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*High {{Icon|Proc|Puncture|Text}} damage – effective against [[armor]].
 
*High {{Icon|Proc|Puncture|Text}} damage – effective against [[armor]].
 
*Very high [[critical chance]], [[critical multiplier]], and [[status chance]].
 
*Very high [[critical chance]], [[critical multiplier]], and [[status chance]].
**Can reach 100% status chance with {{M|Thermite Rounds}}, {{M|Rime Rounds}}, {{M|High Voltage}}, and {{M|Malignant Force}}.
 
 
*Pinpoint [[accuracy]].
 
*Pinpoint [[accuracy]].
 
**{{M|Heavy Caliber}}'s accuracy penalty is minimal on this weapon.
 
**{{M|Heavy Caliber}}'s accuracy penalty is minimal on this weapon.
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*Beam has a width of 0.5 meters.
 
*Beam has a width of 0.5 meters.
 
**Sides of the beam can hit enemies if they are close enough.
 
**Sides of the beam can hit enemies if they are close enough.
*Surface and enemy impacts creates a 5-meter explosion inflicting {{Icon|Proc|Magnetic|Text}} damage.
+
*Surface and enemy impacts creates a '''5'''-meter explosion inflicting {{Icon|Proc|Magnetic|Text}} damage.
 
**Innate {{Icon|Proc|Magnetic|Text}} damage – effective against [[Shielded]] and [[Proto Shield]]s.
 
**Innate {{Icon|Proc|Magnetic|Text}} damage – effective against [[Shielded]] and [[Proto Shield]]s.
  +
*Can benefit from {{M|Firestorm}}, {{M|Amalgam Furax Body Count}}, and {{M|Cautious Shot}}.
**Does not cause self-damage.
 
*Can use the {{M|Firestorm}} mod.
 
 
*Innate {{Icon|Pol|V}} polarity.
 
*Innate {{Icon|Pol|V}} polarity.
   
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*Low {{Icon|Proc|Impact|Text}} and {{Icon|Proc|Slash|Text}} damage – less effective against [[shield]]s and [[health]].
 
*Low {{Icon|Proc|Impact|Text}} and {{Icon|Proc|Slash|Text}} damage – less effective against [[shield]]s and [[health]].
 
*Explosion has innate {{Icon|Proc|Magnetic|Text}} damage – less effective against [[Alloy Armor]].
 
*Explosion has innate {{Icon|Proc|Magnetic|Text}} damage – less effective against [[Alloy Armor]].
  +
*Explosion inflicts [[Stagger|self-stagger]].
*Impact explosion damage decreases with distance from its epicenter.
 
  +
*Explosion has linear damage falloff from 100% to 40% from central impact.
 
*The weapon fires as soon as it has reached a full charge, which can lead to premature firing.
 
*The weapon fires as soon as it has reached a full charge, which can lead to premature firing.
   
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*While it is charging, the Opticor Vandal emits a beam of light that is colored the same as its energy color. This targeting beam follows '''parallel''' to the path of the projectile, and other players can see it. The fired projectile will '''not''' follow the path of the beam.
 
*While it is charging, the Opticor Vandal emits a beam of light that is colored the same as its energy color. This targeting beam follows '''parallel''' to the path of the projectile, and other players can see it. The fired projectile will '''not''' follow the path of the beam.
 
*When a fully charged shot is fired, the shot leaves a particle effect in its wake consisting of striations of energy the same color as the gun's energy color. These are visually appealing but may obscure vision of the target.
 
*When a fully charged shot is fired, the shot leaves a particle effect in its wake consisting of striations of energy the same color as the gun's energy color. These are visually appealing but may obscure vision of the target.
 
*Can reach over 100% [[status chance]] with four of the following: {{M|Thermite Rounds}}, {{M|Rime Rounds}}, {{M|High Voltage}}, {{M|Malignant Force}}, or {{M|Catalyzer Link}}, {{M|Hammer Shot}}, or {{M|Rifle Aptitude}}.
   
 
==Tips==
 
==Tips==
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*A critical chance increase and/or critical damage increase can offer an immense damage increase when getting a critical hit. Even simply increasing the [[critical chance]] to 60% with {{M|Point Strike}} is sufficient.
 
*A critical chance increase and/or critical damage increase can offer an immense damage increase when getting a critical hit. Even simply increasing the [[critical chance]] to 60% with {{M|Point Strike}} is sufficient.
 
*Works well in combination with {{WF|Nova}}'s {{A|Antimatter Drop}} due to the weapon's pin-point accuracy and massive damage, allowing Antimatter Drop to deal large amounts of damage with only a single shot.
 
*Works well in combination with {{WF|Nova}}'s {{A|Antimatter Drop}} due to the weapon's pin-point accuracy and massive damage, allowing Antimatter Drop to deal large amounts of damage with only a single shot.
*The Opticor Vandal tends to vaporize its foes, making it not ideal to use with a {{WF|Nekros}} intent on using {{A|Desecrate}}. However, it is good for stealth if [[Noise Level|silenced]] since enemies will not notice corpses.
 
 
*The Opticor Vandal treats the [[Shield Lancer]]'s shield as a solid environmental surface, setting off its AoE damage effect. Shooting at Shield Lancers in the midst of enemy [[Grineer]] can be a good alternative to shooting the ground to deal splash damage.
 
*The Opticor Vandal treats the [[Shield Lancer]]'s shield as a solid environmental surface, setting off its AoE damage effect. Shooting at Shield Lancers in the midst of enemy [[Grineer]] can be a good alternative to shooting the ground to deal splash damage.
 
*Unfortunately, due to its low base Slash damage, the Opticor Vandal almost never deals Slash procs. However, this can be substituted for by modding for Toxin damage and Status chance.
 
*Unfortunately, due to its low base Slash damage, the Opticor Vandal almost never deals Slash procs. However, this can be substituted for by modding for Toxin damage and Status chance.
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==Patch History==
 
==Patch History==
 
{{Scrollbox/Article|
 
{{Scrollbox/Article|
  +
{{ver|27.2.2}}<br/>
  +
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:
  +
*Opticor Vandal: 60%
  +
  +
{{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:
  +
*Opticor Vandal
  +
  +
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|24.4.0}}
 
{{ver|24.4.0}}
 
*Introduced.
 
*Introduced.

Revision as of 21:05, 26 March 2020

With a precision crafted lens, this customized Opticor achieves a level of performance previously thought impossible.

The Opticor Vandal is the Vandal variant of the Opticor Opticor, sporting increased critical chance, critical multiplier, status chance, magazine size, reload speed, and faster charge rate, but sacrifices damage. It was introduced in Update 24.4 (2019-03-08) along with Operation: Buried Debts.

Acquisition

This weapon is awarded for earning 100 points from the recurring Thermia Fractures event that was first introduced in Operation: Buried Debts, complete with a free weapon slot and a pre-installed Orokin Catalyst.

Characteristics

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

Advantages:

  • High Script error: The function "Proc" does not exist. damage – effective against armor.
  • Very high critical chance, critical multiplier, and status chance.
  • Pinpoint accuracy.
  • Innate 1 meter Punch Through.
  • Extremely ammo efficient.
  • Shots are guaranteed to stagger enemies.
  • Can be fired with roughly half a maximum charge, but with less damage.
  • Fast charge speed.
  • Beam has a width of 0.5 meters.
    • Sides of the beam can hit enemies if they are close enough.
  • Surface and enemy impacts creates a 5-meter explosion inflicting Script error: The function "Proc" does not exist. damage.
    • Innate Script error: The function "Proc" does not exist. damage – effective against Shielded and Proto Shields.
  • Can benefit from Mod TT 20px Firestorm, Mod TT 20px Amalgam Furax Body Count, and Mod TT 20px Cautious Shot.
  • Innate Script error: The function "Pol" does not exist. polarity.

Disadvantages:

  • Low Script error: The function "Proc" does not exist. and Script error: The function "Proc" does not exist. damage – less effective against shields and health.
  • Explosion has innate Script error: The function "Proc" does not exist. damage – less effective against Alloy Armor.
  • Explosion inflicts self-stagger.
  • Explosion has linear damage falloff from 100% to 40% from central impact.
  • The weapon fires as soon as it has reached a full charge, which can lead to premature firing.

Comparisons:

Lotusiconsmall
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Notes

  • Despite its Mastery Rank requirement of 14, any player that completes the repeating Operation: Buried Debts event is automatically given the weapon, even if they are Mastery Rank 0.
  • As with most charge-based weapons, certain actions (such as reloading) can cancel the charging process. You can use this to avoid wasting a shot if enemies have moved out of your line of fire.
  • When charging the weapon from a jump, transitioning into a slide will allow the charge to be kept instead of being cancelled.
  • While it is charging, the Opticor Vandal emits a beam of light that is colored the same as its energy color. This targeting beam follows parallel to the path of the projectile, and other players can see it. The fired projectile will not follow the path of the beam.
  • When a fully charged shot is fired, the shot leaves a particle effect in its wake consisting of striations of energy the same color as the gun's energy color. These are visually appealing but may obscure vision of the target.
  • Can reach over 100% status chance with four of the following: Mod TT 20px Thermite Rounds, Mod TT 20px Rime Rounds, Mod TT 20px High Voltage, Mod TT 20px Malignant Force, or Mod TT 20px Catalyzer Link, Mod TT 20px Hammer Shot, or Mod TT 20px Rifle Aptitude.

Tips

  • When starting out, make use of the Opticor Vandal's starting Script error: The function "Pol" does not exist. slot to fit Mod TT 20px Serration to enhance its AoE potential and damage output. Mod TT 20px Heavy Caliber's accuracy drop is also very marginal, making it another good choice.
  • A critical chance increase and/or critical damage increase can offer an immense damage increase when getting a critical hit. Even simply increasing the critical chance to 60% with Mod TT 20px Point Strike is sufficient.
  • Works well in combination with NovaIcon272 Nova's AntimatterDrop130xWhite Antimatter Drop due to the weapon's pin-point accuracy and massive damage, allowing Antimatter Drop to deal large amounts of damage with only a single shot.
  • The Opticor Vandal treats the Shield Lancer's shield as a solid environmental surface, setting off its AoE damage effect. Shooting at Shield Lancers in the midst of enemy Grineer can be a good alternative to shooting the ground to deal splash damage.
  • Unfortunately, due to its low base Slash damage, the Opticor Vandal almost never deals Slash procs. However, this can be substituted for by modding for Toxin damage and Status chance.
    • Due to its 60% Crit Chance with Point Strike, the Opticor Vandal can make great use of Mod TT 20px Hunter Munitions, allowing it to get more Slash procs than it normally would.
  • If a fully charged shot impacts an Arctic Eximus' SnowGlobe130xWhite Snow Globe, it will deal its explosion damage, dealing heavy damage to everything inside. A well-modded Opticor Vandal can destroy an entire squadron of enemies huddled in a Snow Globe with one shot using this method.
  • MesaIcon272 Mesa's BallisticBattery130xWhite Ballistic Battery counts the explosion damage as a separate shot for charging up Ballistic Battery; it is thus possible to achieve a full charge of Ballistic Battery with a single shot from the Opticor Vandal. Additionally, it would seem the damage bonus from Ballistic Battery is spread across the explosion of the shot it is put into (requires confirmation).

Trivia

  • There are slight visual differences between partially-charged shots and fully-charged shots; fully-charged shots are wider and leave a short-lived trail of light after the main shot has dissipated.

Bugs

  • Upon hitting VoltIcon272 Volt's ElectricShield130xWhite Electric Shield, the beam will explode, as the shield is considered a solid surface.
    • This however will not prevent the actual shot, only the AoE blast.
  • Enemies hit by the explosion will be alerted, but other enemies will only be alerted when one of the targets hit by the explosion sees you.
  • If the final Lephantis head in phase 1 is killed by the Opticor Vandal, the head will vaporise and prevent you from proceeding to phase 2, forcing you to abort the mission.
  • Due to the special parameters of the beam the gun fires, certain bosses (EidolonsGeneral Sargas Ruk and Lephantis) take significantly reduced damage from the Opticor Vandal, because the beam's AoE damage hits their weakspot before the main beam does, thus completely nullifying the beam's damage, and only dealing the AoE's worth of damage.

Media



Opticor Vandal Skins

Edit

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%:

  • Opticor Vandal: 60%

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:

  • Opticor Vandal

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 24.4 (2019-03-08)

  • Introduced.

Last updated: Hotfix 23.9.1 (2018-09-27)