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{{Codex|The Ignis produces a stream of intense heat.}}
 
{{Codex|The Ignis produces a stream of intense heat.}}
   
The '''Ignis''' is a [[Grineer]] flamethrower used by Grineer [[Scorch]] and [[Hyekka Master]]s, unlockable through Chem Lab [[Research]] in the [[Dojo]]. The Ignis releases a long reaching continuous spray of flames in a frontal area of effect (AoE), making it exceptionally useful for handling large crowds, albeit at the cost of high ammo usage and a fixed range.
+
The '''Ignis''' is a [[Grineer]] flamethrower used by Grineer [[Scorch]] and [[Hyekka Master]]s, unlockable through Chem Lab [[Research]] in the [[Dojo]]. The Ignis releases a long reaching continuous spray of flames in a frontal area of effect, making it exceptionally useful for handling large crowds, albeit at the cost of high ammo usage and a fixed range.
   
 
This weapon can be sold for {{cc|7,500}}.
 
This weapon can be sold for {{cc|7,500}}.
   
  +
{{BuildAutomatic|type=Weapon}}
{{BuildRequire
 
|buildcredits = 30,000
 
|build1 = Detonite Injector
 
|build1amount = 2
 
|build2 = Nano Spores
 
|build2amount = 5,000
 
|build3 = Ferrite
 
|build3amount = 5,000
 
|build4 = Forma
 
|build4amount = 1
 
|buildtime = 24
 
|buildrush = 35
 
|blueprint = 15,000
 
|lab = Chem
 
|researchcredits = 5,000
 
|research1 = Detonite Ampule
 
|research1amount = 10
 
|research2 = Plastids
 
|research2amount = 150
 
|research3 = Ferrite
 
|research3amount = 400
 
|research4 = Polymer Bundle
 
|research4amount = 500
 
|researchtime = 72
 
|affinityamount = 3,000
 
|prereq = [[Detonite Injector]]
 
}}
 
   
 
==Characteristics==
 
==Characteristics==
Line 197: Line 171:
   
 
'''Advantages:'''
 
'''Advantages:'''
*Innate {{Icon|Proc|Heat|text}} damage – effective against [[Infested]] and [[Cloned Flesh]].
+
*Innate {{Icon|Proc|Heat|text}} damage – effective against [[Cloned Flesh]], [[Damage 2.0/Infested|Infested]], and [[Infested Flesh]].
  +
*Very high [[status chance]].
**Fire is a versatile damage type, combining for {{Icon|Proc|Blast|Text}}, {{Icon|Proc|Gas|Text}} and {{Icon|Proc|Radiation|Text}}.
 
  +
*Pinpoint [[accuracy]].
*Good [[Status Effect|status chance]] per second.
 
  +
**{{M|Heavy Caliber}}'s accuracy penalty is minimal on this weapon.
*Sprays in a frontal area of effect (AoE), allowing it to hit multiple enemies at once.
 
 
*Large magazine size.
 
*Large magazine size.
*High maximum ammo capacity.
+
*High ammo capacity.
  +
*Beam has a thickness of '''0.15''' meters, and the zone of impact or maximum beam range has a spherical radius of '''3''' meters, allowing it to hit multiple enemies at once.
*Decent ammo efficiency, if utilizing the AoE correctly.
 
  +
**Largest beam thickness of all continuous weapons.
*Has innate [[Punch Through]] depth of 2 meters.
+
*Innate infinite [[Punch Through]] against bodies.
*Damage does not fall off with radius.
 
  +
*Consumes 0.5 ammo per tick of damage.
  +
*Can equip the {{M|Firestorm}} mod.
   
 
'''Disadvantages:'''
 
'''Disadvantages:'''
*Low damage against single targets.
+
*Innate {{Icon|Proc|Heat|text}} damage – less effective against [[Proto Shield]]s.
 
**Damage cannot be increased with {{Icon|Proc|Impact|text}}, {{Icon|Proc|Puncture|text}} or {{Icon|Proc|Slash|text}} mods.
*Low critical chance.
 
  +
*Damage ramps up from 35% to 100% over 0.6 seconds when firing. After firing stops for 0.8 seconds, the damage decays back to 35% over 2 seconds.
*Limited range of 20 meters (25, including the AoE).
 
 
*Low [[critical chance]].
*Damage cannot be increased with {{Icon|Proc|Impact|text}}, {{Icon|Proc|Puncture|text}} or {{Icon|Proc|Slash|text}} mods.
 
 
*Limited range of 20 meters.
*Damage decreased to 0.50x unless hitting directly with the central beam, which only has a reach of 20 meters.
 
  +
*Innate Punch Through does not apply to surfaces, requiring Punch Through mods.
   
'''Comparisons:'''
 
 
{{WeaponComparison|Ignis Wraith}}
 
{{WeaponComparison|Ignis Wraith}}
  +
**Lower range (20 meters vs 27 meters)
   
 
{{WeaponBuildSection}}
 
{{WeaponBuildSection}}
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==Notes==
 
==Notes==
 
*The Ignis' hit detection is composed of two parts:
 
*The Ignis' hit detection is composed of two parts:
**A perfectly accurate central beam that reaches up to 20m. This beam has a 2m Punch Through.
+
**A perfectly accurate central beam that reaches up to 20 meters. This beam has a 0.15-meter thickness, unlike other beam weapons whose beams are very narrow.
**A ~5 meter spherical AoE that appears at the end of this beam.
+
**A 3-meter spherical radius that appears at the zone of impact or maximum range.
  +
**Range of beam thickness and the area of effect are unaffected by {{M|Sinister Reach}}.
*The central beam will deal the listed damage of the weapon. The spherical AoE will deal 0.50x the listed damage.
 
*When the Ignis begins firing, it creates an initial "puff" over a rectangular AoE that will deal a single tick of damage. This can hit enemies that the continuous beam and spherical AoE would otherwise miss.
 
**This rectangular AoE has a width of ~10m (reaching ~5m on either side), rapidly extending to a length of 20m as the firing button is held.<sup>[''further experimentation needed'']</sup>
 
 
*When combined with other elemental mods, such as {{Icon|Proc|Cold|text}}, it will no longer deal the original [[Heat Damage|fire]] damage, losing its high bonus versus Light Infested (+50%). Thus, it is advised to add {{Icon|Proc|Toxin|Text}} damage to create {{Icon|Proc|Gas|Text}} damage to kill Light Infested. Add {{Icon|Proc|Electricity|text}} + {{Icon|Proc|Toxin|text}} to create {{Icon|Proc|Corrosive|text}} damage, and add {{Icon|Proc|Cold|text}} to create {{Icon|Proc|Blast|text}} damage to kill Heavy Infested.
 
*When combined with other elemental mods, such as {{Icon|Proc|Cold|text}}, it will no longer deal the original [[Heat Damage|fire]] damage, losing its high bonus versus Light Infested (+50%). Thus, it is advised to add {{Icon|Proc|Toxin|Text}} damage to create {{Icon|Proc|Gas|Text}} damage to kill Light Infested. Add {{Icon|Proc|Electricity|text}} + {{Icon|Proc|Toxin|text}} to create {{Icon|Proc|Corrosive|text}} damage, and add {{Icon|Proc|Cold|text}} to create {{Icon|Proc|Blast|text}} damage to kill Heavy Infested.
 
*As of {{ver|11.3.3}}, the fire rate is affected by mods.
 
*As of {{ver|11.3.3}}, the fire rate is affected by mods.
 
*[[Shade]]'s {{M|Ghost}} can activate even if the Ignis is being fired, so long as the fire key is held down upon Ghost's activation.
 
*[[Shade]]'s {{M|Ghost}} can activate even if the Ignis is being fired, so long as the fire key is held down upon Ghost's activation.
*The Ignis can destroy rockets launched from a [[Bombard]]'s [[Ogris]].
+
*The Ignis' spherical AoE can destroy rockets launched from a [[Bombard]]'s {{Weapon|Ogris}}.
 
**This only works if the Ignis deals {{Icon|Proc|Heat|Text}} or {{Icon|Proc|Blast|text}} damage. Building for {{Icon|Proc|Radiation|Text}} or {{Icon|Proc|Gas|Text}} will not produce this effect.
 
**This only works if the Ignis deals {{Icon|Proc|Heat|Text}} or {{Icon|Proc|Blast|text}} damage. Building for {{Icon|Proc|Radiation|Text}} or {{Icon|Proc|Gas|Text}} will not produce this effect.
 
*The Ignis can deal headshots and target enemy weakspots.
 
*The Ignis can deal headshots and target enemy weakspots.
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*It is a wise idea to equip a long-ranged weapon in your secondary slot when using the Ignis.
 
*It is a wise idea to equip a long-ranged weapon in your secondary slot when using the Ignis.
 
*It is unwise to have [[Specter]]s equip this gun as they only fire on targets when they are ~10m away from them.
 
*It is unwise to have [[Specter]]s equip this gun as they only fire on targets when they are ~10m away from them.
*The AoE of the Ignis is treated as Punch Through due to the flames being considered explosions.
 
 
*{{M|Combustion Beam}} can also be equipped to the Ignis, causing enemies to deal damage on death to other nearby enemies. This aids in crowd control and quicker elimination of weaker and closely-grouped enemies.
 
*{{M|Combustion Beam}} can also be equipped to the Ignis, causing enemies to deal damage on death to other nearby enemies. This aids in crowd control and quicker elimination of weaker and closely-grouped enemies.
 
*{{M|Sinister Reach}} can also be equipped on the Ignis, greatly increasing the range of its central beam. This will also move the spherical AoE forward by the same distance.
 
*{{M|Sinister Reach}} can also be equipped on the Ignis, greatly increasing the range of its central beam. This will also move the spherical AoE forward by the same distance.
**This also extends the maximum length of the rectangular "puff" each time the weapon is fired.
 
 
*The radius of the spherical AoE can be increased with {{M|Firestorm}}.
 
*The radius of the spherical AoE can be increased with {{M|Firestorm}}.
**This will NOT affect the width of the rectangular "puff".
 
 
*Due to its nature of AoE, this weapon is particularly effective against destructible projectiles.
 
*Due to its nature of AoE, this weapon is particularly effective against destructible projectiles.
 
*Adding {{M|Heavy Caliber}} as a second {{M|Serration}} results in an increase of damage. The reduction of accuracy will cause the beam to slightly waver, which is a negative for most weapons, but is arguably a benefit for the Ignis as the effective AoE spread will widen slightly.
 
*Adding {{M|Heavy Caliber}} as a second {{M|Serration}} results in an increase of damage. The reduction of accuracy will cause the beam to slightly waver, which is a negative for most weapons, but is arguably a benefit for the Ignis as the effective AoE spread will widen slightly.
 
**The loss in accuracy is small enough that the central beam will still land headshots consistently at maximum distance, even with {{M|Sinister Reach}} equipped.
 
**The loss in accuracy is small enough that the central beam will still land headshots consistently at maximum distance, even with {{M|Sinister Reach}} equipped.
*When the Ignis is initially fired, it will produce a large rectangular "puff" which can hit enemies that the continuous fire would otherwise miss.
 
**This can be taken advantage against melee units, especially the [[Infested]].
 
 
*The Ignis is designed to deal with crowds, spreading low damage but hitting all enemies in range, where most other weapons (besides explosive dealing AoE weapons) are single or multi-target. In other words, the larger the crowd, the better the weapon becomes at distributing damage compared to most other weapons.
 
*The Ignis is designed to deal with crowds, spreading low damage but hitting all enemies in range, where most other weapons (besides explosive dealing AoE weapons) are single or multi-target. In other words, the larger the crowd, the better the weapon becomes at distributing damage compared to most other weapons.
*The Ignis is very useful in reactor core [[Sabotage]] missions, as its punch-through and wide attack area allows it to destroy several exposed reactor cores at once.
 
   
 
==Trivia==
 
==Trivia==
 
*''Ignis'' is Latin for "fire".
 
*''Ignis'' is Latin for "fire".
*Prior to {{ver|17.8}}, the Ignis' appearance was simply a modified [[Grakata]].
+
*Prior to {{ver|17.8}}, the Ignis' appearance was simply a modified {{Weapon|Grakata}}.
 
**Oddly it wasn't just the appearance, as the update that changed the model and reload animation of the Ignis made the Grakata reload as if it was the Ignis.
 
**Oddly it wasn't just the appearance, as the update that changed the model and reload animation of the Ignis made the Grakata reload as if it was the Ignis.
 
*The Ignis was first shown in the developer Livestream #5.
 
*The Ignis was first shown in the developer Livestream #5.
Line 271: Line 240:
 
IgnisRadiation.png|'''Radiation''': Produces an cyan electrical stream.
 
IgnisRadiation.png|'''Radiation''': Produces an cyan electrical stream.
 
IgnisGas.png|'''Gas''': Sprays a thick cloud of sickly-colored gas.
 
IgnisGas.png|'''Gas''': Sprays a thick cloud of sickly-colored gas.
  +
lucas-hug-grnflamethrowerignis.jpg
  +
lucas-hug-grnflamethrowerignis2.jpg
 
</gallery>
 
</gallery>
   
Line 286: Line 257:
 
==Patch History==
 
==Patch History==
 
{{Scrollbox/Article|
 
{{Scrollbox/Article|
  +
{{ver|25.7}}
{{PatchHistoryNeeded}}
 
  +
*Converted materials to PBR on the Ignis
   
  +
{{ver|25.4.3}}
  +
*Made a micro optimization to Ignis effect scripts.
  +
  +
{{ver|25.0.8}}
  +
*Fixed the Ignis Energy color persisting as default.
  +
  +
{{ver|22.14}}
  +
*Fixed Beam weapons not being able to damage enemies (alive but in a ragdolled state) when being affected by certain ‘crowd control’ Abilities.
  +
*Damage now ramps up over 0.6 seconds and after moving off target there is a delay of 0.8 seconds before it starts to decay over 2 seconds.
  +
*All Beam weapons now start their Damage ramp up at 20% (instead of 10%).
  +
*The Multishot chance should now apply more consistently with Beam weapons.
  +
*Fixed Beam weapons continuously firing when quick Meleeing.
  +
  +
{{ver|22.13.4}}
  +
*Increased the Beam weapon Damage ramp up time from 0.8 to 1 second.
  +
*Fixed Beam weapon Damage ramp up not happening per target.
  +
  +
{{ver|22.13.3}}
  +
*Perfect accuracy and high fire rate is balanced by limited range and damage ramping up from 10% to 100% over 0.8 seconds when firing and decays back to 10% over 1 second after stopping.
  +
*Damage increased from 27 Heat per sec to 33 Heat per tick of damage.
  +
*Fire Rate decreased from 10 to 8.
  +
*Status Chance increased from 25% per sec to 27% per tick of damage.
  +
*Critical chance increased from 5% to 11%.
  +
*Flame passes through all avatars damaging them but will now be stopped by level geometry and require Punch Through Mods to penetrate.
  +
*Aimed Zoom reduced from 2.23x to 1.2x.
  +
  +
{{ver|17.9}}
  +
*The Ignis will now char the corpses of enemies slain.
  +
  +
{{ver|17.8}}
  +
*The Ignis has received a visual overhaul and has received the following stat changes:
  +
**Increased fire range.
  +
**Increased innate multishot effect.
  +
**Added 2m punchthrough.
  +
**Increased clip size and total ammo capacity.
  +
 
{{PatchHistoryNeeded}}
 
}}
 
}}
   
==See Also==
+
==See also==
 
*[[Scorch|Grineer Scorch]], the Grineer unit that uses this weapon.
 
*[[Scorch|Grineer Scorch]], the Grineer unit that uses this weapon.
*[[Ignis Wraith]], the [[Wraith]] variant of this weapon
+
*{{Weapon|Ignis Wraith}}, the [[Wraith]] variant of this weapon
   
{{WeaponNav}}
 
 
{{ResearchNav}}
 
{{ResearchNav}}
 
{{WeaponNav}}
 
__NOTOC__
 
[[de:Ignis]]
 
[[de:Ignis]]
  +
[[es:Ignis]]
 
[[fr:Ignis]]
 
[[fr:Ignis]]
 
[[ru:Игнис]]
 
[[ru:Игнис]]
  +
[[pt:Ignis]]
__NOTOC__
 
 
[[Category:Research]]
 
[[Category:Research]]
 
[[Category:Grineer]]
 
[[Category:Grineer]]

Revision as of 17:58, 30 August 2019

The Ignis produces a stream of intense heat.

The Ignis is a Grineer flamethrower used by Grineer Scorch and Hyekka Masters, unlockable through Chem Lab Research in the Dojo. The Ignis releases a long reaching continuous spray of flames in a frontal area of effect, making it exceptionally useful for handling large crowds, albeit at the cost of high ammo usage and a fixed range.

This weapon can be sold for Credits64 7,500.


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
30,000
DetoniteInjector
2
NanoSpores
5,000
Ferrite
5,000
Forma
1
Time: 1 Day(s)
Rush: PlatinumLarge 35
MarketIcon Market Price: PlatinumLarge N/A Blueprint2 Blueprints Price:Credits15,000
Chem Lab ResearchClanAffinity643,000
Credits
5,000
DetoniteAmpule
10
Ferrite
400
Plastids
150
PolymerBundle
500
Time: 3 Day(s)
Prereq: Detonite Injector
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

Characteristics

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

Advantages:

  • Innate Script error: The function "Proc" does not exist. damage – effective against Cloned Flesh, Infested, and Infested Flesh.
  • Very high status chance.
  • Pinpoint accuracy.
  • Large magazine size.
  • High ammo capacity.
  • Beam has a thickness of 0.15 meters, and the zone of impact or maximum beam range has a spherical radius of 3 meters, allowing it to hit multiple enemies at once.
    • Largest beam thickness of all continuous weapons.
  • Innate infinite Punch Through against bodies.
  • Consumes 0.5 ammo per tick of damage.
  • Can equip the Mod TT 20px Firestorm mod.

Disadvantages:

  • Innate Script error: The function "Proc" does not exist. damage – less effective against Proto Shields.
    • Damage cannot be increased with Script error: The function "Proc" does not exist., Script error: The function "Proc" does not exist. or Script error: The function "Proc" does not exist. mods.
  • Damage ramps up from 35% to 100% over 0.6 seconds when firing. After firing stops for 0.8 seconds, the damage decays back to 35% over 2 seconds.
  • Low critical chance.
  • Limited range of 20 meters.
  • Innate Punch Through does not apply to surfaces, requiring Punch Through mods.

Comparisons:

Lotusiconsmall
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Notes

  • The Ignis' hit detection is composed of two parts:
    • A perfectly accurate central beam that reaches up to 20 meters. This beam has a 0.15-meter thickness, unlike other beam weapons whose beams are very narrow.
    • A 3-meter spherical radius that appears at the zone of impact or maximum range.
    • Range of beam thickness and the area of effect are unaffected by Mod TT 20px Sinister Reach.
  • When combined with other elemental mods, such as Script error: The function "Proc" does not exist., it will no longer deal the original fire damage, losing its high bonus versus Light Infested (+50%). Thus, it is advised to add Script error: The function "Proc" does not exist. damage to create Script error: The function "Proc" does not exist. damage to kill Light Infested. Add Script error: The function "Proc" does not exist. + Script error: The function "Proc" does not exist. to create Script error: The function "Proc" does not exist. damage, and add Script error: The function "Proc" does not exist. to create Script error: The function "Proc" does not exist. damage to kill Heavy Infested.
  • As of Hotfix 11.3.3 (2013-12-13), the fire rate is affected by mods.
  • Shade's Mod TT 20px Ghost can activate even if the Ignis is being fired, so long as the fire key is held down upon Ghost's activation.
  • The Ignis' spherical AoE can destroy rockets launched from a Bombard's Ogris Ogris.
    • This only works if the Ignis deals Script error: The function "Proc" does not exist. or Script error: The function "Proc" does not exist. damage. Building for Script error: The function "Proc" does not exist. or Script error: The function "Proc" does not exist. will not produce this effect.
  • The Ignis can deal headshots and target enemy weakspots.

Tips

  • Mod TT 20px Hellfire and Mod TT 20px Wildfire apply fire elemental mod damage to the weapon. They do not act like base damage mods, but rather stack with the innate Script error: The function "Proc" does not exist. damage of the weapon.
  • Adding Script error: The function "Proc" does not exist., Script error: The function "Proc" does not exist., or Script error: The function "Proc" does not exist. in addition to Script error: The function "Proc" does not exist. damage makes the Ignis very effective versus Grineer / Corpus / Infested, though less effective against Corpus Proto Shields.
  • It is a wise idea to equip a long-ranged weapon in your secondary slot when using the Ignis.
  • It is unwise to have Specters equip this gun as they only fire on targets when they are ~10m away from them.
  • Mod TT 20px Combustion Beam can also be equipped to the Ignis, causing enemies to deal damage on death to other nearby enemies. This aids in crowd control and quicker elimination of weaker and closely-grouped enemies.
  • Mod TT 20px Sinister Reach can also be equipped on the Ignis, greatly increasing the range of its central beam. This will also move the spherical AoE forward by the same distance.
  • The radius of the spherical AoE can be increased with Mod TT 20px Firestorm.
  • Due to its nature of AoE, this weapon is particularly effective against destructible projectiles.
  • Adding Mod TT 20px Heavy Caliber as a second Mod TT 20px Serration results in an increase of damage. The reduction of accuracy will cause the beam to slightly waver, which is a negative for most weapons, but is arguably a benefit for the Ignis as the effective AoE spread will widen slightly.
    • The loss in accuracy is small enough that the central beam will still land headshots consistently at maximum distance, even with Mod TT 20px Sinister Reach equipped.
  • The Ignis is designed to deal with crowds, spreading low damage but hitting all enemies in range, where most other weapons (besides explosive dealing AoE weapons) are single or multi-target. In other words, the larger the crowd, the better the weapon becomes at distributing damage compared to most other weapons.

Trivia

  • Ignis is Latin for "fire".
  • Prior to Update 17.8 (2015-10-21), the Ignis' appearance was simply a modified Grakata Grakata.
    • Oddly it wasn't just the appearance, as the update that changed the model and reload animation of the Ignis made the Grakata reload as if it was the Ignis.
  • The Ignis was first shown in the developer Livestream #5.
  • The volume of fuel the Ignis carries would be impossible in the real world using today's technology, as the duration of continuous fire of the entire magazine lasts far longer than actual flamethrowers. This implies that the fuel used (possibly derived from Detonite) is extremely efficient. 
  • The front portion of the barrel heats up through continuous firing of the weapon, visible after roughly 25 units of ammo has been expended.
  • Changing the default Script error: The function "Proc" does not exist. damage of the Ignis modifies the visual effects of the flame released depending on the new element: Script error: The function "Proc" does not exist. damage causes the barrel to emit sparks, Script error: The function "Proc" does not exist. damage generates bolts of electricity within the flame, and Script error: The function "Proc" does not exist. damage changes the flame into a thick cloud.
    • ​In earlier builds, this change overrode any color customizations to the Ignis' flame color.

Media

Patch History

Update 25.7 (2019-08-29)

  • Converted materials to PBR on the Ignis

Hotfix 25.4.3 (2019-07-26)

  • Made a micro optimization to Ignis effect scripts.

Hotfix 25.0.8 (2019-05-31)

  • Fixed the Ignis Energy color persisting as default.

Update 22.14 (2018-03-01)

  • Fixed Beam weapons not being able to damage enemies (alive but in a ragdolled state) when being affected by certain ‘crowd control’ Abilities.
  • Damage now ramps up over 0.6 seconds and after moving off target there is a delay of 0.8 seconds before it starts to decay over 2 seconds.
  • All Beam weapons now start their Damage ramp up at 20% (instead of 10%).
  • The Multishot chance should now apply more consistently with Beam weapons.
  • Fixed Beam weapons continuously firing when quick Meleeing.

Hotfix 22.13.4 (2018-02-22)

  • Increased the Beam weapon Damage ramp up time from 0.8 to 1 second.
  • Fixed Beam weapon Damage ramp up not happening per target.

Hotfix 22.13.3 (2018-02-21)

  • Perfect accuracy and high fire rate is balanced by limited range and damage ramping up from 10% to 100% over 0.8 seconds when firing and decays back to 10% over 1 second after stopping.
  • Damage increased from 27 Heat per sec to 33 Heat per tick of damage.
  • Fire Rate decreased from 10 to 8.
  • Status Chance increased from 25% per sec to 27% per tick of damage.
  • Critical chance increased from 5% to 11%.
  • Flame passes through all avatars damaging them but will now be stopped by level geometry and require Punch Through Mods to penetrate.
  • Aimed Zoom reduced from 2.23x to 1.2x.

Update 17.9 (2015-10-28)

  • The Ignis will now char the corpses of enemies slain.

Update 17.8 (2015-10-21)

  • The Ignis has received a visual overhaul and has received the following stat changes:
    • Increased fire range.
    • Increased innate multishot effect.
    • Added 2m punchthrough.
    • Increased clip size and total ammo capacity.
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See also