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This weapon was designed to assist with the excavation of mineral deposits from large asteroids, but has been adapted for military purposes.

The Quanta is a IconCorpusB.svg Corpus mining laser cutter used by Corpus Quanta Rangers and is the basis for the Infestation b.svg Infested Mutalist QuantaInfCrpShockSwarm.png Mutalist Quanta and ParacystInfQuantaRifle.png Paracyst weapons, although they share little in common aside from basic appearances and similarly functioning Alternate Fires. It features high Electricity DamageDmgElectricitySmall64.png Electricity damage with perfect accuracy and an Alternate Fire mode which launches explosive energy cubes that detonate on contact with enemies and weapons fire or after a short period of time.

Characteristics[]

This weapon deals Electricity DamageDmgElectricitySmall64.png Electricity damage on its Primary Fire and Blast DamageDmgBlastSmall64.png Blast damage on its Alternate Fire.

Advantages:

Disadvantages:

Comparisons:

Acquisition[]

The Quanta's blueprint can be researched from the Energy Lab in the dojo.

Manufacturing Requirements
Credits64.png
25,000
Fieldron64.png
7
Circuits64.png
1,000
Salvage64.png
7,000
Forma64.png
1
Time: 24 hrs
Rush: Platinum64.png 35
MarketIcon.png Market Price: Platinum64.png 150 Blueprint2.svg Blueprints Price:Credits64.png15,000
Energy Lab Research ClanAffinity64.png 3,000
Credits64.png
10,000
FieldronSample64.png
10
Salvage64.png
500
Circuits64.png
250
NeuralSensor64.png
3
Time: 72 hrs
Prereq: Prova
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

This weapon can be sold for ‍7,500.

Notes[]

  • The Quanta is only available from clan research in the Energy lab.
  • When combining elements, the Quanta's Electricity DamageDmgElectricitySmall64.png Electricity element is added last. This means if, for example, Cold DamageDmgColdSmall64.png Cold and Toxin DamageDmgToxinSmall64.png Toxin damage mods were added, the elemental damage results would be Viral DamageDmgViralSmall64.png Viral and Electricity DamageDmgElectricitySmall64.png Electricity.
  • Additional cubes generated by Split Chamber will follow a similar trajectory, however once they move far enough apart, they will likely collide with each other and bounce off in opposite directions. This effect can be avoided using Heavy Caliber12?cb=20190608095452 Heavy Caliber at a high enough rank.
  • Heavy Caliber will not affect the accuracy of the primary fire as badly as it does on other continuous weapons, but multishot will affect the secondary fire by launching the cubes at noticeably different angles.

Alternate Fire[]

  • The Quanta has a secondary fire mode that lets it shoot cubes that travel up to 15 meters before stopping in mid-air.
    • Cube explosion deals Blast DamageDmgBlastSmall64.png Blast.
    • Cubes automatically explode 8 seconds after stopping in mid-air.
    • Cubes can bounce off environmental objects but will explode upon impact with enemies.
    • Cubes can be detonated by being fired upon by any weapon.
      • Cubes detonated this way deal bonus damage.
    • Unlike the Mutalist Quanta, there is no limit to how many cubes can be fired at any given time, being only limited by the amount of ammo in the magazine.
  • If an element is combined with the Quanta's base Electricity DamageDmgElectricitySmall64.png Electricity damage, the additional element can proc by itself during a cube explosion, ex. adding Heat DamageDmgHeatSmall64.png Heat to form Radiation DamageDmgRadiationSmall64.png Radiation can result in the Cube dealing Heat DamageDmgHeatSmall64.png Heat proc. This happens because when the default Electricity DamageDmgElectricitySmall64.png Electricity element is combined with other element to get a combined element, the combined element only works on the primary fire, but not on the explosion on the secondary fire.
  • Punch Through mods modify the behavior of cubes. Instead of detonating on impact with an enemy, the cubes will pass through that enemy while still dealing its usual damage.
    • Cubes can also pass through any object without bouncing, with the distance penetrated dependent upon the punch-through distance of the current mod. In both cases, the cube will lose its punch-through behavior after it has traveled its slated punch-through distance through enemies or objects, regaining its ability to bounce off walls and detonate upon enemy contact.
  • The cube's Blast DamageDmgBlastSmall64.png Blast damage element is retained even if additional elements are installed unto the weapon, giving it a chance to proc on explosions.
  • Terminal Velocity12?cb=20190608095452 Terminal Velocity will increase the flight speed of the cubes and the distance they travel before coming to a complete stop.
  • Fire rate mods shorten the time between firing a cube.

Tips[]

  • The Quanta's cubes will detonate if exposed to weapons fire, including explosions from other nearby cubes. This can be used to create a chain detonation by launching multiple cubes within explosion range of each other, then shooting one of them to detonate all the cubes.
  • Cubes will immediately explode when impacting Blunts, Bulwarks, DecoyDecoy130xDark.png Decoys, MoltMolt130xDark.png Molts and Ramparts, allowing players instantly deal high amounts of damage.
  • The innate Vazarin Pol.svg polarity matches Cryo Rounds12?cb=20190608095452 Cryo Rounds.

Trivia[]

  • Unlike the Mutalist QuantaInfCrpShockSwarm.png Mutalist Quanta, the weapon's arms do not rotate when firing, and instead both ends are used to emit two laser beams that meet together at the reticle.
    • As it was originally intended as a mining tool, it is likely that the laser emitters would not have aimed at the same point, but instead cut around a location, with the arms rotating to cut out mineral hotspots in the shape of a cone. As a weapon, however, there would be little use for this level of articulation. Aiming the lasers at a single point alone would be enough for a weapon. As such, the rotation would not be needed.
  • The Quanta fires two beams at once. If a Riven Mod with more than -50% multishot is installed, the bottom beam stops firing.
  • This is the only weapon that can equip both Sinister Reach12?cb=20190608095452 Sinister Reach and Terminal Velocity12?cb=20190608095452 Terminal Velocity.
  • Despite the Quanta being the original Corpus version of the weapon, it was introduced into the game after the Mutalist Quanta.
  • Its default colors are the same as the Mutalist version, although only the Primary, Secondary and Energy affect its colors.
  • The Quanta is used by Quanta Rangers in Corpus Archwing missions.

Media[]

Quanta Skins Edit

Patch History[]

Hotfix 27.2.2 (2020-03-06)

  • Fixed the Quanta not having the new ‘Status’ calculations. It also has multiple fire iterations and are valid for large Status Chance like Shotguns received at their base to address the new Status logic.

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.

Update 25.8 (2019-10-01)

October 2019 Riven Disposition Change
  • Quanta: 1.25->1.35

Update 25.7 (2019-08-29)

  • Fixed the Quanta and Quanta Vandal alt fire cube explosion sound no longer playing.

Update 22.17 (2018-03-28)

  • More Visual Effect intensity changes to reduce visual noise from Quanta energy cube explosions.

Update 22.14 (2018-03-01)

  • Fixed Beam weapons not being able to damage enemies (alive but in a ragdolled state) when being affected by certain ‘crowd control’ Abilities.
  • Damage now ramps up over 0.6 seconds and after moving off target there is a delay of 0.8 seconds before it starts to decay over 2 seconds.
  • All Beam weapons now start their Damage ramp up at 20% (instead of 10%).
  • The Multishot chance should now apply more consistently with Beam weapons.
  • Fixed Beam weapons continuously firing when quick Meleeing.

Hotfix 22.13.4 (2018-02-22)

  • Increased the Beam weapon Damage ramp up time from 0.8 to 1 second.
  • Fixed Beam weapon Damage ramp up not happening per target.

Hotfix 22.13.3 (2018-02-21)

  • Perfect accuracy and high fire rate is balanced by limited range and damage ramping up from 10% to 100% over 0.8 seconds when firing and decays back to 10% over 1 second after stopping.
  • Damage changed from 220 Electricity per sec to 20 Electricity per tick.
  • Fire Rate increased from 1 to 12.
  • Status Chance changed from 10% per sec to 16% per tick of damage.
  • Critical chance increased from 10% to 16%.
  • Critical Damage increased from 2.0x to 2.2x.
  • Alt Fire Explosion Radius increased from 5m to 6m.
  • Alt Fire Explosion Damage increased from 400 to 600.
  • Ammo consumption decreased from 1.0 to 0.5 per tick of damage.

See also[]