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{{Top|Enemy|Corpus|Corpus|Weapon|Weapons|Weapons}} |
{{Top|Enemy|Corpus|Corpus|Weapon|Weapons|Weapons}} |
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{{WeaponInfoboxAutomatic |
{{WeaponInfoboxAutomatic |
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− | <!-- |
+ | <!--overrides 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)--> |
|name = |
|name = |
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|slam attack = |
|slam attack = |
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|slam radius = |
|slam radius = |
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− | |slide attack = |
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|slide attack = |
|slide attack = |
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{{Codex|Discharge a rail of ionized death or throw the Ferrox like a spear and create a localized field of attraction no enemy can escape from.}} |
{{Codex|Discharge a rail of ionized death or throw the Ferrox like a spear and create a localized field of attraction no enemy can escape from.}} |
||
− | The '''Ferrox''' is a |
+ | The '''Ferrox''' is a {{Icon|Faction|Corpus|text}} Speargun introduced and wielded by [[The Index|Index]] broker [[Derim Zahn]]. The primary fire features a charged thin beam that deals high damage, complimented by its high critical stats. Its [[Alternate Fire]] tosses the Ferrox as far as 50 meters, creating an {{Icon|Proc|Electricity|Text}} field where it lands and pulls enemies towards it. |
− | |||
⚫ | |||
− | |||
⚫ | |||
==Characteristics== |
==Characteristics== |
||
Line 173: | Line 168: | ||
*Primary Fire charges and shoots thin beams. |
*Primary Fire charges and shoots thin beams. |
||
**High {{Icon|Proc|Puncture|Text}} damage – effective against [[armor]]. |
**High {{Icon|Proc|Puncture|Text}} damage – effective against [[armor]]. |
||
− | **Beams are hitscan |
+ | **Beams are hitscan and do not have [[Projectile Speed|projectile travel time]], despite the animation. |
**Very high [[critical chance]] and [[critical multiplier]]. |
**Very high [[critical chance]] and [[critical multiplier]]. |
||
− | **Innate 1.5 meter [[ |
+ | **Innate 1.5 meter [[punch through]]. |
− | **Shots |
+ | **Shots explode in a '''3.6''' meter radius after reaching maximum [[punch through]] distance. |
+ | ***Explosion can benefit from {{M|Cautious Shot}}. |
||
− | ***Does not inflict self-damage. |
||
**Very fast charge speed. |
**Very fast charge speed. |
||
**Vaporizes enemies on kill, making it good for [[stealth]] when silenced. |
**Vaporizes enemies on kill, making it good for [[stealth]] when silenced. |
||
− | *[[Alternate Fire]] throws the Ferrox, creating a field dealing {{Icon|Proc|Electricity|Text}} damage and |
+ | *[[Alternate Fire]] throws the Ferrox, creating a field dealing {{Icon|Proc|Electricity|Text}} damage and pulling enemies within '''10''' meters toward the Ferrox every '''2''' seconds. |
**Innate {{Icon|Proc|Electricity|Text}} damage – effective against [[Machinery]] and [[Robotic]]. |
**Innate {{Icon|Proc|Electricity|Text}} damage – effective against [[Machinery]] and [[Robotic]]. |
||
− | **High {{Icon|Proc|Impact|Text}} damage – effective against [[ |
+ | **High {{Icon|Proc|Impact|Text}} damage – effective against [[shields]]. |
**Very high [[status chance]]. |
**Very high [[status chance]]. |
||
− | ***Can reach 100% status chance with {{M|Thermite Rounds}}, {{M|Rime Rounds}}, {{M|High Voltage}}, and {{M|Malignant Force}}. |
||
⚫ | |||
**Consumes no ammunition. |
**Consumes no ammunition. |
||
⚫ | |||
*Very ammo efficient. |
*Very ammo efficient. |
||
*Innate {{Icon|Pol|V}} and {{Icon|Pol|D}} polarities. |
*Innate {{Icon|Pol|V}} and {{Icon|Pol|D}} polarities. |
||
Line 192: | Line 186: | ||
'''Disadvantages:''' |
'''Disadvantages:''' |
||
*Primary Fire: |
*Primary Fire: |
||
− | **Low {{Icon|Proc|Impact|Text}} damage – less effective against [[ |
+ | **Low {{Icon|Proc|Impact|Text}} damage – less effective against [[shields]]. |
**Low [[status chance]]. |
**Low [[status chance]]. |
||
+ | **Explosion inflicts [[Stagger|self-stagger]]. |
||
⚫ | |||
+ | **Explosion has linear damage falloff from 100% to 60% from central impact. |
||
+ | **Explosion range cannot be increased with {{M|Firestorm}} ({{M|Primed Firestorm|Primed}}) and {{M|Amalgam Furax Body Count}}. |
||
⚫ | |||
**Cannot fire with a partial charge. |
**Cannot fire with a partial charge. |
||
**The weapon fires as soon as it has reached a full charge which can lead to premature firing. |
**The weapon fires as soon as it has reached a full charge which can lead to premature firing. |
||
*[[Alternate Fire]]: |
*[[Alternate Fire]]: |
||
− | **Innate {{Icon|Proc|Electricity|Text}} damage – less effective against [[Alloy Armor]]. |
+ | **Innate {{Icon|Proc|Electricity|Text}} damage – less effective against [[Alloy Armor]]. |
− | **Low {{Icon|Proc|Puncture|Text}} damage – less effective against [[armor]]. |
||
**Extremely low [[critical chance]]. |
**Extremely low [[critical chance]]. |
||
**Once thrown, the player will not be able to use it until it is either picked up or when it returns to the player's hands after '''10''' seconds if quick thrown or '''30''' seconds if charged thrown. |
**Once thrown, the player will not be able to use it until it is either picked up or when it returns to the player's hands after '''10''' seconds if quick thrown or '''30''' seconds if charged thrown. |
||
**Thrown spear has travel time. |
**Thrown spear has travel time. |
||
+ | **The electricity field created by throwing has a flat 50% status chance that cannot be increased using mods. |
||
+ | |||
+ | ==Acquisition== |
||
+ | The Ferrox's blueprint can be [[research]]ed from the [[Research/Energy Lab|Energy Lab]] in the [[dojo]]. |
||
+ | |||
⚫ | |||
⚫ | |||
==Notes== |
==Notes== |
||
*The Ferrox' alternate fire throws the weapon itself at the target, and upon landing on a surface arcs of electricity will emit from the Ferrox and chain to enemies within '''10''' meters, dealing '''150''' {{Icon|Proc|Electricity|text}} damage every '''2''' seconds with a moderate chance to proc. Enemies under this effect will also be passively dragged towards the Ferrox. |
*The Ferrox' alternate fire throws the weapon itself at the target, and upon landing on a surface arcs of electricity will emit from the Ferrox and chain to enemies within '''10''' meters, dealing '''150''' {{Icon|Proc|Electricity|text}} damage every '''2''' seconds with a moderate chance to proc. Enemies under this effect will also be passively dragged towards the Ferrox. |
||
**The damage's tick rate is affected by fire rate mods. |
**The damage's tick rate is affected by fire rate mods. |
||
− | **Multishot |
+ | **Multishot, critical damage, critical chance, and [[status chance]] have '''no effect''' on this mode. The only way to boost this alternate mode is through elemental damage, pure damage increases, faction damage mods, and fire rate. |
*The Ferrox automatically teleports back to the player 30 seconds after being thrown, or until the player manually picks the Ferrox back up again. |
*The Ferrox automatically teleports back to the player 30 seconds after being thrown, or until the player manually picks the Ferrox back up again. |
||
− | **Throwing the weapon does not consume ammo. |
+ | **Throwing the weapon does not consume ammo, however at least 1 ammo is required to perform the throw. |
*The Ferrox' alt-fire has a maximum throwing range of ~50m (though it may be displayed as slightly less due to the forward movement of the player when throwing the weapon). |
*The Ferrox' alt-fire has a maximum throwing range of ~50m (though it may be displayed as slightly less due to the forward movement of the player when throwing the weapon). |
||
**The arc Ferrox will take when thrown is affected by both the angle of the throw as well as how much the throw was charged. |
**The arc Ferrox will take when thrown is affected by both the angle of the throw as well as how much the throw was charged. |
||
**Throwing distance can be increased with flight speed modifiers (e.g. {{M|Terminal Velocity}} and {{WF|Zephyr}}'s {{M|Jet Stream}} Augment). |
**Throwing distance can be increased with flight speed modifiers (e.g. {{M|Terminal Velocity}} and {{WF|Zephyr}}'s {{M|Jet Stream}} Augment). |
||
− | **Unlike the {{Weapon|Javlok}}, the Ferrox' alt-fire will not |
+ | **Unlike the {{Weapon|Javlok}}, the Ferrox' alt-fire will not self-[[stagger]] its user when thrown too close. |
*If the Ferrox is [[Noise Level|silenced]] using {{M|Hush}}, {{M|Hushed Invisibility}}, or {{WF|Banshee}}'s passive ability, its alt-fire will not alert enemies when dragging and dealing damage to them. |
*If the Ferrox is [[Noise Level|silenced]] using {{M|Hush}}, {{M|Hushed Invisibility}}, or {{WF|Banshee}}'s passive ability, its alt-fire will not alert enemies when dragging and dealing damage to them. |
||
*Enemies killed by the primary or damage from the secondary attack will vaporize, similar to channeled kills by melee weapons. This makes it very suitable for stealth, as long as the weapon is silenced or {{M|Hushed Invisibility}} is used. |
*Enemies killed by the primary or damage from the secondary attack will vaporize, similar to channeled kills by melee weapons. This makes it very suitable for stealth, as long as the weapon is silenced or {{M|Hushed Invisibility}} is used. |
||
− | **This only occurs if the enemy was the ''last'' in the line of a primary shot. If a Ferrox shot kills multiple enemies at once due to |
+ | **This only occurs if the enemy was the ''last'' in the line of a primary shot. If a Ferrox shot kills multiple enemies at once due to punch-through, not all targets will be vaporized. |
− | *It is not recommended to install {{M|Heavy Caliber}} as the accuracy will greatly deviate leading to inaccurate shots, however it is one of the few ways to maximize the damage of the alt |
+ | *It is not recommended to install {{M|Heavy Caliber}} as the accuracy will greatly deviate leading to inaccurate shots, however, it is one of the few ways to maximize the damage of the alt-fire tether, which is unaffected by accuracy. |
==Tips== |
==Tips== |
||
*This weapon's high [[critical chance]] and [[critical multiplier]] makes critical builds using {{M|Point Strike}} and {{M|Vital Sense}} very good options. |
*This weapon's high [[critical chance]] and [[critical multiplier]] makes critical builds using {{M|Point Strike}} and {{M|Vital Sense}} very good options. |
||
− | *When applying additional [[Elemental Damage|elements]] to the Ferrox, its alt-fire will proc them periodically; as with other weapons with an elemental base, {{Icon|Proc|Electricity|Text}} will be applied last if there are two or more |
+ | *When applying additional [[Elemental Damage|elements]] to the Ferrox, its alt-fire will proc them periodically; as with other weapons with an elemental base, {{Icon|Proc|Electricity|Text}} will be applied last if there are two or more other elements modded for, unless an {{Icon|Proc|Electricity|Text}} mod is included in the order. |
− | *{{M|Tactical Reload}} |
+ | *{{M|Tactical Reload}} will still have an effect while the spear is out after the alt-fire is used, so it's possible to do seamless reloads this way. |
*The Ferrox' alt-fire is very useful as a crowd control tool in [[Survival]] missions, as its tethering arcs may stun enemies with {{Icon|Proc|Electricity|text}} procs and also pull them together in a close bunch. |
*The Ferrox' alt-fire is very useful as a crowd control tool in [[Survival]] missions, as its tethering arcs may stun enemies with {{Icon|Proc|Electricity|text}} procs and also pull them together in a close bunch. |
||
**It is further amplified on corridors where enemies pass through frequently. |
**It is further amplified on corridors where enemies pass through frequently. |
||
Line 230: | Line 233: | ||
*The tether mode is useful for grouping up enemies for the use of quickly charging up {{WF|Rhino}}'s {{M|Ironclad Charge}} augment mod. |
*The tether mode is useful for grouping up enemies for the use of quickly charging up {{WF|Rhino}}'s {{M|Ironclad Charge}} augment mod. |
||
**It is also good for grouping enemies up for a {{M|Condition Overload}} modded {{Weapon|Orvius}}, as the weapon's explosion will hit most enemies in range. |
**It is also good for grouping enemies up for a {{M|Condition Overload}} modded {{Weapon|Orvius}}, as the weapon's explosion will hit most enemies in range. |
||
+ | |||
+ | {{WeaponBuildSection}} |
||
==Trivia== |
==Trivia== |
||
*The bodies of enemies killed by this weapon disintegrate in a manner similar to [[Melee 2.0#Channeling|channeled]] Melee kills. |
*The bodies of enemies killed by this weapon disintegrate in a manner similar to [[Melee 2.0#Channeling|channeled]] Melee kills. |
||
*Has the same aesthetic as the {{Weapon|Ohma}} tonfas and [[Quaro Collection|Quaro]] armor set. |
*Has the same aesthetic as the {{Weapon|Ohma}} tonfas and [[Quaro Collection|Quaro]] armor set. |
||
− | *The name Ferrox seems to be a mix of |
+ | *The name Ferrox seems to be a mix of the Latin words ''[[wikipedia:Ferox|Ferox]],'' meaning "savage" or "fierce", and ''[[wikipedia:Ferrum|Ferrum]]'', meaning "iron". |
==Media== |
==Media== |
||
Line 240: | Line 245: | ||
FerroxBanner.png |
FerroxBanner.png |
||
FerroxCodex.png|Ferrox in the Codex. |
FerroxCodex.png|Ferrox in the Codex. |
||
+ | Ferrox Arsenal.png|Ferrox as shown in the Asenal |
||
+ | Ferrox Arsenal 2.png |
||
+ | Ferrox Arsenal 3.png |
||
</gallery> |
</gallery> |
||
Line 246: | Line 254: | ||
Warframe ALL Javlok Animations! (For SpearGun Weapons) |
Warframe ALL Javlok Animations! (For SpearGun Weapons) |
||
Ferrox BUFFED! Is The Tether Good Now? (3 Synergies) |
Ferrox BUFFED! Is The Tether Good Now? (3 Synergies) |
||
+ | Warframe - All Corpus Primaries - Weapon Animations & Sounds (2012 - 2019) |
||
+ | Warframe - All Corpus Weapon Reloads in 1 minute (2012 - 2019) |
||
</gallery> |
</gallery> |
||
Line 252: | Line 262: | ||
==Patch History== |
==Patch History== |
||
{{Scrollbox/Article| |
{{Scrollbox/Article| |
||
+ | {{ver|27.2.2}}<br/> |
||
+ | Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%: |
||
+ | *Ferrox: 40% |
||
+ | |||
+ | {{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 addition to Self Damage being removed, some of the more powerful AOE weapons without Self Damage presently will have the Stagger added, but it should only be noticeable in cases of extreme inaccuracy on the player’s part. The Weapons include: |
||
+ | *Ferrox |
||
+ | |||
+ | 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.'' |
||
+ | |||
{{ver|25.5}} |
{{ver|25.5}} |
||
*Fixed broken functionality if the Ferrox is the only weapon equipped and you pick up Ammo while it’s been thrown. |
*Fixed broken functionality if the Ferrox is the only weapon equipped and you pick up Ammo while it’s been thrown. |
||
Line 288: | Line 322: | ||
*{{Weapon|Ohma}}, a Tonfa-type weapon that shares the same theme. |
*{{Weapon|Ohma}}, a Tonfa-type weapon that shares the same theme. |
||
+ | {{ResearchNav}} |
||
{{WeaponNav}} |
{{WeaponNav}} |
||
[[de:Ferrox]] |
[[de:Ferrox]] |
Revision as of 08:22, 4 May 2021
The Ferrox is a Script error: The function "Faction" does not exist. Speargun introduced and wielded by Index broker Derim Zahn. The primary fire features a charged thin beam that deals high damage, complimented by its high critical stats. Its Alternate Fire tosses the Ferrox as far as 50 meters, creating an Script error: The function "Proc" does not exist. field where it lands and pulls enemies towards it.
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 charges and shoots thin beams.
- High Script error: The function "Proc" does not exist. damage – effective against armor.
- Beams are hitscan and do not have projectile travel time, despite the animation.
- Very high critical chance and critical multiplier.
- Innate 1.5 meter punch through.
- Shots explode in a 3.6 meter radius after reaching maximum punch through distance.
- Explosion can benefit from Cautious Shot.
- Very fast charge speed.
- Vaporizes enemies on kill, making it good for stealth when silenced.
- Alternate Fire throws the Ferrox, creating a field dealing Script error: The function "Proc" does not exist. damage and pulling enemies within 10 meters toward the Ferrox every 2 seconds.
- Innate Script error: The function "Proc" does not exist. damage – effective against Machinery and Robotic.
- High Script error: The function "Proc" does not exist. damage – effective against shields.
- Very high status chance.
- Consumes no ammunition.
- Reloads 33% of the magazine per second while deployed or holstered.
- Very ammo efficient.
- Innate Script error: The function "Pol" does not exist. and Script error: The function "Pol" does not exist. polarities.
Disadvantages:
- Primary Fire:
- Low Script error: The function "Proc" does not exist. damage – less effective against shields.
- Low status chance.
- Explosion inflicts self-stagger.
- Explosion has linear damage falloff from 100% to 60% from central impact.
- Explosion range cannot be increased with Firestorm ( Primed) and Amalgam Furax Body Count.
- Shoots thin lasers, thus requiring precise aiming.
- Cannot fire with a partial charge.
- The weapon fires as soon as it has reached a full charge which can lead to premature firing.
- Alternate Fire:
- Innate Script error: The function "Proc" does not exist. damage – less effective against Alloy Armor.
- Extremely low critical chance.
- Once thrown, the player will not be able to use it until it is either picked up or when it returns to the player's hands after 10 seconds if quick thrown or 30 seconds if charged thrown.
- Thrown spear has travel time.
- The electricity field created by throwing has a flat 50% status chance that cannot be increased using mods.
Acquisition
The Ferrox's blueprint can be researched from the Energy Lab in the dojo.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
30,000 |
5 |
30,000 |
35,000 |
1 |
Time: 1 Day(s) |
Rush: 35 | |||||
Market Price: 150 | Blueprints Price:15,000 | ||||
Energy Lab Research3,000 | |||||
10,000 |
800 |
550 |
3,500 |
500 |
Time: 3 Day(s) |
Prereq: Amprex | |||||
x1 x3 x10 x30 x100 |
This weapon can be sold for 7,500.
Notes
- The Ferrox' alternate fire throws the weapon itself at the target, and upon landing on a surface arcs of electricity will emit from the Ferrox and chain to enemies within 10 meters, dealing 150 Script error: The function "Proc" does not exist. damage every 2 seconds with a moderate chance to proc. Enemies under this effect will also be passively dragged towards the Ferrox.
- The damage's tick rate is affected by fire rate mods.
- Multishot, critical damage, critical chance, and status chance have no effect on this mode. The only way to boost this alternate mode is through elemental damage, pure damage increases, faction damage mods, and fire rate.
- The Ferrox automatically teleports back to the player 30 seconds after being thrown, or until the player manually picks the Ferrox back up again.
- Throwing the weapon does not consume ammo, however at least 1 ammo is required to perform the throw.
- The Ferrox' alt-fire has a maximum throwing range of ~50m (though it may be displayed as slightly less due to the forward movement of the player when throwing the weapon).
- The arc Ferrox will take when thrown is affected by both the angle of the throw as well as how much the throw was charged.
- Throwing distance can be increased with flight speed modifiers (e.g. Terminal Velocity and Zephyr's Jet Stream Augment).
- Unlike the Javlok, the Ferrox' alt-fire will not self-stagger its user when thrown too close.
- If the Ferrox is silenced using Hush, Hushed Invisibility, or Banshee's passive ability, its alt-fire will not alert enemies when dragging and dealing damage to them.
- Enemies killed by the primary or damage from the secondary attack will vaporize, similar to channeled kills by melee weapons. This makes it very suitable for stealth, as long as the weapon is silenced or Hushed Invisibility is used.
- This only occurs if the enemy was the last in the line of a primary shot. If a Ferrox shot kills multiple enemies at once due to punch-through, not all targets will be vaporized.
- It is not recommended to install Heavy Caliber as the accuracy will greatly deviate leading to inaccurate shots, however, it is one of the few ways to maximize the damage of the alt-fire tether, which is unaffected by accuracy.
Tips
- This weapon's high critical chance and critical multiplier makes critical builds using Point Strike and Vital Sense very good options.
- When applying additional elements to the Ferrox, its alt-fire will proc them periodically; as with other weapons with an elemental base, Script error: The function "Proc" does not exist. will be applied last if there are two or more other elements modded for, unless an Script error: The function "Proc" does not exist. mod is included in the order.
- Tactical Reload will still have an effect while the spear is out after the alt-fire is used, so it's possible to do seamless reloads this way.
- The Ferrox' alt-fire is very useful as a crowd control tool in Survival missions, as its tethering arcs may stun enemies with Script error: The function "Proc" does not exist. procs and also pull them together in a close bunch.
- It is further amplified on corridors where enemies pass through frequently.
- Grenade-type secondary weapons such as Angstrum and Kulstar, thrown secondaries with Concealed Explosives, and weapons that chain between targets like the Atomos are good choices when using the Ferrox in this manner.
- This will also assist squadmates with launcher-type primaries such as Zarr and Tonkor, as well as any weaponry with Script error: The function "Proc" does not exist. procs.
- The Ferrox' alt-fire is affected by fire rate mods making it tick more often.
- The tether mode is useful for grouping up enemies for the use of quickly charging up Rhino's Ironclad Charge augment mod.
- It is also good for grouping enemies up for a Condition Overload modded Orvius, as the weapon's explosion will hit most enemies in range.
Trivia
- The bodies of enemies killed by this weapon disintegrate in a manner similar to channeled Melee kills.
- Has the same aesthetic as the Ohma tonfas and Quaro armor set.
- The name Ferrox seems to be a mix of the Latin words Ferox, meaning "savage" or "fierce", and Ferrum, meaning "iron".
Media
Ferrox Skins
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%:
- Ferrox: 40%
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 addition to Self Damage being removed, some of the more powerful AOE weapons without Self Damage presently will have the Stagger added, but it should only be noticeable in cases of extreme inaccuracy on the player’s part. The Weapons include:
- Ferrox
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 25.5 (2019-07-31)
- Fixed broken functionality if the Ferrox is the only weapon equipped and you pick up Ammo while it’s been thrown.
Update 25.1 (2019-06-05)
- Fixed seeing a large beam of light FX when firing the Ferrox with Mirage’s Hall of Mirrors active as reported here.
Hotfix 25.0.4 (2019-05-28)
- Returned the Ferrox Primary Fire Damage to it’s previous value of 350.
Update 25.0 (2019-05-22)
- 33% of clip reloaded every second when Spear is deployed. This allows for a more fluid use of all the Gun Spear mechanics.
- Added 100 Impact damage with 3m area-of-effect at end point of Primary fire.
- Increased Alt Fire's tether range from 6m to 10m.
- Increased tether's Status Chance from 33% to 50%.
- Increased tether's Damage pulse from every 5 secs to every 2 secs.
- Quick throw auto recall timer reduced from 20 to 10 secs.
- Charged throw auto recall timer increased from 20 to 30 secs.
Update 22.12 (2018-02-09)
- Mastery Rank increased from 7 to 14.
- Critical chance increased from 30% to 32%.
- Critical damage increased from 2.5x to 2.8x.
Hotfix 19.13.1 (2017-03-10)
- Increased the amount of the Ferrox pull force to prevent enemies from meleeing out of the tether.
- Fixed Clients being able to throw multiple Javloks and Ferroxs which are then unable to be picked back up.
- Fixed a script error when throwing the Ferrox.
Update 19.13 (2017-03-09)
- Introduced.
See also
- Derim Zahn, a broker in The Index that uses this weapon.
- Ohma, a Tonfa-type weapon that shares the same theme.
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