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*Charging also persists and will fire through knockdown animations, including being knocked out of Transference. Timing the trigger will allow one to free oneself from [[Ancient]] and [[Scorpion]] grappling hooks. |
*Charging also persists and will fire through knockdown animations, including being knocked out of Transference. Timing the trigger will allow one to free oneself from [[Ancient]] and [[Scorpion]] grappling hooks. |
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* The beam has two components: a hitscan shot that deals 4,500 damage, and a cylindrical area of effect surrounding the beam's path, which also deals 4,500 damage. It is possible to hit the same enemy with both of these at once, for a total of 9,000 damage with a single shot. |
* The beam has two components: a hitscan shot that deals 4,500 damage, and a cylindrical area of effect surrounding the beam's path, which also deals 4,500 damage. It is possible to hit the same enemy with both of these at once, for a total of 9,000 damage with a single shot. |
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− | **''It is possible to deal more than 2 instances of damage for 4,500 each, but |
+ | **''It is possible to deal more than 2 instances of damage for 4,500 each, but it is unclear if this is due to AoE hitting multiple parts or the beam punching through multiple parts, or both.'' |
* Both the hitscan shot and the AoE will register on direct hits due to 2.0m [[Punch Through]]. |
* Both the hitscan shot and the AoE will register on direct hits due to 2.0m [[Punch Through]]. |
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Revision as of 18:59, 16 January 2019
The Pencha Scaffold is a scaffold used in Amp construction, that allows the weapon to perform an alternate secondary fire function (default Mouse3 ). When fired, the Pencha Scaffold will cause the weapon to charge for 0.75s before firing a single, large beam, dealing high damage along the beam's width.
The blueprint is sold by The Quills for 2,000 standing and requires a rank of Mote to purchase. It is also a possible rank-up reward for advancing to Mote with The Quills.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
5,000 |
60 |
10 |
85 |
5 |
Time: 1 hrs |
Rush: 10 | |||||
Market Price: N/A | Blueprints Price: "standing" wasn't found in Module:Resources/data 2,000 |
Characteristics
This weapon deals exclusively Script error: The function "Proc" does not exist. damage.
Advantages:
- Highest base damage of all prism and scaffold parts.
- Innate Script error: The function "Proc" does not exist. damage – effective against Sentient-type enemies.
- Can reset any damage adaptation built up by Battalysts, Conculysts and Shadow Stalker.
- Can damage Teralyst, Gantulyst and Hydrolyst's impervious shields.
- Can destroy the otherwise impervious Vomvalyst's spectral form.
- Can change Profit-Taker Orb's shield weakness.
- Innate Script error: The function "Proc" does not exist. damage – effective against Sentient-type enemies.
- Shots have a splash radius of 1 meter.
- Decent critical chance.
- High status chance.
- Pinpoint accuracy.
- Above average range limit of 41-42 meters.
- High energy economy.
- Energy will still regenerate even when charging.
- Can weave in Void Mode in between charged shots.
- Does not use ammo pickups; energy regenerates over time.
- Has a 2 second delay after the weapon stops firing before regenerating energy.
- Regenerates 30 energy per second; takes 3.33 seconds to regenerate a fully depleted energy meter.
- Has a 2 second delay after the weapon stops firing before regenerating energy.
Disadvantages:
- Innate Script error: The function "Proc" does not exist. damage – less effective against Cloned Flesh, Machinery, and Fossilized.
- Lowest critical chance and critical multiplier of all prism and scaffold parts.
- Ill-suited against groups of enemies due to charge-up and slow fire rate.
- The weapon fires as soon as it has reached a full charge, which can lead to premature firing.
Notes
- Charging is automatic and does not need to be held down. It will fire automatically upon full charge, similar to Opticor. However, it can be cancelled by dodging and/or reloading.
- Charging also persists and will fire through knockdown animations, including being knocked out of Transference. Timing the trigger will allow one to free oneself from Ancient and Scorpion grappling hooks.
- The beam has two components: a hitscan shot that deals 4,500 damage, and a cylindrical area of effect surrounding the beam's path, which also deals 4,500 damage. It is possible to hit the same enemy with both of these at once, for a total of 9,000 damage with a single shot.
- It is possible to deal more than 2 instances of damage for 4,500 each, but it is unclear if this is due to AoE hitting multiple parts or the beam punching through multiple parts, or both.
- Both the hitscan shot and the AoE will register on direct hits due to 2.0m Punch Through.
Amp Components | |
---|---|
Prisms (Xxx) | Raplak • Shwaak • Granmu • Rahn • Cantic • Lega • Klamora |
Scaffolds (xXx) | Pencha • Shraksun • Klebrik • Phahd • Exard • Dissic • Propa |
Braces (xxX) | Clapkra • Juttni • Lohrin • Anspatha • Suo • Plaga • Certus |
Amps | |
Premade | Mote Amp • Sirocco |