(The firing bug may trigger for other reasons as well in addition to the one being listed.) Tag: Visual edit |
(→Patch History: arsenal says otherwise) |
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{{Top|Lotus|Tenno|Tenno|Weapon|Weapons|Weapons}} |
{{Top|Lotus|Tenno|Tenno|Weapon|Weapons|Weapons}} |
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{{WeaponInfoboxAutomatic |
{{WeaponInfoboxAutomatic |
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− | <!-- |
+ | <!--overrides the name for ALL automatic calls. Needed if being used for a weapon that doesn't match the name of the page (or if the weapon's name has an odd character like '&' in it)--> |
|name = |
|name = |
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---!!!!!---INSTRUCTIONS---!!!!!--- |
---!!!!!---INSTRUCTIONS---!!!!!--- |
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|combo min = |
|combo min = |
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|finisher damage = |
|finisher damage = |
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⚫ | |||
|disposition = |
|disposition = |
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+ | |melee range = |
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+ | |combo duration = |
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+ | |block angle = |
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+ | |follow through = |
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<!--Normal Attacks--> |
<!--Normal Attacks--> |
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|charged throw charge time = |
|charged throw charge time = |
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− | <!-- |
+ | <!--Slam Melee Attacks--> |
|slam attack = |
|slam attack = |
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⚫ | |||
|slam radius = |
|slam radius = |
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+ | |||
⚫ | |||
+ | |||
+ | <!--Heavy Melee Attacks--> |
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+ | |heavy attack = |
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+ | |heavy attack windup = |
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+ | |heavy slam attack = |
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+ | |heavy slam radial damage = |
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+ | |heavy slam radius = |
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+ | |||
+ | <!--Other Melee Attacks--> |
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+ | |slide attack = |
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+ | |wall attack = |
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+ | |||
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|syndicate effect = |
|syndicate effect = |
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|augments = |
|augments = |
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|polarities = |
|polarities = |
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+ | |exilus polarity = |
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|stance polarity = |
|stance polarity = |
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|users = |
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{{Codex|Makes sweeping cuts punctuated by bursts of heavy gunfire.}} |
{{Codex|Makes sweeping cuts punctuated by bursts of heavy gunfire.}} |
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− | 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. |
+ | 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. |
+ | |||
{{BuildAutomatic|type=Weapon}} |
{{BuildAutomatic|type=Weapon}} |
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− | == |
+ | ==Characteristics== |
This weapon deals primarily {{Icon|Proc|Slash|Text}} damage. |
This weapon deals primarily {{Icon|Proc|Slash|Text}} damage. |
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'''Advantages:''' |
'''Advantages:''' |
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− | * |
+ | *High {{Icon|Proc|Slash|Text}} damage – effective against [[health]]. |
+ | *Good [[critical chance]]. |
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− | * Moderate charged attack damage. |
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+ | *Very high [[status chance]]. |
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− | * Can attack enemies at range using the charge attack function. |
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+ | **Can reach 100% status chance with {{M|Volcanic Edge}}, {{M|Vicious Frost}}, {{M|Voltaic Strike}}, {{M|Virulent Scourge}}, and {{M|Drifting Contact}}. |
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− | ** Fires 5 bullets in rapid succession. |
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+ | *Gunblade shots functions similarly to a burst-fire rifle, firing out 5 bullets in quick succession. |
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− | ** Has innate [[Punch Through]] and does not use [[Ammo|ammunition]]. |
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+ | **Each bullet in a burst affects the [[Melee#Combo Counter|Melee Combo Counter]]. |
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− | ** Has no recoil if you disable screen shake in the options. |
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+ | **Shots have a chance to stagger enemies. |
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− | ** Channeling affects the charged shot. |
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+ | **Firing within 4 meters of an enemy will ragdoll them. |
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⚫ | |||
+ | **Shots do not use [[ammo]]. |
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− | ** Enemies hit by the shot have a chance to be stunned for a moment, while any enemy within 4 meters will be ragdolled. |
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+ | **Shots have innate [[Punch Through]]. |
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− | ** Shooting builds up the combo counter very quickly as each bullet counts as a melee attack. |
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− | **Unlike the [[Redeemer]], status chance is ''not'' divided between bullets, and the bullets damage is physical and is increased by physical damage mods and works with {{M|Shattering Impact}}. |
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'''Disadvantages:''' |
'''Disadvantages:''' |
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+ | *Lowest base damage of all gunblades. |
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− | *Low {{Icon|Proc| |
+ | **Low {{Icon|Proc|Impact|Text}} and {{Icon|Proc|Puncture|Text}} damage – less effective against [[shield]]s and [[armor]]. |
− | * Shots have damage falloff starting at 20m (similar to the [[Redeemer]]). |
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+ | *Gunblade shots have linear damage falloff from 100% to 14.29% from 20m to 40m target distance (distances are affected by [[projectile flight speed]], for melee weapons only via {{M|Jet Stream}}). |
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− | * |
+ | *Gunblade shots have a very large spread. |
− | * Low critical chance and critical damage. |
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+ | *Gunblade shots are [[Noise Level|alarming]]. |
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− | * Mediocre status chance, is a lot better than it might seem due to the mechanics of the 5-round burst. |
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− | * Shots alert enemies. |
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− | * Long attack animations combined with the input queueing of melee attacks often leads to being locked into an attack and unable to evade attacks. |
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==Notes== |
==Notes== |
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− | * |
+ | *Shots have innate punch through when firing through enemies and non-terrain objects, e.g. Grineer [[Blunt]]s. |
+ | *Missed shots do '''not''' influence the accuracy rating in the mission progress table. Shots that hit, however, do. |
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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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+ | *Firing the gun does '''not''' invalidate the "The Sword Alone" achievement. |
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⚫ | |||
+ | *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. |
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⚫ | |||
+ | *Charged shots are affected by the following: |
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⚫ | |||
+ | **[[Heavy Attack]] mods, such as {{M|Life Strike}}. |
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− | *This weapon has three different animations for charged attack: 1. the default animation (hold melee attack key, without switching to melee weapon); 2. charged animation using {{M|High Noon}} (this animation applies to both charged attacks before and after switching to melee weapon); 3. charged animation using {{M|Bullet Dance}} (this animation applies only to charged attack after switching to melee weapon). |
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⚫ | |||
+ | **[[Melee#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 count each pellet as one hit. |
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+ | **[[Attack speed]] mods. |
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+ | **[[Warframes|Warframe]] abilities. |
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+ | ***Pellets are unaffected by {{A|Magnetize}}. |
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⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
+ | *This weapon has two different animations for charged attack: |
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+ | **Charged animation using {{M|High Noon}} (this animation applies to charged attacks while using the melee weapon) |
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+ | **Charged animation using {{M|Bullet Dance}} (this animation applies to charged attacks while using the melee weapon). |
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==Tips== |
==Tips== |
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*{{M|Condition Overload}} with a status chance build is excellent on it. |
*{{M|Condition Overload}} with a status chance build is excellent on it. |
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*Each bullet counts as a separate hit on nullifier bubbles making it fairly good at destroying them. |
*Each bullet counts as a separate hit on nullifier bubbles making it fairly good at destroying them. |
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− | |||
− | ==Bugs== |
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− | *The Sarpa may "jam" and refuse to shoot while still being able to use the attack animations, which will do extremely negligible amounts of damage. This is somewhat uncommon, but it can occur for a variety of unknown reasons, including if the player is knocked down at the right time while shooting in mid-animation. The bug effectively renders the Sarpa useless for the rest of the mission, and there is no known way to fix it except for the player to respawn after being downed. |
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==Trivia== |
==Trivia== |
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{{SkinGallery}} |
{{SkinGallery}} |
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+ | |||
+ | ==Patch History== |
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+ | {{Scrollbox/Article| |
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+ | {{ver|27.3}} |
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+ | *Increased Status Chance for the Gunblade type weapons to match new Shotgun Status Chance values. |
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+ | |||
+ | {{ver|27.2}} |
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+ | *Fixed ugly and busted blast FX for the Sarpa. |
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+ | |||
+ | {{ver|26}}<br /> |
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+ | ''Actual patch notes made a mistake on new range.'' |
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+ | *Damage increased from 70 to 160. |
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+ | *Range increased from 0.5 to 2. |
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+ | *Status Chance increased from 10% to 28%. |
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+ | *Critical Chance increased from 5% to 14%. |
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+ | *Critical Damage increased from 1.5x to 2x. |
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+ | *Slam Attack increased from 140 to 480. |
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+ | *Slide Attack increased from 210 to 320. |
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+ | *Parry Angle set to 45. |
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+ | |||
+ | {{ver|25.7}} |
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+ | *Fixed incoming fire interrupting Gunblade charge attacks. |
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+ | *Fixed a flickering issue with the Sarpa Day of the Dead Skin. |
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+ | *Fixed Ash’s Rising Storm combo building much faster than intended due to an interaction with Relentless Combo and a Gunblade weapon. |
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+ | |||
+ | {{ver|25.2.1}} |
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+ | *Adjusted Gunblade holster position on Wisp for the Sarpa. |
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+ | |||
+ | {{ver|22.13.2}} |
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+ | *Updated and fixed some Sarpa firing sounds. |
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+ | |||
+ | {{ver|The Silver Grove}} |
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+ | *Introduced. |
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+ | }} |
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+ | {{Ver/Lu|26}} |
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==See Also== |
==See Also== |
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− | * |
+ | *{{Weapon|Redeemer}}, the first gunblade weapon introduced. |
+ | |||
{{WeaponNav}} |
{{WeaponNav}} |
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__NOTOC__ |
__NOTOC__ |
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+ | [[es:Sarpa]] |
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+ | [[ru:Сарпа]] |
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+ | [[fr:Sarpa]] |
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[[Category:Weapons]] |
[[Category:Weapons]] |
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[[Category:Melee Weapons]] |
[[Category:Melee Weapons]] |
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[[Category:Gunblade]] |
[[Category:Gunblade]] |
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[[Category:Slash Damage Weapons]] |
[[Category:Slash Damage Weapons]] |
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+ | [[Category:Burst Fire]] |
Revision as of 02:29, 25 March 2020
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.
- Good critical chance.
- Very high status chance.
- Can reach 100% status chance with Volcanic Edge, Vicious Frost, Voltaic Strike, Virulent Scourge, and Drifting Contact.
- 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:
- Lowest base damage of all gunblades.
- Gunblade shots have linear damage falloff from 100% to 14.29% from 20m to 40m target distance (distances are affected by projectile flight speed, for melee weapons only via Jet Stream).
- 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.
- Missed shots do not influence the accuracy rating in the mission progress table. Shots that hit, however, do.
- Firing the gun does not invalidate the "The Sword Alone" achievement.
- 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:
- Heavy Attack 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 two different animations for charged attack:
- Charged animation using High Noon (this animation applies to charged attacks while using the melee weapon)
- Charged animation using Bullet Dance (this animation applies to charged attacks while using the 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
Update 27.3 (2020-03-24)
- Increased Status Chance for the Gunblade type weapons to match new Shotgun Status Chance values.
Update 27.2 (2020-03-05)
- Fixed ugly and busted blast FX for the Sarpa.
Update 26.0 (2019-10-31)
Actual patch notes made a mistake on new range.
- Damage increased from 70 to 160.
- Range increased from 0.5 to 2.
- Status Chance increased from 10% to 28%.
- Critical Chance increased from 5% to 14%.
- Critical Damage increased from 1.5x to 2x.
- Slam Attack increased from 140 to 480.
- Slide Attack increased from 210 to 320.
- Parry Angle set to 45.
Update 25.7 (2019-08-29)
- Fixed incoming fire interrupting Gunblade charge attacks.
- Fixed a flickering issue with the Sarpa Day of the Dead Skin.
- Fixed Ash’s Rising Storm combo building much faster than intended due to an interaction with Relentless Combo and a Gunblade weapon.
Hotfix 25.2.1 (2019-06-20)
- Adjusted Gunblade holster position on Wisp for the Sarpa.
Hotfix 22.13.2 (2018-02-16)
- Updated and fixed some Sarpa firing sounds.
Update: The Silver Grove (2016-08-19)
- Introduced.
Last updated: Update 26.0 (2019-10-31)
See Also
- Redeemer, the first gunblade weapon introduced.