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{{Top|Enemy|Grineer|Grineer|Weapon|Weapons|Weapons}} |
{{Top|Enemy|Grineer|Grineer|Weapon|Weapons|Weapons}} |
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⚫ | |||
+ | <!--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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+ | <!-- |
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⚫ | |||
+ | ---!!!!!---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 = |
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+ | |mastery level = |
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+ | |slot = |
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+ | |type = |
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+ | |trigger = |
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+ | |||
+ | <!--Utility--> |
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+ | |ammo type = |
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+ | |flight speed = |
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+ | |range = |
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+ | |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 = |
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+ | |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 = |
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+ | |charge puncture = |
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+ | |charge slash = |
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+ | |charge element = |
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+ | |charge damage = |
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+ | |charge time = |
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+ | |charge pellet count = |
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+ | |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 = |
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+ | |secondary ammo cost = |
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+ | |||
+ | <!--Throw Attacks (for Glaives)--> |
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+ | |throw impact = |
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+ | |throw puncture = |
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+ | |throw slash = |
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+ | |throw element = |
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+ | |throw damage = |
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+ | |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 = |
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+ | |||
+ | <!--Charged Throw Attacks (for Glaives)--> |
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+ | |charged throw impact = |
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+ | |charged throw puncture = |
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+ | |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 = |
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+ | |||
+ | <!--Slam Melee Attacks--> |
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+ | |slam attack = |
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+ | |slam radial damage = |
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+ | |slam radius = |
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+ | |||
+ | |||
+ | <!--Heavy Melee Attacks--> |
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+ | |heavy attack = |
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+ | |heavy attack windup = |
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+ | |heavy slam attack = |
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+ | |heavy slam radial damage = |
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+ | |heavy slam radius = |
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+ | |||
+ | <!--Other Melee Attacks--> |
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+ | |slide attack = |
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+ | |wall attack = |
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+ | |||
+ | <!--Miscellaneous--> |
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+ | |syndicate effect = |
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+ | |augments = |
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+ | |polarities = |
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+ | |exilus polarity = |
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+ | |stance polarity = |
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+ | |users = |
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+ | |introduced = |
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+ | }} |
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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.}} |
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+ | This weapon can be sold for {{cc|5,000}}. |
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⚫ | |||
− | This weapon is a |
+ | This weapon is a {{Requisite_Weapon}} for the {{Weapon|Sydon}}. |
{{BuildAutomatic|type=Weapon}} |
{{BuildAutomatic|type=Weapon}} |
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'''Advantages''' |
'''Advantages''' |
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− | *Innate stun effect. |
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*High {{Icon|Proc|Impact|Text}} damage – effective against [[shields]]. |
*High {{Icon|Proc|Impact|Text}} damage – effective against [[shields]]. |
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− | *{{Icon|Proc|Electricity|Text}} |
+ | *[[Slam Attack]]s have innate {{Icon|Proc|Electricity|Text}} damage – effective against [[Machinery]] and [[Robotic]]s. |
− | * |
+ | *Decent [[critical chance]]. |
+ | *High [[status chance]]. |
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+ | *Tied with {{Weapon|Broken Scepter}} for the second fastest [[attack speed]] of all staves, behind {{Weapon|Tipedo}}. |
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⚫ | |||
⚫ | |||
⚫ | |||
'''Disadvantages''' |
'''Disadvantages''' |
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+ | *Third lowest base damage of all staves, after {{Weapon|Tipedo}} and {{Weapon|MK1-Bo}}. |
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− | *Low {{Icon|Proc|Puncture|Text}} and {{Icon|Proc|Slash|Text}} damage – less effective against [[armor]] and [[health]]. |
+ | **Low {{Icon|Proc|Puncture|Text}} and {{Icon|Proc|Slash|Text}} damage – less effective against [[armor]] and [[health]]. |
− | * When equipped with a Stance, high attack speed may make performing certain combos difficult. |
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+ | **Slam Attacks have innate {{Icon|Proc|Electricity|Text}} damage – less effective against [[Alloy Armor]]. |
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− | *Low [[Critical Hit|critical]] chance. |
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+ | *Lowest [[critical multiplier]] of all staves. |
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{{WeaponBuildSection}} |
{{WeaponBuildSection}} |
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− | |||
− | ==Notes== |
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− | *The blueprint for this weapon was added on March 1, 2013. |
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− | *The electrical AoE jump attack is especially effective against Corpus, paralyzing Crewmen and MOAs and reaching Ospreys. |
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− | *Lethal blows send enemies flying like the [[Bo]]. |
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− | *Needed to build the [[Sydon]]. |
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− | *If equipped with [[Primed Reach]] the AoE jump attack blows up Bombard rockets. |
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==Trivia== |
==Trivia== |
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*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). |
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− | *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 |
+ | *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== |
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− | {{Scrollbox/Article| |
+ | {{Scrollbox/Article| |
− | {{ver| |
+ | {{ver|26}} |
+ | *Mastery Rank increased from 0 to 5. |
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+ | *Damage increased from 55 to 130. |
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+ | *Range increased from 2 to 3. |
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+ | *Status Chance increased from 10% to 21%. |
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+ | *Critical Chance increased from 7.5% to 13%. |
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+ | *Critical Damage increased from 1.5x to 1.7x. |
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+ | *Slam Attack increased from 40 to 390. |
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+ | *Slide Attack increased from 75 to 130. |
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+ | *Parry Angle set to 60. |
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+ | |||
+ | {{ver|18.6.3}} |
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*Fixed visual FX on the Amphis that shone too brightly. |
*Fixed visual FX on the Amphis that shone too brightly. |
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− | {{ver|17.4.5 |
+ | {{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. |
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}} |
}} |
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+ | {{ver/Lu|26}} |
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− | ==See |
+ | ==See Also== |
+ | *{{Weapon|Quatz}}, the secondary counterpart of this weapon. |
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− | *[[Bo]] |
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{{WeaponNav}} |
{{WeaponNav}} |
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⚫ | |||
[[de:Amphis]] |
[[de:Amphis]] |
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+ | [[es:Amphis]] |
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[[fr:Amphis]] |
[[fr:Amphis]] |
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⚫ | |||
[[Category:Grineer]] |
[[Category:Grineer]] |
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[[Category:Staff]] |
[[Category:Staff]] |
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[[Category:Electricity Damage]] |
[[Category:Electricity Damage]] |
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[[Category:Impact Damage Weapons]] |
[[Category:Impact Damage Weapons]] |
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+ | [[Category:Electricity Damage Weapons]] |
Revision as of 14:55, 9 December 2019
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 5,000.
This weapon is a requisite ingredient for the Sydon.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
30,000 |
2 |
500 |
600 |
600 |
Time: 12 Hour(s) |
Rush: 35 | |||||
Market Price: 150 | Blueprints Price:15,000 |
Completing the Jupiter Junction also awards an Amphis blueprint.
Characteristics
This weapon deals primarily Script error: The function "Proc" does not exist. damage.
Advantages
- High Script error: The function "Proc" does not exist. damage – effective against shields.
- Slam Attacks have innate Script error: The function "Proc" does not exist. damage – effective against Machinery and Robotics.
- Decent critical chance.
- High status chance.
- Tied with Broken Scepter for the second fastest attack speed of all staves, behind Tipedo.
- Innate Script error: The function "Pol" does not exist. polarity.
- Stance slot has Script error: The function "Pol" does not exist. polarity, matches Clashing Forest stance.
Disadvantages
- Third lowest base damage of all staves, after Tipedo and 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.
Media
Amphis Skins
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, the secondary counterpart of this weapon.