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*Using a negative range melee [[Riven_Mod|Riven Mod]] will affect both the melee range and shots for the redeemer. However the 4m ragdoll remains constant.
 
*Using a negative range melee [[Riven_Mod|Riven Mod]] will affect both the melee range and shots for the redeemer. However the 4m ragdoll remains constant.
 
*Finishers on enemies have silenced and unsilenced variants, depending on the enemy type and position the finisher was initiated on. On humanoid enemies, stealth finishers from behind will result in a blade slash and be silent, however finishers from the front will discharge the shotgun blast and alert nearby enemies. Finishers on enemies who are knocked down will also discharge the weapon in a similar manner so if stealth is preferred always go for rear finishers.<br /> 
 
*Finishers on enemies have silenced and unsilenced variants, depending on the enemy type and position the finisher was initiated on. On humanoid enemies, stealth finishers from behind will result in a blade slash and be silent, however finishers from the front will discharge the shotgun blast and alert nearby enemies. Finishers on enemies who are knocked down will also discharge the weapon in a similar manner so if stealth is preferred always go for rear finishers.<br /> 
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==Media==
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<gallery widths="300" position="center">
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Redeemer Prime Is INSANE Now (NO Riven Setup!)
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</gallery>
   
 
==Patch History==
 
==Patch History==

Revision as of 01:30, 20 March 2019

PrimeAccessSignNew
Redeemer Prime is available from Prime Access for a limited time.
Please click here for more information about the latest Prime Access offers on the official WARFRAME website.
AladVPortrait d
“Market forces dictate that you need to evolve or die.”
Redeemer Prime is Vaulted.
The Void Relics for this item have been removed from the drop tables and do not drop during missions at this time. Check the current Prime Resurgence rotation to see if Varzia offers relics for this item. Vaulted Void Relics already contained in player inventories are not affected and can still be either opened or traded between players.

Deal double-bladed, double-barreled death with this primed gunblade.

Redeemer Prime is the Primed variant of the Redeemer Redeemer, acting as a direct upgrade.


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
15,000
GenericWeaponPrimeBlade
1
GenericWeaponPrimeHilt
1
OrokinCell
15
Time: 12 Hour(s)
Rush: PlatinumLarge 50
MarketIcon Market Price: PlatinumLarge N/A Blueprint2 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.
  • Good critical chance.
  • Above average critical multiplier.
  • Very high status chance.
  • Gunblade shots functions similarly to a shotgun, firing out 10 pellets at once.
    • Shots have innate Script error: The function "Proc" does not exist. damage – effective against Machinery and Fossilized.
    • Shots have a chance to either stagger or knockdown enemies.
    • Firing within 4 meters of an enemy will ragdoll them.
    • Shots do not use ammo.
    • Shots have innate Punch Through.
  • 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.
  • Gunblade shots have innate Script error: The function "Proc" does not exist. damage – less effective against Ferrite Armor and Infested Sinew.
    • Gunblade shot damage cannot be increased with Script error: The function "Proc" does not exist., Script error: The function "Proc" does not exist., or Script error: The function "Proc" does not exist. mods.
  • Gunblade shots have linear damage falloff from 100% to 16.67% from 20m to 40m target distance (distances are affected by projectile flight speed, for melee weapons only via Mod TT 20px Jet Stream).
  • For gunblade shots, before 100% status chance, the listed status chance is the base chance per shot that at least one pellet will proc a status; the actual base status chance per pellet is ~3.23%.
  • Below average attack speed.
  • Shots are alarming.
    • Playing as client rather than host makes shots silent and is likely a bug.
    • Trying to maintain a stealth affinity bonus is difficult with shots as nearby enemies will become alerted.
    • It is possible to easily maintain stealth affinity bonus through the use of Hushed Invisibility as Loki.

Comparisons:

  • RedeemerPrime Redeemer Prime (Ranged Attack), compared to Redeemer Redeemer (Ranged Attack):
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Notes

  • The Melee combo counter will increment per target hit by the shotgun pellets. Hitting all 10 pellets on the same target will only increase the combo counter by 1 hit. Hitting multiple targets via shotgun spread or punch through will increment the counter by the number of enemies hit.
  • The combo counter does apply to the damage inflicted by shots.
  • If a shot is performed at "point blank" range, the 4m ragdoll effect will often move the target out of harm's way.
  • Weeping Wounds does affect the status chance of pellets, however, it does not increase your status chance using the base value seen in UI. To calculate the proper status chance, the reduced status chance per pellet (10 pellets) is used as base instead of the number seen on the UI (refer to Status Effect under Multishot for explaination).
  • Although not conclusively proven, shots from the stance Bullet Dance provides substantially higher status chance than charged shots. The exact number has not been determined yet.
  • Using a negative range melee Riven Mod will affect both the melee range and shots for the redeemer. However the 4m ragdoll remains constant.
  • Finishers on enemies have silenced and unsilenced variants, depending on the enemy type and position the finisher was initiated on. On humanoid enemies, stealth finishers from behind will result in a blade slash and be silent, however finishers from the front will discharge the shotgun blast and alert nearby enemies. Finishers on enemies who are knocked down will also discharge the weapon in a similar manner so if stealth is preferred always go for rear finishers.
     

Media

Patch History

Update 24.4 (2019-03-08)

  • Fixed issue where Redeemer and Redeemer Prime charged attacks had no Critical Chance.

Hotfix 24.2.2 (2018-12-18)

  • Introduced.

See Also

  • Redeemer Redeemer, the original counterpart of this weapon.