(→Notes: Small edit.) |
m (→Notes) |
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*Charged shots do '''not''' pass through Frost's Snow Globe if players are standing outside the globe. |
*Charged shots do '''not''' pass through Frost's Snow Globe if players are standing outside the globe. |
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*Jumping cannot be done until the charge shot animation has ended. |
*Jumping cannot be done until the charge shot animation has ended. |
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− | *It appears that the bullets from the shot seek targets within 50m, and inside the reticle. (Needs to be confirmed) |
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*Charged shots are affected by the following: |
*Charged shots are affected by the following: |
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**[[Melee 2.0#Channeling|Channeling]] and [[:Category:Channeling Mods|channeling mods]], such as {{M|Life Strike}}. |
**[[Melee 2.0#Channeling|Channeling]] and [[:Category:Channeling Mods|channeling mods]], such as {{M|Life Strike}}. |
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**Stealth [[Stealth#Melee Damage Multiplier|melee damage multiplier]]. |
**Stealth [[Stealth#Melee Damage Multiplier|melee damage multiplier]]. |
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**[[Melee 2.0#Combo Counter|Melee Combo Counter]]. |
**[[Melee 2.0#Combo Counter|Melee Combo Counter]]. |
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− | ***Each target hit provides 1 hit to the counter. Multiple pellets striking a single target will |
+ | ***Each target hit provides 1 hit to the counter. Multiple pellets striking a single target will count each pellet as one hit. |
**[[Attack speed]] mods. |
**[[Attack speed]] mods. |
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**[[Warframes|Warframe]] abilities. |
**[[Warframes|Warframe]] abilities. |
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**Charged animation using {{M|High Noon}} (this animation applies to both charged attacks before and after switching to melee weapon) |
**Charged animation using {{M|High Noon}} (this animation applies to both charged attacks before and after switching to melee weapon) |
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**Charged animation using {{M|Bullet Dance}} (this animation applies only to charged attack after switching to melee weapon). |
**Charged animation using {{M|Bullet Dance}} (this animation applies only to charged attack after switching to melee weapon). |
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− | *Despite the critical chance being listed at 5%, this weapon will not crit and will not gain {{M|Berserker}} stacks unless buffed by {{Arcane|Arcane Avenger}}, {{M|Cat's Eye}}, or Harrow's [[Covenant]]. |
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==Tips== |
==Tips== |
Revision as of 19:49, 23 June 2018
The Sarpa is a short range gunblade combining a keen blade with a burst-fire rifle. It normally fires five-round bursts, although some stance combo attacks fire ten rounds at half damage.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
20,000 |
1 |
3,300 |
1,000 |
2 |
Time: 12 Hour(s) |
Rush: 35 | |||||
Market Price: 175 | Blueprints Price:20,000 |
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.
- Gunblade shots functions similarly to a burst-fire rifle, firing out 5 bullets in quick succession.
- Each bullet in a burst affects the Melee Combo Counter.
- Shots have a chance to stagger enemies.
- Firing within 4 meters of an enemy will ragdoll them.
- Shots do not use ammo.
- Shots have innate Punch Through.
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 linear damage falloff from 100% to 16.67% from 20m to 40m target distance (distances are affected by Projectile Speed, for melee weapons only via Jet Stream).
- Very low critical chance.
- Low critical damage multiplier.
- Low status chance.
- Gunblade shots have a very large spread.
- Gunblade shots are alarming.
Notes
- Shots have innate punch through when firing through enemies and non-terrain objects, e.g. Grineer Blunts.
- Players can charge shots, even if they’re not wielding the Sarpa.
- Missed shots do not influence the accuracy rating in the mission progress table. Shots that hit, however, do.
- Firing the shotgun does not invalidate the "The Sword Alone" achievement.
- Additionally, the Redeemer's shotgun will contribute to the "Swordsman" affinity quest.
- Charged shots do not pass through Frost's Snow Globe if players are standing outside the globe.
- Jumping cannot be done until the charge shot animation has ended.
- Charged shots are affected by the following:
- Channeling and channeling mods, such as Life Strike.
- Stealth melee damage multiplier.
- Melee Combo Counter.
- Each target hit provides 1 hit to the counter. Multiple pellets striking a single target will count each pellet as one hit.
- Attack speed mods.
- Warframe abilities.
- Pellets are unaffected by Magnetize.
- Some stance combos fire twice the number of bullets. High Noons combos work as follows:
- Vagabond Blitz – 3rd attack shoots 5 bullets
- Final Showdown – 3rd attack shoots 10 bullets
- Desperado Zeal – 4th attack shoots 10 bullets, 5th shoots 5
- This weapon has three different animations for charged attack:
- The default animation (hold melee attack key, without switching to melee weapon)
- Charged animation using High Noon (this animation applies to both charged attacks before and after switching to melee weapon)
- Charged animation using Bullet Dance (this animation applies only to charged attack after switching to melee weapon).
Tips
- The charged shot can be chained, even while sliding, by pressing and holding E with the right timing (rather than making a first melee attack followed by a shot).
- Shattering Impact works extremely well with this weapon; Each bullet fired reduces the targets base armor by 6.
- Condition Overload with a status chance build is excellent on it.
- Each bullet counts as a separate hit on nullifier bubbles making it fairly good at destroying them.
Trivia
- Sarpa (सर्प) is the Sanskrit term for snake or serpent.
Media
Sarpa Skins
Patch History
Hotfix 22.13.2 (2018-02-16)
- Updated and fixed some Sarpa firing sounds.
Update: The Silver Grove (2016-08-19)
- Introduced
See Also
- Redeemer, the first gunblade weapon introduced.