WARFRAME Wiki
WARFRAME Wiki
(max ammo correction)
(moved the edit to the module Undo revision 1712121 by 177.247.81.6 (talk))
Line 2: Line 2:
 
{{WeaponInfoboxAutomatic
 
{{WeaponInfoboxAutomatic
 
<!--overides 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)-->
 
<!--overides 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 = <!--
+
|name =
  +
  +
<!--
 
---!!!!!---INSTRUCTIONS---!!!!!---
 
---!!!!!---INSTRUCTIONS---!!!!!---
 
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.
 
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.
Line 9: Line 11:
 
-->
 
-->
 
<!--Statistics-->
 
<!--Statistics-->
  +
|image =
|trigger = <!--Utility-->
 
  +
|mastery level =
|max ammo = 700
 
  +
|slot =
|disposition = <!--Normal Attacks-->
 
  +
|type =
|normal ammo cost = <!--Charge Attacks-->
 
  +
|trigger =
|charge ammo cost = <!--Area Attacks-->
 
  +
|area ammo cost = <!--Secondary Area Attacks (For 2-stage explosions like Lenz or Kulstar)-->
 
 
<!--Utility-->
|secondaryarea falloff = <!--Secondary Attacks-->
 
  +
|ammo type =
|secondary ammo cost = <!--Throw Attacks (for Glaives)-->
 
  +
|flight speed =
|throw charge time = <!--Charged Throw Attacks (for Glaives)-->
 
  +
|range =
|charged throw charge time = <!--Other Melee Attacks-->
 
  +
|noise level =
|slide attack = <!--Miscellaneous-->
 
  +
|fire rate =
|charge status chance =
 
  +
|spool =
  +
|accuracy =
  +
|magazine =
 
|max ammo =
  +
|reload =
  +
|zoom =
  +
|combo reset =
  +
|combo min =
  +
|finisher damage =
  +
|channel damage =
  +
|disposition =
  +
 
<!--Normal Attacks-->
  +
|normal impact =
  +
|normal puncture =
  +
|normal slash =
  +
|normal element =
  +
|normal damage =
  +
|normal pellet count =
  +
|normal burst count =
  +
|normal critical chance =
  +
|normal critical damage =
  +
|normal status chance =
  +
|normal punchthrough =
  +
|normal radius =
  +
|normal duration =
  +
|normal falloff =
  +
|normal ammo cost =
  +
 
<!--Charge Attacks-->
  +
|charge impact =
  +
|charge puncture =
  +
|charge slash =
  +
|charge element =
  +
|charge damage =
  +
|charge time =
  +
|charge pellet count =
  +
|charge burst count =
  +
|charge critical chance =
  +
|charge critical damage =
 
|charge status chance =
  +
|charge punchthrough =
  +
|charge radius =
  +
|charge duration =
  +
|charge falloff =
 
|charge ammo cost =
  +
  +
<!--Area Attacks-->
  +
|area impact =
  +
|area puncture =
  +
|area slash =
  +
|area element =
  +
|area damage =
  +
|area pellet count =
  +
|area critical chance =
  +
|area critical damage =
  +
|area status chance =
  +
|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-->
  +
|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)-->
  +
|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)-->
  +
|charged throw impact =
  +
|charged throw puncture =
  +
|charged throw slash =
  +
|charged throw element =
  +
|charged throw damage =
  +
|charged throw critical chance =
  +
|charged throw critical damage =
  +
|charged throw status chance =
  +
|charged throw punchthrough =
  +
|charged throw falloff =
 
|charged throw charge time =
  +
  +
<!--Other Melee Attacks-->
  +
|slam attack =
  +
|slam radius =
  +
|slide attack =
  +
|slide attack =
  +
 
<!--Miscellaneous-->
  +
|syndicate effect =
  +
|augments =
  +
|polarities =
  +
|stance polarity =
  +
|users =
  +
|introduced =
 
}}
 
}}
 
{{Codex|The Amprex rifle fires a continuous beam of high voltage electricity that arcs among nearby enemies. This weapon excels at crowd control.}}
 
{{Codex|The Amprex rifle fires a continuous beam of high voltage electricity that arcs among nearby enemies. This weapon excels at crowd control.}}

Revision as of 12:54, 24 February 2018

The Amprex rifle fires a continuous beam of high voltage electricity that arcs among nearby enemies. This weapon excels at crowd control.

The Amprex is a Corpus rifle that is unlockable through the Energy Lab in the Dojo after researching the Dera. The Amprex can easily destroy large crowds of enemies by firing multiple Script error: The function "Proc" does not exist. shocks that can chain between units. It functions similarly to the Synapse, however Synapse is limited to attacking a single target.

This weapon can be sold for Credits64 7,500.


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
25,000
Fieldron
8
Plastids
600
Ferrite
9,000
ArgonCrystal
3
Time: 1 Day(s)
Rush: PlatinumLarge 35
MarketIcon Market Price: PlatinumLarge 225 Blueprint2 Blueprints Price:Credits50,000
Energy Lab ResearchClanAffinity643,000
Credits
7,500
FieldronSample
15
Plastids
350
NanoSpores
750
PolymerBundle
350
Time: 3 Day(s)
Prereq: Dera
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

Characteristics

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

Advantages:

  • Innate Script error: The function "Proc" does not exist. damage – effective against Machinery and Robotics.
  • Second highest critical chance of all continuous and automatic primaries, behind Synapse.
  • Above average critical damage multiplier.
  • High status chance.
  • Electric current chains between enemies.
  • Multiple shots hits enemies in all directions.
  • Consumes 0.5 ammo per tick of damage.

Disadvantages:

  • Innate Script error: The function "Proc" does not exist. damage – less effective against Alloy Armor.
    • Damage cannot be increased with Script error: The function "Proc" does not exist., Script error: The function "Proc" does not exist. or Script error: The function "Proc" does not exist. mods.
  • Slow reload speed.
  • Limited range of 18 meters.
Lotusiconsmall
This template is archived. The content was relevant to a previous formatting of WARFRAME Wiki. Please do not use or delete this template. It is being saved for later potential use.

Notes

  • Resource-heavy to craft, requiring 8 Fieldron and 3 Argon Crystals, as well as 9000 Ferrite.
  • The Amprex fires a single beam of electricity which then chains to nearby enemies.
    • The beam will chain to the closest living enemy in range dealing half damage to it. From there it will chain additional times (3 to 4 times total), halving the damage each time.
    • Headshotting the original target does not affect damage from chain lighting.
    • Chain lightning will also be emitted if an enemies corpse is chosen as original target.
    • Additional electrical arcs are also emitted, striking randomly around the player. However, these stray arcs are purely visual effects.
  • Compared to the Synapse, the Amprex deals more damage and it continuously arcs to other enemies, making it more effective against crowds. Use the Synapse for single targets and the Amprex for crowd control.
    • The fire rate of Amprex is the same as Synapse, and it deals slighty more damage, however it has a 2.6s reload speed, nearly double the 1.5s reload speed of the Synapse.
  • The listed 22% status chance is per damage tick.

Tips

  • This weapon's high critical chance and damage make it ideal for critical builds using Mod TT 20px Point Strike and Mod TT 20px Vital Sense.
  • The Amprex's high fire rate and its low base damage make it highly ammo inefficient, consuming ammo at an alarming rate. It is recommended to use Mod TT 20px Rifle Ammo Mutation, Mod TT 20px Ammo Case, or Mod TT 20px Rifle Scavenger to ensure a steady supply of ammo. Alternatively, bring Team Ammo Restores to help replenish lost ammo.
  • Alloy Armor is highly resistant to electricity damage. To counteract this, consider pairing it with Script error: The function "Proc" does not exist. or Script error: The function "Proc" does not exist. damage to respectively create Script error: The function "Proc" does not exist. or Script error: The function "Proc" does not exist. damage.
  • Mod TT 20px Critical Delay can be used to reduce ammo consumption, increase time between reloads, and increase damage per hit, but at a cost to the weapon's DPS.
  • Although it is preferred to mod the weapon to other damage types, base Script error: The function "Proc" does not exist. damage paired with its high status chance makes for a good stun chance among groups, and the added damage through electrical procs that chain to other enemies. Infested have no weakness or resistance to electrical damage, making base electrical damage work well for that faction. Forma is often required to change the damage type to match the amount of damage done by pure electrical damage, however.
  • Mod TT 20px Metal Auger will allow the Amprex to hit multiple targets with its main beam. Each target hit with the main beam causes a separate set of chained damage to nearby enemies, causing this weapon to deal significantly more damage the more enemies you are able to hit. Hitting multiple enemies at one time may be difficult in practice due to the Amprex's short range. On the other hand, this mechanic has good synergy with abilities like Vauban's Vortex, which allows the main beam to easily penetrate multiple grouped targets.
  • As of Update 15.13 (2015-02-05), Mod TT 20px Sinister Reach will increase both the Amprex's range and chain distance. The increased chain distance allows every shot to hit a lot more enemies overall, greatly increasing crowd DPS and ammo efficiency.
  • Using with Mirage gives you two more beams that also chain to other targets, providing much more crowd control than before.
  • Shooting a corpse will also chain to enemies allowing you to shoot around corners or through objects.

Trivia

  • After the clan obtains the Energy Lab, it will take exactly 12 days to research this weapon.
  • The Amprex's name is a portmanteau of the words Ampere (the base unit of the International System of Units used to quantify electric current) and the word Rex, which is the Latin word for king.
    • The word ampere itself is named after a French mathematician and physicist, André-Marie Ampère, who's also considered to be one of the fathers of classical electromagnetism, most commonly known for Ampère's Circuital Law.
    • Like the Flux Rifle and Detron, Amprex does not conform to the common Corpus weapon name scheme; two syllables ending in 'a'.
  • The weapon shares its similarities on its battery components with Tetra.
  • This is the third Primary weapon that deals purely Script error: The function "Proc" does not exist. damage, after the Lanka, and Synapse.
  • This is the second clan weapon that does not need a Forma in its construction.
  • Hatches on the side of the Amprex slowly open up during firing, spreading vanes underneath. This animation is a visual indicator of the weapon's magazine capacity, with the vanes spreading out more the closer the magazine is to empty. The hatch closes upon reloading.
  • This is the first weapon in Energy Lab whose duplication costs 50,000 credits.

Media

 

Amprex Skins

Edit

Patch History

Hotfix 22.13.3 (2018-02-21) Beam Weapon Changes:

  • Mastery Rank increased from 5 to 10
  • Damage increased from 7.5 to 24
  • Fire Rate decreased from 20 to 12
  • Status Chance changed from 20% per sec to 22% per tick of damage
  • Critical Chance decreased from 50% to 32%
  • Critical Damage increased from 2.0x to 2.2x
  • Max ammo capacity increased from 540 to 700
  • .5 Ammo consumption per tick of damage
  • Aimed Zoom reduced from 2.23x to 1.4x

Update 19.5 (2016-12-22)

  • Magazine size in Conclave reduced from 100 to 40.

Update: The Index Preview (2016-10-20)

  • The Amprex can now be used in Conclave.

Hotfix 18.8.2 (2016-04-13)

  • Decreased the rumble amount on controllers when continuously firing the Amprex.

Update 17.4 (2015-09-09)

  • Fixed some lingering visual FX from Amprex when used with Mirage’s Hall of Mirrors

Hotfix 16.5.3 (2015-05-13)

  • PBR material has been added to the Amprex!

Hotfix 16.4.1 (2015-04-23)

  • Fixed Amprex not chaining to nearby enemies.

Update 15.13 (2015-02-05)

  • Sinister Reach will now extend the Amprex’s chain lightning effect.

Hotfix 14.0.11 (2014-07-30)

  • Damage multipliers for the Amprex normalized.

Update 13.3 (2014-05-14)

  • Fixed an issue with the reload animation for the Amprex not properly coinciding with when the magazine was refilled.

Hotfix 13.1.2 (2014-04-25)

  • Improved the performance of the Amprex on low end machines.
  • Fixed the visuals on the battery component of the Amprex rifle.

Update 13.1 (2014-04-23)

  • Introduced.

See Also