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'''Advantages:'''
 
'''Advantages:'''
 
*Innate {{Icon|Proc|Void|text}} damage – effective against [[Sentient]]-type enemies.
* High total damage per shot, releasing three grenades in a click.
 
** Has a splash damage of 5m, allowing it to hit the [[Teralyst]], [[Gantulyst]] and [[Hydrolyst]] multiple times.
+
**Can reset any damage adaptation built up by [[Battalyst]]s, [[Conculyst]]s and [[Shadow Stalker]].
 
**Can damage [[Teralyst]], [[Gantulyst]] and [[Hydrolyst]]'s impervious shields.
*** Faster to take down [[Nullifier Crewman]]'s bubble and [[Tar-Mutalist MOA]]'s tar due to ​​​​​​separate instance of splash damage.
 
 
**Can destroy the otherwise impervious [[Vomvalyst]]'s spectral form.
* Relatively long range if aimed in an upward arc (up to ~75 meters).
 
  +
*Shots releases 3 grenades in a burst, with a large splash range of 5 meters per grenade.
* High critical chance.
 
* Above average critical damage.
+
**High total damage.
 
*High critical chance.
* Decent energy economy.
 
 
*Relatively long range if aimed in an upward arc (up to ~75 meters).
* Can weave [[Void Mode]] inbetween shot delays.
 
 
*Decent energy economy.
* Deals {{Icon|Proc|Void|text}} damage, which is effective against [[Sentient]]-type enemies.
 
 
*Can weave [[Void Mode]] inbetween shot delays.
** Can reset any damage adaptation built up by [[Battalyst]]s, [[Conculyst]]s and [[Shadow Stalker]].
 
  +
*Does not use ammo pickups; energy regenerates over time.
** Can damage [[Teralyst]], [[Gantulyst]] and [[Hydrolyst]]'s impervious shields.
 
  +
**Has a 2 second delay after the weapon stops firing before regenerating energy.
** Can destroy the otherwise impervious [[Vomvalyst]]'s spectral form.
 
  +
***Regenerates 30 energy per second; takes 3.33 seconds to regenerate a fully depleted energy meter.
* Uses Amp Energy which automatically recharges, essentially giving it infinite ammo.
 
   
 
'''Disadvantages:'''
 
'''Disadvantages:'''
  +
*Innate {{Icon|Proc|Void|text}} damage – less effective against [[Cloned Flesh]], [[Machinery]], and [[Fossilized]].
* Though very low, it deals self-damage around 1-2 health per grenade.
 
* Has a travel time.
+
*Projectiles have travel time with arcing.
 
*Low status chance.
* Projectile affected by gravity.
 
* Relatively low status chance.
 
   
 
==Notes==
 
==Notes==

Revision as of 09:10, 4 June 2018

The Granmu Prism 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 7,500 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
5
CetusWisp
20
MarquiseVeridos
20
StarCrimzian
10
Time: 1 hrs
Rush: Platinum64 10
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: "standing" wasn't found in Module:Resources/data 7,500

Characteristics

This weapon deals exclusively 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 releases 3 grenades in a burst, with a large splash range of 5 meters per grenade.
    • High total damage.
  • High critical chance.
  • Relatively long range if aimed in an upward arc (up to ~75 meters).
  • Decent energy economy.
  • Can weave Void Mode inbetween shot delays.
  • 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:

  • Innate Script error: The function "Proc" does not exist. damage – less effective against Cloned Flesh, Machinery, and Fossilized.
  • Projectiles have travel time with arcing.
  • Low status chance.

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 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.
  • Each grenade deals damage twice: 2,000 damage to the target it collides with, and 200 damage in an area of effect. As a result, the grenades are far more effective on a direct hit.
  • Can deal self damage, but significantly less than the Shraksun Scaffold.
  • 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.

Media