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{{WeaponInfoboxAutomatic |
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+ | |||
+ | <!-- |
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---!!!!!---INSTRUCTIONS---!!!!!--- |
---!!!!!---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. |
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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+ | <!--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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+ | |disposition = |
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+ | |melee range = |
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+ | |combo duration = |
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+ | |block angle = |
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+ | |follow through = |
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+ | |||
+ | <!--Normal Attacks--> |
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+ | |normal impact = |
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+ | |normal puncture = |
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+ | |normal slash = |
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+ | |normal element = |
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+ | |normal damage = |
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+ | |normal pellet count = |
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+ | |normal burst count = |
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+ | |normal critical chance = |
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+ | |normal critical damage = |
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+ | |normal status chance = |
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+ | |normal punchthrough = |
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+ | |normal radius = |
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+ | |normal duration = |
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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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+ | |||
+ | <!--Slam Melee Attacks--> |
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+ | |slam attack = |
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+ | |slam radial damage = |
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+ | |slam radius = |
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+ | |||
+ | |||
+ | <!--Heavy Melee Attacks--> |
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+ | |heavy attack = |
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⚫ | |||
+ | |heavy slam attack = |
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+ | |heavy slam radial damage = |
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+ | |heavy slam radius = |
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+ | |||
+ | <!--Other Melee Attacks--> |
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+ | |slide attack = |
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+ | |wall 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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+ | |exilus polarity = |
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+ | |stance polarity = |
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+ | |users = |
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+ | |introduced = |
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}} |
}} |
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{{Codex|The Dakra Prime is a Tenno forged weapon, crafted during the Time of the Orokin. It is renowned for speed, power and the ability to hit multiple targets.}} |
{{Codex|The Dakra Prime is a Tenno forged weapon, crafted during the Time of the Orokin. It is renowned for speed, power and the ability to hit multiple targets.}} |
Revision as of 20:44, 6 December 2019
“Market forces dictate that you need to evolve or die.”
Dakra 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.
“Market forces dictate that you need to evolve or die.”
Dakra 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.
The Dakra Prime is a standalone Prime sword sporting high damage and impressive critical chance and critical multiplier.
This weapon can be sold for 5,000.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
15,000 |
1 |
1 |
15 |
Time: 12 Hour(s) | |
Rush: 50 | |||||
Market Price: N/A | Blueprints Price:N/A |
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 health.
- Highest critical chance of all swords.
- Second highest critical multiplier of all swords, behind Skana Prime.
- Good status chance.
- Stance slot has Script error: The function "Pol" does not exist. polarity, matches Crimson Dervish, Swooping Falcon and Vengeful Revenant.
- Innate Script error: The function "Pol" does not exist. and Script error: The function "Pol" does not exist. polarities.
Disadvantages:
- Low Script error: The function "Proc" does not exist. and Script error: The function "Proc" does not exist. damage – less effective against shields and armor.
Comparisons:
- Dakra Prime (Normal Attack), compared to Dex Dakra (Normal Attack):
- Higher base damage (170.00 vs. 142.00)
- Higher total damage (170 vs. 142)
- Higher base critical chance (36.00% vs. 16.00%)
- Higher base critical multiplier (2.40x vs. 2.00x)
- Lower base status chance (18.00% vs. 24.00%)
- Higher attack speed (1.00x animation speed vs. 0.88x animation speed)
- Lower Block Angle (55° vs. 60°)
- Higher Follow Through (0.6x vs. 0.5x)
- Different Stance Polarity ( vs. )
- More polarities ( vs. )
- Higher Mastery Rank required (10 vs. 6)
- Lower disposition (●●●○○ (1.10x) vs. ●●●●● (1.35x))
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.
Trivia
- The Dakra Prime resembles a Sabre, however there is no obvious crossguard. Alternatively, the Dakra Prime's design may also be based on the Khanda.
- This weapon was formerly named "Dakka Prime" before Update 10.0 (2013-09-13). The original name is derived from Dhaka, the capital of Bangladesh. The weapon was renamed because players felt confused about the name, "dakka" being a term for firepower derived from the distinct firing sound of a machine gun.
- In-game files refer to the Dakra Prime as Cronus Prime.
- There was a bug where crafting the Dakra Prime would result in the user receiving an Orthos Prime until it was fixed (albeit undocumented) in Hotfix 10.0.4 (2013-09-17).
Media
Dakra Prime Skins
Vaultings
- On June 29, 2015, it was announced that the Dakra Prime would enter the Prime Vault and be retired from the reward tables on July 7, 2015. Any preexisting components or fully-built weapons will remain as is.
- Dakra Prime, along with Mag Prime and Boar Prime, was again accessible from June 28th 2016 to July 26th, 2016 when the Prime Vault was unsealed.
- Dakra Prime along with Boar Prime, Rhino Prime, Mag Prime, Ankyros Prime, and Boltor Prime, was again accessible from June 27th, 2017 to August 1st, 2017.
- Dakra Prime, along with Mag Prime, Nova Prime, Soma Prime, Boar Prime, and Vasto Prime, were unvaulted from November 13, 2018 to January 29, 2019.
Patch History
Update 26.0 (2019-10-31)
- Mastery Rank increased from 6 to 10.
- Damage increased from 60 to 170.
- Range increased from 1 to 2.5.
- Status Chance increased from 10% to 18%.
- Critical Chance increased from 15% to 36%.
- Critical Damage increased from 1.5x to 2.4x.
- Slam Attack increased from 120 to 510.
- Slide Attack increased from 129 to 170.
- Parry Angle set to 55.
Hotfix 10.0.4 (2013-09-17)
- Dakka Prime is now called Dakra Prime.
- Fixed a bug where claiming the Dakra Prime in the Foundry would give an Orthos Prime.
Update 10.0 (2013-09-13)
- Introduced.
See Also
- Dex Dakra, the limited edition counterpart of this sword.
- Cronus, the possible original counterpart.