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{{Top|Lotus|Tenno|Tenno|Weapon|Weapons|Weapons}}
 
{{Top|Lotus|Tenno|Tenno|Weapon|Weapons|Weapons}}
  +
{{WeaponInfoboxAutomatic
  +
<!--overides the name for ALL automatic calls. Needed if being used for a weapon that doesn't match the name of the page (or if the weapon's name has an odd character like '&' in it)-->
  +
|name =
   
  +
<!--
{{WeaponInfoboxU11
 
  +
---!!!!!---INSTRUCTIONS---!!!!!---
| name = Paris
 
  +
Everything below this is for manually overriding the automatic values. If you're not sure how to update Module:Weapons/data (Or especially if this is a brand new weapon), you can just put stuff here instead and somebody else will drop by and move the changes along later.
| image = Paris.png
 
| mastery level = 0
 
| slot = Primary
 
| type = Bow
 
   
  +
If everything here is blank, then everything is working correctly - Only put values here if they are different from what the page already shows.
| trigger = Charge
 
  +
-->
| projectile speed = 70.0m/s (85.0m/s Charged)
 
  +
<!--Statistics-->
| noise level = 0.0m (Silent)
 
  +
|image =
| rate of fire = 1.00
 
  +
|mastery level =
| accuracy = 16.7 (100.0 Aimed)
 
  +
|slot =
| zoom =
 
  +
|type =
| spread =
 
  +
|trigger =
| recoil =
 
| clip =
 
| max ammo = 72
 
| disposition = Neutral
 
| reload = 0.7
 
| stat proc = 10.0
 
   
  +
<!--Utility-->
| physical damage = 90.0
 
  +
|ammo type =
| impact damage = 4.5
 
  +
|flight speed =
| puncture damage = 72.0
 
  +
|range =
| slash damage = 13.5
 
  +
|noise level =
| elemental damage type =
 
  +
|fire rate =
| elemental damage =
 
  +
|spool =
| crit chance = 30.0
 
  +
|accuracy =
| crit damage = 1.5
 
  +
|magazine =
  +
|max ammo =
  +
|reload =
  +
|zoom =
  +
|combo reset =
  +
|combo min =
  +
|finisher damage =
  +
|channel damage =
  +
|disposition =
   
  +
<!--Normal Attacks-->
| charge physical damage = 180.0
 
| charge impact damage = 9.0
+
|normal impact =
| charge puncture damage = 144.0
+
|normal puncture =
| charge slash damage = 27.0
+
|normal slash =
  +
|normal element =
| charge elemental damage type =
 
| charge elemental damage =
+
|normal damage =
  +
|normal pellet count =
| charge speed = 1.0
 
  +
|normal burst count =
| charge crit chance = 30.0
 
  +
|normal critical chance =
| charge crit damage = 2.0
 
  +
|normal critical damage =
| charge punch through = 1.0
 
  +
|normal status chance =
  +
|normal punchthrough =
  +
|normal radius =
  +
|normal duration =
  +
|normal falloff =
  +
|normal ammo cost =
   
  +
<!--Charge Attacks-->
| conclave = 70
 
  +
|charge impact =
| polarities = {{Icon|Pol|Bar}}
 
  +
|charge puncture =
| introduced = {{ver|7}}
 
  +
|charge slash =
| notes =
 
  +
|charge element =
| users = [[Junction|Trinity Specter]]
 
  +
|charge damage =
  +
|charge time =
  +
|charge pellet count =
  +
|charge burst count =
  +
|charge critical chance =
  +
|charge critical damage =
  +
|charge status chance =
  +
|charge punchthrough =
  +
|charge radius =
  +
|charge duration =
  +
|charge falloff =
  +
|charge ammo cost =
  +
  +
<!--Area Attacks-->
  +
|area impact =
  +
|area puncture =
  +
|area slash =
  +
|area element =
  +
|area damage =
  +
|area pellet count =
  +
|area critical chance =
  +
|area critical damage =
  +
|area status chance =
  +
|area radius =
  +
|area duration =
  +
|area falloff =
  +
|area ammo cost =
  +
  +
<!--Secondary Area Attacks (For 2-stage explosions like Lenz or Kulstar)-->
  +
|secondaryarea impact =
  +
|secondaryarea puncture =
  +
|secondaryarea slash =
  +
|secondaryarea element =
  +
|secondaryarea damage =
  +
|secondaryarea pellet count =
  +
|secondaryarea critical chance =
  +
|secondaryarea critical damage =
  +
|secondaryarea status chance =
  +
|secondaryarea radius =
  +
|secondaryarea duration =
  +
|secondaryarea falloff =
  +
  +
<!--Secondary Attacks-->
  +
|secondary impact =
  +
|secondary puncture =
  +
|secondary slash =
  +
|secondary element =
  +
|secondary damage =
  +
|secondary pellet count =
  +
|secondary burst count =
  +
|secondary critical chance =
  +
|secondary critical damage =
  +
|secondary status chance =
  +
|secondary punchthrough =
  +
|secondary radius =
  +
|secondary duration =
  +
|secondary falloff =
  +
|secondary charge time =
  +
|secondary fire rate =
  +
|secondary trigger =
  +
|secondary ammo cost =
  +
  +
<!--Throw Attacks (for Glaives)-->
  +
|throw impact =
  +
|throw puncture =
  +
|throw slash =
  +
|throw element =
  +
|throw damage =
  +
|throw critical chance =
  +
|throw critical damage =
  +
|throw status chance =
  +
|throw punchthrough =
  +
|throw falloff =
  +
|throw charge time =
  +
  +
<!--Charged Throw Attacks (for Glaives)-->
  +
|charged throw impact =
  +
|charged throw puncture =
  +
|charged throw slash =
  +
|charged throw element =
  +
|charged throw damage =
  +
|charged throw critical chance =
  +
|charged throw critical damage =
  +
|charged throw status chance =
  +
|charged throw punchthrough =
  +
|charged throw falloff =
  +
|charged throw charge time =
  +
  +
<!--Other Melee Attacks-->
  +
|slam attack =
  +
|slam radius =
  +
|slide attack =
  +
|slide attack =
  +
  +
<!--Miscellaneous-->
  +
|syndicate effect =
  +
|augments =
  +
|polarities =
  +
|stance polarity =
  +
|users =
  +
|introduced =
 
}}
 
}}
 
{{Codex|Based on one of the world's oldest weapon designs, this Tenno-crafted weapon can be used both in stealth and in open combat. The Paris uses a chargeable magnetic field to launch arrows capable of impaling enemies to walls.}}
 
{{Codex|Based on one of the world's oldest weapon designs, this Tenno-crafted weapon can be used both in stealth and in open combat. The Paris uses a chargeable magnetic field to launch arrows capable of impaling enemies to walls.}}
   
The '''Paris''' was released on the 18th of March, 2013.
+
The '''Paris''' is a [[Tenno]] bow that focuses on {{Icon|Proc|Puncture|Text}} damage.
   
 
This weapon can be sold for {{cc|7,500}}.
 
This weapon can be sold for {{cc|7,500}}.
   
  +
{{BuildAutomatic|type=Weapon}}
{{BuildRequire
 
|buildcredits= 15,000
 
|build1= Morphics
 
|build1amount=3
 
|build2= Plastids
 
|build2amount=600
 
|build3= Polymer Bundle
 
|build3amount=700
 
|build4= Nano Spores
 
|build4amount=2,000
 
|buildtime=12
 
|buildrush=45
 
|blueprint=20,000
 
|market=225
 
}}
 
   
 
==Characteristics==
 
==Characteristics==
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'''Advantages:'''
 
'''Advantages:'''
*High damage at full charge.
+
*High {{Icon|Proc|Puncture|Text}} damage &ndash; effective against [[armor]].
  +
*Good [[critical chance]].
*[[Silent]]
 
*Charged shots have innate [[Punch Through]].
+
*Charged shots have innate 1 meter [[Punch Through]].
  +
*Pinpoint [[accuracy]] when aiming ({{Key|RMB}}).
**Allowing it to hit multiple enemies in a line.
 
  +
*[[Silent]].
*Pinpoint [[accuracy]] when aiming.
 
  +
*On kill, bodies will follow the arrow that killed them, damaging anyone in their path and pinning the corpse to walls.
  +
*Innate {{Icon|Pol|Bar}} polarity.
  +
*Can use the bow-exclusive {{M|Thunderbolt}} mod.
  +
*[[Fire rate]] mods apply double their bonuses.
   
 
'''Disadvantages:'''
 
'''Disadvantages:'''
 
*Low {{Icon|Proc|Impact|Text}} and {{Icon|Proc|Slash|Text}} damage &ndash; less effective against [[shields]] and [[health]].
 
*Low {{Icon|Proc|Impact|Text}} and {{Icon|Proc|Slash|Text}} damage &ndash; less effective against [[shields]] and [[health]].
*Arrows have a travel time and a slight arc.
+
*Arrows have a travel time with slight arcing.
  +
*Low [[status chance]].
*Draws from the Sniper Ammo pickup pool, which is among the rarest of the ammunition pickups.
 
  +
*Draws from the rare sniper ammo pool.
*Its flashlight points downward, following wherever Paris is pointing instead of your cross-hair, making it harder to see in darker areas unless charged.
 
 
'''Comparisons:'''
 
* '''Paris''', compared to the [[Paris Prime]]:
 
** Lower base damage (180.0 vs. 200.0).
 
*** Lower {{Icon|Proc|Puncture|Text}} damage (144.0 vs. 160.0).
 
*** Slightly higher {{Icon|Proc|Impact|Text}} damage (9.0 vs. 5.0).
 
*** Slightly lower {{Icon|Proc|Slash|Text}} damage (27.0 vs. 35.0).
 
** Lower [[Critical Hit|critical]] chance (30.0% vs. 45.0%).
 
** Lower [[Status Effect|status]] chance (10.0% vs. 20.0%).
 
** Fewer [[Polarity|Polarities]].
 
   
  +
{{WeaponComparison|MK1-Paris}}
  +
{{WeaponComparison|Paris Prime|header=n}}
 
{{WeaponBuildSection}}
 
{{WeaponBuildSection}}
   
 
==Tips==
 
==Tips==
*Staying in cover while charging will help to reduce damage taken.
+
*Staying in cover while charging can help to reduce damage taken.
 
*Bows are most useful if you can kill the target in one shot.
 
*Bows are most useful if you can kill the target in one shot.
 
*Lead targets both horizontally and vertically at greater distances in order to compensate for projectile travel time.
 
*Lead targets both horizontally and vertically at greater distances in order to compensate for projectile travel time.
 
*Maintaining a charge at all times can make engaging a group of enemies easier.
 
*Maintaining a charge at all times can make engaging a group of enemies easier.
 
**Charging can be cancelled without releasing the arrow using the reload button (Press the reload button while holding fire).
 
**Charging can be cancelled without releasing the arrow using the reload button (Press the reload button while holding fire).
**All "charge weapons" (except [[Angstrum]] and [[Opticor]]) are capable of holding their charge during a [[Maneuvers#Sprinting|sprint]].
+
**All "charge weapons" (except {{Weapon|Angstrum}} and {{Weapon|Opticor}}) are capable of holding their charge during a [[Maneuvers#Sprinting|sprint]].
 
**As long as the user starts charging a shot, they are able to finish charging while they are still sprinting.
 
**As long as the user starts charging a shot, they are able to finish charging while they are still sprinting.
 
**Using elevators and opening co-op doors does not cancel the charge, however hacking consoles and opening lockers will.
 
**Using elevators and opening co-op doors does not cancel the charge, however hacking consoles and opening lockers will.
 
**[[Maneuvers#Sliding|Sliding]] when you are about to hit the ground (from any height) is very useful for keeping your charge instead of losing it by [[Maneuvers#Rolling|rolling]].
 
**[[Maneuvers#Sliding|Sliding]] when you are about to hit the ground (from any height) is very useful for keeping your charge instead of losing it by [[Maneuvers#Rolling|rolling]].
*A rank 1 {{ImgTooltip|Arrow Mutation}} is usually more than enough to keep ammo topped off.
+
*A rank 1 {{M|Arrow Mutation}} is usually more than enough to keep ammo topped off.
**Alternatively use [[Team Ammo Restore]]s instead of {{ImgTooltip|Arrow Mutation}} to gain mod capacity at the cost of resources.
+
**Alternatively use [[Squad Ammo Restore]]s instead of {{M|Arrow Mutation}} to gain mod capacity at the cost of resources. Also using Carrier's [[Ammo Case]] is another method of keeping ammo stores near filled
*Use {{ImgTooltip|Speed Trigger}} to increase responsiveness when you get used to charged shots with bows. It is more effective than {{ImgTooltip|Fast Hands}} in terms of increasing DPS.
+
*Use {{M|Speed Trigger}} to increase responsiveness when you get used to charged shots with bows. It is more effective than {{M|Fast Hands}} in terms of increasing DPS.
 
*Enemies killed by Bows will be rag-dolled with the corpse acting as a projectile doing the same damage as the weapon. This can be used to kill multiple enemies with one shot.
 
*Enemies killed by Bows will be rag-dolled with the corpse acting as a projectile doing the same damage as the weapon. This can be used to kill multiple enemies with one shot.
*As with all [[:Category:Bow|Bow]]s, the fully charged shots have innate [[Punch Through]] and therefore can penetrate multiple enemies in line, walls, doors and slim objects like a [[Shield Lancer]]'s shield.
+
*As with all [[:Category:Bow|Bows]], the fully charged shots have innate [[Punch Through]] and therefore can penetrate multiple enemies in line, walls, doors and slim objects like a [[Shield Lancer]]'s shield.
   
 
==Notes==
 
==Notes==
*Enemies will notice missed arrows but hit arrows are silent.
+
*Enemies will notice missed arrows but arrows that hit are silent.
 
*Arrows have a large amount of momentum, allowing players to pin enemies to walls. However, a dead body will not lose its momentum if it hits a closed door, so the body will fly through it as soon as the door opens.
 
*Arrows have a large amount of momentum, allowing players to pin enemies to walls. However, a dead body will not lose its momentum if it hits a closed door, so the body will fly through it as soon as the door opens.
   
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==Media==
 
==Media==
 
<gallery type="slideshow" widths="600" position="center">
 
<gallery type="slideshow" widths="600" position="center">
  +
ParisBowCodex.png|Paris in Codex.
 
OOOO_Paris.jpg
 
OOOO_Paris.jpg
 
Paris.jpg
 
Paris.jpg
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<gallery widths="320" position="center">
 
<gallery widths="320" position="center">
 
Warframe - Paris Bow Spotlight - Beta 7.8.0
 
Warframe - Paris Bow Spotlight - Beta 7.8.0
  +
Warframe - All Tenno Primaries - Weapon Animations & Sounds (2012 - 2019)
 
</gallery>
 
</gallery>
   
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==Patch History==
 
==Patch History==
 
{{Scrollbox/Article|
 
{{Scrollbox/Article|
  +
{{ver|29.1}}
{{PatchHistoryNeeded}}
 
  +
*Fixed Paris bow 3D draw sound not cutting off when bow is fully drawn.
   
  +
{{ver|25.7}}
  +
*Normalized quick shots to have the same critical chance/damage and status chance as charged shots.
  +
*While reviewing Bow stats the team has also refreshed all their FX (including the Lenz)!
  +
*Quick Shot increased from 120 to 160
  +
*Charged Shot increased from 180 to 320
  +
  +
{{ver|22.12}}
  +
*Mastery Rank increased from 0 to 3
  +
*Charge speed increased from 1 to 0.5 secs
  +
  +
{{ver|19.10}}
  +
*Paris model reworked.
  +
  +
{{ver|7}}
  +
*Introduced.
 
}}
 
}}
   
 
==See also==
 
==See also==
*[[MK1-Paris]], the starter version of this weapon bow.
+
*{{Weapon|MK1-Paris}}, the [[MK1]] counterpart.
*[[Paris Prime]], the prime counterpart of this bow.
+
*{{Weapon|Paris Prime}}, the [[prime]]d counterpart.
*[[:Category:Bow|Bow]]: for a link to other bows and their usage.
 
   
 
{{WeaponNav}}
 
{{WeaponNav}}
  +
__NOTOC__
 
[[de:Paris]]
 
[[de:Paris]]
  +
[[es:Paris]]
 
[[fr:Paris]]
 
[[fr:Paris]]
__NOTOC__
 
 
[[Category:Bow]]
 
[[Category:Bow]]
 
[[Category:Tenno]]
 
[[Category:Tenno]]

Revision as of 19:19, 17 September 2020

Based on one of the world's oldest weapon designs, this Tenno-crafted weapon can be used both in stealth and in open combat. The Paris uses a chargeable magnetic field to launch arrows capable of impaling enemies to walls.

The Paris is a Tenno bow that focuses on Script error: The function "Proc" does not exist. damage.

This weapon can be sold for Credits64 7,500.


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
15,000
Morphics
3
Plastids
600
PolymerBundle
700
NanoSpores
2,000
Time: 12 Hour(s)
Rush: PlatinumLarge 45
MarketIcon Market Price: PlatinumLarge 225 Blueprint2 Blueprints Price:Credits20,000

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.
  • Good critical chance.
  • Charged shots have innate 1 meter Punch Through.
  • Pinpoint accuracy when aiming (RMB ).
  • Silent.
  • On kill, bodies will follow the arrow that killed them, damaging anyone in their path and pinning the corpse to walls.
  • Innate Script error: The function "Pol" does not exist. polarity.
  • Can use the bow-exclusive Mod TT 20px Thunderbolt mod.
  • Fire rate mods apply double their bonuses.

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.
  • Arrows have a travel time with slight arcing.
  • Low status chance.
  • Draws from the rare sniper ammo pool.

Comparisons:

  • Paris Paris (Charged Shot), compared to Paris MK1-Paris (Charged Shot):
Lotusiconsmall
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Tips

  • Staying in cover while charging can help to reduce damage taken.
  • Bows are most useful if you can kill the target in one shot.
  • Lead targets both horizontally and vertically at greater distances in order to compensate for projectile travel time.
  • Maintaining a charge at all times can make engaging a group of enemies easier.
    • Charging can be cancelled without releasing the arrow using the reload button (Press the reload button while holding fire).
    • All "charge weapons" (except Angstrum Angstrum and Opticor Opticor) are capable of holding their charge during a sprint.
    • As long as the user starts charging a shot, they are able to finish charging while they are still sprinting.
    • Using elevators and opening co-op doors does not cancel the charge, however hacking consoles and opening lockers will.
    • Sliding when you are about to hit the ground (from any height) is very useful for keeping your charge instead of losing it by rolling.
  • A rank 1 Mod TT 20px Arrow Mutation is usually more than enough to keep ammo topped off.
  • Use Mod TT 20px Speed Trigger to increase responsiveness when you get used to charged shots with bows. It is more effective than Mod TT 20px Fast Hands in terms of increasing DPS.
  • Enemies killed by Bows will be rag-dolled with the corpse acting as a projectile doing the same damage as the weapon. This can be used to kill multiple enemies with one shot.
  • As with all Bows, the fully charged shots have innate Punch Through and therefore can penetrate multiple enemies in line, walls, doors and slim objects like a Shield Lancer's shield.

Notes

  • Enemies will notice missed arrows but arrows that hit are silent.
  • Arrows have a large amount of momentum, allowing players to pin enemies to walls. However, a dead body will not lose its momentum if it hits a closed door, so the body will fly through it as soon as the door opens.

Bugs

  • As of Update 7.8 (2013-04-19), Headshots will not be counted at the end of missions, when using the Paris.  
  • After charging an arrow and firing it while zooming, the next arrow you fire will not be drawn from the quiver, and instead the Paris and your hand will jerk very slightly. The next shot will show the reloading animation correctly.

Trivia

  • Paris is most likely named for Paris of Troy in Homer's Iliad, who was a skilled archer and the one to have killed Achilles by firing an arrow into his heel.
  • The Paris is the only bow that does not have a tension spring, as the arrow is held in place and launched by magnetic induction rather than physical force.
  • The Paris is modeled after a decurve bow.

Media

Paris Skins

Edit

Patch History

Update 29.1 (2020-09-17)

  • Fixed Paris bow 3D draw sound not cutting off when bow is fully drawn.

Update 25.7 (2019-08-29)

  • Normalized quick shots to have the same critical chance/damage and status chance as charged shots.
  • While reviewing Bow stats the team has also refreshed all their FX (including the Lenz)!
  • Quick Shot increased from 120 to 160
  • Charged Shot increased from 180 to 320

Update 22.12 (2018-02-09)

  • Mastery Rank increased from 0 to 3
  • Charge speed increased from 1 to 0.5 secs

Update 19.10 (2017-02-09)

  • Paris model reworked.

Update 7.0 (2013-03-18)

  • Introduced.

See also