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{{Codex|Deliver a massive punch with each blast of this shotgun, or launch a round that explodes mid-air knocking down nearby enemies.}}
 
{{Codex|Deliver a massive punch with each blast of this shotgun, or launch a round that explodes mid-air knocking down nearby enemies.}}
   
The '''Corinth''' is a large [[Tenno]] designed shotgun, featuring two firing modes. The primary fire is a powerful buckshot supported by incredible critical stats, while the [[Alternate Fire]] launches a grenade projectile that creates an 8 meter explosion after traveling for 20 meters in midair possessing high status chance.
+
The '''Corinth''' is a large [[Tenno]] designed shotgun, featuring two firing modes. The primary fire is a powerful buckshot supported by incredible critical stats, while the [[Alternate Fire]] launches a grenade projectile that creates an 8-meter explosion after traveling for 20 meters in midair possessing high [[status chance]].
   
 
{{BuildAutomatic|type=Weapon}}
 
{{BuildAutomatic|type=Weapon}}
Line 169: Line 169:
   
 
'''Advantages:'''
 
'''Advantages:'''
  +
*Primary Fire shoots a wide-spread, close-ranged buckshot:
*Primary fire has high {{Icon|Proc|Puncture|Text}} and good {{Icon|Proc|Slash|Text}} damage – effective against [[armor]] and [[health]].
 
*Alt-fire has high {{Icon|Proc|Blast|Text}} damage – effective against [[Machinery]] and [[Fossilized]].
+
**High {{Icon|Proc|Puncture|Text}} and good {{Icon|Proc|Slash|Text}} damage – effective against [[armor]] and [[health]].
  +
**Highest [[critical chance]] and [[critical multiplier]] of all shotguns.
**Alt-fire features a grenade that creates an 8 meter area of effect explosion after traveling 20 meters in midair (distance is affected by [[Projectile Speed]]).
 
  +
**Tied with {{Weapon|Hek}} and {{Weapon|Vaykor Hek}} for the narrowest pellet spread of all shotguns.
 
*[[Alternate Fire]] launches a grenade that creates an '''8''' meter area of effect explosion after traveling '''20''' meters in midair (distance is affected by [[projectile flight speed]]).
 
**Physical contact with the grenade has a guaranteed {{Icon|Proc|Impact|Text}} proc.
 
**Physical contact with the grenade has a guaranteed {{Icon|Proc|Impact|Text}} proc.
  +
**The 20 meter minimium arming distance mitigates self-damage.
*Primary fire has the highest [[Critical Hit|critical]] chance and damage multiplier of all shotguns.
 
 
**High {{Icon|Proc|Blast|Text}} damage – effective against [[Machinery]] and [[Fossilized]].
*Alt-fire has very high [[Status Effect|status]] chance.
 
  +
**Very high [[status chance]].
*Reloads one bullet at a time, which can be interrupted at any point, allowing for planned reloading.
+
*Reloads one shell at a time, which can be interrupted at any point, allowing for planned reloading.
 
**Reload time of 0.22 seconds for each shell, plus 1.2 seconds to begin/end reload.
 
**Reload time of 0.22 seconds for each shell, plus 1.2 seconds to begin/end reload.
*Has two {{Icon|Pol|V}} slots.
+
*Innate two {{Icon|Pol|V}} polarities.
   
 
'''Disadvantages:'''
 
'''Disadvantages:'''
  +
*Primary Fire:
*Alt-fire has innate {{Icon|Proc|Blast|Text}} damage – less effective against [[Ferrite Armor]].
 
 
**Has linear damage falloff from 100% to 33% from 18m to 36m target distance (distances are affected by [[projectile flight speed]]).
*Alt-fire grenade only explodes in midair; does not explode if it hits a surface or an enemy.
 
 
**Before 100% [[status chance]], the listed status chance is the base chance per shot that at least one pellet will proc a status; the actual base status chance per pellet is ~2.11%.
**Physical contact with the grenade deals lower {{Icon|Proc|Impact|Text}} damage.
 
  +
*[[Alternate Fire]]:
**Alt-fire cannot deal {{Icon|Proc|Slash|Text}} and {{Icon|Proc|Puncture|Text}} damage; does not benefit from mods that increase these damage types.
 
 
**Innate {{Icon|Proc|Blast|Text}} damage – less effective against [[Ferrite Armor]] and [[Infested Sinew]].
**The physical contact grenade deals only {{Icon|Proc|Impact|Text}} damage, while explosion itself deals only {{Icon|Proc|Blast|Text}} damage, therefore the explosion does not benefit from any physical damage mods.
 
 
***Physical contact with the grenade deals lower {{Icon|Proc|Impact|Text}} damage.
*Primary fire has linear damage falloff from 100% to 33% from 18m to 36m target distance (distances are affected by [[Projectile Speed]]).
 
  +
***Damage cannot be increased with {{Icon|Proc|Puncture|Text}} or {{Icon|Proc|Slash|Text}} mods.
*Before 100% status chance on primary fire, the listed status chance is the base chance per shot that at least one pellet will proc a status; the actual base status chance per pellet is ~2.11%.
 
 
****The physical contact grenade deals only {{Icon|Proc|Impact|Text}} damage, while explosion itself deals only {{Icon|Proc|Blast|Text}} damage, therefore the explosion does not benefit from any physical damage mods.
*Alt-fire has extremely low critical chance.
 
 
**Grenade only explodes in midair; does not explode if it hits a surface or an enemy.
*Alt-fire has below average critical damage multiplier.
 
 
**Extremely low [[critical chance]].
  +
**Low [[critical multiplier]].
  +
**Explosions can cause self-damage.
  +
***Minimum travel length of 20 meters before being explosive should prevent accidental self-damage unless rapidly moving towards the grenade's impact area before it explodes.
 
*Low magazine size.
 
*Low magazine size.
*Second slowest fire rate of all shotguns, after [[Arca Plasmor]].
+
*Second slowest [[fire rate]] of all shotguns, after {{Weapon|Arca Plasmor}}.
  +
*Reloading the weapon has a short delay before it begins.
*Short delay after firing before reloading automatically begins.
 
   
 
{{WeaponBuildSection}}
 
{{WeaponBuildSection}}
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*The Corinth reloads rounds one at a time, which can be interrupted at any point, allowing for planned reloading.
 
*The Corinth reloads rounds one at a time, which can be interrupted at any point, allowing for planned reloading.
 
**This also allows the Corinth to fire between reloading each round, allowing it to be used even if the magazine is not fully loaded.
 
**This also allows the Corinth to fire between reloading each round, allowing it to be used even if the magazine is not fully loaded.
*Modding the Corinth with [[Punch Through]] does not allow the grenades to pass through enemies or objects.
+
*Modding the Corinth with [[Punch Through]] does '''not''' allow the grenades to pass through enemies or objects.
*The Air Burst's explosion can inflict self-damage, although its distance-based fuse makes this very unlikely to occur. It can also deal damage to teammates if it is reflected off of a [[Nullifier Crewman]]'s shield.
+
*The Air Burst's explosion can inflict self-damage, although its distance-based fuse makes this very unlikely to occur. This can occur when accelerating while in [[Archwing Launcher|Sky Archwing]] mode. It can also deal damage to teammates if it is reflected off of a [[Nullifier Crewman]]'s shield.
   
 
==Tips==
 
==Tips==
 
*While direct hits from the Alternate Fire deal significantly reduced damage, the guaranteed {{Icon|Proc|Impact|Text}} proc can be used to momentarily stun a priority target, allowing for a follow-up shot.
 
*While direct hits from the Alternate Fire deal significantly reduced damage, the guaranteed {{Icon|Proc|Impact|Text}} proc can be used to momentarily stun a priority target, allowing for a follow-up shot.
*Ivara's Navigator halves the distance that the grenade has to travel before explosion.
+
*Ivara's Navigator halves the distance that the grenade has to travel before an explosion.
  +
*The sound of the pump action when chambering the last shell in the magazine is noticeably different, providing an audible warning that reloading will be required.
  +
*With fully ranked [[Blunderbuss]], [[Critical Deceleration]] and active [[Laser Sight]] Corinth's primary fire can reach over 100% [[critical chance]] ( 107.4% to be precise)
  +
*The Corinth's alt-fire can effectively set up enemies for finishers. This makes it useful when accompanied by any melee weapon with {{M|Finishing Touch}}
   
 
==Trivia==
 
==Trivia==
*While shell-fed shotguns (the [[Strun]] series) and pump-action shotguns (the [[Arca Plasmor]]) have always existed in [[WARFRAME]], the Corinth is the first "true" pump-action, shell-fed shotgun in the game.
+
*While shell-fed shotguns (the {{Weapon|Strun}} series) and pump-action shotguns (the {{Weapon|Arca Plasmor}}) have always existed in [[WARFRAME]], the Corinth is the first "true" pump-action, shell-fed shotgun in the game.
 
*As mentioned in [[Devstream 102]], the Corinth's firing SFX includes a lion's roar.
 
*As mentioned in [[Devstream 102]], the Corinth's firing SFX includes a lion's roar.
  +
**Interestingly, the Primary Fire's SFX is similar to that of the Protecta, a pump-action shotgun featured in Dark Sector.
*In antiquity, [[wikipedia:Corinth|Corinth]] was a Greek city-state, and is currently the capital city of the [[wikipedia:Corinthia|Corinthia]] region.
+
*In antiquity, [[wikipedia:Corinth|Corinth]] was a Greek city-state and is currently the capital city of the [[wikipedia:Corinthia|Corinthia]] region.
 
**Though the use of the city-state's name bears no direct reference, [[wikipedia:Ancient Corinth|Ancient Corinth]] was involved in the [[wikipedia:Trojan War|Trojan War]] and among its participants was [[wikipedia:Odysseus|Odysseus]], the legendary king of [[wikipedia:Ithaca|Ithaca]]. Thus, the Corinth's name is an indirect nod to the [[wikipedia:Ithaca 37|Ithaca 37]], one of the most prolific pump-action shotguns ever produced.
 
**Though the use of the city-state's name bears no direct reference, [[wikipedia:Ancient Corinth|Ancient Corinth]] was involved in the [[wikipedia:Trojan War|Trojan War]] and among its participants was [[wikipedia:Odysseus|Odysseus]], the legendary king of [[wikipedia:Ithaca|Ithaca]]. Thus, the Corinth's name is an indirect nod to the [[wikipedia:Ithaca 37|Ithaca 37]], one of the most prolific pump-action shotguns ever produced.
 
**The Ithaca 37 is notable for having a dual purpose ejection/loading port located beneath its receiver, whereas the Corinth also has an ejection/loading port located on ''top'' of its receiver instead.
 
**The Ithaca 37 is notable for having a dual purpose ejection/loading port located beneath its receiver, whereas the Corinth also has an ejection/loading port located on ''top'' of its receiver instead.
  +
*The weapon deals predominantly puncture damage, despite being labeled as a Buckshot firearm. Buckshot fires low-velocity metal balls called "shot", which cannot be supplemented by rifled barrels. In a real-world scenario, it would be highly ineffective in penetrating armor.
   
 
==Bugs==
 
==Bugs==
  +
*While reloading, firing at the right time will sometimes not stop the reload process.
*There sometimes is a delay between firing the last shotgun blast or grenade, making manually reloading necessary for maximum DPS. However, specifically firing a grenade as the last shot in the magazine and manually reloading will bug the weapon and cause only one ammo to be reloaded, before the animation stops.
 
  +
*If you try to manually reload the weapon right after you fired the shotgun, the weapon will start to reload on it's own after a short delay. However, manually reloading the weapon right after you fired a grenade will '''not''' make the weapon reload on it's own, making another manual reload necessary after a short delay.
*Spectres equipped with the Corinth will animate reloading one shell but will refill the entire clip.
+
*Specters equipped with the Corinth will animate reloading one shell but will refill the entire magazine.
  +
*Secondary fire still has the pump action animation, but has no pump sound.
   
 
==Media==
 
==Media==
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Warframe Corinth, The Pump Action Tigris Prime??
 
Warframe Corinth, The Pump Action Tigris Prime??
 
Warframe - CORINTH BUILD - Highest Critical Everything
 
Warframe - CORINTH BUILD - Highest Critical Everything
  +
Hunter Munitions On Corinth A Deal Breaker? (My New Build)
  +
Warframe - All Tenno Primaries - Weapon Animations & Sounds (2012 - 2019)
 
</gallery>
 
</gallery>
  +
  +
{{SkinGallery}}
   
 
==Patch History==
 
==Patch History==
 
{{Scrollbox/Article|
 
{{Scrollbox/Article|
  +
{{ver|25.7}}
  +
*Fixed shotgun shells floating if Corinth’s reload was interrupted.
  +
*Fixed Mirage’s Hall of Mirror clones sometimes using their Primary Fire instead of Alt Fire for the Corinth
  +
*Fixed reload circle filling instantly for weapons that reload individually (Corinth), instead of filling up individually for each round loaded.
  +
  +
{{ver|24.6}}
  +
*Adjusted left hand position when holding the Corinth.
  +
  +
{{ver|24.4}}
  +
*Corinth Mastery Rank requirement reduced to 8 from 10.
  +
  +
{{ver|24.2.7}}
  +
*Fixed lingering FX on the Corinth Alt-Fire.
  +
  +
{{ver|24.2.3}}
  +
*Fixed occasional missing reload sounds for the Corinth.
  +
  +
{{ver|22.12}}
  +
*Reduced aimed zoom for all shotguns apart from the Astilla
  +
*Fixed Corinth reloading only one shell when spamming the alt-fire button without having enough ammo to fire or having Auto Swap On Empty disabled.
  +
 
{{ver|22.10}}
 
{{ver|22.10}}
 
*Fixed Corinth showing Astilla model on the ground when disarmed.
 
*Fixed Corinth showing Astilla model on the ground when disarmed.
  +
  +
{{ver|22.9}}
  +
*Fixed only reloading 1 bullet (instead of the whole magazine) if you use alt fire on the Corinth while reloading the first bullet.
  +
  +
{{ver|22.8.3}}
  +
*Fixed alt-fire short circuiting reload loops. This was specifically happening with the Corinth.
   
 
{{ver|22.8}}
 
{{ver|22.8}}
*Introduced
+
*Introduced.
 
}}
 
}}
  +
{{ver/Lu|24.5}}
 
{{WeaponNav}}
 
{{WeaponNav}}
 
__NOTOC__
 
__NOTOC__
 
 
[[de:Corinth]]
 
[[de:Corinth]]
 
[[es:Corinth]]
 
[[es:Corinth]]
  +
[[fr:Corinth]]
 
[[Category:Update 22]]
 
[[Category:Update 22]]
 
[[Category:Tenno]]
 
[[Category:Tenno]]

Revision as of 20:51, 15 February 2020

Deliver a massive punch with each blast of this shotgun, or launch a round that explodes mid-air knocking down nearby enemies.

The Corinth is a large Tenno designed shotgun, featuring two firing modes. The primary fire is a powerful buckshot supported by incredible critical stats, while the Alternate Fire launches a grenade projectile that creates an 8-meter explosion after traveling for 20 meters in midair possessing high status chance.


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
20,000
NitainExtract
2
AlloyPlate
13,000
Gallium
6
Cryotic
725
Time: 12 Hour(s)
Rush: PlatinumLarge 40
MarketIcon Market Price: PlatinumLarge 240 Blueprint2 Blueprints Price:Credits25,000

Characteristics

This weapon deals primarily Script error: The function "Proc" does not exist. damage on its primary fire and Script error: The function "Proc" does not exist. damage on its alt-fire.

Advantages:

  • Primary Fire shoots a wide-spread, close-ranged buckshot:
    • High Script error: The function "Proc" does not exist. and good Script error: The function "Proc" does not exist. damage – effective against armor and health.
    • Highest critical chance and critical multiplier of all shotguns.
    • Tied with Hek Hek and VaykorHek Vaykor Hek for the narrowest pellet spread of all shotguns.
  • Alternate Fire launches a grenade that creates an 8 meter area of effect explosion after traveling 20 meters in midair (distance is affected by projectile flight speed).
    • Physical contact with the grenade has a guaranteed Script error: The function "Proc" does not exist. proc.
    • The 20 meter minimium arming distance mitigates self-damage.
    • High Script error: The function "Proc" does not exist. damage – effective against Machinery and Fossilized.
    • Very high status chance.
  • Reloads one shell at a time, which can be interrupted at any point, allowing for planned reloading.
    • Reload time of 0.22 seconds for each shell, plus 1.2 seconds to begin/end reload.
  • Innate two Script error: The function "Pol" does not exist. polarities.

Disadvantages:

  • Primary Fire:
    • Has linear damage falloff from 100% to 33% from 18m to 36m target distance (distances are affected by projectile flight speed).
    • Before 100% status chance, the listed status chance is the base chance per shot that at least one pellet will proc a status; the actual base status chance per pellet is ~2.11%.
  • Alternate Fire:
    • Innate Script error: The function "Proc" does not exist. damage – less effective against Ferrite Armor and Infested Sinew.
      • Physical contact with the grenade deals lower Script error: The function "Proc" does not exist. damage.
      • Damage cannot be increased with Script error: The function "Proc" does not exist. or Script error: The function "Proc" does not exist. mods.
        • The physical contact grenade deals only Script error: The function "Proc" does not exist. damage, while explosion itself deals only Script error: The function "Proc" does not exist. damage, therefore the explosion does not benefit from any physical damage mods.
    • Grenade only explodes in midair; does not explode if it hits a surface or an enemy.
    • Extremely low critical chance.
    • Low critical multiplier.
    • Explosions can cause self-damage.
      • Minimum travel length of 20 meters before being explosive should prevent accidental self-damage unless rapidly moving towards the grenade's impact area before it explodes.
  • Low magazine size.
  • Second slowest fire rate of all shotguns, after ArcaPlasmor Arca Plasmor.
  • Reloading the weapon has a short delay before it begins.
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Notes

  • Reload time is 1.2s + 0.22s per round, coming to 2.3 total seconds to reload a completely empty mag.
    • This time will further increase if magazine mods such as Mod TT 20px Ammo Stock are used.
  • The Air Bursts detonate after traveling around 20 meters, and will not explode if hitting a surface, an enemy or a corpse before this time.
    • Explosion radius is around 8 meters.
  • The Corinth reloads rounds one at a time, which can be interrupted at any point, allowing for planned reloading.
    • This also allows the Corinth to fire between reloading each round, allowing it to be used even if the magazine is not fully loaded.
  • Modding the Corinth with Punch Through does not allow the grenades to pass through enemies or objects.
  • The Air Burst's explosion can inflict self-damage, although its distance-based fuse makes this very unlikely to occur. This can occur when accelerating while in Sky Archwing mode. It can also deal damage to teammates if it is reflected off of a Nullifier Crewman's shield.

Tips

  • While direct hits from the Alternate Fire deal significantly reduced damage, the guaranteed Script error: The function "Proc" does not exist. proc can be used to momentarily stun a priority target, allowing for a follow-up shot.
  • Ivara's Navigator halves the distance that the grenade has to travel before an explosion.
  • The sound of the pump action when chambering the last shell in the magazine is noticeably different, providing an audible warning that reloading will be required.
  • With fully ranked Blunderbuss, Critical Deceleration and active Laser Sight Corinth's primary fire can reach over 100% critical chance ( 107.4% to be precise)
  • The Corinth's alt-fire can effectively set up enemies for finishers. This makes it useful when accompanied by any melee weapon with Mod TT 20px Finishing Touch

Trivia

  • While shell-fed shotguns (the Strun Strun series) and pump-action shotguns (the ArcaPlasmor Arca Plasmor) have always existed in WARFRAME, the Corinth is the first "true" pump-action, shell-fed shotgun in the game.
  • As mentioned in Devstream 102, the Corinth's firing SFX includes a lion's roar.
    • Interestingly, the Primary Fire's SFX is similar to that of the Protecta, a pump-action shotgun featured in Dark Sector.
  • In antiquity, Corinth was a Greek city-state and is currently the capital city of the Corinthia region.
    • Though the use of the city-state's name bears no direct reference, Ancient Corinth was involved in the Trojan War and among its participants was Odysseus, the legendary king of Ithaca. Thus, the Corinth's name is an indirect nod to the Ithaca 37, one of the most prolific pump-action shotguns ever produced.
    • The Ithaca 37 is notable for having a dual purpose ejection/loading port located beneath its receiver, whereas the Corinth also has an ejection/loading port located on top of its receiver instead.
  • The weapon deals predominantly puncture damage, despite being labeled as a Buckshot firearm. Buckshot fires low-velocity metal balls called "shot", which cannot be supplemented by rifled barrels. In a real-world scenario, it would be highly ineffective in penetrating armor.

Bugs

  • While reloading, firing at the right time will sometimes not stop the reload process.
  • If you try to manually reload the weapon right after you fired the shotgun, the weapon will start to reload on it's own after a short delay. However, manually reloading the weapon right after you fired a grenade will not make the weapon reload on it's own, making another manual reload necessary after a short delay.
  • Specters equipped with the Corinth will animate reloading one shell but will refill the entire magazine.
  • Secondary fire still has the pump action animation, but has no pump sound.

Media

Corinth Skins

Edit

Patch History

Update 25.7 (2019-08-29)

  • Fixed shotgun shells floating if Corinth’s reload was interrupted.
  • Fixed Mirage’s Hall of Mirror clones sometimes using their Primary Fire instead of Alt Fire for the Corinth
  • Fixed reload circle filling instantly for weapons that reload individually (Corinth), instead of filling up individually for each round loaded.

Update 24.6 (2019-04-04)

  • Adjusted left hand position when holding the Corinth.

Update 24.4 (2019-03-08)

  • Corinth Mastery Rank requirement reduced to 8 from 10.

Hotfix 24.2.7 (2018-01-09)

  • Fixed lingering FX on the Corinth Alt-Fire.

Hotfix 24.2.3 (2018-12-19)

  • Fixed occasional missing reload sounds for the Corinth.

Update 22.12 (2018-02-09)

  • Reduced aimed zoom for all shotguns apart from the Astilla
  • Fixed Corinth reloading only one shell when spamming the alt-fire button without having enough ammo to fire or having Auto Swap On Empty disabled.

Update 22.10 (2018-01-25)

  • Fixed Corinth showing Astilla model on the ground when disarmed.

Update 22.9 (2018-01-17)

  • Fixed only reloading 1 bullet (instead of the whole magazine) if you use alt fire on the Corinth while reloading the first bullet.

Hotfix 22.8.3 (2018-01-11)

  • Fixed alt-fire short circuiting reload loops. This was specifically happening with the Corinth.

Update 22.8 (2017-12-21)

  • Introduced.

Last updated: Update 24.5 (2019-03-14)