The Quanta is a Corpus mining laser cutter used by Corpus Quanta Rangers and is the basis of the
Infested
Mutalist Quanta and
Paracyst weapons, although they share little in common aside from basic appearances and similarly functioning Alternate Fires. It features high
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[edit | edit source]
This weapon deals Electricity damage on its Primary Fire and
Blast damage on its Alternate Fire.
Advantages:
- Primary Fire shoots two concentrated continuous beams.
- Innate
Electricity damage – effective against Machinery and Robotics.
- Good critical chance.
- Above average critical multiplier.
- High overall status chance.
- Innate multishot of 2 beams.
- Pinpoint accuracy.
Heavy Caliber's accuracy penalty is minimal.
- Tied with the
Quanta Vandal for the longest reach of all range-limited weapons, 50 meters.
- Consumes 0.5 ammo per tick of damage.
- Innate
- Alternate Fire lobs a small cube. It explodes in 6 meter radius from contact, being shot at, or being left alone after 8 seconds.
- Innate
Blast damage – effective against Machinery and Fossilized.
- Very high status chance.
- Does not inflict self-stagger.
- Innate
- Above average critical multiplier.
- Innate
polarity.
Disadvantages:
- Primary Fire:
- Innate
Electricity damage – less effective against Alloy Armor.
- Damage ramps up from 30% to 100% over 0.6 seconds when firing. After firing stops for 0.8 seconds, the damage decays back to 30% over 2 seconds.
- Innate
- Alternate Fire:
- Innate
Blast damage – less effective against Ferrite Armor.
- Very low critical chance and critical multiplier.
- Consume 10 rounds per shot.
- Cubes have slow travel time and a limited range of roughly 15 meters.
- Innate
Comparisons:
- Quanta, compared to Quanta Vandal:
- Lower base damage (20.0 vs. 26.0)
- Lower
Electricity damage (20.0 vs. 26.0)
- Lower
- Lower primary critical chance (16% vs. 22%)
- Lower primary critical multiplier (2.2x vs. 2.4x)
- Lower primary status chance (24% vs. 45%)
- Smaller magazine (60 rounds vs. 80 rounds)
- Smaller max ammo capacity (540 rounds vs. 560 rounds)
- Slower reload speed (2 s vs. 1.8 s)
- Different polarities (
vs.
)
- Lower Mastery Rank required (4 vs. 10)
- Higher disposition (1.4 vs. 1.35)
- Lower base damage (20.0 vs. 26.0)
- Quanta, compared to Mutalist Quanta:
- Lower base damage (20.0 vs. 25.0)
- Lower
Impact damage (0.0 vs. 2.5)
- Lower
Puncture damage (0.0 vs. 15.0)
- Lower
Slash damage (0.0 vs. 7.5)
- Higher
Electricity damage (20.0 vs. 0.0)
- Lower
- Higher area attack damage (100.0 vs. 20.0)
- Higher secondary attack damage (600.0 vs. 100.0)
- Higher secondary mode status chance (26% vs. 0%)
- Lower secondary mode fire rate (4 rounds/sec vs. 10 rounds/sec)
- Higher primary critical chance (16% vs. 2.5%)
- Higher primary critical multiplier (2.2x vs. 1.5x)
- Higher primary status chance (24% vs. 15%)
- Higher fire rate (12 rounds/sec vs. 10 rounds/sec)
- Faster reload speed (2 s vs. 3 s)
- Higher Mastery Rank required (4 vs. 2)
- Lower disposition (1.4 vs. 1.5)
- Lower base damage (20.0 vs. 25.0)
Acquisition[edit | edit source]
The Quanta's blueprint can be researched from the Energy Lab in the dojo.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
![]() 25,000 |
![]() 7 |
![]() 1,000 |
![]() 7,000 |
![]() 1 |
Time: 24 hrs |
Rush: ![]() | |||||
![]() ![]() |
![]() | ||||
Energy Lab Research ![]() | |||||
![]() 10,000 |
![]() 10 |
![]() 500 |
![]() 250 |
![]() 3 |
Time: 72 hrs |
Prereq: Prova | |||||
![]() ![]() ![]() ![]() ![]() |
Notes[edit | edit source]
- The Quanta is only available from clan research in the Energy lab.
- When combining elements, the Quanta's
Electricity element is added last. This means if, for example,
Cold and
Toxin damage mods were added, the elemental damage results would be
Viral and
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 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[edit | edit source]
- 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.
- 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.
- Cube explosion deals
- If an element is combined with the Quanta's base
Electricity damage, the additional element can proc by itself during a cube explosion, ex. adding
Heat to form
Radiation can result in the Cube dealing
Heat proc. This happens because when the default
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 damage element is retained even if additional elements are installed unto the weapon, giving it a chance to proc on explosions.
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[edit | edit source]
- 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,
Decoys,
Molts and Ramparts, allowing players instantly deal high amounts of damage.
- The innate
polarity matches
Cryo Rounds.
Trivia[edit | edit source]
- Unlike the
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 Reach and
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[edit | edit source]
Quanta Skins
Patch History[edit | edit source]
- 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.
- 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.
- October 2019 Riven Disposition Change
- Quanta: 1.25->1.35
- Fixed the Quanta and Quanta Vandal alt fire cube explosion sound no longer playing.
- More Visual Effect intensity changes to reduce visual noise from Quanta energy cube explosions.
- 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.
- Increased the Beam weapon Damage ramp up time from 0.8 to 1 second.
- Fixed Beam weapon Damage ramp up not happening per target.
- 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[edit | edit source]
Quanta Vandal, the Vandal variant of this weapon.
Mutalist Quanta, the hybrid Infested version of this weapon.
Paracyst, the fully Infested version of this weapon.
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