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|normal slash =
 
|normal slash =
 
|normal element =
 
|normal element =
|normal damage = {{Icon|Proc|Void}} 2200.0
+
|normal damage = {{Icon|Proc|Void}} 1,000.0 (direct hit) + 1,400.0 (explosion)
 
|normal pellet count =
 
|normal pellet count =
|normal burst count = 3 (6,600.0 Total Damage)
+
|normal burst count = 3
|normal critical chance =(16 + 10)
+
|normal critical chance = (16 26)
|normal critical damage = (1.5+0.5)
+
|normal critical damage = (1.5 → 2.0)
|normal status chance = (2+10)
+
|normal status chance = (2 → 12)
 
|normal punchthrough =
 
|normal punchthrough =
 
|normal radius =
 
|normal radius =
Line 153: Line 153:
   
 
{{BuildRequire
 
{{BuildRequire
|buildcredits=5,000
+
|buildcredits = 5,000
|build1= Breath Of The Eidolon
+
|build1 = Breath Of The Eidolon
|build1amount=5
+
|build1amount = 5
|build2= Cetus Wisp
+
|build2 = Cuthol Tendrils
|build2amount=20
+
|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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'''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.
* Relatively long range if aimed upwards (up to ~75 meters).
 
 
**Can destroy the otherwise impervious [[Vomvalyst]]'s spectral form.
* High critical chance.
 
  +
**Can change [[Profit-Taker Orb]]'s shield weakness.
* Above average critical damage.
 
  +
*Shots releases 3 grenades in a burst, which explode in a '''3.5''' meter radius upon impact with a surface or enemy.
* Decent energy economy.
 
  +
**High total damage; direct impact damage of 1,000 {{Icon|Proc|Void|text}}, and radial damage of 1,400 {{Icon|Proc|Void|text}}.
* Can weave [[Void Mode]] inbetween shot delays.
 
 
*High [[critical chance]].
* Deals {{Icon|Proc|Void|text}} damage, which is effective against [[Sentient]]-type enemies.
 
 
*Relatively long range if aimed in an upward arc (up to ~75 meters).
** Can reset any damage adaptation built up by [[Battalyst]]s, [[Conculyst]]s and [[Shadow Stalker]].
 
 
*Decent energy economy.
** Can damage [[Teralyst]], [[Gantulyst]] and [[Hydrolyst]]'s impervious shields.
 
  +
*Slow energy consumption, consumes 10.35 energy/second at base fire rate.
** Can destroy the otherwise impervious [[Vomvalyst]]'s spectral form.
 
  +
*Can immediately re-enter [[Void Mode]] after the last shot of the burst is fired.
* Uses Amp Energy which automatically recharges, essentially giving it infinite ammo.
 
  +
*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:'''
 
'''Disadvantages:'''
  +
*Innate {{Icon|Proc|Void|text}} damage – less effective against [[Damage/Cloned Flesh|Cloned Flesh]] and [[Damage/Fossilized|Fossilized]].
* Very low self-damage, around 1-2 health per grenade.
 
* Has a travel time.
+
*Projectiles have travel time with arcing.
* Relatively low status chance.
+
*Low [[status chance]].
  +
*Explosion inflicts [[Stagger|self-stagger]].
  +
*Explosion has linear damage falloff from 100% to 70% from central impact.
   
 
==Notes==
 
==Notes==
* This Operator Amp component allows the Void Beam to be fired in burst mode, releasing three void grenades that detonate on impact.
+
*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 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.
 
*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.
* 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==
+
==Patch History==
  +
{{Scrollbox/Article|
<gallery position="center" widths="300px" columns="2" hideaddbutton="true">
 
  +
{{ver|27.2.2}}<br/>
</gallery>
 
  +
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:
  +
*Granmu Prism: 30%
   
  +
{{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:
  +
*Granmu Prism
  +
  +
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|23.4}}
  +
*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.
  +
  +
{{ver|23.0.7}}
  +
*Fixed being able to skip the Granmu Prism cooldown by switching to and from a Scanner.
  +
  +
{{ver|22.12}}
  +
*Fixed the Operator Granmu Prism dealing more damage if you were a Client. Now Client and Host deal the same damage.
  +
  +
{{ver|22.8.3}}
  +
*Fixed being able to fire the Granmu Prism faster than intended by using Void Blast cancels.
  +
  +
{{ver|22.1}}
  +
*Fixed Prism Operator fire potentially causing large negative numbers.
  +
  +
{{ver|22.0.9}}
  +
*Increased the damage of all Amp Prisms.
  +
  +
{{ver|22}}
  +
*Introduced.
  +
}}
  +
{{ver/Lu|23.10.8}}
 
{{AmpNav}}
 
{{AmpNav}}
  +
[[es:Prisma Granmu]]
 
__NOTOC__
 
__NOTOC__
 
[[Category:Components]]
 
[[Category:Components]]
Line 208: Line 258:
 
[[Category:Update 22]]
 
[[Category:Update 22]]
 
[[Category:Sentient]]
 
[[Category:Sentient]]
  +
[[Category:Sentient Weapons]]
  +
[[Category:Amp]]
  +
[[Category:Self Damage Weapons]]
  +
[[Category:Self Interrupt Weapons]]

Revision as of 03:33, 1 April 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 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
CutholTendrils
3
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, which explode in a 3.5 meter radius upon impact with a surface or enemy.
    • 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.

Disadvantages:

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

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)