Amps are special modular weapons used by Tenno Operators to enhance their combat capability, which can be acquired from The Quills and Vox Solaris. Appearing as a gauntlet worn on their right forearms, these Amps improve and alter the Operator's Void Beam, while also giving them their own separate energy gauge from the Operator's main Void Energy pool, allowing them to fire their Void energy without hindering the effectiveness of their other abilities.
Amps are formed from three components. These interchangeable parts can be mixed and matched before crafting to provide different stats and abilities, allowing a player to create an Amp with the features they desire. Once gilded, they can also name the Amp they have crafted and choose custom colors for a further level of customization.
Upon initiating with The Quills Syndicate for the first time in Cetus, the player will immediately obtain their first starting amp, Mote Amp. The weapon can be re-acquired if necessary by purchasing their blueprint for 500 and crafting it. Further amps can be acquired by crafting them from components acquired from The Quills and Vox Solaris.
An amp consists of three components: the Prism, the Scaffold, and the Brace. The prism determines the main firing mode of the amp, the scaffold determines the alternative fire (alt-fire), and the brace modifies certain stats. Since amps are a modular weapon, each part can be mixed with each other as desired.
Note: A good way of remembering what each part does is: Prism = Primary, Scaffold = Secondary, Brace = Buff / Boost
Prisms affect the Void Beam's primary fire mode, thus changing the type of shot fired from the traditional straight stream of energy. These are the components that earn Mastery Rank points for the amp. It also determines what picture is shown in the arsenal.
Scaffolds affect the Void Beam's secondary fire mode (defaultor Right thumb stick on PSN, XBX, NSW).
Braces provide other miscellaneous enhancements upon both the Prism and the Scaffold.
(1 / C1)
|Semi-auto, long-range, precise hit-scan.||Charged beam.||+40 Amp Energy pool|
(2 / C2)
|Semi-auto, medium range, punch-through projectile.||Short-range flak grenade.||-1 second Amp Recharge delay|
(3 / C3)
|Three-shot grenade burst.||Continuous homing beam.||+12% Amp Critical/Status Chance|
(4 / C4)
|Fully-auto, long range shots.||Powerful shots bounce between targets.||+20 Amp Energy Pool, +15/s Energy Recharge Rate|
(5 / F1)
|Quick and precise three-shot burst.||Automatic grenade launcher that shoots until out of ammo.||+100 Amp Energy Pool, +2s Amp Recharge Delay|
(6 / F2)
|Continuous, widespread jet of void fire with medium range.||Clusterbomb launcher.||-20 Amp Energy Pool, -1.5s Amp Recharge Delay|
(7 / F3)
|Wide, short ranged beam.||Timed explosive. Also detonates on impact with an object||+20% Amp Critical chance|
Before players can craft an Amp, they must first purchase the blueprints for the parts they desire from either Quill Onkko or Little Duck for a number of Standing, after which these parts must be constructed at the Foundry.
Once the component parts have been crafted, players must return to either Onkko or Little Duck and select the Amp Assembly option. Here, players must choose the crafted components they have available to form the weapon. Once a Prism, Scaffold and Brace are selected, the player will be shown a preview of the weapon's appearance, along with their stats. If the weapon is satisfactory, players can then proceed with the Build Amp action, which will instantly craft the weapon for a 4,000 fee. Players can also use the Amp Assembly screen to preview builds of Amp components they do not yet own.
While Onkko and Little Duck sell their own unique Amp components, it is possible to build Amps using components from either of their designs, e.g. a player can build an Amp that combines a Raplak Prism with a Certus Brace.
Once built, an Amp cannot be disasssembled to return its components parts.
Amps are managed on the Operator's Equipment tab on board the Orbiter's Transference Room, where players can choose the Amp they want to equip from their available selection, as well as customize their Amp's appearance, and install Arcanes and Focus Lenses.
A newly built Amp cannot be renamed, customized, equipped with a Focus Lens, or earn Mastery Rank experience. In order to unlock these options, an Amp must be gilded first.
Gilding is the process wherein an Amp's full potential is unlocked. To Gild a weapon, players can visit Onkko or Little Duck and ask about 'Other Services', and then using the Gild option and finally selecting the desired Amp. Players will then be asked to give the Amp a custom name, after which the Gilding process can be performed for 5,000.
Note: Depending on the choice where the Amp is being gilded, the Standing will be substracted from the according Syndicate. It is also possible to gild an Amp that has been assembled somewhere else.
Players must have either Adherant rank to perform Gilding with Onkko or Hand rank with Vox Solaris to perform Gilding with Little Duck, and only Rank 30 Amps can be gilded. Gilding resets the weapon to rank 0, but grants improved stats, the ability to install a Focus Lens and Virtuos Arcane Enhancements, and the ability to recolor the Amp. You will only be able to earn Mastery Rank points once you Gild your Amp.
A gilded Amp gains +10% Critical Chance, +0.5x Critical Multiplier, and +10% Status Chance. As an exception to this, the Mote Amp gets +10 meter Range when Gilded and not any other stat.
Visually, a gilded amp will appear cleaner than a newly-built one, having smoother surfaces, rust and dirt removed, and the once yellow parts becoming lustrous.
- Amps have to be gilded to earn Mastery Rank points, with their progression tied to the weapon's Prism alone. For example, if a player levels up a Gilded Amp crafted with the Raplak Prism to 30, any future Amps forged using the Raplak Prism will no longer provide Mastery regardless of what combination of Scaffolds and Braces they have.
- As there are seven Prisms plus the Mote Amp currently available, the maximum amount of Mastery Rank points that can be earned from Amp crafting is 24,000.
- Equipping an Amp will change both the Operator's idle stance and their Void Beam firing stance while in a mission.
- Amps are one-handed weapons, meaning Operators can use them while carrying power cells or datamasses.
- With each component having 7 parts each, there are currently 343 possible Amp configurations that can be crafted.
- Rank 30 or Gilded Amps can be donated to Onkko in exchange for Quill Standing or Little Duck for Vox Solaris Standing. As an exception to this, the Mote Amp cannot be sold.
- Amps cannot be brought to the Mastery Rank 24 Rank-Up Test, which involves the Operator.
- Custom names for Amps have a 24 character limit including spaces, and will not accept special characters like commas (,) or apostrophes ('), though hyphens ( - ), periods ( . ) and numbers are accepted.
- Names can also not include any profanities such as swear words.
- Amps have their own dedicated Inventory Slots that they take up when a player crafts one. Players are given 8 slots by default, and additional slots can be purchased for 12 for two slots.
- Despite the fact that the Amp gives the Void Beam its own energy supply, removing the Amp (selecting "None" in the Amp selection menu) does not revert the energy pool back to its universal state.
Damage versus Eidolon Shields
Eidolons' shields are only vulnerable to damage, making Amps the main way to deal any damage to them. Despite shields usually not applying damage reduction, Eidolon's shields reduce damage down to 1/25 of the original damage of the amp. After this damage reduction is applied, a flat damage bonus is added on top, with this bonus scaling inversely with the amp's fire rate. This flat damage bonus is not affected by any form of damage buff, including Void Strike, Unairu Wisp, and critical hit damage. As of currently, damage dealt by amps is calculated in the following way:
- Amp Damage vs Eidolons = (Theoretical Damage x 0.04) + (108 / Fire Rate)
- Amp Crit-Damage vs Eidolons = (Theoretical Damage x 2 x Crit Multiplier x 0.04) + (108 / Fire Rate)
Where Theoretical Damage is the amp's listed damage multiplied by any damage buffs, such as Void Strike and Unairu Wisp.
- As shown in the equation, an amp's effective critical multiplier against Eidolons is double the value displayed in the arsenal, making crit focused amps highly favorable for creating a high DPS amp.
- It's important to note that the damage dealt per shot is inversely-proportional to the amp's firerate, which explains why (+60% fire rate on kill) causes an amp's damage per shot to be reduced while it is active. However, the fire rate increase more than makes up for the damage lost per shot, giving a net increase in DPS.
- A few amp types seem to apply the flat damage bonus (the part affected by fire rate) in a manner that is inconsistent with the above formulae. Currently, the amps known to have this inconsistency are the Granmu and Cantic prisms, and the Exard scaffold.
- Granmu and Exard yield correct damage values when their fire rate is set to 1 in the equations above, instead of using their listed fire rates. Cantic uses a fire rate of approximately 2.65.
- Here are some example calculations for finding an amp's damage against Eidolons using the Raplak prism, which has 3000 base damage, 2 fire rate, and a 2.6 crit multiplier:
- Shooting at an Eidolon while having no buffs active will yield: (3000 x 0.04) + (108 / 2) = 174 damage on a normal hit.
- A critical hit will yield: (3000 x 2 x 2.6 x 0.04) + (108 / 2) = 678 damage.
- A critical hit with a Void Strike damage multiplier of 5 and with (+60% critical damage) active will yield: (3000 x 5 x 2 x 2.6 x 1.6 x 0.04) + (108 / 2) = 5046 damage.
- The prism for an amp will appear to be folded under the arm until used in a mission, at which point the prism folds out to appear in front of the hand.
- The prism will retract if the player equips their codex scanner while still using their Operator.
- Amp technology is based on Sentients, specifically Eidolon, whose fragments can be found and gathered in the Plains of Eidolon. This is somewhat ironic since Amps are used to channel Void energy which is effectively a poison to the Sentients.
- Despite Amps being labelled as having "Alarming" noise levels, the weapons are actually silent.
- Although Amps can be used to catch Kuva clouds, the Amp will very rarely destroy the cloud instead (Programming-wise the cloud itself is a particle effect that follows an otherwise-invisible Corrupted mask). In this case, the cloud will linger in place for a few moments before exploding, and another one will spawn in to replace it.
- The Scafold portion of all amps were rotated 90 degrees at some point, making them clip into the hand or brace rather than having them stand vertical, and have remained rotated since.
Last updated: Hotfix 25.5.1 (2019-08-02)
- Zaws, melee modular weapons.
- Kitguns, primary and secondary modular weapons.
- K-Drive, modular vehicles.
- MOA Companions, modular MOA companions.
- Predasite, modular Kubrow-like companions.
- Vulpaphyla, modular Kavat-like companions.
- Hound (Companion), modular Sisters of Parvos companions.
|Focus||Madurai • Vazarin • Naramon • Unairu • Zenurik|
|Ability||Void Beam • Void Blast • Void Dash • Void Mode|
|Amp • Arcane Enhancement • Operator Cosmetics • The Quills|
|Prisms||• • • • • •|
|Scaffolds||• • • • • •|
|Braces||Clapkra • Juttni • Lohrin • Anspatha • Suo • Plaga • Certus|