The Arca Plasmor is a Corpus-built plasma shotgun that fires highly damaging pulses of
Radiation with a guaranteed
Impact proc. The projectiles it fires have high status chance, large thickness, and innate 3 meters punch through against bodies, making it highly effective in mowing down large groups of enemies, but suffers from a low critical multiplier and no bonus damage on headshots.
Characteristics[edit | edit source]
This weapon deals high amounts of Radiation damage.
Advantages:
- Innate
Radiation damage – effective against Alloy Armor, Robotic, and Infested Sinew.
- High critical chance.
- Very high status chance.
- Innate
Radiation confuses enemies and makes them indiscriminately attack each other.
- Innate
- Shots have a guaranteed
Impact proc to enemies up to 15 meters.
- Projectiles have a thickness of 3 meters.
- Innate 3 meter punch through against bodies.
- Good magazine size.
- Very ammo efficient.
- Low zoom, making covering wide shots while aiming easier.
- Killed enemies will have their corpses vaporized, good for Stealth gameplay if silenced due to no bodies being left behind.
- Two innate
polarities.
Disadvantages:
- Innate
Radiation damage – less effective against Shielded, Infested, and Fossilized.
- Has linear damage falloff from 100% to 33.33% from 10m to 20m target distance (distances are affected by Projectile Speed).
- Projectile has travel time.
- Limited range of 30 meters (can be increased with Projectile Speed mods).
- Low critical multiplier.
- No bonus damage on headshots.
- Very low reload speed.
- Lowest fire rate of all shotguns.
- Innate punch through does not apply to surfaces if hitting with the central portion of the projectile, requiring punch through mods.
- Enemies defeated with this weapon disintegrate quickly, making it ill-suited to use alongside
Nekros'
Desecrate.
Acquisition[edit | edit source]
The Arca Plasmor's blueprint can be researched from the Energy Lab in the dojo.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
![]() 25,000 |
![]() 5 |
![]() 25 |
![]() 925 |
![]() 1 |
Time: 24 hrs |
Rush: ![]() | |||||
![]() ![]() |
![]() | ||||
Energy Lab Research ![]() | |||||
![]() 7,500 |
![]() 200 |
![]() 12,000 |
![]() 3,750 |
![]() 8 |
Time: 72 hrs |
Prereq: Lanka | |||||
![]() ![]() ![]() ![]() ![]() |
Notes[edit | edit source]
- Being that it is a pulse shotgun, accuracy mods seem to have no effect on spread.
Vicious Spread however throws off accuracy by making shots veer wildly off from the aiming reticle at times, use at your own discretion.
- This can be counteracted somewhat with
Hell's Chamber, which will cause the weapon to fire 2-3 waves of energy.
- Vicious Spread can also be counteracted by using Mirages'
Hall Of Mirrors ability, do note that projectiles fired by the clones bounce off solid surfaces instead of dissipating.
- A possible bug,
Tainted Shell does not counteract Vicious Spread's accuracy decrease in any reasonable measure. Meaning that if you install both, the accuracy will still be significantly lower.
- This can be counteracted somewhat with
- The Plasmor's pulse has a range of 30m. This scales with Projectile Speed mods, including the
Jet Stream augment.
- Shots will only proc
Impact if the target is within 15m.
- The Plasmor has a reduced zoom by about 60% when aiming.
- While the weapon uses shotgun mods and it is classed as a shotgun, it does not use standard shotgun status mechanics, due to not having any pellets. This means the status is much more reliable per shot.
- While the critical chance of the weapon is good, the critical damage is only slightly better than normal.
Tips[edit | edit source]
- Due to its high inherent punch-through, the Plasmor is of great use in Arbitrations, easily passing through shielded enemies to get to shield drones.
- Because the range and damage falloff are determined by the weapon's Projectile Speed, adding in
Fatal Acceleration will increase the range and falloff limits by 40%, to 14m minimum falloff and 28m maximum falloff as well as increasing the range to 42m.
- Due to its innate
Radiation damage, the weapon can use elementals and dual elementals that use
Heat or
Electricity damage, such as
Corrosive VS Grineer or
Magnetic VS Corpus.
- Consistent
Impact procs from the weapon at medium range or less may negate the need for
Blast damage for crowd control, allowing the player to use
Cold damage instead which slows enemies and extends the Impact stun duration.
- This also allows the weapon to have the advantages (and disadvantages) Cold damage brings.
- Short corridors favor this weapon highly, as a few pulses are normally enough to make short work of enemy clusters as long as no Arctic Eximus or Nullifier Crewmen are present, and the added Impact and Radiation procs will keep enemies at bay.
- The description of surviving enemies being "consumed by radiation" simply means that their bodies will disintegrate on death. While this is undesirable for a Nekros's
Desecrate, it is good for stealth if silenced since there will be no corpses to alert enemies.
Trivia[edit | edit source]
- The magazine for the weapon is a metal cylinder, which rotates clockwise after firing each shot and pumping the mechanism. No shells are ejected with each pump, perhaps implying the cylinder is filled with batteries or charge cells, which are depleted from a single pump and must be rotated to bring a new cell into position.
- Writings on the side of the weapon seem to translate as "G.S.1.1", and possibly "DANGER EXTREME HEAT".
Media[edit | edit source]
Patch History[edit | edit source]
- October 2019 Riven Disposition Change
- Arca Plasmor: 0.6->0.55
- Fixed Arca Plasmor not being able to damage the Ropalolyst Synovia.
- Reduced the light intensity of the Arca Plasmor.
- Fixed an issue that made Arca Plasmor, Fulmin and Catchmoon projectiles deal damage twice on the hit when the projectile is destroyed. This was not a case of āalways worked this wayā as it was accidentally introduced by the Jovian Concord.
- Improved the left hand position for Arca Plasmor.
Update 24.0
The previous Mainline update of Chimera 23.10.0 included a sneaky bug that removed falloff damage from the Arca Plasmor. The Arsenal continued to state the always present falloff (10.0 - 20.0) but it wasnāt truly applying. We have fixed this bug, which resulted in adding falloff damage back to the Arca Plasmor, and thus returned it to its original falloff state prior to Update 23.10.0. This also fixes the Conclave Arsenal displaying the incorrect falloff damage for the Arca Plasmor.
- Fixed the Arca Plasmor's projectiles bouncing off walls instead of exploding on impact.
- Updated weapon FX for the Arca Plasmor, Castanas, and Sancti Castanas.
- Fixed certain wave projectiles (e.g. Arca Plasmor) bouncing off hit proxy shields (e.g. Voltās Electric Shield, Garaās Mass Vitrify).
- (Undocumented) Projectile now bounces off walls.
- Tweaked force feedback sound of the Arca Plasmor.
- Mag size increased from 6 to 10.
- Fixed the Arca Plasmor dealing 0 damage on headshots.
- Headshots no longer deal bonus damage.
- The Arca Plasmor was designed to hit multiple targets with a high-status chance, but with wide wave projectiles and inherent punch-through, a single shot could result in multiple headshots. With it being a shotgun, it was never intended to behave as a precision weapon, and the bonus pushed it too far out of that mold.
- Headshots should still deal damage (without the multiplier).
- Introduced.
Last updated: Update 24.0
See also[edit | edit source]
Arca Scisco, the secondary counterpart to this weapon.
Arca Titron, the melee counterpart to this weapon.
- Catchmoon, a Kitgun chamber that fires a similar projectile.
Fulmin, a Tenno rifle that fires a similar projectile.
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