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{{Infobox
'''Punch Through''' is a mechanic that allows weapons to shoot through objects, cover and even enemies. Punch Through is typically bestowed through [[Mods]], though certain weapons have innate Punch Through values.
 
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| Box title = Punch Through
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| image = MetalAugerModU145.png
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| caption = Example of a mod that provides punch through
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}}
   
 
'''Punch Through''' is a mechanic that allows weapons to shoot through a set distance of material, whether this material is cover, objects or enemies. The total amount of material that a weapon's bullet, beam or projectile can pass through before despawning is determined by the Punch Through value (measured in meters). Punch Through is typically gained through [[Mods]], though certain weapons have innate Punch Through values.
A basic, unranked Punch Through mod gives a value of at least 0.1 meters of Punch Through, which is sufficient to bypass a [[Shield Lancer]]'s riot shield. Thus, a skilled marksman would be able to estimate the location of [[Enemy Body Parts|enemies' weak spots]] while they're in cover and land a shot or two without waiting for the enemy to peek out of cover. Greater values can potentially allow the penetration of many enemies at once, and can be an effective damage multiplier when utilized against swarms of enemies.
 
  +
 
A basic unranked Punch Through mod gives a value of at least 0.1 meters of Punch Through, which is sufficient to bypass a [[Shield Lancer]]'s riot shield. With higher Punch Through values, a skilled player can estimate and strike the location of [[Enemy Body Parts|enemies' weak spots]] while they're in total cover, without waiting for them to expose themselves to the player's line of sight.
  +
  +
High values of Punch Through can also be used to penetrate multiple enemies at once, which can greatly boost a weapon's ammo efficiency against swarms of enemies.
   
 
==Mechanics==
 
==Mechanics==
Punch Through distance is the maximum depth of material (object or enemy) that a projectile can penetrate. This value is diminished as the projectile passes through the material. For example, if using a weapon with 1.2m of Punch Through distance against a line of 4 Grineer [[Butcher]]s at chest height, the shot pass through only the first two and result in only the first three Butchers being hit, while increasing the punch through to 2.1m will result in all four Butchers being hit<ref>[https://www.youtube.com/watch?v=bpDphg5GxQU Punch Through Mechanics Testing]</ref>.
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Punch Through is the total distance of material (object or enemy) that a weapon's projectile, bullet or beam can pass through before dissipating. This Punch Through value is gradually diminished as the projectile passes through objects or enemies. Once a projectile's Punch Through distance is used up, the projectile despawns normally as if it were fired from a weapon with no Punch Through. A Punch Through value of 1.2m is sufficient to pass through most enemies at least once (Infested [[Boiler]]s being one of the notable exceptions).
   
  +
For example, when using a weapon with 1.2m of Punch Through distance against a line of 4 Grineer [[Butcher]]s at chest height, a shot will only pass through the first two targets but not through the third, since the torso hitbox of three butchers combined adds up to over 1.2m of material. This results in only three of the four Butchers being hit. Increasing the punch through to 2.1m will result in all four Butchers being hit<ref>[https://www.youtube.com/watch?v=bpDphg5GxQU Punch Through Mechanics Testing]</ref>.
A Punch Through value of 1.2m is sufficient to easily pass through most single enemies in the game (Infested [[Boiler]]s being a notable exception, though they're not the only one). The same rule applies to objects and terrain.
 
   
Once the projectile encounters a surface too thick to penetrate, the projectile stops normally. It is important to note that there are some objects that cannot be Punched Through by any means; most terrain is too thick to penetrate, and barriers from abilities such as [[Snow Globe]] (both the [[Frost]] and [[Eximus#Arctic|Arctic Eximus]] variants) or [[Nullifier Crewman]] fields will block all projectiles regardless of the amount of Punch Through they may otherwise be capable of. Additionally, some [[Bosses]] have weakspots that periodically close up, and cannot be penetrated by any means until they open up (such as [[General Sargas Ruk]]'s exhaust vents, which only open after he performs certain attacks).
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It is important to note that there are some objects that cannot be Punched Through by any means; barriers from abilities such as {{A|Snow Globe}} (both the {{WF|Frost}} and [[Eximus#Arctic|Arctic Eximus]] variants) or [[Nullifier Crewman]] fields will block all projectiles regardless of the amount of Punch Through they may otherwise be capable of. Additionally, some [[Bosses]] have weakspots that periodically close, and cannot be penetrated by any means until they open up (such as [[General Sargas Ruk]]'s exhaust vents, which only open after he performs certain attacks).
   
[[File:Puncture_refraction.gif|thumb|300px|A demonstration of Punch Through interacting with a projectile weapon (in this case, an [[Acrid]] with {{M|Seeker|Seeker}} equipped). Note how the Acrid's darts are veering off to the right of the reticle, as opposed to continuing forward.]]
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[[File:Puncture_refraction.gif|thumb|300px|A demonstration of Punch Through interacting with a projectile weapon (in this case, an {{Weapon|Acrid}} with {{M|Seeker|Seeker}} equipped). Note how the Acrid's darts are veering off to the right of the reticle, as opposed to continuing forward.]]
Beginning in {{ver|9.7}}, Punch Through now functions somewhat properly with [[Projectile Speed#Hitscan vs Projectile|non-hitscan]] weapons. However, projectiles that manage to penetrate a surface will veer off to the side once they exit, and with significantly reduced velocity.
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Beginning in {{ver|9.7}}, Punch Through now functions somewhat properly with [[Projectile Flight Speed#Hitscan vs Projectile|non-hitscan]] weapons. However, projectiles that manage to penetrate a surface will veer off to the side once they exit, and with significantly reduced velocity.
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Although [[:Category:Thrown|Thrown Melee weapons]] can equip the {{M|Power Throw}} mod to get Punch Through, it will only apply to enemies; the melee weapon will still bounce off any obstacles it encounters while in flight.
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Although [[:Category:Thrown|Thrown Melee weapons]] can equip the {{M|Power Throw}} mod to get Punch Through, it will only apply to enemies; the melee weapon will still continue to bounce off any obstacles it encounters while in flight.
   
 
==Weapons==
 
==Weapons==
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Charged =
 
Charged =
 
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" position="center" bordersize="none" bordercolor="#FFFFFF">
 
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" position="center" bordersize="none" bordercolor="#FFFFFF">
Battacor.png|link=Battacor|[[Battacor]] (2.0m)
+
Battacor.png|link=Battacor|{{Weapon|Battacor}} (2.0m)
DECernos.png|link=Cernos|[[Cernos]] (1.0m)
+
DECernos.png|link=Cernos|{{Weapon|Cernos}} (1.0m)
AsymmetricBow.png|link=Daikyu|[[Daikyu]] (3.0m)
+
PunctureGlaive.png|link=Cereta|{{Weapon|Cerata}} (1.0m against bodies)
GrineerFlakCannon.png|link=Drakgoon|[[Drakgoon]] (1.5m)
+
AsymmetricBow.png|link=Daikyu|{{Weapon|Daikyu}} (3.0m)
Dread2.png|link=Dread|[[Dread]] (1.0m)
+
GrineerFlakCannon.png|link=Drakgoon|{{Weapon|Drakgoon}} (1.5m)
Ferrox.png|link=Ferrox|[[Ferrox]] (1.5m)
+
Dread2.png|link=Dread|{{Weapon|Dread}} (2.5m)
Lanka2.png|link=Lanka|[[Lanka]] (5.0m)
+
CrpGlaive.png|link=Falcor|{{Weapon|Falcor}} (1.0m) against bodies
Miter.png|link=Miter|[[Miter]] (1.0m)
+
Ferrox.png|link=Ferrox|{{Weapon|Ferrox}} (1.5m)
CrpBFG.png|link=Opticor|[[Opticor]] (1.0m)
+
DEGlaive.png|link=Glaive|{{Weapon|Glaive}} (1.0m against bodies)
Paris.png|link=Paris|[[Paris]] (1.0m)
+
PrimeGlaive.png|link=Glaive Prime|{{Weapon|Glaive Prime}} (1.0m against bodies)
PrimeBowM.png|link=Paris Prime|[[Paris Prime]] (1.0m)
+
GrnBoomerang.png|link=Halikar|{{Weapon|Halikar}} (1.0m against bodies)
SyndicateRVCernos.png|link=Rakta Cernos|[[Rakta Cernos]] (1.0m)
+
Kestrel.png|link=Kestrel|{{Weapon|Kestrel}} (1.0m against bodies)
TnBardRifle.png|link=Tenora|[[Tenora]] (1.0m)
+
Lanka2.png|link=Lanka|{{Weapon|Lanka}} (5.0m)
  +
Miter.png|link=Miter|{{Weapon|Miter}} (2.5m)
  +
Paris.png|link=Mk1-Paris|{{Weapon|MK1-Paris}} (2.0m)
  +
CrpBFG.png|link=Opticor|{{Weapon|Opticor}} (1.0m)
  +
Paris.png|link=Paris|{{Weapon|Paris}} (2.0m)
  +
PrimeBowM.png|link=Paris Prime|{{Weapon|Paris Prime}} (3.0m)
  +
SyndicateRVCernos.png|link=Rakta Cernos|{{Weapon|Rakta Cernos}} (1.0m)
  +
TnoGunblade.png|link=Redeemer|{{Weapon|Redeemer}} (no listed range, through enemies and non-terrain objects)
  +
RedeemerPrime.png|link=Redeemer Prime|{{Weapon|Redeemer Prime}} (no listed range, through enemies and non-terrain objects)
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TnBardRifle.png|link=Tenora|{{Weapon|Tenora}} (1.0m)
  +
Vulcax.png|link=Vulcax|{{Weapon|Vulcax}} (1.0m)
 
</gallery>
 
</gallery>
 
{{!}}-{{!}}
 
{{!}}-{{!}}
 
 
   
 
Innate =
 
Innate =
 
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" position="center" bordersize="none" bordercolor="#FFFFFF">
 
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" position="center" bordersize="none" bordercolor="#FFFFFF">
  +
AkjagaraPrime.png|link=Akjagara Prime|{{Weapon|Akjagara Prime}} (0.2m)
CrpShotgun.png|link=Arca Plasmor|[[Arca Plasmor]] (2.0m against bodies)
 
KitgunChamberCatchmoon.png|link=Catchmoon|[[Catchmoon]] (infinite punch through against bodies)
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CrpShotgun.png|link=Arca Plasmor|{{Weapon|Arca Plasmor}} (3.0m against bodies)
Cycron.png|link=Cycron|[[Cycron]] (1.0m)
+
EWArtemisBow.png|link=Artemis Bow (Weapon)|[[Artemis Bow (Weapon)|Artemis Bow]] (1.0m)
Exergis.png|link=Exergis Rifle|[[Exergis]] (0.5m)
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KitgunChamberCatchmoon.png|link=Catchmoon|[[Catchmoon]] (infinite against bodies)
  +
Cyanex.png|link=Cyanex|{{Weapon|Cyanex}} (0.5m on [[Alternate Fire]])
ArchRocketCrossbow.png|link=Fluctus|[[Fluctus]] (275m)
 
CorpusLaserRifle.png|link=Flux Rifle|[[Flux Rifle]] (0.5m)
+
Cycron.png|link=Cycron|{{Weapon|Cycron}} (1.0m)
  +
EWDesertWind.png|link=Desert Wind|[[Desert Wind]] (infinite up to ???m)
  +
EWExaltedBlade.png|link=Exalted Blade (Weapon)|[[Exalted Blade (Weapon)|Exalted Blade]] (infinite up to 40.0m)
  +
Exergis.png|link=Exergis|{{Weapon|Exergis}} (0.5m)
 
ArchRocketCrossbow.png|link=Fluctus|{{Weapon|Fluctus}} (275m)
  +
CorpusLaserRifle.png|link=Flux Rifle|{{Weapon|Flux Rifle}} (0.5m)
 
Fulmin.png|link=Fulmin|{{Weapon|Fulmin}} (3.0m against bodies)
 
KitgunChamberGaze.png|link=Gaze|[[Gaze]] (1.0m)
 
KitgunChamberGaze.png|link=Gaze|[[Gaze]] (1.0m)
GrnAntiAirGun.png|link=Grattler|[[Grattler]] (5.0m)
+
GrnAntiAirGun.png|link=Grattler|{{Weapon|Grattler}} (5.0m)
GrineerFlameThrower.png|link=Ignis|[[Ignis]] (infinite punch through against bodies)
+
GrineerFlameThrower.png|link=Ignis|{{Weapon|Ignis}} (infinite against bodies)
IgnisWraith.png|link=Ignis Wraith|[[Ignis Wraith]] (infinite punch through against bodies)
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IgnisWraith.png|link=Ignis Wraith|{{Weapon|Ignis Wraith}} (infinite against bodies)
GrineerSparkGun.png|link=Kohm|[[Kohm]] (1.0m)
+
GrineerSparkGun.png|link=Kohm|{{Weapon|Kohm}} (1.5m)
GrnWindUpPistol.png|link=Kohmak|[[Kohmak]] (1.5m)
+
GrnWindUpPistol.png|link=Kohmak|{{Weapon|Kohmak}} (1.5m)
  +
Komorex.png|link=Komorex|{{Weapon|Komorex}} (2m on first zoom)
InfestedLongGunTwo.png|link=Phage|[[Phage]] (0.5m)
 
GrnFourBarrelRifleWeapon.png|link=Quartakk|[[Quartakk]] (0.5m)
+
Multron.png|link=Multron|{{Weapon|Multron}} (0.1m)
FiveShotSniper.png|link=Rubico|[[Rubico]] (1.0m)
+
InfestedLongGunTwo.png|link=Phage|{{Weapon|Phage}} (0.5m)
  +
RevenantShotgun.png|link=Phantasma|{{Weapon|Phantasma}} (infinite against bodies)
Snipetron.png|link=Snipetron|[[Snipetron]] (2.5m)
 
  +
GrnFourBarrelRifleWeapon.png|link=Quartakk|{{Weapon|Quartakk}} (0.5m)
DESnipertronVandal.png|link=Snipetron Vandal|[[Snipetron Vandal]] (3.0m)
 
Spectra.png|link=Spectra|[[Spectra]] (0.5m)
+
FiveShotSniper.png|link=Rubico|{{Weapon|Rubico}} (1.0m)
DualKohmak.png|link=Twin Kohmak|[[Twin Kohmak]] (1.5m)
+
RubicoPrime.png|link=Rubico Prime|{{Weapon|Rubico Prime}} (1.0m)
DEVectis.png|link=Vectis|[[Vectis]] (1.0m)
+
Snipetron.png|link=Snipetron|{{Weapon|Snipetron}} (2.5m)
VectisPrime.png|link=Vectis Prime|[[Vectis Prime]] (1.0m)
+
DESnipertronVandal.png|link=Snipetron Vandal|{{Weapon|Snipetron Vandal}} (3.0m)
ArchRailgun.png|link=Velocitus|[[Velocitus]] (5.0m)
+
Spectra.png|link=Spectra|{{Weapon|Spectra}} (0.5m)
  +
StradavarPrime.png|link=Stradavar Prime|{{Weapon|Stradavar Prime}} (1.0m on semi-auto mode)
Vulkar.png|link=Vulkar|[[Vulkar]] (1.0m)
 
VulkarWraith.png|link=Vulkar Wraith|[[Vulkar Wraith]] (1.0m)
+
DualKohmak.png|link=Twin Kohmak|{{Weapon|Twin Kohmak}} (1.5m)
  +
DEVectis.png|link=Vectis|{{Weapon|Vectis}} (1.0m)
SundialRifle.png|link=Zenith|[[Zenith]] (listed as "INFINITY" in the arsenal, but is actually 99999.0 m)
 
  +
VectisPrime.png|link=Vectis Prime|{{Weapon|Vectis Prime}} (1.0m)
  +
ArchRailgun.png|link=Velocitus|{{Weapon|Velocitus}} (5.0m)
 
Vulkar.png|link=Vulkar|{{Weapon|Vulkar}} (1.0m)
  +
VulkarWraith.png|link=Vulkar Wraith|{{Weapon|Vulkar Wraith}} (1.0m)
  +
SentinelElectricRailgun.png|link=Vulklok|{{Weapon|Vulklok}} (1.5m)
  +
GrineerCannon.png|link=Zarr|{{Weapon|Zarr}} (1.6m on Barrage Mode)
 
SundialRifle.png|link=Zenith|{{Weapon|Zenith}} (listed as "INFINITE" in the Arsenal, but is actually 99999.0 m)
 
</gallery>
 
</gallery>
 
}}</div>
 
}}</div>
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==Notes==
 
==Notes==
 
* A number of bosses actually become invulnerable when they deploy protection rather than using a physical barrier to block attacks. In those cases Punch Through will ''not'' allow damage to be dealt during these phases. The [[Raptors]], [[Captain Vor]] and [[Lephantis]] are good examples.
 
* A number of bosses actually become invulnerable when they deploy protection rather than using a physical barrier to block attacks. In those cases Punch Through will ''not'' allow damage to be dealt during these phases. The [[Raptors]], [[Captain Vor]] and [[Lephantis]] are good examples.
* [[Saryn]] and her teammates can burst [[Spore]]s through unaffected portions of an enemy's body or burst multiple Spores simultaneously.
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* {{WF|Saryn}} and her teammates can burst [[Spore]]s through unaffected portions of an enemy's body or burst multiple Spores simultaneously.
   
 
==Bugs==
 
==Bugs==
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==Punch Through Mods==
 
==Punch Through Mods==
 
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" position="center" bordersize="none" bordercolor="#FFFFFF" perrow="3">
 
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" position="center" bordersize="none" bordercolor="#FFFFFF" perrow="3">
  +
SabotRoundsMod.png|link=Sabot Rounds
 
Primed Shred.png|link=Primed Shred
 
Primed Shred.png|link=Primed Shred
 
ShredModU145.png|link=Shred
 
ShredModU145.png|link=Shred
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{{MechNav}}
 
{{MechNav}}
 
__NOTOC__
 
__NOTOC__
  +
[[es:Atravesar]]
 
[[Category:Mechanics]]
 
[[Category:Mechanics]]
 
[[Category:Update 7]]
 
[[Category:Update 7]]

Revision as of 19:42, 24 September 2019

Punch Through is a mechanic that allows weapons to shoot through a set distance of material, whether this material is cover, objects or enemies. The total amount of material that a weapon's bullet, beam or projectile can pass through before despawning is determined by the Punch Through value (measured in meters). Punch Through is typically gained through Mods, though certain weapons have innate Punch Through values.

A basic unranked Punch Through mod gives a value of at least 0.1 meters of Punch Through, which is sufficient to bypass a Shield Lancer's riot shield. With higher Punch Through values, a skilled player can estimate and strike the location of enemies' weak spots while they're in total cover, without waiting for them to expose themselves to the player's line of sight.

High values of Punch Through can also be used to penetrate multiple enemies at once, which can greatly boost a weapon's ammo efficiency against swarms of enemies.

Mechanics

Punch Through is the total distance of material (object or enemy) that a weapon's projectile, bullet or beam can pass through before dissipating. This Punch Through value is gradually diminished as the projectile passes through objects or enemies. Once a projectile's Punch Through distance is used up, the projectile despawns normally as if it were fired from a weapon with no Punch Through. A Punch Through value of 1.2m is sufficient to pass through most enemies at least once (Infested Boilers being one of the notable exceptions).

For example, when using a weapon with 1.2m of Punch Through distance against a line of 4 Grineer Butchers at chest height, a shot will only pass through the first two targets but not through the third, since the torso hitbox of three butchers combined adds up to over 1.2m of material. This results in only three of the four Butchers being hit. Increasing the punch through to 2.1m will result in all four Butchers being hit[1].

It is important to note that there are some objects that cannot be Punched Through by any means; barriers from abilities such as SnowGlobe130xWhite Snow Globe (both the FrostIcon272 Frost and Arctic Eximus variants) or Nullifier Crewman fields will block all projectiles regardless of the amount of Punch Through they may otherwise be capable of. Additionally, some Bosses have weakspots that periodically close, and cannot be penetrated by any means until they open up (such as General Sargas Ruk's exhaust vents, which only open after he performs certain attacks).

Puncture refraction

A demonstration of Punch Through interacting with a projectile weapon (in this case, an Acrid Acrid with Mod TT 20px Seeker equipped). Note how the Acrid's darts are veering off to the right of the reticle, as opposed to continuing forward.

Beginning in Update 9.7 (2013-08-30), Punch Through now functions somewhat properly with non-hitscan weapons. However, projectiles that manage to penetrate a surface will veer off to the side once they exit, and with significantly reduced velocity.

Although Thrown Melee weapons can equip the Mod TT 20px Power Throw mod to get Punch Through, it will only apply to enemies; the melee weapon will still continue to bounce off any obstacles it encounters while in flight.

Weapons

Some weapons come with an innate amount of Punch Through without any installed mods. Most weapons with a charged shot mechanic will add Punch Through upon full charge, while their uncharged shots may not penetrate anything. In both cases, their innate Punch Through values will stack with any mods that grant Punch Through.


Minimum Mod Ranks for Penetration

Body Units Punctured
Mod TT 20px Power Throw +0.1 +0.2 +0.3 +0.4 +0.5 +0.6
Humanoid × × × ×
Quadruped × × × × × ×
Mod TT 20px Seeking Fury, Mod TT 20px Shred +0.2 +0.4 +0.6 +0.8 +1.0 +1.2
Humanoid × ×
Quadruped × × × ×
Mod TT 20px Vigilante Offense +0.25 +0.5 +0.75 +1.0 +1.25 +1.5
Humanoid ×
Quadruped × × ×
Mod TT 20px Metal Auger, Mod TT 20px Seeker, Mod TT 20px Seeking Force +0.4 +0.7 +1.1 +1.4 +1.8 +2.1
Humanoid ×
Quadruped × ×
Mod TT 20px Primed Shred +0.2 +0.4 +0.6 +0.8 +1.0 +1.2 +1.4 +1.6 +1.8 +2.0 +2.2
Humanoid × ×
Quadruped × × × ×

Average data, result will differ due to width variances.

References

Notes

  • A number of bosses actually become invulnerable when they deploy protection rather than using a physical barrier to block attacks. In those cases Punch Through will not allow damage to be dealt during these phases. The Raptors, Captain Vor and Lephantis are good examples.
  • SarynIcon272 Saryn and her teammates can burst Spores through unaffected portions of an enemy's body or burst multiple Spores simultaneously.

Bugs

  • The Drakgoon's real Punch Through on Charged Shots may differ from the listed Punch Through in the Arsenal/Codex and on site. It seems to be even less than 1.5m as listed in the Arsenal/Codex. Further testing/info required.

Punch Through Mods

Media