- For Octavia's ability, see Amp (Ability).
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
Component | Prism (Xxx) | Scaffold (xXx) | Brace (xxX) |
---|---|---|---|
(1 / C1) Quills 1 - Mote |
Raplak Prism (1xx) |
Pencha Scaffold (x1x) |
Clapkra Brace (xx1) |
Semi-auto, long-range, precise hit-scan. | Charged beam. | +40 Amp Energy pool | |
(2 / C2) Quills 2 - Observer |
Shwaak Prism (2xx) |
Shraksun Scaffold (x2x) |
Juttni Brace (xx2) |
Semi-auto, medium range, punch-through projectile. | Short-range flak grenade. | -1 second Amp Recharge delay | |
(3 / C3) Quills 3 - Adherent |
Granmu Prism (3xx) |
Klebrik Scaffold (x3x) |
Lohrin Brace (xx3) |
Three-shot grenade burst. | Continuous homing beam. | +12% Amp Critical/Status Chance | |
(4 / C4) Quills 4 - Instrument |
Rahn Prism (4xx) |
Phahd Scaffold (x4x) |
Anspatha Brace (xx4) |
Fully-auto, long range shots. | Powerful shots bounce between targets. | +20 Amp Energy Pool, +15/s Energy Recharge Rate | |
(5 / F1) Vox Solaris 2 - Agent |
Cantic Prism (5xx) |
Exard Scaffold (x5x) |
Suo Brace (xx5) |
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) Vox Solaris 3 - Hand |
Lega Prism (6xx) |
Dissic Scaffold (x6x) |
Plaga Brace (xx6) |
Continuous, widespread jet of void fire with medium range. | Clusterbomb launcher. | -20 Amp Energy Pool, -1.5s Amp Recharge Delay | |
(7 / F3) Vox Solaris 4 - Instrument |
Klamora Prism (7xx) |
Propa Scaffold (x7x) |
Certus Brace (xx7) |
Wide, short ranged beam. | Timed explosive. Also detonates on impact with an object | +20% Amp Critical chance | |
Prebuilts | |||
Mote Amp | |||
Sirocco |
See Also: Weapon Comparison/Amp
To simplify the names, there is a table that is usually used to replace the names with numbers according to their rank and updates. The orther is Prism/Scaffold/Brace. It is showed above. This means that if you want to refer to an amp with a Raplak Prism, Pencha Scaffold and Clapkra Brace, you would write 111. Similarly, 177 refers to a Raplak Prism, Propa Scaffold and Certus Brace.
Crafting[]
Components[]
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
Prism combinations are often referred to by numbers in the community, these numbers do not have any correlation with performance, for further info see Notes.
- 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 (default Mouse 3 or Right thumb stick on PSN, XBX, NSW).
- Braces provide other miscellaneous enhancements upon both the Prism and the Scaffold.
Assembly[]
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[]
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 that depending on the choice where the Amp is being gilded, the Standing will be subtracted from the according Syndicate. It is also possible to gild an Amp that has been assembled somewhere else.
Players must have either Adherent 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 the ability to earn Mastery Rank points, install a Focus Lens and Amp Arcane Enhancements, and recolor the Amp.
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.
Notes[]
- 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 and Sirocco currently available, the maximum amount of Mastery Rank points that can be earned from Amp crafting is 27,000.
- 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.
- All Amps possess two Arcane Enhancement slots, the second of which must be unlocked with an Amp Arcane Adapter from Cavalero of The Holdfasts. The second slot will only appear after the player has completed Angels of the Zariman.
- All Amps equipped by the Drifter use the Sirocco model, even if the skin itself is not equipped. This is an entirely visual change however, as the handgun will behave as the currently equipped Amp would on the Operator.
- In the community, amps are often referred to as a string of three "series" numbers (e.g. 7-6-1 or 7-7-X), a "series" simply referring to the order in which the components are unlocked when ranking up in the Quills and Vox Solaris syndicates. These numbers are set by the community and do not actually exist in-game nor do they reflect upon the performance of the components (e.g. series 7 components are not necessarily better than series 1 components).
- Each number refers to a component and corresponding series: the first number in the sequence refers to the Prism of the series, the second number refers to the Scaffold of the series, and the last number refers to the Brace of the series. An "X" inplace of a number simply means any series number can be used for that component.
- For example, a 7-6-1 amp corresponds to an amp that uses the Klamora Prism - Dissic Scaffold - Clapkra Brace. And a 7-7-X amp corresponds to an amp that uses the Klamora Prism - Propa Scaffold - any Brace.
Damage versus Eidolon Shields[]
Eidolons' shields are only vulnerable to Void 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 Virtuos Tempo (+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 Virtuos Strike (+60% critical damage) active will yield: (3000 x 5 x 2 x 2.6 x 1.6 x 0.04) + (108 / 2) = 5046 damage
Trivia[]
- 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 may seem somewhat ironic since Amps are used to channel Void energy which is effectively a poison to the Sentients. However, it can be easily explained by the fact that Sentients are designed to be weak to the void. They may not have body material that is damaged, but rather the organisation of complex systems may be vulnerable. (Similar to the circuits of a computer being highly conductive to electricity, which makes the computer susceptible to E.M.P. bursts, even though the copper wiring is undamaged.
Bugs[]
- Although Amps can be used to catch Kuva clouds, the Amp will very rarely destroy the cloud. Instead, the cloud will linger in place for a few moments before exploding, and another one will spawn in to replace it. (Programming-wise the cloud itself is a particle effect that follows an otherwise-invisible Corrupted mask).
- 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.
External Links[]
Patch History[]
Update 34.0 (2023-10-18)
- Operator Amps can now interrupt Dax abilities in the Undercroft similar to how weapon fire can.
Update 33.6 (2023-07-27)
- Modular Components that can earn Mastery will now show if that component is Mastered when viewed in a Vendor Menu (ex: viewing Zaw Strikes at Hok).
Update 32.0 (2022-09-07)
- GILDING CHANGES
As mentioned on Devstream #163, we have made changes to the Gilding system to make it easier to access the full power of your Modular items earlier on in-game. For those players that have just completed the Second Dream and are looking to craft a more powerful Amp to help you into and beyond The New War - these changes are for you!
Instead of upon Gilding, modular weapons will now have their full stats available upon ranking up to Level 30. Gilding your Modular weapon now serves the purpose of allowing it to earn Mastery and unlock customization. This allows players to have access to more powerful gear without needing to fully level and earn Standing for the respective Syndicates!
- FIXES:
- Fixed issues of equipping two Amp Arcanes that convert Amp damage to single type (ie. heat) not doing instances of void damage whatsoever.
Update 31.6 (2022-06-09)
- Fixed Amp color customization affecting all loadout slots.
Hotfix 31.5.3 (2022-04-29)
- Added the color reset and randomize buttons when customizing Amp appearance.
- Fixed Amp attaching to elbow when customizing colors on [spoiler character].
Update 31.5 (2022-04-27)
- OPERATOR GAMEPLAY REWORK
- All Amps are now not silent by default (except for Mote Amp, Shwaak Prism, Rahn Prism, Cantic Prism and the Sirocco).
- Operator UI Changes
Equipment menu
- Amp appearance, Arcane, Focus Lens selection conditionally available upon unlocking an Amp.
- Equipping a Focus Lens on an Amp is now indicated as an icon in its description.
- Hovering over Amps now lists their components and their stats.
- Gilded Amps now have a dedicated icon.
- Fixes:
- Fixed option to equip the Sirocco Amp skin on the Sirocco Amp.
Fixed Sirocco Amp detaching from the Operator arm on Codex scanner equip.
- Fixed the FX on some Amp beams not triggering on impact.
Hotfix 31.1.7 (2022-02-23)
- Fixed Amp appearing in town hubs on a post-New War character.
Update 30.9 (2021-11-11)
- Amp Recipe Reductions
This change is two fold: reduced crafting costs for Amp parts, and reduced Standing cost for purchasing parts. Our goal here is to make constructing an Amp more accessible to players by reducing resource demands. This is rooted firmly in the role upgrading your Amp plays in performing well in main quests like The Sacrifice as well as engaging in Focus Tree related content. Here are the changes below:
- QUILLS PRISMS
- Raplak
- Standing cost reduced from 2,000 to 1,000
- Iradite cost reduced from 60 to 40
- Murkray Liver cost reduced from 3 to 2
- Tear Azurite and Esher Devar cost reduced from 30 to 10
- Shwaak
- Standing cost reduced from 5,000 to 1,500
- Iradite cost reduced from 80 to 40
- Norg Brain cost reduced from 3 to 2
- Esher Devar cost reduced from 30 to 15
- Marquise Veridos cost reduced from 20 to 10
- Granmu
- Standing cost reduced from 7,500 to 2,000
- Cuthol Tendrils cost reduced from 3 to 2
- Breath of the Eidolon cost reduced from 5 to 3
- Marquise Veridos cost reduced from 20 to 10
- Star Crimzian cost reduced from 10 to 6
- Rahn
- Standing cost reduced from 10,000 to 2,500
- Iradite cost reduced from 60 to 50
- Seram Beetle Shell cost reduced from 3 to 2
- Tear Azurite cost reduced from 30 to 20
- Esher Devar cost reduced from 30 to 15
- QUILLS SCAFFOLDS
- Pencha
- Standing cost reduced from 2,000 to 1,000
- Grokdrul cost reduced from 60 to 40
- Murkray Liver cost reduced from 3 to 2
- Cetus Wisp cost reduced from 10 to 3
- Pyrotic Alloy cost reduced from 85 to 60
- Shraksun
- Standing cost reduced from 5,000 to 1,500
- Grokdrul cost reduced from 80 to 60
- Norg Brain cost reduced from 3 to 2
- Cetus Wisp cost reduced from 15 to 4
- Coprite Alloy cost reduced from 85 to 60
- Klebrik
- Standing cost reduced from 7,500 to 2,000
- Mukray Liver cost reduced from 3 to 2
- Cetus Wisp cost reduced from 20 to 5
- Breath of the Eidolon cost reduced from 5 to 3
- Fersteel Alloy cost reduced from 50 to 40
- Phahd
- Standing cost reduced from 10,000 to 2,500
- Grokdrul cost reduced from 60 to 40
- Seram Beetle Shell cost reduced from 3 to 2
- Fersteel Alloy cost reduced from 85 to 60
- Heart Nyth cost reduced from 2 to 1
- QUILLS BRACES
- Clapkra
- Standing cost reduced from 2000 to 1000
- Morphics cost reduced from 10 to 6
- Fish Oil cost reduced from 35 to 20
- Murkray Liver cost reduced from 3 to 2
- Cetus Wisp cost reduced from 10 to 3
- Juttni
- Standing cost reduced from 5000 to 1500
- Neurodes cost reduced from 10 to 6
- Fish Oil cost reduced from 35 to 20
- Norg Brain cost reduced from 3 to 2
- Cetus Wisp cost reduced from 15 to 4
- Lohrin
- Standing cost reduced from 7500 to 2000
- Fish Oil cost reduced from 35 to 20
- Cuthol Tendrils cost reduced from 3 to 2
- Cetus Wisp cost reduced from 20 to 5
- Breath of the Eidolon cost reduced from 5 to 3
- Anspatha
- Standing cost reduced from 10000 to 2500
- Morphics cost reduced from 10 to 6
- Fish Oil cost reduced from 35 to 20
- Seram Beetle Shell cost reduced from 3 to 2
- Radian Sentrium cost reduced from 2 to 1
- SOLARIS PRISMS
- Cantic
- Vega Toroid cost reduced from 5 to 3
- Longwinder Lathe Coagulant cost reduced from 10 to 6
- Gyromag Systems & Radiant Zodian cost reduced from 5 to 3
- Lega
- Vega Toroid cost reduced from 5 to 3
- Charamote Sagan Module cost reduced from 10 to 6
- Gyromag Systems & Radiant Zodian cost reduced from 5 to 3
- Klamora
- Vega Toroid cost reduced from 5 to 3
- Tromyzon Entroplasma cost reduced from 10 to 6
- Gyromag Systems & Radiant Zodian cost reduced from 5 to 3
- SOLARIS SCAFFOLDS
- Exard
- Calda Toroid cost reduced from 5 to 3
- Longwinder Lathe Coagulant cost reduced from 10 to 6
- Atmo Systems cost reduced from 3 to 2
- Hespazym Alloy cost reduced from 50 to 30
- Dissic
- Calda Toroid cost reduced from 5 to 3
- Charamote Sagan Module cost reduced from 10 to 6
- Atmo Systems cost reduced from 3 to 2
- Hespazym Alloy cost reduced from 50 to 30
- Propa
- Calda Toroid cost reduced from 5 to 3
- Tromyzon Entroplasma cost reduced from 10 to 6
- Atmo Systems cost reduced from 3 to 2
- Hespazym Alloy cost reduced from 50 to 30
- SOLARIS BRACES
- Suo
- Sola Toroid cost reduced from 5 to 3
- Longwinder Lathe Coagulant cost reduced from 10 to 6
- Marquise Thyst cost reduced from 5 to 3
- Plaga
- Sola Toroid cost reduced from 5 to 3
- Charamote Sagan Module cost reduced from 10 to 6
- Marquise Thyst cost reduced from 5 to 3
- Certus
- Sola Toroid cost reduced from 5 to 3
- Tromyzon Entroplasma cost reduced from 10 to 6
- Marquise Thyst cost reduced from 5 to 3
Any crafting component not noted is keeping its current cost.
Update 29.10 (2021-03-19)
- Fixed Amp's parts UI overlapping with the Amp’s Stats UI in the Amp selection menu.
Update 29.5 (2020-11-19)
- Reduced the self stagger range of the Shraksun Scaffold, Granmu Prism, Exard Scaffold, Dissic Scaffold and Propa Scaffold.
- Phahd projectile now explodes on every bounce.
- Reduced Phahd explosion damage from 3100 to 1100.
- Fixed multiple instances of an individual Prism appearing in your Profile.
Hotfix 25.7.3 (2019-09-03)
- Fixed certain Amps no longer applying multiple instances of damage to Eidolons. This resulted in the Shwaak Prism feeling like it lacked punchthrough, when in fact it was the Eidolon who was not registering hits.
Hotfix 25.5.1 (2019-08-02)
- More fixes towards the Klamora Prism appearing to be rotated in the Operator Amp building diorama.
- Fixed Fortuna Brace parts appearing to be rotated 180 degrees.
Hotfix 25.4.1 (2019-07-24)
- Fixed ability to skip Operator Amp firing cooldown with Vazarin Guardian Shell.
Update 24.6 (2019-04-04)
- POE / CETUS ECONOMY REMASTER LITE
With Fortuna's release, we applied some general economy changes based on takeaways from Cetus. Now that we have returned to Cetus and the Plains of Eidolon with a remaster, we are applying some 'Economy Remaster' changes to go with the changes in an effort to apply our continued learnings. Change is the name of the game - thank you for all feedback on our economies and for being receptive to change!
- Normalized Fish Part costs across Amp Part Blueprints - some had 5 rare parts, some had 2, now there's 3 needed for all.
- Removed Cetus Wisps from Amp Prism Blueprint, and replaced them with Fish Parts or Eidolon Gems.
- Changes
- Killing enemies with Operator abilities (Void Blast, Void Dash) will now grant the kill Affinity to the equipped Amp when possible.
Hotfix 23.8.2 (2018-09-19)
- Fixed Chat links for Amps potentially being broken if profanity filter is enabled.
Update 23.5 (2018-08-24)
- Fixed missing ‘Hit Indicators’ for Operator Amps.
Update 23.0 (2018-06-15)
- Fixed button to send Amp Slots as a gift not actually sending the gift when using a controller.
- Fixed there being no option to purchase Amp Slots in the Inventory screen under the Amp tab.
Hotfix 22.20.8 (2018-06-05)
- Fixed inability to Entitle an Amp as ‘111’ due to the profanity filter.
Hotfix 22.18.1 (2018-04-20)
- Removed unintended Operator Amp parts from Quills Offerings.
Hotfix 22.16.4 (2018-03-20)
- Fixed flickering Amps when selecting an Amp during Operator customization.
Hotfix 22.16.1 (2018-03-16)
- Fixed some Operator amps not properly destroying Kuva clouds.
Update 22.16 (2018-03-15)
- Reduced some visual noise/lens flares on the Operator Amp explosions/melee burst.
- Removed the option to Install a Focus Lens on a Gilded Amp since a Rank 30 Amp is required for that action.
- Operator Amps will now display their modular parts in the Operator Customization screen.
Update 22.14 (2018-03-01)
- Removed un-Gilded Amps from Profile stats since only Gilded Amps count towards Mastery.
- Fixed text getting cut off in the Operator Amp stat screen.
Hotfix 22.13.3 (2018-02-21)
- Fixed Amps not being properly tracked in your Profile due to Gilded required before it is considered ‘Mastered’.
- Fixed Bullet Attractor Status Effect of Void Damage (Operators and Amps) becoming visually solid when frozen/petrified.
Hotfix 22.12.3 (2018-02-12)
- Toned down the explosion and smokey VFX when firing an Operator Amp.
Update 22.12 (2018-02-09)
- Operator Amps now have a stat in your Profile.
Update 22.11 (2018-01-31)
- You can now preview custom Amps from Onkko with parts you don't own yet. This should help you figure out which parts you want to get for your own. (Item will not Preview until all 3 parts are selected)
Hotfix 22.8.3 (2018-01-11)
- Fixed the Operator Amp flickering in and out of the folded position when previewing/selecting new colors for the Amp in Operator customization screen.
- Fixed Clients not gaining Amp Brace bonuses.
Update 22.6 (2017-12-07)
- Added Amps to the Equipment tab on player Profiles. Amp Mastery gain is now also tracked.
Hotfix 22.3.5 (2017-11-20)
- Fixed the Amp crafting preview disappearing upon selecting the Brace.
Hotfix 22.2.5 (2017-11-11)
- Fixed all Operator Amp Affinity earned as a Client, disappearing when a Host migration occurs.
- Fixed the Operator Amp Energy Regeneration rate being much faster for Clients when using an Amp that has the Klebrik Scaffold.
- Fixed losing your Operator Amp if you died in the final stage of The Chains of Harrow quest with an Amp equipped Operator.
- Fixed the Operator Amp not being included in the Mission Progress & Rewards screen.
- Fixed renamed Operator Amps appearing as just ‘Amp’ for Clients.
Update 22.1 (2017-10-25)
- Fixed issues with unclear error messages when Gilding Amps that were unranked.
- Fixed issues with Operator Amp customizations not being applied in missions.
- Fixed an issue with the Lohrin Brace not applying its Upgrades to Amps.
- Fixed Stat improvements from Gilding an Amp not being applied.
Hotfix 22.0.9 (2017-10-23)
- Increased the damage of all Amp Prisms and Scaffolds.
- Reduced all instances of Amp self-damage.
- Fixed amps built using Shwaak Prism and Shraksun Scaffold not passing through Volt’s Electric Shield.
- Fixed Amps not requiring standing to gild.
Hotfix 22.0.8 (2017-10-20)
- Fixed an exploit for rapidly gaining affinity on Amps.
- Fixed amp affinity gain not properly appearing in the mission progress screen or Liset mission results screen.
- Fixed a soft lock caused by equipping a Virtuos Arcane on an Amp.
- Fixed hitches when equipping an Amp.
Hotfix 22.0.6 (2017-10-18)
- Crafting Operator Training Amp components now awards Standing with the Quills.
Hotfix 22.0.3 (2017-10-16)
- Tweaked the Operator arm animations when shooting an Amp so it’s not so different from other aim directions.
- Tweaked the volume of Operator Amps and added sound effects to the charge up.
Hotfix 22.0.2 (2017-10-13)
- Operator’s first Amp will now properly strip resistances.
Hotfix 22.0.1 (2017-10-13)
- Fixed long numerical values when crafting Amps in Cetus.
- Fixed incorrect Amp stats when viewing it in the Operator Customization screen.
Update 22.0 (2017-10-12)
- Introduced.
Last updated: Hotfix 25.5.1 (2019-08-02)
See also[]
- Weapon Comparison/Amp
- 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.
Amp Components | |
---|---|
Prisms (Xxx) | Raplak • Shwaak • Granmu • Rahn • Cantic • Lega • Klamora |
Scaffolds (xXx) | Pencha • Shraksun • Klebrik • Phahd • Exard • Dissic • Propa |
Braces (xxX) | Clapkra • Juttni • Lohrin • Anspatha • Suo • Plaga • Certus |
Amps | |
Premade | Mote Amp • Sirocco |