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A roughly-tumbled prism field before a heavy-duty triple shutter-gate. Multi-shot grenade burst.
—In-Game Description

The Granmu Prism (or community-denoted as "3xx")is an Amp component, available as a single-use blueprint from The Quills. It grants a grenade-like burst-fire capability to the Operator's Void Beam.

The blueprint is sold by The Quills for ReputationLarge 2,000 at Adherent rank or higher. It is also a possible rank-up reward upon advancing to Adherent rank with the Quills.

Manufacturing Requirements
Credits64
5,000
BreathOfTheEidolon
3
CutholTendrils
2
MarquiseVeridos
10
StarCrimzian
6
Time: 1 hrs
Rush: Platinum64 10
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: ReputationLarge 2,000

Characteristics[]

This weapon deals exclusively DmgVoidSmall64 Void damage.

Advantages:

  • Innate DmgVoidSmall64 Void damage – effective against Sentient-type enemies.
  • High critical chance.
  • Shots releases 3 grenades in a burst, which explode in a 3.5 meter radius upon impact with a surface or enemy.
    • High total damage; direct impact damage of 1,000 DmgVoidSmall64 Void, and radial damage of 1,400 DmgVoidSmall64 Void.
    • Initial hit and explosion apply status separately.
    • Explosion does not need direct line of sight to deal damage and will penetrate walls.
  • Relatively long range if aimed in an upward arc (up to ~75 meters).
  • Decent energy economy.
  • Slow energy consumption, consumes 10.35 energy/second at base fire rate.
  • Can immediately re-enter Void Mode after the last shot of the burst is fired.
  • 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.

Disadvantages:

  • Projectiles have travel time with arcing.
  • Low status chance.
  • Explosion inflicts self-stagger.
  • Explosion has a headshot multiplier of 1x and cannot trigger headshot conditions.
  • Explosion has linear Damage Falloff from 100% to 70% from central impact.

Notes[]

  • This Operator Amp component allows the Void Beam to be fired in burst mode, releasing three void grenades that detonate on impact.
  • Each grenade deals damage in a 3.5-meter area of effect, allowing well aimed strikes to quickly strip away shields by dealing splash damage to multiple Teralyst limbs. Aiming at the lower half of the Teralyst can also clear out any Vomvalysts in the area.
  • The listed energy cost is per projectile in a burst, meaning that the Granmu consumes 15 energy in a three-shot burst. The Granmu can still fire with a minimum of 5 energy, though it will only shoot 1 projectile, and having 10 energy will make it shoot two projectiles.

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:

  • Granmu
    • Standing cost reduced from 7,500 to 2,000
    • Cuthol Tendrils cost reduced from 3 to 2
    • Breath of the Eidolon cost reduced from 5 to 3
    • Marquise Veridos cost reduced from 20 to 10
    • Star Crimzian cost reduced from 10 to 6

Update 29.5 (2020-11-19)

  • Reduced the self stagger range of the Granmu Prism.

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

  • Granmu Prism: 30%

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:

  • Granmu Prism

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 23.4 (2018-08-16)

  • Radial Damage increased from 1000 to 1400.
  • Radial size increased from 3 meters to 3.5 meters.
  • Direct Impact Damage decreased from 1200 to 1000.

Hotfix 23.0.7 (2018-06-28)

  • Fixed being able to skip the Granmu Prism cooldown by switching to and from a Scanner.

Update 22.12 (2018-02-09)

  • Fixed the Operator Granmu Prism dealing more damage if you were a Client. Now Client and Host deal the same damage.

Hotfix 22.8.3 (2018-01-11)

  • Fixed being able to fire the Granmu Prism faster than intended by using Void Blast cancels.

Update 22.1 (2017-10-25)

  • Fixed Prism Operator fire potentially causing large negative numbers.

Hotfix 22.0.9 (2017-10-23)

  • Increased the damage of all Amp Prisms.

Update 22.0 (2017-10-12)

  • Introduced.

Last updated: Hotfix 23.10.8 (2018-10-25)

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