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− | {{UpdateMe|Prime Comparison required}} |
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{{Top|Lotus|Tenno|Tenno|Weapon|Weapons|Weapons}} |
{{Top|Lotus|Tenno|Tenno|Weapon|Weapons|Weapons}} |
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⚫ | |||
+ | <!--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)--> |
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+ | |name = |
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+ | <!-- |
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⚫ | |||
+ | ---!!!!!---INSTRUCTIONS---!!!!!--- |
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+ | 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. |
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+ | If everything here is blank, then everything is working correctly - Only put values here if they are different from what the page already shows. |
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+ | --> |
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− | The '''Cernos''' is a Tenno bow, specializing in damaging shields by specializing in {{Icon|Proc|Impact|text}} damage. Much like other bows, it functions with a charge mechanic, and sports very high accuracy at range, despite the arrow drop. It is most effective against the Corpus as it can easily break through their shields, but is less effective against the Grineer and Infested, due to a lack of other damage types. |
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+ | <!--Statistics--> |
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+ | |image = |
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+ | |mastery level = |
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+ | |slot = |
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+ | |type = |
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+ | |trigger = |
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+ | <!--Utility--> |
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⚫ | |||
+ | |ammo type = |
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+ | |flight speed = |
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+ | |range = |
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+ | |noise level = |
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+ | |fire rate = |
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+ | |spool = |
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+ | |accuracy = |
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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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+ | |channel damage = |
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+ | |disposition = |
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+ | <!--Normal Attacks--> |
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− | {{BuildRequire |
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+ | |normal impact = |
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− | |buildcredits= 15,000 |
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+ | |normal puncture = |
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− | |build1= Gallium |
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+ | |normal slash = |
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− | |build1amount=3 |
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+ | |normal element = |
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− | |build2= Plastids |
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+ | |normal damage = |
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− | |build2amount=700 |
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+ | |normal pellet count = |
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− | |build3= Polymer Bundle |
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+ | |normal burst count = |
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− | |build3amount=600 |
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+ | |normal critical chance = |
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− | |build4= Ferrite |
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+ | |normal critical damage = |
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− | |build4amount=1,750 |
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+ | |normal status chance = |
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− | |buildtime=12 |
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+ | |normal punchthrough = |
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− | |buildrush=45 |
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+ | |normal radius = |
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− | |blueprint=20,000 |
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+ | |normal duration = |
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− | |market=225 |
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+ | |normal falloff = |
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+ | |normal ammo cost = |
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+ | |||
+ | <!--Charge Attacks--> |
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+ | |charge impact = |
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+ | |charge puncture = |
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+ | |charge slash = |
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+ | |charge element = |
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+ | |charge damage = |
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+ | |charge time = |
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+ | |charge pellet count = |
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+ | |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 = |
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+ | |||
+ | <!--Area Attacks--> |
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+ | |area impact = |
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+ | |area puncture = |
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+ | |area slash = |
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+ | |area element = |
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+ | |area damage = |
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+ | |area pellet count = |
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+ | |area critical chance = |
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+ | |area critical damage = |
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+ | |area status chance = |
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+ | |area radius = |
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+ | |area duration = |
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+ | |area falloff = |
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+ | |area ammo cost = |
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+ | |||
+ | <!--Secondary Area Attacks (For 2-stage explosions like Lenz or Kulstar)--> |
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+ | |secondaryarea impact = |
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+ | |secondaryarea puncture = |
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+ | |secondaryarea slash = |
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+ | |secondaryarea element = |
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+ | |secondaryarea damage = |
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+ | |secondaryarea pellet count = |
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+ | |secondaryarea critical chance = |
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+ | |secondaryarea critical damage = |
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+ | |secondaryarea status chance = |
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+ | |secondaryarea radius = |
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+ | |secondaryarea duration = |
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+ | |secondaryarea falloff = |
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+ | |||
+ | <!--Secondary Attacks--> |
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+ | |secondary impact = |
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+ | |secondary puncture = |
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+ | |secondary slash = |
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+ | |secondary element = |
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+ | |secondary damage = |
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+ | |secondary pellet count = |
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+ | |secondary burst count = |
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+ | |secondary critical chance = |
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+ | |secondary critical damage = |
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+ | |secondary status chance = |
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+ | |secondary punchthrough = |
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+ | |secondary radius = |
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+ | |secondary duration = |
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+ | |secondary falloff = |
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+ | |secondary charge time = |
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+ | |secondary fire rate = |
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+ | |secondary trigger = |
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+ | |secondary ammo cost = |
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+ | |||
+ | <!--Throw Attacks (for Glaives)--> |
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+ | |throw impact = |
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+ | |throw puncture = |
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+ | |throw slash = |
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+ | |throw element = |
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+ | |throw damage = |
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+ | |throw critical chance = |
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+ | |throw critical damage = |
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+ | |throw status chance = |
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+ | |throw punchthrough = |
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+ | |throw falloff = |
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+ | |throw charge time = |
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+ | |||
+ | <!--Charged Throw Attacks (for Glaives)--> |
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+ | |charged throw impact = |
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+ | |charged throw puncture = |
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+ | |charged throw slash = |
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+ | |charged throw element = |
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+ | |charged throw damage = |
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+ | |charged throw critical chance = |
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+ | |charged throw critical damage = |
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+ | |charged throw status chance = |
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+ | |charged throw punchthrough = |
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+ | |charged throw falloff = |
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+ | |charged throw charge time = |
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+ | |||
+ | <!--Other Melee Attacks--> |
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+ | |slam attack = |
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+ | |slam radius = |
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+ | |slide attack = |
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+ | |slide attack = |
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+ | |||
+ | <!--Miscellaneous--> |
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+ | |syndicate effect = |
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+ | |augments = |
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+ | |polarities = |
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+ | |stance polarity = |
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+ | |users = |
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+ | |introduced = |
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}} |
}} |
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+ | The '''Cernos''' is a Tenno bow, specializing in damaging shields by its high {{Icon|Proc|Impact|text}} damage. |
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+ | |||
⚫ | |||
+ | |||
+ | {{BuildAutomatic|type=Weapon}} |
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==Characteristics== |
==Characteristics== |
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'''Advantages:''' |
'''Advantages:''' |
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− | *Fast charge attacks. |
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*High {{Icon|Proc|Impact|Text}} damage – effective against [[shields]]. |
*High {{Icon|Proc|Impact|Text}} damage – effective against [[shields]]. |
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− | * |
+ | *Very high [[critical chance]]. |
− | *Charged shots have innate [[Punch Through]]. |
+ | *Charged shots have innate 1 meter [[Punch Through]]. |
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− | **Allowing it to hit multiple enemies in a line. |
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⚫ | |||
⚫ | |||
+ | *On kill, bodies will follow the arrow that killed them, damaging enemies in their path and pinning the corpse to walls. |
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+ | *Innate {{Icon|Pol|V}} polarity. |
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+ | *Can use the bow-exclusive {{M|Thunderbolt}} mod. |
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+ | *[[Fire rate]] mods apply double their bonuses. |
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'''Disadvantages:''' |
'''Disadvantages:''' |
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− | *Needs to be charged to deal max damage. |
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*Low {{Icon|Proc|Puncture|Text}} and {{Icon|Proc|Slash|Text}} damage – less effective against [[armor]] and [[health]]. |
*Low {{Icon|Proc|Puncture|Text}} and {{Icon|Proc|Slash|Text}} damage – less effective against [[armor]] and [[health]]. |
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+ | *Arrows have a travel time with slight arcing. |
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− | *Slow firerate renders the Cernos ill-suited for close-range combat. |
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+ | *Draws from the rare sniper ammo pool. |
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− | '''Comparisons''' |
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{{WeaponComparison|Cernos Prime}} |
{{WeaponComparison|Cernos Prime}} |
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− | {{WeaponComparison|Rakta Cernos}} |
+ | {{WeaponComparison|Rakta Cernos|header=n}} |
− | |||
{{WeaponBuildSection}} |
{{WeaponBuildSection}} |
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==Tips== |
==Tips== |
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*Due to the weapon's high {{Icon|Proc|Impact|Text}} damage but low {{Icon|Proc|Puncture|Text}} and {{Icon|Proc|Slash|Text}} damage, consider using this to drain the enemies' shield first then finish them with other weapons which have higher damage where the Cernos lacks. Alternatively, consider making this your main bow for going against Corpus troops, the majority of which have high shields but very low health. |
*Due to the weapon's high {{Icon|Proc|Impact|Text}} damage but low {{Icon|Proc|Puncture|Text}} and {{Icon|Proc|Slash|Text}} damage, consider using this to drain the enemies' shield first then finish them with other weapons which have higher damage where the Cernos lacks. Alternatively, consider making this your main bow for going against Corpus troops, the majority of which have high shields but very low health. |
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− | *With a maxed |
+ | *With a maxed {{M|Point Strike}} and {{M|Critical Delay}} mods, it is possible to raise the Cernos' [[critical chance]] to 104.3%, ensuring that all shots will deal critical damage. |
− | **Using a maxed Critical Delay however will also result in the Cernos having an even slower [[ |
+ | **Using a maxed Critical Delay however will also result in the Cernos having an even slower [[fire rate]]. This can be countered with the usage of a fire rate mod, preferably {{M|Speed Trigger}}. |
==Trivia== |
==Trivia== |
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*The name "Cernos" means "horn" in Gaulish. |
*The name "Cernos" means "horn" in Gaulish. |
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*Being an Impact oriented bow, the Cernos uses arrows with a mace-like head, with a larger impact area. This spreads the kinetic energy of the arrows across a wider area, creating a blunt impact. |
*Being an Impact oriented bow, the Cernos uses arrows with a mace-like head, with a larger impact area. This spreads the kinetic energy of the arrows across a wider area, creating a blunt impact. |
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+ | *This is so far a weapon with most variations. Having total of 4 versions; Basic, [[Cernos Prime|Prime]], [[Rakta Cernos|Rakta]] and [[Mutalist Cernos|Mutalist]] |
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==Media== |
==Media== |
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==Patch History== |
==Patch History== |
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{{Scrollbox/Article| |
{{Scrollbox/Article| |
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+ | {{ver|25.7}} |
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− | {{PatchHistoryNeeded}} |
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+ | *Normalized quick shots to have the same critical chance/damage and status chance as charged shots. |
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+ | *While reviewing Bow stats the team has also refreshed all their FX (including the Lenz)! |
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+ | *Quick Shot increased from 110 to 190 |
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+ | *Charged Shot increased from 220 to 380 |
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+ | *Flight Speed increased from 85 to 90 |
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+ | *Aim Zoom decreased from 2.23x to 2x |
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+ | {{ver|25.0.7}} |
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+ | *Fixed the Cernos Energy color persisting as default on the strings. |
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+ | |||
+ | {{ver|22.12}} |
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+ | *Mastery Rank increased from 0 to 6. |
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+ | *Charged shot damage increased from 200 to 220. |
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+ | *Charge speed increased from 1s to 0.5s. |
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+ | *Status chance increased from 10% to 18%. |
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+ | *Critical chance increased from 35% to 36%. |
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+ | |||
+ | {{ver|11.1}} |
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+ | *Introduced. |
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}} |
}} |
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==See also== |
==See also== |
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− | * |
+ | *{{Weapon|Rakta Cernos}}, the [[Red Veil]] custom counterpart. |
− | * |
+ | *{{Weapon|Mutalist Cernos}}, the [[Infested]] counterpart. |
− | * |
+ | *{{Weapon|Cernos Prime}}, the [[prime]]d counterpart. |
{{WeaponNav}} |
{{WeaponNav}} |
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⚫ | |||
[[de:Cernos]] |
[[de:Cernos]] |
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+ | [[es:Cernos]] |
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[[fr:Cernos]] |
[[fr:Cernos]] |
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⚫ | |||
[[Category:Bow]] |
[[Category:Bow]] |
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[[Category:Tenno]] |
[[Category:Tenno]] |
Revision as of 22:05, 29 August 2019
The Cernos is a Tenno bow, specializing in damaging shields by its high Script error: The function "Proc" does not exist. damage.
This weapon can be sold for 7,500. It is also a requisite ingredient for Mutalist Cernos.
Manufacturing Requirements | |||||
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15,000 |
3 |
700 |
600 |
1,750 |
Time: 12 Hour(s) |
Rush: 45 | |||||
Market Price: 225 | Blueprints Price:20,000 |
Characteristics
This weapon deals primarily Script error: The function "Proc" does not exist. damage.
Advantages:
- High Script error: The function "Proc" does not exist. damage – effective against shields.
- Very high critical chance.
- Charged shots have innate 1 meter Punch Through.
- Pinpoint accuracy when aiming (RMB ).
- Silent.
- On kill, bodies will follow the arrow that killed them, damaging enemies in their path and pinning the corpse to walls.
- Innate Script error: The function "Pol" does not exist. polarity.
- Can use the bow-exclusive Thunderbolt mod.
- Fire rate mods apply double their bonuses.
Disadvantages:
- 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.
- Arrows have a travel time with slight arcing.
- Draws from the rare sniper ammo pool.
Comparisons:
- Cernos (Charged Shot), compared to Cernos Prime (Charged Horizontal/Vertical Shot):
- Higher base damage per projectile (380.00 vs. 184.00)
- Lower total damage (380 vs. 552)
- Higher base critical chance (36.00% vs. 35.00%)
- Lower base status chance (18.00% vs. 30.00%)
- Lower average damage per tap (516.8 vs. 745.2)
- Lower burst DPS (861.33 vs. 1146.46)
- Lower sustained DPS (469.81 vs. 648)
- Lower multishot (1 vs. 3)
- Faster reload time (0.60 s vs. 0.65 s)
- Lesser projectile speed (90.0 m/s vs. 95.0 m/s)
- Less polarities ( vs. )
- Lower Mastery Rank required (6 vs. 12)
- Higher disposition (●●●●○ (1.30x) vs. ●●●●○ (1.25x))
- Cernos (Charged Shot), compared to Rakta Cernos (Charged Shot):
- Lower base damage per projectile (380.00 vs. 470.00)
- Lower total damage (380 vs. 470)
- Higher base critical chance (36.00% vs. 35.00%)
- Higher base status chance (18.00% vs. 15.00%)
- Lower average damage per tap (516.8 vs. 634.5)
- Lower burst DPS (861.33 vs. 1057.5)
- Lower sustained DPS (469.81 vs. 746.47)
- Lesser projectile speed (90.0 m/s vs. 100.0 m/s)
- Less polarities ( vs. )
- Lower Mastery Rank required (6 vs. 12)
- Higher disposition (●●●●○ (1.30x) vs. ●●●●○ (1.25x))
- No innate Blight effect
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.
Tips
- Due to the weapon's high Script error: The function "Proc" does not exist. damage but low Script error: The function "Proc" does not exist. and Script error: The function "Proc" does not exist. damage, consider using this to drain the enemies' shield first then finish them with other weapons which have higher damage where the Cernos lacks. Alternatively, consider making this your main bow for going against Corpus troops, the majority of which have high shields but very low health.
- With a maxed Point Strike and Critical Delay mods, it is possible to raise the Cernos' critical chance to 104.3%, ensuring that all shots will deal critical damage.
- Using a maxed Critical Delay however will also result in the Cernos having an even slower fire rate. This can be countered with the usage of a fire rate mod, preferably Speed Trigger.
Trivia
- The name "Cernos" means "horn" in Gaulish.
- Being an Impact oriented bow, the Cernos uses arrows with a mace-like head, with a larger impact area. This spreads the kinetic energy of the arrows across a wider area, creating a blunt impact.
- This is so far a weapon with most variations. Having total of 4 versions; Basic, Prime, Rakta and Mutalist
Media
Cernos Skins
Patch History
Update 25.7 (2019-08-29)
- Normalized quick shots to have the same critical chance/damage and status chance as charged shots.
- While reviewing Bow stats the team has also refreshed all their FX (including the Lenz)!
- Quick Shot increased from 110 to 190
- Charged Shot increased from 220 to 380
- Flight Speed increased from 85 to 90
- Aim Zoom decreased from 2.23x to 2x
Hotfix 25.0.7 (2019-05-30)
- Fixed the Cernos Energy color persisting as default on the strings.
Update 22.12 (2018-02-09)
- Mastery Rank increased from 0 to 6.
- Charged shot damage increased from 200 to 220.
- Charge speed increased from 1s to 0.5s.
- Status chance increased from 10% to 18%.
- Critical chance increased from 35% to 36%.
Update 11.1 (2013-11-27)
- Introduced.
See also
- Rakta Cernos, the Red Veil custom counterpart.
- Mutalist Cernos, the Infested counterpart.
- Cernos Prime, the primed counterpart.