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{{Top|Lotus|Tenno|Tenno|Weapon|Weapons|Weapons}} |
{{Top|Lotus|Tenno|Tenno|Weapon|Weapons|Weapons}} |
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− | {{WeaponInfoboxAutomatic |
+ | {{WeaponInfoboxAutomatic}} |
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− | <!--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)--> |
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− | <!-- |
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− | ---!!!!!---INSTRUCTIONS---!!!!!--- |
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− | 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. |
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− | If everything here is blank, then everything is working correctly - Only put values here if they are different from what the page already shows. |
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− | --> |
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− | <!--Statistics--> |
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− | |image = |
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− | |mastery level = |
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− | |slot = |
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− | |type = |
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− | |trigger = |
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+ | ==Characteristics== |
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− | <!--Utility--> |
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− | |ammo type = |
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− | |flight speed = |
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− | |range = |
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− | |noise level = |
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− | |finisher damage = |
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− | |channel damage = |
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− | |disposition = |
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− | <!--Normal Attacks--> |
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− | |normal impact = |
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− | |normal puncture = |
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− | |normal slash = |
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− | |normal element = |
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− | <!--Charge Attacks--> |
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− | |charge impact = |
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− | |charge puncture = |
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− | |charge slash = |
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− | |charge element = |
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− | |charge falloff = |
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− | |charge ammo cost = |
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+ | ==Incarnon== |
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− | <!--Area Attacks--> |
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+ | {{Transclude|Paris Incarnon Genesis#Evolutions}} |
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− | |area impact = |
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+ | ==Acquisition== |
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− | <!--Secondary Area Attacks (For 2-stage explosions like Lenz or Kulstar)--> |
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+ | The Paris's blueprint can be purchased from the [[Market]]. |
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− | |||
− | <!--Secondary Attacks--> |
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− | |||
− | <!--Throw Attacks (for Glaives)--> |
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− | <!--Charged Throw Attacks (for Glaives)--> |
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− | |||
− | <!--Other Melee Attacks--> |
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− | |slam attack = |
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− | |||
− | <!--Miscellaneous--> |
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− | |syndicate effect = |
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− | |augments = |
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− | |polarities = |
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− | |users = |
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− | |introduced = |
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− | }} |
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{{BuildAutomatic|type=Weapon}} |
{{BuildAutomatic|type=Weapon}} |
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− | == |
+ | ==Notes== |
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⚫ | |||
⚫ | |||
+ | ===Incarnon Genesis=== |
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⚫ | |||
+ | *Upon completion of [[The Duviri Paradox]] and [[Angels of the Zariman]], and unlocking [[The Steel Path]], players can earn {{Resource|Paris Incarnon Genesis}} from [[The Circuit]]'s Steel Path to place on their Paris with the help of [[Cavalero]] in the [[Chrysalith]]. This [[Incarnon Genesis]] form grants it evolutions to a transformation and newfound strength. |
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− | *High {{Icon|Proc|Puncture|Text}} damage – effective against [[armor]]. |
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− | *Good [[critical chance]]. |
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− | *Charged shots have innate 1 meter [[Punch Through]]. |
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− | *Pinpoint [[accuracy]] when aiming ({{Key|RMB}}). |
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− | *[[Silent]]. |
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− | *On kill, bodies will follow the arrow that killed them, damaging anyone in their path and pinning the corpse to walls. |
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− | *Innate {{Icon|Pol|Bar}} polarity. |
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− | *Can use the bow-exclusive {{M|Thunderbolt}} mod. |
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− | *[[Fire rate]] mods apply double their bonuses. |
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+ | ====Evolution==== |
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⚫ | |||
+ | {{Transclude|Paris Incarnon Genesis#Evolutions}} |
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− | *Low {{Icon|Proc|Impact|Text}} and {{Icon|Proc|Slash|Text}} damage – less effective against [[shields]] and [[health]]. |
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− | *Arrows have a travel time with slight arcing. |
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− | *Low [[status chance]]. |
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− | *Draws from the rare sniper ammo pool. |
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− | |||
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⚫ | |||
− | {{WeaponBuildSection}} |
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==Tips== |
==Tips== |
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− | *Staying in cover while charging can help to reduce damage taken. |
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− | *Bows are most useful if you can kill the target in one shot. |
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*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. |
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*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. |
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**[[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]]. |
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*A rank 1 {{M|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. |
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− | **Alternatively use |
+ | **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 {{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. |
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− | *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. |
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− | |||
− | ==Notes== |
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⚫ | |||
⚫ | |||
==Bugs== |
==Bugs== |
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==Media== |
==Media== |
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− | <gallery |
+ | <gallery widths="300" position="center" spacing="small"> |
+ | |||
ParisBowCodex.png|Paris in Codex. |
ParisBowCodex.png|Paris in Codex. |
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+ | Paris (1).png|Paris as shown in the arsenal |
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− | OOOO_Paris.jpg |
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− | Paris. |
+ | Paris (2).png |
− | + | Paris (3).png |
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+ | Paris (4).png|The quiver for Paris |
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</gallery> |
</gallery> |
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− | <gallery widths=" |
+ | <gallery widths="300" position="center" spacing="small"> |
Warframe - Paris Bow Spotlight - Beta 7.8.0 |
Warframe - Paris Bow Spotlight - Beta 7.8.0 |
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+ | Warframe - All Tenno Primaries - Weapon Animations & Sounds (2012 - 2019) |
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</gallery> |
</gallery> |
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==Patch History== |
==Patch History== |
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{{Scrollbox/Article| |
{{Scrollbox/Article| |
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+ | {{Ver|34}} |
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+ | *(Undocumented) Mastery Rank decreased from 3 to 0. |
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+ | |||
+ | {{ver|32}} |
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+ | ;Ammo Changes |
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+ | |||
+ | We understand the power fantasy of these weapons is very popular for some, so our first approach was to keep them powerful, but limit how often they can be used by making changes to ammo pick-up. |
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+ | |||
+ | '''''Ammo Pickup Overrides'''''<br/> |
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+ | The following weapons now have ammo pickup overrides, meaning they gain less from picking up ammo. This mostly applies to AoE weapons, in hopes that players will become more deliberate with their aim to make the most of their Ammo pools. The following lists the specific ammo pick up overrides per weapon category. |
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+ | |||
+ | '''Primary Weapon Ammo Pick Up Overrides''' |
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+ | |||
+ | 15 Ammo per Pick Up: |
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+ | *Paris |
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+ | |||
+ | {{ver|29.1}} |
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+ | *Fixed Paris bow 3D draw sound not cutting off when bow is fully drawn. |
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+ | |||
{{ver|25.7}} |
{{ver|25.7}} |
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*Normalized quick shots to have the same critical chance/damage and status chance as charged shots. |
*Normalized quick shots to have the same critical chance/damage and status chance as charged shots. |
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*{{Weapon|MK1-Paris}}, the [[MK1]] counterpart. |
*{{Weapon|MK1-Paris}}, the [[MK1]] counterpart. |
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*{{Weapon|Paris Prime}}, the [[prime]]d counterpart. |
*{{Weapon|Paris Prime}}, the [[prime]]d counterpart. |
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+ | *[[Paris Incarnon Genesis]], the Incarnon power-up for the Paris series. |
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{{WeaponNav}} |
{{WeaponNav}} |
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− | __NOTOC__ |
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[[de:Paris]] |
[[de:Paris]] |
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[[es:Paris]] |
[[es:Paris]] |
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[[Category:Silent]] |
[[Category:Silent]] |
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[[Category:Single-Shot]] |
[[Category:Single-Shot]] |
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+ | [[uk:Паріс]] |
Latest revision as of 15:35, 23 February 2024
The Paris is a Tenno bow that focuses on Puncture damage.
This weapon can be sold for 7,500.
Characteristics[]
This weapon deals primarily Puncture damage.
Advantages over other Primary weapons (excluding modular weapons):
- Uncharged Shot (wiki attack index 1)
- High crit chance (30.00%)
- Very high reload speed (0.65 s)
- Above average total damage (160)
- High disposition (●●●●● (1.40x))
- Charged Shot (wiki attack index 2)
- Above average crit chance (30.00%)
- Very high reload speed (0.65 s)
- Above average total damage (320)
- High disposition (●●●●● (1.40x))
- Incarnon From Charged Shot (wiki attack index 3)
- High crit chance (40.00%)
- High reload speed (0.65 s)
- High total damage (460)
- High disposition (●●●●● (1.40x))
- Above average crit multiplier (3.00x)
Disadvantages over other Primary weapons (excluding modular weapons):
- Uncharged Shot (wiki attack index 1)
- Very low magazine (1)
- Low ammo max (72)
- Very low fire rate (1.000 attacks/sec)
- Very low status chance (10.00%)
- Charged Shot (wiki attack index 2)
- Very low magazine (1)
- Low ammo max (72)
- Very low fire rate (1.000 attacks/sec)
- Very low status chance (10.00%)
- Below average crit multiplier (2.00x)
- Incarnon From Charged Shot (wiki attack index 3)
- Very low magazine (1)
- Low ammo max (72)
- Very low fire rate (1.000 attacks/sec)
- Very low status chance (20.00%)
Comparisons:
- Paris (Charged Shot), compared to MK1-Paris (Charged Shot):
- Higher base damage per projectile (320.00 vs. 230.00)
- Higher total damage (320 vs. 230)
- Lower base status chance (10.00% vs. 15.00%)
- Higher average damage per tap (416 vs. 299)
- Higher burst DPS (640 vs. 543.63)
- Higher sustained DPS (361.73 vs. 284.76)
- Slower reload time (0.65 s vs. 0.55 s)
- Lower disposition (●●●●● (1.40x) vs. ●●●●● (1.45x))
- Paris (Charged Shot), compared to Paris Prime (Charged Shot):
- Lower base damage per projectile (320.00 vs. 360.00)
- Lower total damage (320 vs. 360)
- Lower base critical chance (30.00% vs. 45.00%)
- Lower base status chance (10.00% vs. 20.00%)
- Lower average damage per tap (416 vs. 522)
- Lower burst DPS (640 vs. 745.71)
- Lower sustained DPS (361.73 vs. 435)
- Faster reload time (0.65 s vs. 0.70 s)
- Lesser projectile speed (85.0 m/s vs. 95.0 m/s)
- Less polarities ( vs. )
- Lower Mastery Rank required (0 vs. 8)
- Higher disposition (●●●●● (1.40x) vs. ●●●●● (1.35x))
Incarnon[]
- Installing the Paris Incarnon Genesis requires 20 Pathos Clamps, 20 Rune Marrow, and 60 Silphsela.
- When installed, the first Evolution tier is unlocked. The following Evolution tiers, their requirements for unlocking them, and their related perks, are shown below;
- Each challenge additionally grants 5,000 affinity to the weapon, affected by Affinity Boosters.
Evolution I[]
- Incarnon Form: Headshots charge Incarnon Transmutation; Alt Fire transmutes. Switching back will expend any remaining charge.
- Sacrifice silence for increased projectile size and Heat Damage.
- Incarnon Form fires a wide projectile that deals Heat damage, with significantly increased base damage, Critical Chance, and Critical Multiplier, and infinite body Punch Through. However, it no longer deals Puncture or Slash damage, has a headshot multiplier of 1x, and has slightly slower charge time.
- Mode switching is not instantaneous and has an animation equal to the weapon's reload speed.
- Incarnon Form is activated by filling the Incarnon Transmutation gauge that appears under the reticule by achieving headshots and then pressing the Alternate Fire button. 4 headshots will completely fill the gauge. A full gauge is not required to activate Incarnon Form.
- Charges generate only on headshots, and not other weakspots, such as the backpacks of most MOA variants. Similarly, shooting weakspots generated by either Sonar or Detect Vulnerability in places other than heads will have no effect either.
- Headshots on corpses do not build charges.
- Individual Multishot bullets can build charges.
- Instead of drawing ammunition from its reserves, the Paris's Incarnon Form uses a separate "magazine" with each charge producing 5 rounds to a maximum of 20. Once all ammunition is expended, the Paris reverts to its normal form.
- Incarnon Form's magazine is not affected by mods.
- Incarnon Form is not affected by Ammo Efficiency (such as Energized Munitions).
- Charges and Incarnon Form persists through all activities, such as holstering, bleedout, or being disarmed. However, charges and Incarnon Form are removed upon death.
Evolution II[]
- Unlock Challenge: Complete a solo mission with this weapon equipped.
- Perk 1: Deadly Pace:
- Increase Damage by +40 (Paris) / +50 (MK1) / +20 (Prime).
- With Sprint Speed 1.2 or Higher: +80% Fire Rate.
- The fire rate bonus stacks additively with fire mods such as Speed Trigger.
- The Sprint Speed requirement is affected by movement speed modifiers such as Dispatch Overdrive and Hobbled Dragon Key, as well as sprint speed modifiers such as Amalgam Serration and Infested Mobility.
- Doesn't benefit from the 2x effect like fire rate mods.
- Perk 2: Guardian's Might:
- Increase Damage by +40 (Paris) / +50 (MK1) / +20 (Prime).
- With Overshields: Increase Damage by +52 (Paris) / +40 (MK1) / +74 (Prime).
Evolution III[]
- Unlock Challenge: Kill 100 enemies with this weapon's Incarnon Form.
- Perk 1: Ardent Trigger:
- On Punch Through Hit: +40% Fire Rate for 6s.
- The fire rate bonus stacks additively with fire mods such as Speed Trigger.
- The bonus does not apply when hitting multiple enemies with the Incarnon form.
- However, it does apply by adding punch through with mods such as Metal Auger and hitting enemies through obstacles.
- Doesn't benefit from the 2x effect like fire rate mods.
- On Punch Through Hit: +40% Fire Rate for 6s.
- Perk 2: Markman's Focus:
- -30% Zoom.
- Perk 3: Swift Deliverance:
- +60% Projectile Speed.
Evolution IV[]
- Unlock Challenge: Kill 60 enemies while being at least 4m above them.
- Perk 1: Vicious Promise:
- Increase Critical Chance by +40% on undamaged enemies.
- Increase Critical Damage Multiplier by +2x on undamaged enemies.
- Enemies are undamaged as long as their health and shield have not been damaged.
- Damaging Overguard is not taken into account.
- Enemies are undamaged as long as their health and shield have not been damaged.
- Perk 2: Elemental Balance:
- Increase Status Chance by +60%.
- Perk 3: Striking Succession:
- On Hit: Increase Damage by +15 for 3s. Stacks up to 4x.
- When the buff times out, one stack is lost and the buff duration resets.
- On Hit: Increase Damage by +15 for 3s. Stacks up to 4x.
Acquisition[]
The Paris's blueprint can be purchased from the Market.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
15,000 |
3 |
600 |
700 |
2,000 |
Time: 12 Hour(s) |
Rush: 45 | |||||
Market Price: 225 | Blueprints Price:20,000 |
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.
Incarnon Genesis[]
- Upon completion of The Duviri Paradox and Angels of the Zariman, and unlocking The Steel Path, players can earn Paris Incarnon Genesis from The Circuit's Steel Path to place on their Paris with the help of Cavalero in the Chrysalith. This Incarnon Genesis form grants it evolutions to a transformation and newfound strength.
Evolution[]
Tips[]
- 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 and 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 Arrow Mutation is usually more than enough to keep ammo topped off.
- Alternatively use Squad Ammo Restores instead of 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
- Enemies killed by arrows fired from this weapon 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.
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
Patch History[]
Update 34.0 (2023-10-18)
- (Undocumented) Mastery Rank decreased from 3 to 0.
Update 32.0 (2022-09-07)
- Ammo Changes
We understand the power fantasy of these weapons is very popular for some, so our first approach was to keep them powerful, but limit how often they can be used by making changes to ammo pick-up.
Ammo Pickup Overrides
The following weapons now have ammo pickup overrides, meaning they gain less from picking up ammo. This mostly applies to AoE weapons, in hopes that players will become more deliberate with their aim to make the most of their Ammo pools. The following lists the specific ammo pick up overrides per weapon category.
Primary Weapon Ammo Pick Up Overrides
15 Ammo per Pick Up:
- Paris
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[]
- MK1-Paris, the MK1 counterpart.
- Paris Prime, the primed counterpart.
- Paris Incarnon Genesis, the Incarnon power-up for the Paris series.