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Lob a powerful fragmentary explosive charge
—In-game Description

The Dissic Scaffold (or community-denoted as "x6x") is a scaffold used in Amp construction, that allows the weapon to perform an alternate secondary fire function (default Mouse3 ). The Dissic fires a lobbed projectile that explodes on contact with the environment or an enemy and splits into multiple smaller explosive projectiles that fly outward away from the initial explosion.

The blueprint is sold by Little Duck for ReputationLarge 3,000 standing and requires a rank of Hand to purchase. It is also a possible rank-up reward for advancing to Hand with Vox Solaris.

Manufacturing Requirements
Credits64
5,000
CaldaToroid
3
HespazymAlloy
30
AtmoSystems
2
CharamoteSaganModule
6
Time: 1 hrs
Rush: Platinum64 10
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: ReputationLarge 3,000

Characteristics[]

This weapon deals mostly DmgVoidSmall64 Void damage.

Advantages:

  • Innate DmgVoidSmall64 Void damage – effective against Sentient-type enemies.
  • Highest status chance of all prism and scaffold parts.
  • Shots explode in a 12 meter radius on impact with a surface or enemy, then releases 10 additional explosive fragments that each deal 300 DmgVoidSmall64 Void damage
    • Initial hit and explosion apply status separately.
    • Explosion does not need direct line of sight to deal damage and will penetrate walls.
  • Pinpoint accuracy.
  • Does not use ammo pickups; energy regenerates over time.
    • Has a 2 second delay after the weapon stops firing before regenerating energy.
      • Regenerates 30 energy per second; takes 3.33 seconds to regenerate a fully depleted energy meter.
      • Can regenerate 15 energy between each shot if built with Plaga Brace.

Disadvantages:

  • Projectile has travel time with heavy arcing.
  • Lowest critical chance of all prism and scaffold parts.
  • Below average critical multiplier.
  • Explosion inflicts self-stagger.
  • Explosion has a headshot multiplier of 1x and cannot trigger headshot conditions.
  • Explosion has linear Damage Falloff from 100% to 40% from central impact.
  • Very high energy consumption, consumes 50 energy/second at base fire rate.
  • Has a 1 second delay of re-entering Void Mode after firing is stopped.

Patch History[]

Update 32.0 (2022-09-07)

Headshot Damage Changes

During playtesting, the ammo changes alone weren’t enough to significantly change things for AoE weapons. So instead of tightening these values to be overly restrictive, we chose to address other factors that make these weapons so strong, such as headshot damage.

Our approach here is two-fold, to reduce the impact of headshots for AOE weapons, but to also make precision headshots pack a larger punch overall.

  • Radial damage no longer gains extra headshot damage or triggers headshot conditions.
    • This is primarily targeted at the Ignis Wraith - as a “flamethrower” weapon, it’s hard to imagine a blanket of elements being precise enough to target weak points specifically. Explosive projectiles themselves can still land headshots, so there is still a reason to aim with most weapons for maximum damage.

Update 30.9 (2021-11-11)

Amp Recipe Reductions

This change is two fold: reduced crafting costs for Amp parts, and reduced Standing cost for purchasing parts. Our goal here is to make constructing an Amp more accessible to players by reducing resource demands. This is rooted firmly in the role upgrading your Amp plays in performing well in main quests like The Sacrifice as well as engaging in Focus Tree related content. Here are the changes below:

  • Dissic
    • Calda Toroid cost reduced from 5 to 3
    • Charamote Sagan Module cost reduced from 10 to 6
    • Atmo Systems cost reduced from 3 to 2
    • Hespazym Alloy cost reduced from 50 to 30

Update 29.5 (2020-11-19)

  • Reduced the self stagger range of the Dissic Scaffold.

Hotfix 27.2.2 (2020-03-06)
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:

  • Dissic Scaffold: 60%

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.

Update 24.2 (2018-12-18)

  • Introduced.
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