Pyrana Prime is the Primed variant of Pyrana, sporting higher critical stats, longer range before damage falloff occurs, increased magazine size, and faster reload, at the expense of damage and slower fire rate. To compensate for these losses, when the weapon kills thrice in quick succession, a second ethereal Pyrana appears for a short time, transforming the weapon into an akimbo with doubled ammunition and firing speed. It was released alongside Limbo Prime and Destreza Prime.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
15,000 |
1 |
1 |
10 |
Time: 12 Hour(s) | |
Rush: 50 | |||||
Market Price: N/A | Blueprints Price:N/A |
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 health.
- Very high critical chance.
- Above average critical multiplier.
- Fully automatic.
- Fast reload speed.
- Efficient ammo economy.
- 3 kills each within 2 seconds of the previous kill summons a second Pyrana Prime for 6 seconds, doubling its magazine size and increasing its fire rate by 40%.
- Innate two Script error: The function "Pol" does not exist. polarities.
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 armor.
- Has linear damage falloff from 100% to 25% from 18m to 36m target distance (distances are affected by projectile flight speed).
- Low overall status chance.
- Low accuracy.
- High recoil, especially on full auto and with the second Pyrana Prime.
- Shots go to the right and up. Horizontally it hits the rightmost side of the reticle at 3m, worsening at longer distances.
Comparisons:
- Pyrana Prime (Normal Attack), compared to Pyrana (Normal Attack):
- Higher base damage per projectile (24.00 vs. 22.00)
- Lower total damage (240 vs. 264)
- Higher base critical chance (24.00% vs. 20.00%)
- Higher base critical multiplier (2.20x vs. 2.00x)
- Higher base status chance (3.60% vs. 2.50%)
- Lower average damage per tap (309.12 vs. 316.8)
- Lower burst DPS (1236.48 vs. 1321.05)
- Higher sustained DPS (806.4 vs. 720.31)
- Farther starting damage falloff distance (18.0 m vs. 15.0 m)
- Farther max damage falloff distance (36.0 m vs. 30.0 m)
- Greater max damage reduction at ending falloff distance (75.00% vs. 72.73%)
- Lower fire rate (4.000 attacks/sec vs. 4.170 attacks/sec)
- Lower multishot (10 vs. 12)
- Larger magazine (12 vs. 10)
- Faster reload time (1.60 s vs. 2.00 s)
- More accurate (6.1 vs. 5)
- Tighter first-shot spread (14.00° vs. 18.00°)
- Tighter maximum spread (19.00° vs. 22.00°)
- Higher Mastery Rank required (13 vs. 12)
- Lower disposition (●○○○○ (0.60x) vs. ●●●○○ (0.95x))
- Lower multishot count (10 vs. 12)
Acquisition
Lua error: Module:Acquisition:194: t.buildTable(frame, ...): no wikitable rows made for "Pyrana Prime". See dropLocations: table#1 {
["Pyrana Prime"] = table#2 { ["icon"] = "<span class=\"tooltip tooltip-full \" data-param=\"Pyrana Prime\" data-param2=\"Weapons\"></span>", ["name"] = "", }, ["Pyrana Prime Blueprint"] = table#3 { ["icon"] = "<span class=\"tooltip tooltip-full \" data-param=\"Pyrana Prime\" data-param2=\"Weapons\"></span>", ["isBP"] = true, ["name"] = "", },
}.
Notes
- Killing 3 enemies in quick succession while having 2 Pyranas will not refresh the duration of the ethereal Pyrana.
- Upon activating the ethereal Pyrana, the number of rounds in its modded magazine size are added to the magazine (e.g. if modded magazine size is 14, 14 rounds are added when ethereal Pyrana is conjured). When the ethereal Pyrana disappears, the magazine is reduced to the modded magazine size (e.g. if the modded magazine size is 14, any number of rounds in the current magazine will be reduced to 14, unless the number of rounds is below 14 as it will remain the same).
- The fire rate bonus is multiplicative to the modded fire rate.
- The Pyrana Prime generates a large amount of recoil, which is even more noticeable when dual-wielding with the ethereal Pyrana.
- Pyrana Prime's passive still applies while carrying an object, such as a Mobile Defense datamass.
- If you holster Pyrana Prime while the ethereal Pyrana is active its timer will pause, allowing you to save the buff for later and make more strategic use of it.
Media
Pyrana Prime Skins
Patch History
Update 27.2 (2020-03-05)
- Greater than 100% Status having meaning
Shotguns have a unique Role here based on a very patch-work history with how they interact with Status Chance. A Shotgun that shoots 99% Status Chance would give you 35% (roughly) status per pellet. 100% Status Gives you 100% Status per pellet. This huge jump in performance happens with just a 1% gain - why? Well, to answer that we have to look at our choice to make what the UI conveys reality. It would feel broken to shoot a Shotgun with 100% Status and not see a perfect spread of Effects. In reality, to make Status consistent we have to treat Shotguns as a special case.
Shotguns as a special case means we have buffed the Status Chance of all Shotguns by x3 or greater. The UI now behaves to show the reality that you are determining Status Chance per pellet.
- (Undocumented) Status chance per projectile increased from 1.2% to 3.6%.
Update 25.8 (2019-10-01)
- October 2019 Riven Disposition Change
- Pyrana: 0.7->0.65
Hotfix 23.0.5 (2018-06-22)
- Fixed the Pyrana Prime auto-switching to another weapon when the magazine empties.
Hotfix 23.0.4 (2018-06-20)
- Fixed Pyrana Primes ethereal buff being permanent by Transferring to the Operator while the ethereal Pyrana buff runs out.
Hotfix 23.0.3 (2018-06-19)
- Introduced.
Last updated: Hotfix 23.10.8 (2018-10-25)
See also
- Pyrana, the regular variant.