate. *When combined with awareness of nearby enemies and sufficient duration on the ability, Rest can be paired with Covert Lethality to great effect. Casting the ability on otherwise-hard-to-kill enemies -- single targets, or small-to-medium-sized groups -- opens them up to stealth attacks and finisher moves. The mod itself does guaranteed "Lethal Damage" on a successful finisher animation, which means if you perform the animation, the enemy dies, guaranteed. **Note that this combination is only effective if the targeted enemies are actually vulnerable to stealth finishers. Some enemies, , are either frequently troublesome to target with a finisher move -- such as the Infested Ancients -- or they are completely immune to finisher moves at the time of this writing , because they do not trigger the finisher prompts. ***Units which are immune to stealth finishers are -- Rollers, all Regulator variants, all Osprey variants , Security Cameras, Corpus Turrets, Orokin Drones, and all Sentient enemies. **Except for the enemies immune to stealth finishers listed above, this combination works against all enemies, regardless of their alertness level prior to becoming a target of Rest. **Note that mods which affect melee attack-speed will also affect the speed of Finisher animations, so using attack-speed mods in conjunction with Covert Lethality -- rather than just using damage mods -- is advised.
Hotkey
  • 2(xsd:integer)
augment
  • 200(xsd:integer)
cardimage
  • RestRage.png
gameimage
  • RestRageIcon.png
dbkwik:warframe/pr...iPageUsesTemplate
Range
  • 300.0
  • 3000.0
Misc
  • 80(xsd:integer)
Energy
  • 25(xsd:integer)
Name
  • Rest & Rage
Info
  • *Equinox hypnotizes a target up to 20 / 30 / 40 / 50 meters away. Enemies within 1 / 3 / 3 / 5 meters are also affected. This lasts 10 / 14 / 18 / 22 seconds. *Night Equinox lulls enemies into sleep, Day Equinox spurs them into hyperactivity. **Duration is affected by Ability Duration. **Cast range and targeted area radius are affected by Ability Range.
Duration
  • 22.0
Description
  • In Night Form targets are put to sleep. In Day Form targets become more vulnerable to damage.
Damage
  • 5(xsd:integer)
  • 20(xsd:integer)
Day Form
  • *Affected enemies are enraged. They receive 20% / 30% / 40% / 50% increased damage from all sources, and 5% / 10% / 15% / 20% movement speed and attack speed bonuses. **Damage vulnerability and enemy speed bonus are affected by Ability Strength. **The damage vulnerability adds multiplicatively to the original damage the affected enemy would receive . *Casting Rage while Provoke is active will increase the percentage of damage vulnerability. *Enraged enemies visually emit a ribbon of energy and energy particles. *Energy threads will visually emit from Day Equinox to strike enemies in the targeted area. *Rest and Rage's sleep and enrage effects can overlap on targets already affected by either version of the ability. *Recasting on the same target will not refresh Rest or Rage effects; however, unaffected enemies can be acquired within the targeted area.
Night Form
  • *Affected enemies are forced to sleep. They automatically wake up when the duration expires or their health reaches 80% / 70% / 60% / 50% of their current values. **Wakeup health threshold is not affected by Ability Strength. *Sleeping enemies are: **Open to Melee Finisher attack prompts ; **Susceptible to Stealth Damage Multipliers; **Visually tethered to the ground by energy threads; **Ragdolled in a sleeping posture when dealt damage; **Cannot recover from stagger, knockdown, and ragdoll effects until they wake. *Enemies retain their current alertness state on cast . Enemies under the effects of Rest will always be susceptible to melee finishers and stealth damage multipliers; however, affected enemies that were previously alerted will not grant Stealth Kill Affinity Bonuses. *Energy threads will visually strike enemies in the targeted area to indicate affected targets.
abstract
  • {| style="width:100%; background:#2a2a31; color:white; font-family:'Roboto';" |- |rowspan=4 style="width:150px;"|File:Panel.png |rowspan=4 style="width:60px;text-align:center;"|File:Panel.pngENERGYN/AKEYN/A  |rowspan=4|Rest & RageNo description availible. |width=30% style="padding-right: 6px; border-bottom:1px solid white;"|Strength:N/A |- |style="padding-right: 6px; border-bottom:1px solid white;"|Duration:N/A |- | style="padding-right: 6px;" |Range:N/A |} {| style="width:100%; background:#2a2a31; color:white; font-family:'Roboto';" |- |rowspan=4 style="width:150px;"|File:Panel.png |rowspan=4 style="width:60px;text-align:center;"|File:Panel.pngENERGYN/AKEYN/A  |rowspan=4|Rest & RageNo description availible. |width=30% style="padding-right: 6px; border-bottom:1px solid white;"|Strength:N/A |- |style="padding-right: 6px; border-bottom:1px solid white;"|Duration:N/A |- | style="padding-right: 6px;" |Range:N/A |} {| style="width:100%; background:#2a2a31; color:white; font-family:'Roboto';" |- |rowspan=4 style="width:150px;"|File:Panel.png |rowspan=4 style="width:60px;text-align:center;"|File:Panel.pngENERGYN/AKEYN/A  |rowspan=4|Rest & RageNo description availible. |width=30% style="padding-right: 6px; border-bottom:1px solid white;"|Strength:N/A |- |style="padding-right: 6px; border-bottom:1px solid white;"|Duration:N/A |- | style="padding-right: 6px;" |Range:N/A |}
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