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(Testing automatic cost box)
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{{Top|Enemy|Grineer|Grineer|Weapon|Weapons|Weapons}}
 
{{Top|Enemy|Grineer|Grineer|Weapon|Weapons|Weapons}}
 
{{WeaponInfoboxAutomatic
  +
<!--overrides the name for ALL automatic calls. Needed if being used for a weapon that doesn't match the name of the page (or if the weapon's name has an odd character like '&' in it)-->
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|name =
   
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<!--
{{WeaponInfoboxAutomatic}}
 
  +
---!!!!!---INSTRUCTIONS---!!!!!---
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Everything below this is for manually overriding the automatic values. If you're not sure how to update Module:Weapons/data (Or especially if this is a brand new weapon), you can just put stuff here instead and somebody else will drop by and move the changes along later.
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  +
If everything here is blank, then everything is working correctly - Only put values here if they are different from what the page already shows.
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-->
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<!--Statistics-->
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|image =
  +
|mastery level =
  +
|slot =
  +
|type =
  +
|trigger =
  +
  +
<!--Utility-->
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|ammo type =
  +
|flight speed =
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|range =
  +
|noise level =
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|fire rate =
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|spool =
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|accuracy =
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|magazine =
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|max ammo =
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|reload =
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|zoom =
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|combo reset =
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|combo min =
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|finisher damage =
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|disposition =
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|melee range =
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|combo duration =
  +
|block angle =
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|follow through =
  +
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<!--Normal Attacks-->
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|normal impact =
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|normal puncture =
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|normal slash =
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|normal element =
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|normal damage =
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|normal pellet count =
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|normal burst count =
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|normal critical chance =
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|normal critical damage =
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|normal status chance =
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|normal punchthrough =
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|normal radius =
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|normal duration =
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|normal falloff =
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|normal ammo cost =
  +
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<!--Charge Attacks-->
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|charge impact =
  +
|charge puncture =
  +
|charge slash =
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|charge element =
  +
|charge damage =
  +
|charge time =
  +
|charge pellet count =
  +
|charge burst count =
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|charge critical chance =
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|charge critical damage =
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|charge status chance =
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|charge punchthrough =
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|charge radius =
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|charge duration =
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|charge falloff =
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|charge ammo cost =
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<!--Area Attacks-->
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|area impact =
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|area puncture =
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|area slash =
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|area element =
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|area damage =
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|area pellet count =
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|area critical chance =
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|area critical damage =
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|area status chance =
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|area radius =
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|area duration =
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|area falloff =
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|area ammo cost =
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<!--Secondary Area Attacks (For 2-stage explosions like Lenz or Kulstar)-->
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|secondaryarea impact =
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|secondaryarea puncture =
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|secondaryarea slash =
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|secondaryarea element =
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|secondaryarea damage =
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|secondaryarea pellet count =
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|secondaryarea critical chance =
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|secondaryarea critical damage =
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|secondaryarea status chance =
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|secondaryarea radius =
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|secondaryarea duration =
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|secondaryarea falloff =
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  +
<!--Secondary Attacks-->
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|secondary impact =
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|secondary puncture =
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|secondary slash =
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|secondary element =
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|secondary damage =
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|secondary pellet count =
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|secondary burst count =
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|secondary critical chance =
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|secondary critical damage =
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|secondary status chance =
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|secondary punchthrough =
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|secondary radius =
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|secondary duration =
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|secondary falloff =
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|secondary charge time =
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|secondary fire rate =
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|secondary trigger =
  +
|secondary ammo cost =
  +
  +
<!--Throw Attacks (for Glaives)-->
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|throw impact =
  +
|throw puncture =
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|throw slash =
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|throw element =
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|throw damage =
  +
|throw critical chance =
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|throw critical damage =
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|throw status chance =
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|throw punchthrough =
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|throw falloff =
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|throw charge time =
  +
  +
<!--Charged Throw Attacks (for Glaives)-->
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|charged throw impact =
  +
|charged throw puncture =
  +
|charged throw slash =
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|charged throw element =
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|charged throw damage =
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|charged throw critical chance =
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|charged throw critical damage =
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|charged throw status chance =
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|charged throw punchthrough =
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|charged throw falloff =
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|charged throw charge time =
  +
  +
<!--Slam Melee Attacks-->
  +
|slam attack =
  +
|slam radial damage =
  +
|slam radius =
  +
  +
  +
<!--Heavy Melee Attacks-->
  +
|heavy attack =
  +
|heavy attack windup =
  +
|heavy slam attack =
  +
|heavy slam radial damage =
  +
|heavy slam radius =
  +
  +
<!--Other Melee Attacks-->
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|slide attack =
  +
|wall attack =
  +
  +
<!--Miscellaneous-->
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|syndicate effect =
  +
|augments =
  +
|polarities =
  +
|exilus polarity =
  +
|stance polarity =
  +
|users =
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|introduced =
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}}
 
{{Codex|Fashioned with Grineer materials and balanced for marine infantry use, the Amphis is a traditional staff weapon that has received a monstrous makeover that enables shock damage on jump attacks. Connects with multiple enemies with each strike.}}
 
{{Codex|Fashioned with Grineer materials and balanced for marine infantry use, the Amphis is a traditional staff weapon that has received a monstrous makeover that enables shock damage on jump attacks. Connects with multiple enemies with each strike.}}
   
 
The '''Amphis''' is a [[Grineer]] staff with high {{Icon|Proc|Impact|Text}} damage and produces {{Icon|Proc|Electricity|Text}} damage on [[Slam Attack]]s. It is a favored weapon of Grineer [[Guardsman|Guardsmen]] and [[Guardsman#Variants|Prosecutors]].
   
  +
This weapon can be sold for {{cc|5,000}}.
The '''Amphis''' causes a stun effect with high {{Icon|Proc|Impact|Text}} damage, making it very effective against [[Corpus]] shields. This weapon can be sold for {{Icon|Item|Credits}} 5,000. It is the choice weapon of Grineer [[Guardsman|Guardsmen]] and [[Guardsman#Variants|Prosecutor]]s.
 
   
This weapon is a requisite ingredient for the [[Sydon]].
+
This weapon is a {{Requisite_Weapon}} for the {{Weapon|Sydon}}.
   
 
{{BuildAutomatic|type=Weapon}}
 
{{BuildAutomatic|type=Weapon}}
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'''Advantages'''
 
'''Advantages'''
*Innate stun effect.
 
 
*High {{Icon|Proc|Impact|Text}} damage &ndash; effective against [[shields]].
 
*High {{Icon|Proc|Impact|Text}} damage &ndash; effective against [[shields]].
*{{Icon|Proc|Electricity|Text}} AoE jump-attack with relatively high damage.
+
*[[Slam Attack]]s have innate {{Icon|Proc|Electricity|Text}} damage &ndash; effective against [[Machinery]] and [[Robotic]]s.
*High base [[attack speed]].
+
*Decent [[critical chance]].
  +
*High [[status chance]].
*Has a {{Icon|Pol|Bar}} polarity slot.
 
  +
*Tied with {{Weapon|Broken Scepter}} for the second fastest [[attack speed]] of all staves, behind {{Weapon|Tipedo}}.
*[[Stance]] slot has {{Icon|Pol|V}} polarity, matches [[Clashing Forest]] stance.
 
 
*Innate {{Icon|Pol|Bar}} polarity.
 
*[[Stance]] slot has {{Icon|Pol|V}} polarity, matches {{M|Clashing Forest}} stance.
   
 
'''Disadvantages'''
 
'''Disadvantages'''
  +
*Third lowest base damage of all staves, after {{Weapon|Tipedo}} and {{Weapon|MK1-Bo}}.
*Low {{Icon|Proc|Puncture|Text}} and {{Icon|Proc|Slash|Text}} damage &ndash; less effective against [[armor]] and [[health]].
+
**Low {{Icon|Proc|Puncture|Text}} and {{Icon|Proc|Slash|Text}} damage &ndash; less effective against [[armor]] and [[health]].
* When equipped with a Stance, high attack speed may make performing certain combos difficult.
 
  +
**Slam Attacks have innate {{Icon|Proc|Electricity|Text}} damage &ndash; less effective against [[Alloy Armor]].
*Low [[Critical Hit|critical]] chance.
 
  +
*Lowest [[critical multiplier]] of all staves.
   
 
{{WeaponBuildSection}}
 
{{WeaponBuildSection}}
 
==Notes==
 
*The blueprint for this weapon was added on March 1, 2013.
 
*The electrical AoE jump attack is especially effective against Corpus, paralyzing Crewmen and MOAs and reaching Ospreys.
 
*Lethal blows send enemies flying like the [[Bo]]. 
 
*Needed to build the [[Sydon]]. 
 
*If equipped with [[Primed Reach]] the AoE jump attack blows up Bombard rockets. 
 
   
 
==Trivia==
 
==Trivia==
 
*Until {{ver|13}}, the Amphis was not used by any Grineer unit. This would be a little over 1 year between the Amphis's introduction (February 22, 2013) and Guardsmen being added into the game (April 10, 2014).
 
*Until {{ver|13}}, the Amphis was not used by any Grineer unit. This would be a little over 1 year between the Amphis's introduction (February 22, 2013) and Guardsmen being added into the game (April 10, 2014).
*On Jump attacks, the Amphis releases six small streams of electricity that each travel outwards lead by a sparking orb. This cosmetic effect is shared with the [[Prova]].
+
*On Jump attacks, the Amphis releases six small streams of electricity that each travel outwards lead by a sparking orb. This cosmetic effect is shared with the {{Weapon|Prova}}.
   
 
==Media==
 
==Media==
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==Patch History==
 
==Patch History==
{{Scrollbox/Article|<!-- last updated on U21.1.1 -->
+
{{Scrollbox/Article|
{{ver|18.6.3|fix}}
+
{{ver|26}}
  +
*Mastery Rank increased from 0 to 5.
  +
*Damage increased from 55 to 130.
  +
*Range increased from 2 to 3.
  +
*Status Chance increased from 10% to 21%.
  +
*Critical Chance increased from 7.5% to 13%.
  +
*Critical Damage increased from 1.5x to 1.7x.
  +
*Slam Attack increased from 40 to 390.
  +
*Slide Attack increased from 75 to 130.
  +
*Parry Angle set to 60.
  +
  +
{{ver|18.6.3}}
 
*Fixed visual FX on the Amphis that shone too brightly.
 
*Fixed visual FX on the Amphis that shone too brightly.
   
{{ver|17.4.5|fix}}
+
{{ver|17.4.5}}
 
*The Amphis is now available for use in Conclave.
 
*The Amphis is now available for use in Conclave.
   
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*Introduced.
 
*Introduced.
 
}}
 
}}
  +
{{ver/Lu|26}}
   
==See also==
+
==See Also==
  +
*{{Weapon|Quatz}}, the secondary counterpart of this weapon.
*[[Bo]]
 
   
 
{{WeaponNav}}
 
{{WeaponNav}}
 
__NOTOC__
 
[[de:Amphis]]
 
[[de:Amphis]]
  +
[[es:Amphis]]
 
[[fr:Amphis]]
 
[[fr:Amphis]]
__NOTOC__
 
 
[[Category:Grineer]]
 
[[Category:Grineer]]
 
[[Category:Staff]]
 
[[Category:Staff]]
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[[Category:Electricity Damage]]
 
[[Category:Electricity Damage]]
 
[[Category:Impact Damage Weapons]]
 
[[Category:Impact Damage Weapons]]
  +
[[Category:Electricity Damage Weapons]]

Revision as of 14:55, 9 December 2019

Fashioned with Grineer materials and balanced for marine infantry use, the Amphis is a traditional staff weapon that has received a monstrous makeover that enables shock damage on jump attacks. Connects with multiple enemies with each strike.

The Amphis is a Grineer staff with high Script error: The function "Proc" does not exist. damage and produces Script error: The function "Proc" does not exist. damage on Slam Attacks. It is a favored weapon of Grineer Guardsmen and Prosecutors.

This weapon can be sold for Credits64 5,000.

This weapon is a requisite ingredient for the Sydon Sydon.


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
30,000
Neurodes
2
Salvage
500
Circuits
600
AlloyPlate
600
Time: 12 Hour(s)
Rush: PlatinumLarge 35
MarketIcon Market Price: PlatinumLarge 150 Blueprint2 Blueprints Price:Credits15,000

Completing the Jupiter Junction also awards an Amphis blueprint.

Characteristics

This weapon deals primarily Script error: The function "Proc" does not exist. damage.

Advantages

Disadvantages

  • Third lowest base damage of all staves, after Tipedo Tipedo and MK1-Bo MK1-Bo.
    • Low Script error: The function "Proc" does not exist. and Script error: The function "Proc" does not exist. damage – less effective against armor and health.
    • Slam Attacks have innate Script error: The function "Proc" does not exist. damage – less effective against Alloy Armor.
  • Lowest critical multiplier of all staves.
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Trivia

  • Until Update 13.0 (2014-04-09), the Amphis was not used by any Grineer unit. This would be a little over 1 year between the Amphis's introduction (February 22, 2013) and Guardsmen being added into the game (April 10, 2014).
  • On Jump attacks, the Amphis releases six small streams of electricity that each travel outwards lead by a sparking orb. This cosmetic effect is shared with the Prova Prova.

Media

Amphis Skins

Edit

Patch History

Update 26.0 (2019-10-31)

  • Mastery Rank increased from 0 to 5.
  • Damage increased from 55 to 130.
  • Range increased from 2 to 3.
  • Status Chance increased from 10% to 21%.
  • Critical Chance increased from 7.5% to 13%.
  • Critical Damage increased from 1.5x to 1.7x.
  • Slam Attack increased from 40 to 390.
  • Slide Attack increased from 75 to 130.
  • Parry Angle set to 60.

Hotfix 18.6.3 (2016-03-23)

  • Fixed visual FX on the Amphis that shone too brightly.

Update 17.4.5 (2015-09-23)

  • The Amphis is now available for use in Conclave.

Update 12.3 (2014-02-27)

  • Fixed Amphis not using energy colour.

Update 11.3 (2013-12-12)

  • Amphis now deals Electricity damage on Ground Slams

Update 6.5 (2013-02-22)

  • Introduced.

Last updated: Update 26.0 (2019-10-31)

See Also

  • Quatz Quatz, the secondary counterpart of this weapon.