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|normal critical chance =
 
|normal critical chance =
 
|normal critical damage =
 
|normal critical damage =
|normal status chance =
+
|normal status chance =6.0
 
|normal punchthrough =
 
|normal punchthrough =
 
|normal radius =
 
|normal radius =
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'''Advantages:'''
 
'''Advantages:'''
*Primary Fire shoots a wide-spread close-ranged buckshot:
+
*Primary Fire shoots a wide-spread, close-ranged buckshot:
 
**High {{Icon|Proc|Puncture|Text}} and good {{Icon|Proc|Slash|Text}} damage – effective against [[armor]] and [[health]].
 
**High {{Icon|Proc|Puncture|Text}} and good {{Icon|Proc|Slash|Text}} damage – effective against [[armor]] and [[health]].
**Tied with {{Weapon|Fulmin}} for the highest [[critical chance]] of all shotguns (however, the {{Weapon|Fulmin}} counts as a assault rifle in terms of weapon type).
+
**Highest [[critical chance]] and [[critical multiplier]] of all shotguns.
**Highest [[critical multiplier]] of all shotguns.
 
 
**Tied with {{Weapon|Hek}} and {{Weapon|Vaykor Hek}} for the narrowest pellet spread of all shotguns.
 
**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]]).
+
*[[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.
+
**The 20 meter minimum arming distance mitigates [[Stagger|self-stagger]].
 
**High {{Icon|Proc|Blast|Text}} damage – effective against [[Machinery]] and [[Fossilized]].
 
**High {{Icon|Proc|Blast|Text}} damage – effective against [[Machinery]] and [[Fossilized]].
 
**Very high [[status chance]].
 
**Very high [[status chance]].
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'''Disadvantages:'''
 
'''Disadvantages:'''
 
*Primary Fire:
 
*Primary Fire:
  +
**Low overall [[status chance]].
 
**Has linear damage falloff from 100% to 33% from 18m to 36m target distance (distances are affected by [[projectile flight speed]]).
 
**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]]:
 
*[[Alternate Fire]]:
 
**Innate {{Icon|Proc|Blast|Text}} damage – less effective against [[Ferrite Armor]] and [[Infested Sinew]].
 
**Innate {{Icon|Proc|Blast|Text}} damage – less effective against [[Ferrite Armor]] and [[Infested Sinew]].
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****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.
 
****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.
 
**Grenade only explodes in midair; does not explode if it hits a surface or an enemy.
 
**Grenade only explodes in midair; does not explode if it hits a surface or an enemy.
  +
**Grenades have travel time, heavy arcing, and needs to travel 20m before being explosive.
  +
***A grenade hitting an enemy without exploding causes much less damage compared to the explosion.
 
**Extremely low [[critical chance]].
 
**Extremely low [[critical chance]].
 
**Low [[critical multiplier]].
 
**Low [[critical multiplier]].
**Explosions can cause self-damage.
+
**Explosion inflicts [[Stagger|self-stagger]].
***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.
+
***Minimum travel length of 20 meters before being explosive should prevent accidental self-stagger unless rapidly moving towards the grenade's impact area before it explodes.
  +
**Explosion has linear damage falloff from 100% to 10% from central impact.
 
*Low magazine size.
 
*Low magazine size.
 
*Second slowest [[fire rate]] of all shotguns, after {{Weapon|Arca Plasmor}}.
 
*Second slowest [[fire rate]] of all shotguns, after {{Weapon|Arca Plasmor}}.
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**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. 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.
+
*The Air Burst's explosion can inflict self-stagger, although its distance-based fuse makes this very unlikely to occur. This can occur when accelerating while in [[Archwing Launcher|Sky Archwing]] mode.
   
 
==Tips==
 
==Tips==
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*Ivara's Navigator halves the distance that the grenade has to travel before an 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.
 
*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 )
+
*With fully ranked {{M|Blunderbuss}}, {{M|Critical Deceleration}} and active {{M|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==
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Warframe - CORINTH BUILD - Highest Critical Everything
 
Warframe - CORINTH BUILD - Highest Critical Everything
 
Hunter Munitions On Corinth A Deal Breaker? (My New Build)
 
Hunter Munitions On Corinth A Deal Breaker? (My New Build)
  +
Warframe - All Tenno Primaries - Weapon Animations & Sounds (2012 - 2019)
  +
Warframe - All Tenno Weapon Reloads in 3 minutes (2012 - 2019)
 
</gallery>
 
</gallery>
  +
  +
{{SkinGallery}}
   
 
==Patch History==
 
==Patch History==
 
{{Scrollbox/Article|
 
{{Scrollbox/Article|
  +
{{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.''
  +
  +
;Greater than 100% Status having meaning:
  +
Shotguns have a unique Role here based on a very patch-work history with how they interact with Status Chance. A Shotgun that shoots 99% Status Chance would give you 35% (roughly) status per pellet. 100% Status Gives you 100% Status per pellet. This huge jump in performance happens with just a 1% gain - why? Well, to answer that we have to look at our choice to make what the UI conveys reality. It would feel broken to shoot a Shotgun with 100% Status and not see a perfect spread of Effects. In reality, to make Status consistent we have to treat Shotguns as a special case.
  +
  +
Shotguns as a special case means we have buffed the Status Chance of all Shotguns by x3 or greater. The UI now behaves to show the reality that you are determining Status Chance per pellet.
  +
*(Undocumented) Status chance per projectile increased from 2% to 6%.
  +
 
{{ver|25.7}}
 
{{ver|25.7}}
 
*Fixed shotgun shells floating if Corinth’s reload was interrupted.
 
*Fixed shotgun shells floating if Corinth’s reload was interrupted.
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[[de:Corinth]]
 
[[de:Corinth]]
 
[[es:Corinth]]
 
[[es:Corinth]]
  +
[[fr:Corinth]]
 
[[Category:Update 22]]
 
[[Category:Update 22]]
 
[[Category:Tenno]]
 
[[Category:Tenno]]

Revision as of 21:13, 17 March 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 minimum arming distance mitigates self-stagger.
    • 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:
    • Low overall status chance.
    • Has linear damage falloff from 100% to 33% from 18m to 36m target distance (distances are affected by projectile flight speed).
  • 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.
    • Grenades have travel time, heavy arcing, and needs to travel 20m before being explosive.
      • A grenade hitting an enemy without exploding causes much less damage compared to the explosion.
    • Extremely low critical chance.
    • Low critical multiplier.
    • Explosion inflicts self-stagger.
      • Minimum travel length of 20 meters before being explosive should prevent accidental self-stagger unless rapidly moving towards the grenade's impact area before it explodes.
    • Explosion has linear damage falloff from 100% to 10% from central impact.
  • 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-stagger, although its distance-based fuse makes this very unlikely to occur. This can occur when accelerating while in Sky Archwing mode.

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 Mod TT 20px Blunderbuss, Mod TT 20px Critical Deceleration and active Mod TT 20px 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 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.

Greater than 100% Status having meaning

Shotguns have a unique Role here based on a very patch-work history with how they interact with Status Chance. A Shotgun that shoots 99% Status Chance would give you 35% (roughly) status per pellet. 100% Status Gives you 100% Status per pellet. This huge jump in performance happens with just a 1% gain - why? Well, to answer that we have to look at our choice to make what the UI conveys reality. It would feel broken to shoot a Shotgun with 100% Status and not see a perfect spread of Effects. In reality, to make Status consistent we have to treat Shotguns as a special case.

Shotguns as a special case means we have buffed the Status Chance of all Shotguns by x3 or greater. The UI now behaves to show the reality that you are determining Status Chance per pellet.

  • (Undocumented) Status chance per projectile increased from 2% to 6%.

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)