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m (Reverted edits by Hennils (talk) to last version by Shadowblade777)
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'''Disadvantages:'''
 
'''Disadvantages:'''
*Innate {{Icon|Proc|Void|text}} damage – less effective against [[Damage/Cloned Flesh|Cloned Flesh]], [[Damage/Robotic|Robotic]], and [[Damage/Fossilized|Fossilized]].
+
*Innate {{Icon|Proc|Void|text}} damage – less effective against [[Cloned Flesh]], [[Machinery]], and [[Fossilized]].
 
*Projectile has travel time with heavy arcing.
 
*Projectile has travel time with heavy arcing.
 
*Lowest [[critical chance]] of all prism and scaffold parts.
 
*Lowest [[critical chance]] of all prism and scaffold parts.

Revision as of 22:35, 8 March 2020

Lob a powerful fragmentary explosive charge
—In-game Description

The Dissic Scaffold 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
5
HespazymAlloy
50
AtmoSystems
3
"Sagan Module" wasn't found in Module:Resources/data
10
Time: 1 hrs
Rush: Platinum64 10
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: "standing" wasn't found in Module:Resources/data 3,000

Characteristics

This weapon deals mostly Script error: The function "Proc" does not exist. damage.

Advantages:

  • Innate Script error: The function "Proc" does not exist. damage – effective against Sentient-type enemies.
  • Shots have an explosion radius of 12 meters and spawn additional explosive fragments.
  • Highest status chance of all prism and scaffold parts.
  • 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:

  • Innate Script error: The function "Proc" does not exist. damage – less effective against Cloned Flesh, Machinery, and Fossilized.
  • 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 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

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.