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{{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)-->
|name = <!--
+
|name =
  +
  +
<!--
 
---!!!!!---INSTRUCTIONS---!!!!!---
 
---!!!!!---INSTRUCTIONS---!!!!!---
 
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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-->
 
-->
 
<!--Statistics-->
 
<!--Statistics-->
  +
|image =
|trigger = <!--Utility-->
 
  +
|mastery level =
|magazine = 60
 
|max ammo = 60
+
|slot =
  +
|type =
|reload = 1.0 s + 2.0
 
  +
|trigger =
|disposition = <!--Normal Attacks-->
 
  +
|normal ammo cost = <!--Charge Attacks-->
 
 
<!--Utility-->
|charge ammo cost = <!--Area Attacks-->
 
  +
|ammo type =
|area ammo cost = <!--Secondary Area Attacks (For 2-stage explosions like Lenz or Kulstar)-->
 
  +
|flight speed =
|secondaryarea falloff = <!--Secondary Attacks-->
 
  +
|range =
|secondary ammo cost = <!--Throw Attacks (for Glaives)-->
 
  +
|noise level =
|throw charge time = <!--Charged Throw Attacks (for Glaives)-->
 
  +
|fire rate =
|charged throw charge time = <!--Other Melee Attacks-->
 
  +
|spool =
|slide attack = <!--Miscellaneous-->
 
  +
|accuracy =
|charge element =
 
 
|magazine =
|charge status chance =
 
  +
|max ammo =
 
|reload =
  +
|zoom =
  +
|combo reset =
  +
|combo min =
  +
|finisher damage =
  +
|channel damage =
  +
|block resist =
  +
|disposition =
  +
 
<!--Normal Attacks-->
  +
|normal impact =
  +
|normal puncture =
  +
|normal slash =
  +
|normal element =
  +
|normal damage =
  +
|normal pellet count =
  +
|normal burst count =
 
|normal critical chance =
  +
|normal critical damage =
  +
|normal status chance =
  +
|normal punchthrough =
  +
|normal radius =
  +
|normal duration =
  +
|normal falloff =
  +
|normal ammo cost =
  +
 
<!--Charge Attacks-->
  +
|charge impact =
  +
|charge puncture =
  +
|charge slash =
 
|charge element =
  +
|charge damage =
  +
|charge time =
  +
|charge pellet count =
  +
|charge burst count =
  +
|charge critical chance =
  +
|charge critical damage =
 
|charge status chance =
  +
|charge punchthrough =
  +
|charge radius =
  +
|charge duration =
  +
|charge falloff =
 
|charge ammo cost =
  +
  +
<!--Area Attacks-->
  +
|area impact =
  +
|area puncture =
  +
|area slash =
  +
|area element =
  +
|area damage =
  +
|area pellet count =
  +
|area critical chance =
  +
|area critical damage =
  +
|area status chance =
  +
|area radius =
  +
|area duration =
  +
|area falloff =
  +
|area ammo cost =
  +
 
<!--Secondary Area Attacks (For 2-stage explosions like Lenz or Kulstar)-->
  +
|secondaryarea impact =
  +
|secondaryarea puncture =
  +
|secondaryarea slash =
  +
|secondaryarea element =
  +
|secondaryarea damage =
  +
|secondaryarea pellet count =
  +
|secondaryarea critical chance =
  +
|secondaryarea critical damage =
  +
|secondaryarea status chance =
  +
|secondaryarea radius =
  +
|secondaryarea duration =
 
|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 =
  +
 
<!--Throw Attacks (for Glaives)-->
  +
|throw impact =
  +
|throw puncture =
  +
|throw slash =
  +
|throw element =
  +
|throw damage =
  +
|throw critical chance =
  +
|throw critical damage =
  +
|throw status chance =
  +
|throw punchthrough =
  +
|throw falloff =
  +
|throw charge time =
  +
 
<!--Charged Throw Attacks (for Glaives)-->
  +
|charged throw impact =
  +
|charged throw puncture =
  +
|charged throw slash =
  +
|charged throw element =
  +
|charged throw damage =
  +
|charged throw critical chance =
  +
|charged throw critical damage =
  +
|charged throw status chance =
  +
|charged throw punchthrough =
  +
|charged throw falloff =
 
|charged throw charge time =
  +
  +
<!--Other Melee Attacks-->
  +
|slam attack =
  +
|slam radius =
  +
|slide attack =
 
<!--Miscellaneous-->
  +
|syndicate effect =
  +
|augments =
  +
|polarities =
  +
|stance polarity =
  +
|users =
  +
|introduced =
 
}}
 
}}
 
{{Codex|Strike with silent lightning or the pummeling drum of thunder. Alternate between stealthy short-range electrical discharge, and automatic lightning gun. Faster mode-switch when used by Wisp.}}
 
{{Codex|Strike with silent lightning or the pummeling drum of thunder. Alternate between stealthy short-range electrical discharge, and automatic lightning gun. Faster mode-switch when used by Wisp.}}
 
{{for|the mod|Fulmination}}
 
{{for|the mod|Fulmination}}
The '''Fulmin''' is {{WF|Wisp}}'s [[Signature Weapon|signature]] rifle. By default it functions much like a shotgun, firing silenced {{Icon|Proc|Electricity|Text}} pulses at close range akin to the {{Weapon|Arca Plasmor}}, but via [[Alternate Fire]] it can be converted into an automatic weapon that shoots a rapid stream of lightning at a distance. The mode-switching is sped up when used by Wisp.
+
The '''Fulmin''' is {{WF|Wisp}}'s [[Signature Weapon|signature]] rifle. By default it fires silent {{Icon|Proc|Electricity|Text}} pulses at close range akin to the {{Weapon|Arca Plasmor}}, but via [[Alternate Fire]] it can be converted into an automatic weapon that shoots a rapid stream of lightning at a distance. The mode-switching is sped up when used by Wisp.
   
 
{{BuildAutomatic|type=Weapon}}
 
{{BuildAutomatic|type=Weapon}}
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'''Advantages:'''
 
'''Advantages:'''
 
*Innate {{Icon|Proc|Electricity|Text}} damage &ndash; effective against [[Machinery]] and [[Damage/Robotic|Robotic]].
 
*Innate {{Icon|Proc|Electricity|Text}} damage &ndash; effective against [[Machinery]] and [[Damage/Robotic|Robotic]].
*Very high [[critical chance]].
 
 
*Semi-auto mode:
 
*Semi-auto mode:
 
**Very high critical chance.
 
**Above average [[critical multiplier]].
 
**Above average [[critical multiplier]].
 
**Good [[status chance]].
 
**Good [[status chance]].
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**[[Silent]].
 
**[[Silent]].
 
*Full-auto mode:
 
*Full-auto mode:
  +
**Tied with {{Weapon|Baza Prime}} and {{Weapon|Tenora}} for the third highest [[critical chance]] of all fully automatic rifles, behind {{Weapon|Prisma Gorgon}}/{{Weapon|Soma}}/{{Weapon|Soma Prime}}/{{Weapon|Telos Boltor}}, and {{Weapon|Battacor}}/{{Weapon|Acceltra}}.
**High critical multiplier.
 
 
**Hitscan and pinpoint [[accuracy]].
 
**Hitscan and pinpoint [[accuracy]].
 
*{{M|Heavy Caliber}}'s accuracy penalty is minimal on this weapon.
 
*{{M|Heavy Caliber}}'s accuracy penalty is minimal on this weapon.
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***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.
 
**Has linear damage falloff from 100% to 33.33% from 10m to 20m target distance (distances are affected by [[projectile flight speed]]).
 
**Has linear damage falloff from 100% to 33.33% from 10m to 20m target distance (distances are affected by [[projectile flight speed]]).
**Limited range of 20 meters (can be increased with projectile flight speed mods such as {{M|Jet Stream}}).
+
**Limited range of 20 meters (can be increased with [[projectile flight speed]] mods).
***Cannot equip {{M|Terminal Velocity}}.
 
 
**Consumes 10 ammo per shot.
 
**Consumes 10 ammo per shot.
 
**No bonus damage on [[Enemy Body Parts|headshots]].
 
**No bonus damage on [[Enemy Body Parts|headshots]].
  +
**Innate [[Punch Through]] does not apply to surfaces if hitting with the central portion of the projectile, requiring Punch Through mods.
 
*Full-auto mode:
 
*Full-auto mode:
 
**No {{Icon|Proc|Impact|text}} or {{Icon|Proc|Slash|Text}} damage &ndash; less effective against [[shield]]s and health.
 
**No {{Icon|Proc|Impact|text}} or {{Icon|Proc|Slash|Text}} damage &ndash; less effective against [[shield]]s and health.
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**Low [[status chance]].
 
**Low [[status chance]].
 
**Shots are alarming.
 
**Shots are alarming.
*[[Alternate Fire]] mode-switching is '''not''' instantaneous and has an animation of '''?''' seconds ('''?''' when wielded by {{WF|Wisp}}.
+
*[[Alternate Fire]] mode-switching is '''not''' instantaneous and has an animation of '''1''' second ('''0.5''' seconds when wielded by {{WF|Wisp}}.)
  +
*Very slow [[reload speed]].
*Does not benefit from mods that increase [[Ammo#Ammo Maximum|maximum ammo]], due to lack of an ammo pool.
 
 
*Does not receive benefit from reload-triggered mods such as {{M|Spring-Loaded Chamber}}.
 
*Does not receive benefit from reload-triggered mods such as {{M|Spring-Loaded Chamber}}.
   
 
==Notes==
 
==Notes==
*When wielded by {{WF|Wisp}}, the [[Alternate Fire]] mode-switching animation is decreased to '''?''' seconds.
+
*When wielded by {{WF|Wisp}}, the [[Alternate Fire]] mode-switching animation is decreased to '''0.5''' seconds.
*The Fulmin is considered a rifle when it comes to [[Mods]].
 
   
 
==Tips==
 
==Tips==
 
*Due to its high [[critical chance]] and [[critical multiplier]], this weapon pairs quite well with {{M|Hunter Munitions}}.
 
*Due to its high [[critical chance]] and [[critical multiplier]], this weapon pairs quite well with {{M|Hunter Munitions}}.
  +
*{{M|Heavy Caliber}}'s accuracy loss has minimal effect on this weapon in either fire mode.
 
==Bugs==
 
*Sometimes when switching modes quickly the position of the hand and the silencer will bug, combining the silencer with the gun and positioning the players hand as if it was in the semi mode.
 
   
 
==Trivia==
 
==Trivia==
*Fulmin is derived from ''[[wiktionary:fulmen|fulmen]]'', the Latin word for lightning. It is the root of the English word {{M|Fulmination}}.
+
*Fulmin is derived from ''[[wiktionary:fulmen|fulmen]]'', the Latin word for lightning. It is the root of the English word [[wiktionary:fulmination|Fulmination]].
*The Fulmin has a unique weapon animation when switching to automatic mode, where the suppressor portion of the weapon is removed and then placed to the side of the weapon. This also gives the Fulmin a unique grip stance where the Warframe's left hand holds the suppressor to the right of the weapon while bracing the weapon from underneath with its wrist.
+
*The Fulmin has a unique weapon animation when switching to automatic mode, where the suppressor portion of the weapon is removed and then placed to the side of the weapon. This also gives the Fulmin a unique grip stance where the Warframe's left hand holds the suppressor to the right of the weapon while bracing the weapon from underneath with its wrist.
**The Fulmin's suppressor is a individual object that is held in the Warframe's hand if the player brings up the Main Menu while the weapon is in automatic mode.
+
**The Fulmin's suppressor is held in the Warframe's hand if the player brings up the Main Menu while the weapon is in automatic mode.
  +
*When a Fulmin-wielding [[Specter]] and [[Spectralyst]] runs out of ammo, it'll reload the weapon instead of waiting for it to recharge. A similar discrepancy can be seen with [[Elite Crewman|Elite Crewmen]] and their {{Weapon|Flux Rifle}}s.
  +
 
==Bugs==
 
*Sometimes when switching modes quickly the position of the hand and the silencer will bug, combining the silencer with the gun and positioning the players hand as if it was in the semi mode.
   
 
==Media==
 
==Media==
 
<gallery type="slideshow" position="center" widths="600">
 
<gallery type="slideshow" position="center" widths="600">
  +
<!-- Pictures -->
 
</gallery>
 
</gallery>
   
 
<gallery widths="300" position="center" spacing="small">
 
<gallery widths="300" position="center" spacing="small">
  +
<!-- Videos -->
 
Warframe Fulmin, Screwed But in a Good Way - 4 Forma Build thesnapshot
 
Warframe Fulmin, Screwed But in a Good Way - 4 Forma Build thesnapshot
  +
(Warframe) Lets Max Fulmin - Double Trouble!
  +
Warframe ФУЛЬМИН Винтовка, пожелавшая стать дробовиком 🌗
  +
Warframe Drums Of Thunder! - The Fulmin
  +
4 Forma Fulmin Is It Really Worth It?
 
</gallery>
 
</gallery>
   
 
==Patch History==
 
==Patch History==
 
{{Scrollbox/Article|
 
{{Scrollbox/Article|
  +
{{ver|27.0.7}}
  +
*Fixed Fulmin (only when reduced to below 10 rounds on Semi-Auto firing mode) not recharging correctly.
  +
  +
{{ver|25.8}}
  +
;October 2019 Riven Disposition Change
  +
*Fulmin: 1->0.8
  +
  +
{{ver|25.7}}
  +
*Fixed Fulmin mode swap animation not playing when used in Archwing over the Plains or the Orb Vallis.
  +
  +
{{ver|25.2.4}}
  +
*Fixed Fulmin's firing mode / appearance can become desynced if transition is interrupted by Wisp’s Wil-O-Wisp ability.
  +
  +
{{ver|25.0.4}}
  +
*Terminal Velocity can now be used with the Fulmin.
  +
*Aligned Fulmin's auto fire mode FX to better align with muzzle.
  +
*Fixed issue with Fulmin silencer not properly attaching to player's hand when exiting Submersible Archwing if the weapon was previously in Alt-Fire mode.
  +
*Fixed zoom multiplier issues with the Fulmin as reported [https://www.reddit.com/r/Warframe/comments/btea7g/the_fulmin_doesnt_respond_well_to_being_unequipped/ here]
  +
 
{{ver|25.0.3}}
 
{{ver|25.0.3}}
 
*Fixed an issue that made Arca Plasmor, Fulmin and Catchmoon projectiles deal damage twice on the hit when the projectile is destroyed. This was not a case of ‘always worked this way’ as it was accidentally introduced by the Jovian Concord.
 
*Fixed an issue that made Arca Plasmor, Fulmin and Catchmoon projectiles deal damage twice on the hit when the projectile is destroyed. This was not a case of ‘always worked this way’ as it was accidentally introduced by the Jovian Concord.
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}}
 
}}
 
{{ver/Lu|25}}
 
{{ver/Lu|25}}
  +
  +
==See also==
  +
*{{Weapon|Arca Plasmor}}, a Corpus shotgun that fires a similar projectile.
  +
*[[Catchmoon]], a [[Kitgun]] chamber that fires a similar projectile.
  +
 
{{WeaponNav}}
 
{{WeaponNav}}
 
[[es:Fulmin]]
 
[[es:Fulmin]]
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[[Category:Tenno]]
 
[[Category:Tenno]]
 
[[Category:Silent]]
 
[[Category:Silent]]
  +
[[Category:Battery Weapons]]

Revision as of 00:27, 20 December 2019

Strike with silent lightning or the pummeling drum of thunder. Alternate between stealthy short-range electrical discharge, and automatic lightning gun. Faster mode-switch when used by Wisp.
For the mod, see Fulmination.

The Fulmin is WispIcon272 Wisp's signature rifle. By default it fires silent Script error: The function "Proc" does not exist. pulses at close range akin to the ArcaPlasmor Arca Plasmor, but via Alternate Fire it can be converted into an automatic weapon that shoots a rapid stream of lightning at a distance. The mode-switching is sped up when used by Wisp.


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
25,000
Rubedo
2,100
NanoSpores
7,500
ArgonCrystal
2
Hexenon
350
Time: 1 Day(s)
Rush: PlatinumLarge 35
MarketIcon Market Price: PlatinumLarge 265 Blueprint2 Blueprints Price:Credits20,000

Characteristics

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

Advantages:

  • Innate Script error: The function "Proc" does not exist. damage – effective against Machinery and Robotic.
  • Semi-auto mode:
    • Very high critical chance.
    • Above average critical multiplier.
    • Good status chance.
    • Shots have a guaranteed Script error: The function "Proc" does not exist. proc to enemies up to 10 meters.
    • Projectiles have a thickness of 3 meters.
    • Innate 3 meter Punch Through against bodies.
    • Silent.
  • Full-auto mode:
  • Mod TT 20px Heavy Caliber's accuracy penalty is minimal on this weapon.
  • Does not use ammo pickups; ammo regenerates over time.
    • Has a 1 second delay after the weapon stops firing before regenerating ammo.
      • Regenerates 30 ammo per second; takes 2 seconds to regenerate a fully depleted battery excluding the delay.

Disadvantages:

  • Innate Script error: The function "Proc" does not exist. damage – less effective against Alloy Armor.
  • Semi-auto mode:
    • No Script error: The function "Proc" does not exist. or Script error: The function "Proc" does not exist. damage – less effective against armor and health.
      • Damage cannot be increased with Script error: The function "Proc" does not exist. or Script error: The function "Proc" does not exist. mods.
    • Has linear damage falloff from 100% to 33.33% from 10m to 20m target distance (distances are affected by projectile flight speed).
    • Limited range of 20 meters (can be increased with projectile flight speed mods).
    • Consumes 10 ammo per shot.
    • No bonus damage on headshots.
    • Innate Punch Through does not apply to surfaces if hitting with the central portion of the projectile, requiring Punch Through mods.
  • Full-auto mode:
    • No Script error: The function "Proc" does not exist. or Script error: The function "Proc" does not exist. damage – less effective against shields and health.
      • Damage cannot be increased with Script error: The function "Proc" does not exist. or Script error: The function "Proc" does not exist. mods.
    • Low status chance.
    • Shots are alarming.
  • Alternate Fire mode-switching is not instantaneous and has an animation of 1 second (0.5 seconds when wielded by WispIcon272 Wisp.)
  • Very slow reload speed.
  • Does not receive benefit from reload-triggered mods such as Mod TT 20px Spring-Loaded Chamber.

Notes

  • When wielded by WispIcon272 Wisp, the Alternate Fire mode-switching animation is decreased to 0.5 seconds.

Tips

Trivia

  • Fulmin is derived from fulmen, the Latin word for lightning. It is the root of the English word Fulmination.
  • The Fulmin has a unique weapon animation when switching to automatic mode, where the suppressor portion of the weapon is removed and then placed to the side of the weapon. This also gives the Fulmin a unique grip stance where the Warframe's left hand holds the suppressor to the right of the weapon while bracing the weapon from underneath with its wrist.
    • The Fulmin's suppressor is held in the Warframe's hand if the player brings up the Main Menu while the weapon is in automatic mode.
  • When a Fulmin-wielding Specter and Spectralyst runs out of ammo, it'll reload the weapon instead of waiting for it to recharge. A similar discrepancy can be seen with Elite Crewmen and their FluxRifle Flux Rifles.

Bugs

  • Sometimes when switching modes quickly the position of the hand and the silencer will bug, combining the silencer with the gun and positioning the players hand as if it was in the semi mode.

Media


Patch History

Hotfix 27.0.7 (2019-12-20)

  • Fixed Fulmin (only when reduced to below 10 rounds on Semi-Auto firing mode) not recharging correctly.

Update 25.8 (2019-10-01)

October 2019 Riven Disposition Change
  • Fulmin: 1->0.8

Update 25.7 (2019-08-29)

  • Fixed Fulmin mode swap animation not playing when used in Archwing over the Plains or the Orb Vallis.

Hotfix 25.2.4 (2019-06-27)

  • Fixed Fulmin's firing mode / appearance can become desynced if transition is interrupted by Wisp’s Wil-O-Wisp ability.

Hotfix 25.0.4 (2019-05-28)

  • Terminal Velocity can now be used with the Fulmin.
  • Aligned Fulmin's auto fire mode FX to better align with muzzle.
  • Fixed issue with Fulmin silencer not properly attaching to player's hand when exiting Submersible Archwing if the weapon was previously in Alt-Fire mode.
  • Fixed zoom multiplier issues with the Fulmin as reported here

Hotfix 25.0.3 (2019-05-24)

  • Fixed an issue that made Arca Plasmor, Fulmin and Catchmoon projectiles deal damage twice on the hit when the projectile is destroyed. This was not a case of ‘always worked this way’ as it was accidentally introduced by the Jovian Concord.

Update 25.0 (2019-05-22)

  • Introduced.

Last updated: Update 25.0 (2019-05-22)

See also