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− | {{UpdateMe}} |
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{{WeaponInfoboxAutomatic |
{{WeaponInfoboxAutomatic |
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|normal slash = |
|normal slash = |
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|normal element = |
|normal element = |
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− | |normal damage = {{Icon|Proc|Void}} |
+ | |normal damage = {{Icon|Proc|Void}} 1,000.0 (direct hit) + 1,400.0 (explosion) |
|normal pellet count = |
|normal pellet count = |
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− | |normal burst count = |
+ | |normal burst count = 3 |
− | |normal critical chance = |
+ | |normal critical chance = (16 → 26) |
− | |normal critical damage = |
+ | |normal critical damage = (1.5 → 2.0) |
− | |normal status chance = 12 |
+ | |normal status chance = (2 → 12) |
|normal punchthrough = |
|normal punchthrough = |
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|normal radius = |
|normal radius = |
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|stance polarity = |
|stance polarity = |
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|users = |
|users = |
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− | |introduced = |
+ | |introduced = {{ver|Plains of Eidolon}} |
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
− | ==Acquisition== |
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⚫ | |||
− | ===Crafting=== |
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{{BuildRequire |
{{BuildRequire |
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− | |buildcredits=5,000 |
+ | |buildcredits = 5,000 |
− | |build1= Breath Of The Eidolon |
+ | |build1 = Breath Of The Eidolon |
− | |build1amount=5 |
+ | |build1amount = 5 |
− | |build2= |
+ | |build2 = Cuthol Tendrils |
− | |build2amount= |
+ | |build2amount = 3 |
− | |build3= Marquise Veridos |
+ | |build3 = Marquise Veridos |
− | |build3amount=20 |
+ | |build3amount = 20 |
− | |build4= Star Crimzian |
+ | |build4 = Star Crimzian |
− | |build4amount=10 |
+ | |build4amount = 10 |
− | |buildtime=1 |
+ | |buildtime = 1 |
− | |buildrush=10 |
+ | |buildrush = 10 |
− | |blueprint=7,500 |
+ | |blueprint = 7,500 |
− | |blueprintunit=standing |
+ | |blueprintunit = standing |
}} |
}} |
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+ | |||
+ | ==Characteristics== |
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+ | This weapon deals exclusively {{Icon|Proc|Void|text}} damage. |
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+ | |||
+ | '''Advantages:''' |
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+ | *Innate {{Icon|Proc|Void|text}} damage – effective against [[Sentient]]-type enemies. |
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+ | **Can reset any damage adaptation built up by [[Battalyst]]s, [[Conculyst]]s and [[Shadow Stalker]]. |
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+ | **Can damage [[Teralyst]], [[Gantulyst]] and [[Hydrolyst]]'s impervious shields. |
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+ | **Can destroy the otherwise impervious [[Vomvalyst]]'s spectral form. |
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+ | **Can change [[Profit-Taker Orb]]'s shield weakness. |
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+ | *Shots releases 3 grenades in a burst, with a splash range of 3.5 meters per grenade. |
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+ | **High total damage; direct impact damage of 1,000 {{Icon|Proc|Void|text}}, and radial damage of 1,400 {{Icon|Proc|Void|text}}. |
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+ | *High [[critical chance]]. |
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+ | *Relatively long range if aimed in an upward arc (up to ~75 meters). |
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+ | *Decent energy economy. |
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+ | *Slow energy consumption, consumes 10.35 energy/second at base fire rate. |
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+ | *Can immediately re-enter [[Void Mode]] after the last shot of the burst is fired. |
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+ | *Does not use ammo pickups; energy regenerates over time. |
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+ | **Has a 2-second delay after the weapon stops firing before regenerating energy. |
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+ | ***Regenerates 30 energy per second; takes 3.33 seconds to regenerate a fully depleted energy meter. |
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+ | |||
+ | '''Disadvantages:''' |
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+ | *Innate {{Icon|Proc|Void|text}} damage – less effective against [[Cloned Flesh]], [[Machinery]], and [[Fossilized]]. |
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+ | *Projectiles have travel time with arcing. |
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+ | *Low [[status chance]]. |
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==Notes== |
==Notes== |
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− | * |
+ | *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. |
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− | * Can deal self damage, but significantly less than the '''Shraksun Scaffold''' |
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+ | *Can deal self damage, albeit extremely low (1-2 [[health]] per grenade). |
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− | * |
+ | *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== |
+ | {{Scrollbox/Article| |
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− | <gallery position="center" widths="300px" columns="2" hideaddbutton="true"> |
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+ | {{ver|23.4}} |
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− | </gallery> |
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+ | *Radial Damage increased from 1000 to 1400. |
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+ | *Radial size increased from 3 meters to 3.5 meters. |
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+ | *Direct Impact Damage decreased from 1200 to 1000. |
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+ | {{ver|23.0.7}} |
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+ | *Fixed being able to skip the Granmu Prism cooldown by switching to and from a Scanner. |
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+ | |||
+ | {{ver|22.12}} |
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+ | *Fixed the Operator Granmu Prism dealing more damage if you were a Client. Now Client and Host deal the same damage. |
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+ | |||
+ | {{ver|22.8.3}} |
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+ | *Fixed being able to fire the Granmu Prism faster than intended by using Void Blast cancels. |
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+ | |||
+ | {{ver|22.1}} |
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+ | *Fixed Prism Operator fire potentially causing large negative numbers. |
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+ | |||
+ | {{ver|22.0.9}} |
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+ | *Increased the damage of all Amp Prisms. |
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+ | |||
+ | {{ver|22}} |
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+ | *Introduced. |
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⚫ | |||
+ | {{ver/Lu|23.10.8}} |
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{{AmpNav}} |
{{AmpNav}} |
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+ | [[es:Prisma Granmu]] |
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__NOTOC__ |
__NOTOC__ |
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[[Category:Components]] |
[[Category:Components]] |
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[[Category:Syndicate Offerings]] |
[[Category:Syndicate Offerings]] |
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[[Category:Update 22]] |
[[Category:Update 22]] |
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+ | [[Category:Sentient]] |
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+ | [[Category:Sentient Weapons]] |
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+ | [[Category:Amp]] |
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+ | [[Category:Self Damage Weapons]] |
Revision as of 18:34, 8 February 2020
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 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 | |||||
---|---|---|---|---|---|
5,000 |
5 |
3 |
20 |
10 |
Time: 1 hrs |
Rush: 10 | |||||
Market Price: N/A | 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.
- Can reset any damage adaptation built up by Battalysts, Conculysts and Shadow Stalker.
- Can damage Teralyst, Gantulyst and Hydrolyst's impervious shields.
- Can destroy the otherwise impervious Vomvalyst's spectral form.
- Can change Profit-Taker Orb's shield weakness.
- Shots releases 3 grenades in a burst, with a splash range of 3.5 meters per grenade.
- High total damage; direct impact damage of 1,000 Script error: The function "Proc" does not exist., and radial damage of 1,400 Script error: The function "Proc" does not exist..
- High critical chance.
- 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.
- Has a 2-second delay after the weapon stops firing before regenerating energy.
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.
- Can deal self damage, albeit extremely low (1-2 health per grenade).
- 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 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)
Amp Components | |
---|---|
Prisms (Xxx) | Raplak • Shwaak • Granmu • Rahn • Cantic • Lega • Klamora |
Scaffolds (xXx) | Pencha • Shraksun • Klebrik • Phahd • Exard • Dissic • Propa |
Braces (xxX) | Clapkra • Juttni • Lohrin • Anspatha • Suo • Plaga • Certus |
Amps | |
Premade | Mote Amp • Sirocco |