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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)-->
  +
|name =
   
  +
<!--
{{WeaponInfoboxU11
 
  +
---!!!!!---INSTRUCTIONS---!!!!!---
| name = Amphis
 
  +
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.
| image = DEAmphis.png
 
| mastery level = 0
 
| slot = Melee
 
| type = Staff
 
| projectile speed =
 
| stat proc = 10.0
 
| stagger = Yes
 
   
  +
If everything here is blank, then everything is working correctly - Only put values here if they are different from what the page already shows.
| physical damage = 55
 
  +
-->
| impact damage = 38.5
 
  +
<!--Statistics-->
| puncture damage = 8.25
 
  +
|image =
| slash damage = 8.25
 
  +
|mastery level =
| elemental damage type =
 
  +
|slot =
| elemental damage =
 
  +
|type =
| crit chance = 7.5
 
  +
|trigger =
| crit damage = 1.5
 
| attack rate = 1.25
 
   
  +
<!--Utility-->
| jump physical damage = 35.0
 
  +
|ammo type =
| jump impact damage =
 
  +
|flight speed =
| jump puncture damage =
 
  +
|range =
| jump slash damage =
 
  +
|noise level =
| jump elemental damage type =
 
  +
|fire rate =
| jump elemental damage =
 
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|spool =
| jump crit chance =
 
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|accuracy =
| jump crit damage =
 
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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 =
  +
|melee range =
  +
|combo duration =
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|block angle =
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|follow through =
   
  +
<!--Normal Attacks-->
| slam physical damage =
 
| slam impact damage =
+
|normal impact =
| slam puncture damage =
+
|normal puncture =
| slam slash damage =
+
|normal slash =
  +
|normal element =
| slam elemental damage type = {{Icon|Proc|Electricity|text}}
 
| slam elemental damage = 40.0
+
|normal damage =
  +
|normal pellet count =
| slam radius = 5.0
 
  +
|normal burst count =
  +
|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 =
   
  +
<!--Charge Attacks-->
| slide physical damage = 75.0
 
| slide impact damage =
+
|charge impact =
| slide puncture damage =
+
|charge puncture =
| slide slash damage =
+
|charge slash =
  +
|charge element =
| slide elemental damage type =
 
| slide elemental damage =
+
|charge damage =
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|charge time =
| slide crit chance =
 
  +
|charge pellet count =
| slide crit damage =
 
  +
|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 =
   
  +
<!--Area Attacks-->
| finisher damage =
 
  +
|area impact =
| max targets = 3.0
 
  +
|area puncture =
| cleave radius = 0.25
 
  +
|area slash =
| conclave = 30
 
  +
|area element =
| polarities = {{Icon|Pol|Bar}}
 
  +
|area damage =
| introduced = [[Closed beta updates#Update 6.5|Update 6.5]]
 
  +
|area pellet count =
| notes =
 
  +
|area critical chance =
| stancemod = [[Clashing Forest]] <br> [[Flailing Branch]]
 
  +
|area critical damage =
| stance = {{Icon|Pol|V}}}}
 
  +
|area status chance =
{{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.}}
 
  +
|area radius =
  +
|area duration =
  +
|area falloff =
  +
|area ammo cost =
   
  +
<!--Secondary Area Attacks (For 2-stage explosions like Lenz or Kulstar)-->
  +
|secondaryarea impact =
  +
|secondaryarea puncture =
  +
|secondaryarea slash =
  +
|secondaryarea element =
  +
|secondaryarea damage =
  +
|secondaryarea pellet count =
  +
|secondaryarea critical chance =
  +
|secondaryarea critical damage =
  +
|secondaryarea status chance =
  +
|secondaryarea radius =
  +
|secondaryarea duration =
  +
|secondaryarea falloff =
   
  +
<!--Secondary Attacks-->
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.
 
  +
|secondary impact =
  +
|secondary puncture =
  +
|secondary slash =
  +
|secondary element =
  +
|secondary damage =
  +
|secondary pellet count =
  +
|secondary burst count =
  +
|secondary critical chance =
  +
|secondary critical damage =
  +
|secondary status chance =
  +
|secondary punchthrough =
  +
|secondary radius =
  +
|secondary duration =
  +
|secondary falloff =
  +
|secondary charge time =
  +
|secondary fire rate =
  +
|secondary trigger =
  +
|secondary ammo cost =
   
  +
<!--Throw Attacks (for Glaives)-->
This weapon is a requisite ingredient for the [[Sydon]].
 
  +
|throw impact =
  +
|throw puncture =
  +
|throw slash =
  +
|throw element =
  +
|throw damage =
  +
|throw critical chance =
  +
|throw critical damage =
  +
|throw status chance =
  +
|throw punchthrough =
  +
|throw falloff =
  +
|throw charge time =
   
  +
<!--Charged Throw Attacks (for Glaives)-->
{{BuildRequire
 
  +
|charged throw impact =
|buildcredits= 30,000
 
  +
|charged throw puncture =
|build1= Neurodes
 
  +
|charged throw slash =
|build1amount=2
 
  +
|charged throw element =
|build2= Salvage
 
  +
|charged throw damage =
|build2amount=500
 
  +
|charged throw critical chance =
|build3= Circuits
 
  +
|charged throw critical damage =
|build3amount=600
 
  +
|charged throw status chance =
|build4= Alloy Plate
 
  +
|charged throw punchthrough =
|build4amount=600
 
  +
|charged throw falloff =
|buildtime=12
 
  +
|charged throw charge time =
|buildrush=45
 
  +
|blueprint=15,000
 
  +
<!--Slam Melee Attacks-->
|market=150
 
  +
|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-->
  +
|slide attack =
  +
|wall attack =
  +
  +
<!--Miscellaneous-->
  +
|syndicate effect =
  +
|augments =
  +
|polarities =
  +
|exilus polarity =
  +
|stance polarity =
  +
|users =
  +
|introduced =
 
}}
 
}}
  +
{{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}}.
  +
  +
This weapon is a {{Requisite_Weapon}} for the {{Weapon|Sydon}}.
  +
  +
{{BuildAutomatic|type=Weapon}}
  +
  +
Completing the [[Jupiter]] Junction also awards an Amphis blueprint.
   
 
==Characteristics==
 
==Characteristics==
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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.
  +
*Decent [[critical chance]].
*Has a {{Icon|Pol|Bar}} polarity slot.
 
*High [[Attack Speed|attack speed]].
+
*High [[status chance]].
  +
*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.
 
*The Amphis is excellent against Grineer/Corpus, as the innate electric stun on jump attacks is great against high armor and MOAs.
 
*Lethal blows send enemies flying like the [[Bo]]. 
 
   
 
==Trivia==
 
==Trivia==
*Until [[Update 13]], the Amphis was not used by any Grineer unit. This would be a little over 1 year between the Amphis' 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==
<gallery type="slideshow" position="center" widths=600>
+
<gallery type="slideshow" position="center" widths="600">
 
Amphis Front View.jpg
 
Amphis Front View.jpg
 
Amphis.jpg
 
Amphis.jpg
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</gallery>
 
</gallery>
 
<gallery position="center" widths="300" spacing="small">
 
<gallery position="center" widths="300" spacing="small">
Warframe Melee 2.0 Let's Build the AMPHIS BO
+
Warframe Amphis Setup Discussions 1x Forma (U18.10.4)
  +
They're shocked by how well I can do a slam attack (Warframe, Amphis)
 
</gallery>
 
</gallery>
   
  +
{{SkinGallery}}
==See also==
 
  +
*[[Bo]]
 
  +
==Patch History==
  +
{{Scrollbox/Article|
  +
{{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.
  +
  +
{{ver|17.4.5}}
  +
*The Amphis is now available for use in Conclave.
  +
  +
{{ver|12.3}}
  +
*Fixed Amphis not using energy colour.
  +
  +
{{ver|11.3}}
  +
*Amphis now deals Electricity damage on Ground Slams
  +
  +
{{ver|6.5}}
  +
*Introduced.
  +
}}
  +
{{ver/Lu|26}}
  +
  +
==See Also==
  +
*{{Weapon|Quatz}}, the secondary counterpart of this weapon.
   
 
{{WeaponNav}}
 
{{WeaponNav}}
  +
__NOTOC__
 
[[de:Amphis]]
 
[[de:Amphis]]
  +
[[es:Amphis]]
 
[[fr:Amphis]]
 
[[fr:Amphis]]
__NOTOC__
 
[[Category:Long Melee Weapons]]
 
 
[[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 09:28, 2 July 2020

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.