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 Infested, Flesh and Cloned Flesh.
- Moderate charged attack damage.
- Can attack enemies at range using the charge attack function.
- Fires 5 bullets in rapid succession.
- Has innate Punch Through and does not use ammunition.
- Has no recoil if you disable screen shake in the options.
- Channeling affects the charged shot.
- Shots benefit from the stealth melee damage multiplier.
- Enemies hit by the shot have a chance to be stunned for a moment, while any enemy within 4 meters will be ragdolled.
- Shooting builds up the combo counter very quickly as each bullet counts as a melee attack.
- 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 Shattering Impact.
Disadvantages:
- Shots have damage falloff starting at 20m (likely the same as the Redeemer).
- Shots have a wide spread.
- Low critical chance and critical damage.
- Mediocre status chance, is a lot better than it might seem due to the mechanics of the 5-round burst.
- Shots alert enemies.
- Long attack animations combined with the input queueing of melee attacks often leads to being locked into an attack and unable to evade attacks.
Notes
- This weapon has innate punch through on its charge attack when firing through enemies and non-terrain objects, i.e. Grineer Blunts.
- It appears that the bullets from the shot seek targets within 50m, and inside the reticle. (Needs to be confirmed)
- 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: 1. the default animation (hold melee attack key, without switching to melee weapon); 2. charged animation using High Noon (this animation applies to both charged attacks before and after switching to melee weapon); 3. 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
See Also
- Redeemer, the first gunblade weapon introduced.