Larkspur Prime is the Primed counterpart of the Larkspur heavy Archgun, sporting increased Critical Chance and Critical Multiplier, and Status Chance on Alternate Fire. Larkspur Prime was released alongside Hildryn Prime and Shade Prime.
Characteristics[]
- This weapon deals primarily Radiation damage.
- Primary fire releases a continuous beam that can chain to 3 enemies after hitting the initial target, with each chain doing 80% of the previous chain's damage.
- In Atmospheric Mode, the beam will chain to enemies within 6 meters of initial target. In Archwing Mode, the max chain distance is increased to 30 meters.
- The main beam will automatically lock onto enemies within 15 degrees of the reticle up to 20 meters away in Atmospheric Mode. In Archwing Mode, the max lock-on distance is increased to 160 meters.
- Enemy corpses will still allow the beam to connect to nearby enemies.
- Consumes 0.5 ammo per tick of damage.
- No Damage Falloff in Archwing Mode.
- In Atmospheric Mode, the beam will chain to enemies within 6 meters of initial target. In Archwing Mode, the max chain distance is increased to 30 meters.
- Alternate Fire charges and releases an energy grenade that explodes in an 9.6 meter radius upon impacting a surface.
- Pinpoint accuracy.
- Projectile has guaranteed knockdown proc.
- Projectile has infinite punch through on bodies.
- Initial hit and explosion apply status separately.
- Explosion does not need direct line of sight to deal damage and will penetrate walls.
- Innate polarity.
Advantages over other Archgun (Atmosphere) weapons (excluding modular weapons):
- Primary Fire is tied with Mausolon alt-fire, Arquebex, and Morgha alt-fire for the highest status chance of all Archguns.
- Good ammo efficiency in Atmospheric Mode, generating relatively low cooldown for the Archgun Deployer for every second fired.
- Normal Attack (wiki attack index 1)
- Above average fire rate (12.00 attacks/sec)
- Above average magazine (100)
- High status chance (50.00%)
- High total damage (180)
- Alt-Fire Projectile Impact (wiki attack index 2)
- High ammo max (400)
- Above average magazine (100)
- Above average status chance (38.00%)
- Above average total damage (840)
- Explosion (wiki attack index 3)
- No numerical advantages.
Disadvantages over other Archgun (Atmosphere) weapons (excluding modular weapons):
- Primary Fire:
- Damage ramps up from 20% to 100% over 0.6 seconds when firing. After firing stops for 0.8 seconds, the damage decays back to 20% over 2 seconds.
- Sub-par ammo efficiency in Atmospheric Mode, generating medium-high cooldown for the Archgun Deployer for every second fired.
- Limited range of:
- 320 meters in Archwing Mode.
- 40 meters in Atmospheric Mode.
- Alternate Fire:
- Consumes 10 ammo per shot.
- Projectile has travel time.
- Automatically fires after 3 seconds on holding a full charge, which can lead to premature firing.
- In Atmospheric Mode, charged shots cause a heavy recoiling effect that breaks zoom.
- Explosion inflicts self-stagger.
- Explosion has a headshot multiplier of 1x and cannot trigger headshot conditions.
- Explosion has linear Damage Falloff from 100% to 40% from central impact.
- Normal Attack (wiki attack index 1)
- Very low crit chance (14.00%)
- Below average reload speed (2.50 s)
- Low crit multiplier (1.60x)
- Alt-Fire Projectile Impact (wiki attack index 2)
- Low fire rate (2.00 attacks/sec)
- Below average crit chance (28.00%)
- Below average reload speed (2.50 s)
- Low crit multiplier (2.20x)
- Explosion (wiki attack index 3)
- Below average active falloff slope (16.0m/%)
- Low crit chance (28.00%)
- Below average maximum falloff distance (9.6 m)
- Below average reload speed (2.50 s)
- Below average crit multiplier (2.20x)
See WARFRAME Wiki:Stat Comparison/Percentiles for more details.
Comparisons:
- Larkspur Prime (Normal Attack), compared to Larkspur (Normal Attack):
- Equal base damage
- Higher base critical chance (14.00% vs. 10.00%)
- Higher base critical multiplier (1.60x vs. 1.40x)
- Higher average damage per tap (97.56 vs. 93.6)
- Higher burst DPS (1170.72 vs. 1123.2)
- Higher sustained DPS (824.45 vs. 790.98)
- More polarities ( vs. )
- Lower disposition (●●○○○ (0.75x) vs. ●●●○○ (1.05x))
Acquisition[]
Stock | Barrel | Blueprint | Receiver |
---|---|---|---|
Neo P7 Uncommon Axi D5 Uncommon (V) Lith K10 Uncommon (V) Lith W3 Uncommon (V) Meso W3 Uncommon (V) Neo A12 Uncommon (V) |
Axi L6 Rare Neo L2 Rare (V) Neo L3 Rare (V) |
Axi S16 Common Meso B9 Common Lith T12 Common (V) Meso H4 Common (V) Meso K6 Common (V) Meso M4 Common (V) |
Lith G12 Uncommon Lith P9 Uncommon Axi G10 Uncommon (V) Neo D8 Uncommon (V) Neo F3 Uncommon (V) |
Manufacturing Requirements | |||||
---|---|---|---|---|---|
45,000 |
1 |
1 |
1 |
Orokin Cell 10 |
Time: 1 Day(s) |
Rush: 25 | |||||
Market Price: N/A | Blueprints Price:N/A |
Notes[]
- As a Signature Weapon, Larkspur Prime gains a bonus effect with Hildryn or Hildryn Prime, gaining an additional 300 Ammo Maximum in Atmospheric mode, for a total of 700.
- A chain will do 0.8n times the main beams damage, where n is the chain number.
- The damages are: 100% for the main target, 80% for the first in the chain, 64% for the 2nd, and 51.2% for the 3rd.
- Headshotting the original target does not affect damage from the chain beam.
- The beam will chain even if an incapacitated enemy/corpse is chosen as the original target.
- The recoil of the Larkspur's secondary fire is strong enough to push the Warframe back a short distance, which can knock them off cliffs or ledges if players aren't careful.
- The charge rate of the Larkspur's secondary fire can be increased with Shell Rush.
- The Punch Through from Sabot Rounds will cause the main beam to chain independently from each additional target hit, potentially doubling or tripling the total damage output when fired into a crowd. The chain from the target hit after the Punch Through can deal damage to the first target, and vice versa.
Media[]
Patch History[]
Update 35.0 (2023-12-13)
- ARCHGUN DEPLOYER: HEAVY WEAPON CHANGES
With the various buffs and adjustments we’ve made to Warframe weapons over the years, a common question we see in response is “but what about Archguns?”. These Heavy Weapons are meant to be heavy-hitters, but arguably have been overshadowed by the Primary and Secondary guns in your Arsenal. To address this feedback, we have made the following changes:
ON-DEPLOY OVERGUARD BUFF
Upon using an Archgun Deployer, players will now gain 2000 Overguard.
- Effect has a 60s cooldown.
- The Overguard gain is capped at 2000, so re-deploying your Archgun after the cooldown resets will refresh your Overguard up to the 2000 cap.
HEAVY WEAPON BUFFS
Overall, most Heavy Weapons (a.k.a. Archguns when used via the Archgun Deployer) have had their damage doubled. Some of the Archguns have also received buffs to their Archwing version, which we will indicate below.
Archgun Damage Resistance
Before we get into the stats, we have added a 50% Archgun Damage Resistance to the Profit Taker. Since these weapons have had their damage buffed, this resistance keeps these fights to the same difficulty as before.
Heavy Weapon Stat Changes
Note: these apply only to Archgun Deployer versions of these weapons unless otherwise specified.
LARKSPUR PRIME
- Held: Total Damage increased from 90 to 180
- Impact Damage increased from 10 to 20
- Radiation Damage increased from 80 to 160
- Charge: Total Damage increased from 420 to 840
- Impact Damage increased from 140 to 280
- Blast Damage increased from 180 to 360
- Radiation Damage increased from 100 to 200
- Charge - Radial Attack: Total Damage increased from 800 to 1600
- Blast Damage increased from 400 to 800
- Radiation Damage increased from 400 to 800
Hotfix 32.3.6 (2023-03-15)
- Introduced.