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{{Top|Lotus|Tenno|Tenno|Weapon|Weapons|Weapons}}
 
{{Top|Lotus|Tenno|Tenno|Weapon|Weapons|Weapons}}
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{{PrimeAccess}}
 
{{WeaponInfoboxAutomatic
 
{{WeaponInfoboxAutomatic
 
<!--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)-->
 
<!--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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|disposition =
 
|disposition =
   
<!--Normal Attacks-->
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<!--Buckshot-->
 
|normal impact =
 
|normal impact =
 
|normal puncture =
 
|normal puncture =
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|normal critical chance =
 
|normal critical chance =
 
|normal critical damage =
 
|normal critical damage =
|normal status chance =6.0
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|normal status chance =
 
|normal punchthrough =
 
|normal punchthrough =
 
|normal radius =
 
|normal radius =
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|normal ammo cost =
 
|normal ammo cost =
   
<!--Area Attacks-->
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<!--Air Burst Projectile-->
 
|area impact =
 
|area impact =
 
|area puncture =
 
|area puncture =
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|area falloff =
 
|area falloff =
 
|area ammo cost =
 
|area ammo cost =
 
|area fire rate =
   
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<!--Air Burst Explosion-->
<!--Secondary Area Attacks (For 2-stage explosions like Lenz or Kulstar)-->
 
 
|secondaryarea impact =
 
|secondaryarea impact =
 
|secondaryarea puncture =
 
|secondaryarea puncture =
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|secondaryarea duration =
 
|secondaryarea duration =
 
|secondaryarea falloff =
 
|secondaryarea falloff =
 
<!--Secondary Attacks-->
 
|secondary impact =
 
|secondary puncture =
 
|secondary slash =
 
|secondary element =
 
|secondary damage =
 
|secondary pellet count =
 
|secondary burst count =
 
|secondary critical chance =
 
|secondary critical damage =
 
|secondary status chance =
 
|secondary punchthrough =
 
|secondary radius =
 
|secondary duration =
 
|secondary falloff =
 
|secondary charge time =
 
|secondary fire rate =
 
|secondary trigger =
 
|secondary ammo cost =
 
   
 
<!--Miscellaneous-->
 
<!--Miscellaneous-->
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|introduced =
 
|introduced =
 
}}
 
}}
{{Codex|Deliver a massive punch with each blast of this shotgun, or launch a round that explodes mid-air knocking down nearby enemies.}}
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{{Codex|Heavy in the hand with a bone-crushing kickback. This Prime version of this shotgun adds remote detonation of the weapon's airburst round.}}
   
The '''Corinth Prime''' is the [[Primed]] variant of the {{Weapon|Corinth}} 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]].
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The '''Corinth Prime''' is the [[prime]]d variant of the {{Weapon|Corinth}} shotgun with improved [[status chance]], magazine size, buckshot [[fire rate]], and air burst damage, and removes the air burst's distance limitation to be manually detonated mid-flight with [[Alternate Fire]], but the air burst has reduced fire rate and consumes more ammunition per shot and the weapon reloads the entire magazine all at once instead of individually with slower [[reload speed]]. Corinth Prime was released alongside {{WF|Titania Prime}} and {{Weapon|Pangolin Prime}}.
   
 
{{BuildAutomatic|type=Weapon}}
 
{{BuildAutomatic|type=Weapon}}
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*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 &ndash; effective against [[armor]] and [[health]].
 
**High {{Icon|Proc|Puncture|Text}} and good {{Icon|Proc|Slash|Text}} damage &ndash; effective against [[armor]] and [[health]].
**Highest [[critical chance]] and [[critical multiplier]] of all shotguns.
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**Tied with {{Weapon|Corinth}} for the highest [[critical chance]] and [[critical multiplier]] of all shotguns.
 
**Good overall [[status chance]].
 
**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]]).
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*[[Alternate Fire]] launches a grenade that creates a '''9.8''' meter area of effect explosion after remotely detonated with Alternate Fire.
 
**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 minimum arming distance mitigates [[Stagger|self-stagger]].
 
 
**High {{Icon|Proc|Blast|Text}} damage &ndash; effective against [[Machinery]] and [[Fossilized]].
 
**High {{Icon|Proc|Blast|Text}} damage &ndash; effective against [[Machinery]] and [[Fossilized]].
**Very high [[status chance]].
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**Extremely high status chance.
 
*Large magazine size.
*Reloads one shell at a time, which can be interrupted at any point, allowing for planned reloading.
 
 
*Innate two {{Icon|Pol|V}} and one {{Icon|Pol|Bar}} polarities.
**Reload time of 0.22 seconds for each shell, plus 1.2 seconds to begin/end reload.
 
*Innate two {{Icon|Pol|V}} polarities.
 
   
 
'''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]]).
 
*[[Alternate Fire]]:
 
*[[Alternate Fire]]:
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***Physical contact with the grenade deals lower {{Icon|Proc|Impact|Text}} damage.
 
***Physical contact with the grenade deals lower {{Icon|Proc|Impact|Text}} damage.
 
***Damage cannot be increased with {{Icon|Proc|Puncture|Text}} or {{Icon|Proc|Slash|Text}} mods.
 
***Damage cannot be increased with {{Icon|Proc|Puncture|Text}} or {{Icon|Proc|Slash|Text}} mods.
  +
***Direct impact has very low critical chance and average critical multiplier.
 
****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.
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**Grenades have travel time, heavy arcing, and needs to be manually detonated.
 
***A grenade hitting an enemy without exploding causes much less damage compared to the explosion.
 
***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]].
 
**Explosion inflicts [[Stagger|self-stagger]].
 
**Explosion inflicts [[Stagger|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.
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***Manual detonation should prevent accidental self-stagger unless mistiming or rapidly moving towards the grenade's impact area before it explodes.
 
**Explosion has linear damage falloff from 100% to 10% from central impact.
 
**Explosion has linear damage falloff from 100% to 10% from central impact.
  +
**Consumes '''4''' ammunition per shot.
*Low magazine size.
 
  +
*Slow [[reload speed]].
*Second slowest [[fire rate]] of all shotguns, after {{Weapon|Arca Plasmor}}.
 
  +
*Reloading the weapon has a short delay before it begins.
 
  +
{{WeaponComparison|Corinth}}
  +
**Air Burst Explosion:
  +
***Higher base damage (2200.0 vs. 404.0)
  +
***Higher status chance (50% vs. 28%)
  +
***Lower fire rate (0.667 vs. 1.17)
  +
***Larger range (9.8m vs. 9.4m)
   
 
{{WeaponBuildSection}}
 
{{WeaponBuildSection}}
   
 
==Notes==
 
==Notes==
  +
*The Air Burst is fired using [[Alternate Fire]], and then manually detonated with Alternate Fire again. It will not explode if hitting a surface, an enemy or a corpse.
*Reload time is 1.2s + 0.22s per round, coming to 2.3 total seconds to reload a completely empty mag.
 
 
**Explosion radius is around '''9.8''' meters.
**This time will further increase if magazine mods such as {{M|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 Prime 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 Prime with [[Punch Through]] does '''not''' allow the grenades to pass through enemies or objects.
 
*Modding the Corinth Prime with [[Punch Through]] does '''not''' allow the grenades to pass through enemies or objects.
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*The grenade ''does'' explode on its own, but only after traveling about '''90''' meters in its 2 second lifespan. Improving [[Projectile Flight Speed]] will increase the distance it will travel before exploding on its own and vice versa if flight speed is ''reduced'' the grenade will explode closer to the player.
*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.
 
  +
**Reducing flight speed will also decrease the minimum and maximum ranges in which falloff occurs on the normal fire, which is not recommended.
   
 
==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 an explosion.
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*{{WF|Ivara}}'s {{A|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.
 
*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}}.
 
*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==
  +
*The barrel is shaped like a [[Void Key]].
 
 
==Bugs==
 
 
   
 
==Media==
 
==Media==
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==Patch History==
 
==Patch History==
 
{{Scrollbox/Article|
 
{{Scrollbox/Article|
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{{ver|27.4}}
  +
*Made some slight changes to Corinth Prime’s sound mix.
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*Fixed the Corinth Prime playing an Alt Fire animation that does no damage if only 3 shots are left with no Ammo remaining.
  +
  +
{{ver|27.3.13}}
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*Fixed the Corinth Prime Alt fire grenades shooting out sideways.
  +
  +
{{ver|27.3.11}}
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*Fixed the Corinth Prime alt-fire Projectile having incorrect orientation.
  +
  +
{{ver|27.3.10}}
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*Fixed holding the Corinth Prime incorrectly if the Solstice Skin is equipped on it.
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  +
{{ver|27.3.9}}
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*Fixed Corinth Prime Alt Fire not being affected by Multishot Mods.
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  +
{{ver|27.3.8}}
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*Fixed the Corinth Prime missing its pump action animation.
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{{ver|27.3.6}}
 
{{ver|27.3.6}}
 
*Introduced.
 
*Introduced.
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{{WeaponNav}}
 
{{WeaponNav}}
 
__NOTOC__
 
__NOTOC__
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[[es:Corinth Prime]]
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[[Category:Update 27]]
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[[Category:Blast Damage Weapons]]

Revision as of 13:31, 9 May 2020

PrimeAccessSignNew
Corinth Prime is available from Prime Access for a limited time.
Please click here for more information about the latest Prime Access offers on the official WARFRAME website.
AladVPortrait d
“Market forces dictate that you need to evolve or die.”
Corinth Prime is Vaulted.
The Void Relics for this item have been removed from the drop tables and do not drop during missions at this time. Check the current Prime Resurgence rotation to see if Varzia offers relics for this item. Vaulted Void Relics already contained in player inventories are not affected and can still be either opened or traded between players.

Heavy in the hand with a bone-crushing kickback. This Prime version of this shotgun adds remote detonation of the weapon's airburst round.

The Corinth Prime is the primed variant of the Corinth Corinth shotgun with improved status chance, magazine size, buckshot fire rate, and air burst damage, and removes the air burst's distance limitation to be manually detonated mid-flight with Alternate Fire, but the air burst has reduced fire rate and consumes more ammunition per shot and the weapon reloads the entire magazine all at once instead of individually with slower reload speed. Corinth Prime was released alongside TitaniaPrimeIcon272 Titania Prime and PangolinPrime Pangolin Prime.


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
15,000
GenericGunPrimeReceiver
1
GenericGunPrimeBarrel
1
GenericGunPrimeStock
1
OrokinCell
10
Time: 12 Hour(s)
Rush: PlatinumLarge 50
MarketIcon Market Price: PlatinumLarge N/A Blueprint2 Blueprints Price:N/A

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:
  • Alternate Fire launches a grenade that creates a 9.8 meter area of effect explosion after remotely detonated with Alternate Fire.
    • Physical contact with the grenade has a guaranteed Script error: The function "Proc" does not exist. proc.
    • High Script error: The function "Proc" does not exist. damage – effective against Machinery and Fossilized.
    • Extremely high status chance.
  • Large magazine size.
  • Innate two Script error: The function "Pol" does not exist. and one 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).
  • 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.
      • Direct impact has very low critical chance and average critical multiplier.
        • 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 be manually detonated.
      • 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.
      • Manual detonation should prevent accidental self-stagger unless mistiming or rapidly moving towards the grenade's impact area before it explodes.
    • Explosion has linear damage falloff from 100% to 10% from central impact.
    • Consumes 4 ammunition per shot.
  • Slow reload speed.

Comparisons:

  • CorinthPrime Corinth Prime (Buckshot), compared to Corinth Corinth (Buckshot):
    • Equal base damage
    • Higher base status chance (9.00% vs. 6.00%)
    • Higher burst DPS (1180.87 vs. 972.97)
    • Higher sustained DPS (973.51 vs. 632.53)
    • Higher fire rate (1.420 attacks/sec vs. 1.170 attacks/sec)
    • Larger magazine (20 vs. 5)
    • Smaller max ammo capacity (120 vs. 135)
    • Slower reload time (3.00 s vs. 2.30 s)
    • More polarities (Madurai PolMadurai PolNaramon Pol vs. Madurai PolMadurai Pol)
    • Higher Mastery Rank required (14 vs. 8)
    • Lower disposition (●●●○○ (1.00x) vs. ●●●●○ (1.15x))
    • Air Burst Explosion:
      • Higher base damage (2200.0 vs. 404.0)
      • Higher status chance (50% vs. 28%)
      • Lower fire rate (0.667 vs. 1.17)
      • Larger range (9.8m vs. 9.4m)
Lotusiconsmall
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.

Notes

  • The Air Burst is fired using Alternate Fire, and then manually detonated with Alternate Fire again. It will not explode if hitting a surface, an enemy or a corpse.
    • Explosion radius is around 9.8 meters.
  • Modding the Corinth Prime with Punch Through does not allow the grenades to pass through enemies or objects.
  • The grenade does explode on its own, but only after traveling about 90 meters in its 2 second lifespan. Improving Projectile Flight Speed will increase the distance it will travel before exploding on its own and vice versa if flight speed is reduced the grenade will explode closer to the player.
    • Reducing flight speed will also decrease the minimum and maximum ranges in which falloff occurs on the normal fire, which is not recommended.

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.
  • IvaraIcon272 Ivara's Navigator130xWhite 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 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

Media



Corinth Prime Skins

Edit

Patch History

Update 27.4 (2020-05-01)

  • Made some slight changes to Corinth Prime’s sound mix.
  • Fixed the Corinth Prime playing an Alt Fire animation that does no damage if only 3 shots are left with no Ammo remaining.

Hotfix 27.3.13 (2020-04-14)

  • Fixed the Corinth Prime Alt fire grenades shooting out sideways.

Hotfix 27.3.11 (2020-04-09)

  • Fixed the Corinth Prime alt-fire Projectile having incorrect orientation.

Hotfix 27.3.10 (2020-04-08)

  • Fixed holding the Corinth Prime incorrectly if the Solstice Skin is equipped on it.

Hotfix 27.3.9 (2020-04-07)

  • Fixed Corinth Prime Alt Fire not being affected by Multishot Mods.

Hotfix 27.3.8 (2020-04-02)

  • Fixed the Corinth Prime missing its pump action animation.

Hotfix 27.3.6 (2020-03-31)

  • Introduced.