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(→‎Notes: Small edit.)
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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.
 
*Jumping cannot be done until the charge shot animation has ended.
 
*Jumping cannot be done until the charge shot animation has ended.
*It appears that the bullets from the shot seek targets within 50m, and inside the reticle. (Needs to be confirmed)
 
 
*Charged shots are affected by the following:
 
*Charged shots are affected by the following:
 
**[[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}}.
 
**Stealth [[Stealth#Melee Damage Multiplier|melee damage multiplier]].
 
**Stealth [[Stealth#Melee Damage Multiplier|melee damage multiplier]].
 
**[[Melee 2.0#Combo Counter|Melee Combo Counter]].
 
**[[Melee 2.0#Combo Counter|Melee Combo Counter]].
***Each target hit provides 1 hit to the counter. Multiple pellets striking a single target will only count as 1 hit.
+
***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.
 
**[[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)
 
**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).
*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]].
 
   
 
==Tips==
 
==Tips==

Revision as of 19:49, 23 June 2018

Makes sweeping cuts punctuated by bursts of heavy gunfire.

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
📝 Edit blueprint requirements
Credits
20,000
Akstiletto
1
Cryotic
3,300
Plastids
1,000
ControlModule
2
Time: 12 Hour(s)
Rush: PlatinumLarge 35
MarketIcon Market Price: PlatinumLarge 175 Blueprint2 Blueprints Price:Credits20,000

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 Mod TT 20px 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:
  • Some stance combos fire twice the number of bullets. Mod TT 20px 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 Mod TT 20px High Noon (this animation applies to both charged attacks before and after switching to melee weapon)
    • Charged animation using Mod TT 20px 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).
  • Mod TT 20px Shattering Impact works extremely well with this weapon; Each bullet fired reduces the targets base armor by 6.
  • Mod TT 20px 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

Edit

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.