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|magazine = 100
 
|magazine = 100
 
|normal damage = {{Icon|Proc|Void}} 3,000.0 (projectile) + 3,100.0 (explosion)
 
|normal damage = {{Icon|Proc|Void}} 3,000.0 (projectile) + 3,100.0 (explosion)
|normal critical chance = (24+10)
+
|normal critical chance = (24 → 34)
|normal critical damage = (2.1+0.5)
+
|normal critical damage = (2.1 → 2.6)
|normal status chance = (2+10)
+
|normal status chance = (2 → 12)
 
|normal ammo cost = 20
 
|normal ammo cost = 20
   
 
|introduced = {{ver|23.4}}
 
|introduced = {{ver|23.4}}
 
}}
 
}}
{{Quote|Launch energy discs that ricochet off victims and surfaces, vectoring toward a new target with every strike.|In-game Description}}
+
{{Quote|Launch energy discs that ricochet off victims and surfaces, vectoring toward a new target with each strike.|In-game Description}}
 
The '''{{PAGENAME}}''' is a scaffold used in [[Amp]] construction, that allows the weapon to perform an alternate secondary fire function (default {{Key|Mouse 3}}). When fired, the Phahd fires an energy glaive that automatically homes in and bends towards its target. Allowing multiple targets to be hit, up to 4 times.
 
The '''{{PAGENAME}}''' is a scaffold used in [[Amp]] construction, that allows the weapon to perform an alternate secondary fire function (default {{Key|Mouse 3}}). When fired, the Phahd fires an energy glaive that automatically homes in and bends towards its target. Allowing multiple targets to be hit, up to 4 times.
   
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{{BuildRequire
 
{{BuildRequire
|buildcredits= 5,000
+
|buildcredits = 5,000
|build1= Grokdrul
+
|build1 = Grokdrul
|build1amount=60
+
|build1amount = 60
|build2= Cetus Wisp
+
|build2 = Seram Beetle Shell
|build2amount=10
+
|build2amount = 3
|build3= Pyrotic Alloy
+
|build3 = Pyrotic Alloy
|build3amount=85
+
|build3amount = 85
|build4= Murkray Liver
+
|build4 = Heart Nyth
|build4amount=5
+
|build4amount = 2
|buildtime=1
+
|buildtime = 1
|buildrush=10
+
|buildrush = 10
|blueprint=10,000
+
|blueprint = 10,000
|blueprintunit=standing
+
|blueprintunit = standing
 
}}
 
}}
   
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'''Advantages:'''
 
'''Advantages:'''
 
 
*Very high base damage.
 
*Very high base damage.
 
**Innate {{Icon|Proc|Void|Text}} damage – effective against [[Sentient]]-type enemies.
 
**Innate {{Icon|Proc|Void|Text}} damage – effective against [[Sentient]]-type enemies.
Line 57: Line 56:
 
***Can damage [[Teralyst]], [[Gantulyst]], and [[Hydrolyst]]'s impervious shields.
 
***Can damage [[Teralyst]], [[Gantulyst]], and [[Hydrolyst]]'s impervious shields.
 
***Can destroy the otherwise impervious [[Vomvalyst]]'s spectral form.
 
***Can destroy the otherwise impervious [[Vomvalyst]]'s spectral form.
  +
***Can change [[Profit-Taker Orb]]'s shield weakness.
*Can hit up to 4 enemies with one shot.
 
*Can bounce up to 10 times
+
*Projectiles can bounce up to 10 times, and hit up to 4 enemies with a single shot.
  +
*Projectiles have a slight homing effect.
*Can be aimed slightly off, and still hit the enemies due to the homing mechanic.
 
  +
*Projectiles detonate after last bounce dealing area damage in a '''5''' meter radius. 
*5 meter knock down.
 
  +
*Projectiles have a guaranteed [[knockdown]].
*High critical chance.
 
*High [[status chance]]. 
+
*Very high [[critical chance]] and [[critical multiplier]].
*Moderate energy economy.
 
 
*Does not use ammo pickups; energy regenerates over time.
 
*Does not use ammo pickups; energy regenerates over time.
 
**Has a 2 second delay after the weapon stops firing before regenerating energy.
 
**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.
 
***Regenerates 30 energy per second; takes 3.33 seconds to regenerate a fully depleted energy meter.
  +
***Can regenerate 3 energy between each shot if built with [[Plaga Brace]].
   
 
'''Disadvantages:'''
 
'''Disadvantages:'''
*Innate {{Icon|Proc|Void|Text}} damage – less effective against [[Cloned Flesh]], [[Machinery]], and [[Fossilized]].
 
 
*Projectiles have travel time.
 
*Projectiles have travel time.
 
*Low [[status chance]].
*Can cause self-knockdown if the projectile hits nearby.
 
  +
*Explosion inflicts [[Stagger|self-stagger]].
*The homing mechanic sometimes doesn't work even when aiming directly at the enemies (Possible Bug).
 
  +
*Explosion has linear damage falloff from 100% to 60% from central impact.
*The disc sometimes does not bounce to the next enemy in range (Possible Bug).
 
  +
*Fast energy consumption, consumes 33.4 energy/second at base fire rate.
  +
*Has a 0.6 second delay of re-entering Void Mode after firing is stopped.
   
 
==Notes==
 
==Notes==
 
*The projectile does not bounce to nearby Eidolon limbs, only applying damage once.
 
*The projectile does not bounce to nearby Eidolon limbs, only applying damage once.
 
**This also means that damage caused by the projectile's explosion will not be dealt to Eidolon limbs.
 
**This also means that damage caused by the projectile's explosion will not be dealt to Eidolon limbs.
<!--
 
==Bugs==
 
*The {{PAGENAME}}'s energy glaive can not pass through [[Volt]]'s [[Electric Shield]].<ref>[https://forums.warframe.com/topic/998190-the-sacrifice-hotfix-2341/?do=findComment&comment=10072686/ DEMegan post on the Warframe forums ]</ref>
 
-->
 
   
 
==Trivia==
 
==Trivia==
Line 88: Line 84:
 
==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%:
  +
*Phahd Scaffold: 40%
  +
  +
{{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 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|23.5}}
 
{{ver|23.5}}
 
*Fixed a crash when firing the Phahd Scaffold Alt Fire.
 
*Fixed a crash when firing the Phahd Scaffold Alt Fire.
Line 95: Line 112:
 
*Fixed the Phahd Scaffold projectiles not passing through Volt’s Electric Shield.
 
*Fixed the Phahd Scaffold projectiles not passing through Volt’s Electric Shield.
 
*Fixed the projectile only bouncing 3 times for the Host and 20 for Clients by adjusting to 10 max bounces for both Hosts and Clients.
 
*Fixed the projectile only bouncing 3 times for the Host and 20 for Clients by adjusting to 10 max bounces for both Hosts and Clients.
*Fixed receiving an unintended boost to Damage, Crit Chance, Crit Damage and [[status chance]]. Adjusted to its intended (Gilded) stats of:
+
*Fixed receiving an unintended boost to Damage, Crit Chance, Crit Damage and status chance. Adjusted to its intended (Gilded) stats of:
**3000 Damage on Impact
+
**3000 Damage on Impact.
**5 meter 3100 radial Damage with no fall off on detonation/last bounce
+
**5 meter 3100 radial Damage with no fall off on detonation/last bounce.
**Knock Down added to radial Damage
+
**Knock Down added to radial Damage.
**12% [[status chance]]
+
**12% status chance.
**34% Critical Chance
+
**34% Critical Chance.
**2.6x Critical Damage
+
**2.6x Critical Damage.
   
 
{{ver|23.4}}
 
{{ver|23.4}}
 
*Introduced.
 
*Introduced.
  +
}}
}}<div align="right">''Last updated: {{ver|23.5}}''</div>
 
  +
{{ver/Lu|23.5}}
   
 
==References==
 
==References==
Line 118: Line 136:
 
[[Category:Sentient]]
 
[[Category:Sentient]]
 
[[Category:Components]]
 
[[Category:Components]]
  +
[[Category:Amp]]
  +
[[Category:Self Interrupt Weapons]]

Revision as of 18:30, 17 September 2020

Launch energy discs that ricochet off victims and surfaces, vectoring toward a new target with each strike.
—In-game Description

The Phahd Scaffold is a scaffold used in Amp construction, that allows the weapon to perform an alternate secondary fire function (default Mouse 3 ). When fired, the Phahd fires an energy glaive that automatically homes in and bends towards its target. Allowing multiple targets to be hit, up to 4 times.

The blueprint is sold by the Quills for ReputationLarge 10,000 at Instrument rank or higher. It is also a possible rank-up reward upon advancing to Instrument rank with the Quills.

Manufacturing Requirements
Credits64
5,000
Grokdrul
60
SeramBeetleShell
3
PyroticAlloy
85
HeartNyth
2
Time: 1 hrs
Rush: Platinum64 10
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: "standing" wasn't found in Module:Resources/data 10,000

Characteristics

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

Advantages:

  • Very high base damage.
  • Projectiles can bounce up to 10 times, and hit up to 4 enemies with a single shot.
  • Projectiles have a slight homing effect.
  • Projectiles detonate after last bounce dealing area damage in a 5 meter radius. 
  • Projectiles have a guaranteed knockdown.
  • Very high critical chance and critical multiplier.
  • 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.
      • Can regenerate 3 energy between each shot if built with Plaga Brace.

Disadvantages:

  • Projectiles have travel time.
  • Low status chance.
  • Explosion inflicts self-stagger.
  • Explosion has linear damage falloff from 100% to 60% from central impact.
  • Fast energy consumption, consumes 33.4 energy/second at base fire rate.
  • Has a 0.6 second delay of re-entering Void Mode after firing is stopped.

Notes

  • The projectile does not bounce to nearby Eidolon limbs, only applying damage once.
    • This also means that damage caused by the projectile's explosion will not be dealt to Eidolon limbs.

Trivia

  • This scaffold was unintentionally released in Update 22.18 (2018-04-20) and was removed in the subsequent hotfix. Amps built with the Phahd Scaffold at the time stayed in players' inventories. [1]

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%:

  • Phahd Scaffold: 40%

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 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 23.5 (2018-08-24)

  • Fixed a crash when firing the Phahd Scaffold Alt Fire.
  • Fixed lingering FX from the Phahd Scaffold Alt Fire.

Hotfix 23.4.2 (2018-08-17)

  • Fixed the Phahd Scaffold projectiles not passing through Volt’s Electric Shield.
  • Fixed the projectile only bouncing 3 times for the Host and 20 for Clients by adjusting to 10 max bounces for both Hosts and Clients.
  • Fixed receiving an unintended boost to Damage, Crit Chance, Crit Damage and status chance. Adjusted to its intended (Gilded) stats of:
    • 3000 Damage on Impact.
    • 5 meter 3100 radial Damage with no fall off on detonation/last bounce.
    • Knock Down added to radial Damage.
    • 12% status chance.
    • 34% Critical Chance.
    • 2.6x Critical Damage.

Update 23.4 (2018-08-16)

  • Introduced.

Last updated: Update 23.5 (2018-08-24)

References