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*Good [[critical chance]].
 
*Good [[critical chance]].
 
*Tied with {{Weapon|Glaive Prime}} and {{Weapon|Pathocyst}} for the second highest [[status chance]] of all glaives, behind {{Weapon|Falcor}}.
 
*Tied with {{Weapon|Glaive Prime}} and {{Weapon|Pathocyst}} for the second highest [[status chance]] of all glaives, behind {{Weapon|Falcor}}.
**Can reach 100% [[status chance]] with {{M|Volcanic Edge}}, {{M|Vicious Frost}}, {{M|Voltaic Strike}}, and {{M|Virulent Scourge}}.
+
**Can reach over 100% [[status chance]] with {{M|Volcanic Edge}}, {{M|Vicious Frost}}, {{M|Voltaic Strike}}, and {{M|Virulent Scourge}}.
 
*Possesses momentum during regular swings, which resists interruption such as stagger or knockdown.
 
*Possesses momentum during regular swings, which resists interruption such as stagger or knockdown.
 
*[[Heavy Attack]] throws the glaive, which can bounce up to three times or travels up to 30 meters before returning to the user, damaging anyone in its path.
 
*[[Heavy Attack]] throws the glaive, which can bounce up to three times or travels up to 30 meters before returning to the user, damaging anyone in its path.
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*Exploding glaive has low {{Icon|Proc|Impact|Text}} and {{Icon|Proc|Slash|Text}} damage – less effective against [[shield]]s and [[health]].
 
*Exploding glaive has low {{Icon|Proc|Impact|Text}} and {{Icon|Proc|Slash|Text}} damage – less effective against [[shield]]s and [[health]].
 
*Cannot use melee attacks while the glaive is in mid-flight.
 
*Cannot use melee attacks while the glaive is in mid-flight.
  +
*Explosion inflicts [[Stagger|self-stagger]].
  +
*Explosion has linear damage falloff from 100% to 50% from central impact.
   
 
==Notes==
 
==Notes==
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==Patch History==
 
==Patch History==
 
{{Scrollbox/Article|
 
{{Scrollbox/Article|
  +
{{ver|27.2.2}}<br/>
  +
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:
  +
*Cerata: 50%
  +
  +
{{ver|27.2}}
  +
;Self Damage Changes:
  +
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 the original Dev Workshop, we said:<br />
  +
''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.''
  +
 
{{ver|26}}
 
{{ver|26}}
 
As a general note, self damage has been removed from Glaive power throws. As this decision made it through the testing pipeline, some mentioned this impacts a specific Chroma interaction, but positively impacts 41 other Warframes.
 
As a general note, self damage has been removed from Glaive power throws. As this decision made it through the testing pipeline, some mentioned this impacts a specific Chroma interaction, but positively impacts 41 other Warframes.
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[[Category:Thrown]]
 
[[Category:Thrown]]
 
[[Category:Infested Weapons]]
 
[[Category:Infested Weapons]]
  +
[[Category:Self Interrupt Weapons]]

Revision as of 19:52, 7 March 2020

Twisted and tortured from exposure to the Infestation, this glaive becomes an absolute predator in the hands of the right Tenno.

The Cerata is an Infested glaive that primarily deals Script error: The function "Proc" does not exist. damage on melee attacks and Script error: The function "Proc" does not exist. damage on thrown attacks.


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
30,000
MutagenMass
4
Cryotic
2,500
Plastids
1,200
Forma
1
Time: 1 Day(s)
Rush: PlatinumLarge 35
MarketIcon Market Price: PlatinumLarge 150 Blueprint2 Blueprints Price:Credits50,000
Bio Lab ResearchClanAffinity643,000
Credits
5,000
MutagenSample
25
Plastids
600
Cryotic
1,200
PolymerBundle
800
Time: 3 Day(s)
Prereq: Scoliac
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

Characteristics

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

Advantages:

  • Innate Script error: The function "Proc" does not exist. damage – effective against Flesh and Ferrite Armor and bypasses Shielded and Proto Shields.
  • High Script error: The function "Proc" does not exist. damage – effective against health.
  • Good critical chance.
  • Tied with GlaivePrime Glaive Prime and Pathocyst Pathocyst for the second highest status chance of all glaives, behind Falcor Falcor.
  • Possesses momentum during regular swings, which resists interruption such as stagger or knockdown.
  • Heavy Attack throws the glaive, which can bounce up to three times or travels up to 30 meters before returning to the user, damaging anyone in its path.
    • Primary and secondary weapons can be fired and reloaded can be used normally with a thrown glaive, and retrieving the glaive does not interrupt these actions.
    • Thrown glaive is silent.
    • Glaive can explode mid-flight by pressing the melee button which also forces a return.
  • Can be wielded in-tandem with a single-handed secondary weapon.
  • Innate Script error: The function "Pol" does not exist. and Script error: The function "Pol" does not exist. polarities.

Disadvantages:

  • Innate Script error: The function "Proc" does not exist. damage – less effective against Machinery, Robotic, and Fossilized.
  • Low Script error: The function "Proc" does not exist. damage – less effective against shields.
  • Exploding glaive has low Script error: The function "Proc" does not exist. and Script error: The function "Proc" does not exist. damage – less effective against shields and health.
  • Cannot use melee attacks while the glaive is in mid-flight.
  • Explosion inflicts self-stagger.
  • Explosion has linear damage falloff from 100% to 50% from central impact.

Notes

  • The thrown attack deals physical damage, with Script error: The function "Proc" does not exist. damage as the dominant damage type.
  • When combining elemental damage mods, the Cerata's innate Script error: The function "Proc" does not exist. damage is added last.
    • The innate Script error: The function "Proc" does not exist. damage is ignored for elemental combinations when using throw attacks, thus the addition of a Script error: The function "Proc" does not exist. damage mod is required to maintain any Script error: The function "Proc" does not exist.-based elemental combos for the throw attack.
  • When equipping the Cerata, the player can throw it and then press the melee button to detonate the Cerata, dealing high AoE damage and making it return to the player immediately. This is true for all thrown melee weapons.
    • This is very useful for regenerating health with Mod TT 20px Life Strike.
    • It can explode in this manner when not equipped and thrown, but the explosion timing cannot be controlled and will often damage the user in close quarters.
    • It should be however noted that finisher attacks can still be executed while the weapon is in the air.

Trivia

  • Cerata (from the Greek word keras/keratos meaning “horn”, a reference to the shape of these structures) are anatomical structures found externally on nudibranches. They are typically used to aid respiration but are sometimes used for attack and defense.

Bugs

  • The Cerata will appear very small in the codex, after the selected Warframe holds the weapon upwards it will become normal sized again.
    Cerata Bug

Media

Cerata Skins

Edit

Patch History

Hotfix 27.2.2 (2020-03-06)
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:

  • Cerata: 50%

Update 27.2 (2020-03-05)

Self Damage Changes

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 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.

Update 26.0 (2019-10-31) As a general note, self damage has been removed from Glaive power throws. As this decision made it through the testing pipeline, some mentioned this impacts a specific Chroma interaction, but positively impacts 41 other Warframes.

  • Mastery Rank increased from 3 to 7.
  • Damage increased from 44 Toxin to 183 (19 Impact, 36 Puncture, 52 Slash, and 76 Toxin).
  • Range increased from 0.5 to 1.25
  • Slam Attack increased from 88 to 549
  • Slide Attack increased from 220 to 366.
  • Parry Angle set to 55.
  • Follow Through increased from 0.5 to 0.7.

Hotfix 24.5.3 (2019-03-19)

  • Changed the Glaive recall to be done with Melee instead of Melee Channel so its consistent again (Channel being a toggle-only messed up this function).
  • Fixed an error where, after Dual-Wielding gun and Glaive, throwing the Glaive in the "normal" Melee only mode could result in a turbo throw that is only supposed to apply for Dual-Wield.

Update 17.9 (2015-10-28)

  • Introduced.

Last updated: Update 26.0 (2019-10-31)