Blast enemies with glass slugs that devastate on impact. This is Gara's signature weapon.
The Astilla is Gara's signature shotgun, firing glass slugs that explode and damage nearby enemies in a small radius. With strong Impact and Slash damage, this weapon stuns and bleeds enemies with ease. When in Gara's hands, the shotgun holds more reserve ammo.
When used by Gara, the Astilla holds an additional 80 reserve ammo, for a total of 192.
The Astilla fires a slug rather than a traditional spread of pellets. Each slug will deal 30% of the damage to the target upon the initial hit, then explode in a ~3 meter radius and deal the remaining 70% as hemispherical damage. Both instances of damage can deal status procs separately.
The damage listed in the UI is for both the slug and explosion; enemies hit only by the explosion will suffer less damage as a result.
Due to the weapon firing a single slug, the listed status chance is similar to that of a normal weapon, and thus status is not distributed between any pellets.
This is similar to the Arca Plasmor, which also uses shotgun mods but does not use pellets.
The slug loses accuracy with distance, and can be seen to veer off randomly past a certain point.
We are getting rid of Self Damage and replacing it with something else: instead of Self Damage, it’s now ‘Stagger’. This change completely removes the chance of killing yourself, and instead now creates scenarios where you will interrupt yourself - or ‘Stagger’ - to varying degrees if you aren’t careful.
The degrees of Self-Interrupt start with a small stumble all the way to full knockdown depending on how close you are to the center of explosion. Any Mods referring to Self Damage will be converted to acknowledge Stagger.
With this Self-Interrupt system, we have added dozens of new recovery animations that harness a ninja-like recovery experience. By pressing ‘Jump’ at the correct time, you can execute a ninja-skill-based knockdown recovery to ALL in-game knockdowns. This ninja recovery window is indicated by a glowing FX on your Warframe.
In addition to Self Damage being removed, some of the more powerful AOE weapons without Self Damage presently will have the Stagger added, but it should only be noticeable in cases of extreme inaccuracy on the player’s part. The Weapons include:
In the original Dev Workshop, we said: As a result of this overall systemic change, Weapons with Stagger will be getting approximately a 20% buff in Damage, with any weapons with AOE receiving a 50% Radial Damage Falloff from central impact.
This is no longer accurate after continued testing. What we are doing now is:
No damage buffs have been added, but any weapons with AOE are receiving ~20% increase in Radius. Additionally, AOE weapons are receiving a 90% Radial Damage Falloff from central impact. This means on the very outer section of the explosion Radius 10% of the Damage will be dealt. Tactics will be deadly - aim true, Tenno.
Why: Several players brought up the history of the Tonkor and we want to make sure we ship this change in a place that’s conservative in its starting point from a balance perspective. The complete removal of Self Damage does change the pace of destruction with some of the game’s most powerful weapons, so we want to make sure we can iterate upwardly instead of releasing a bonanza of explosions with no other choices.