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{{Top|Enemy|Corpus|Corpus|Weapon|Weapons|Weapons}} |
{{Top|Enemy|Corpus|Corpus|Weapon|Weapons|Weapons}} |
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− | {{WeaponInfoboxAutomatic |
+ | {{WeaponInfoboxAutomatic |
+ | <!--overides 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)--> |
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+ | |name = |
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+ | |||
+ | <!-- |
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+ | ---!!!!!---INSTRUCTIONS---!!!!!--- |
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+ | Everything below this is for manually overriding the automatic values. If you're not sure how to update Module:Weapons/data (Or especially if this is a brand new weapon), you can just put stuff here instead and somebody else will drop by and move the changes along later. |
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+ | |||
+ | If everything here is blank, then everything is working correctly - Only put values here if they are different from what the page already shows. |
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+ | --> |
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+ | <!--Statistics--> |
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+ | |image = |
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+ | |mastery level = |
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+ | |slot = |
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+ | |type = |
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+ | |trigger = |
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+ | |||
+ | <!--Utility--> |
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+ | |ammo type = |
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+ | |flight speed = |
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+ | |range = |
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+ | |noise level = |
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+ | |fire rate = |
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+ | |spool = |
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+ | |accuracy = |
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+ | |magazine = |
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+ | |max ammo = |
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+ | |reload = |
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+ | |zoom = |
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+ | |combo reset = |
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+ | |combo min = |
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+ | |finisher damage = |
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+ | |channel damage = |
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+ | |disposition = |
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+ | |||
+ | <!--Normal Attacks--> |
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+ | |normal impact = |
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+ | |normal puncture = |
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+ | |normal slash = |
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+ | |normal element = |
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+ | |normal damage = |
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+ | |normal pellet count = |
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+ | |normal burst count = |
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+ | |normal critical chance = |
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+ | |normal critical damage = |
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+ | |normal status chance = |
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+ | |normal punchthrough = |
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+ | |normal radius = |
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+ | |normal duration = |
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+ | |normal falloff = |
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+ | |normal ammo cost = |
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+ | |||
+ | <!--Charge Attacks--> |
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+ | |charge impact = |
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+ | |charge puncture = |
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+ | |charge slash = |
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+ | |charge element = |
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+ | |charge damage = |
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+ | |charge time = |
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+ | |charge pellet count = |
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+ | |charge burst count = |
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+ | |charge critical chance = |
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+ | |charge critical damage = |
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+ | |charge status chance = |
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+ | |charge punchthrough = |
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+ | |charge radius = |
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+ | |charge duration = |
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+ | |charge falloff = |
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+ | |charge ammo cost = |
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+ | |||
+ | <!--Area Attacks--> |
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+ | |area impact = |
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+ | |area puncture = |
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+ | |area slash = |
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+ | |area element = |
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+ | |area damage = |
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+ | |area pellet count = |
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+ | |area critical chance = |
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+ | |area critical damage = |
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+ | |area status chance = |
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+ | |area radius = |
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+ | |area duration = |
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+ | |area falloff = |
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+ | |area ammo cost = |
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+ | |||
+ | <!--Secondary Area Attacks (For 2-stage explosions like Lenz or Kulstar)--> |
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+ | |secondaryarea impact = |
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+ | |secondaryarea puncture = |
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+ | |secondaryarea slash = |
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+ | |secondaryarea element = |
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+ | |secondaryarea damage = |
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+ | |secondaryarea pellet count = |
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+ | |secondaryarea critical chance = |
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+ | |secondaryarea critical damage = |
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+ | |secondaryarea status chance = |
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+ | |secondaryarea radius = |
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+ | |secondaryarea duration = |
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+ | |secondaryarea falloff = |
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+ | |||
+ | <!--Secondary Attacks--> |
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+ | |secondary impact = |
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+ | |secondary puncture = |
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+ | |secondary slash = |
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+ | |secondary element = |
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+ | |secondary damage = |
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+ | |secondary pellet count = |
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+ | |secondary burst count = |
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+ | |secondary critical chance = |
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+ | |secondary critical damage = |
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+ | |secondary status chance = |
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+ | |secondary punchthrough = |
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+ | |secondary radius = |
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+ | |secondary duration = |
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+ | |secondary falloff = |
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+ | |secondary charge time = |
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+ | |secondary fire rate = |
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+ | |secondary trigger = |
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+ | |secondary ammo cost = |
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+ | |||
+ | <!--Throw Attacks (for Glaives)--> |
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+ | |throw impact = |
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+ | |throw puncture = |
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+ | |throw slash = |
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+ | |throw element = |
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+ | |throw damage = |
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+ | |throw critical chance = |
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+ | |throw critical damage = |
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+ | |throw status chance = |
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+ | |throw punchthrough = |
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+ | |throw falloff = |
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+ | |throw charge time = |
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+ | |||
+ | <!--Charged Throw Attacks (for Glaives)--> |
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+ | |charged throw impact = |
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+ | |charged throw puncture = |
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+ | |charged throw slash = |
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+ | |charged throw element = |
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+ | |charged throw damage = |
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+ | |charged throw critical chance = |
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+ | |charged throw critical damage = |
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+ | |charged throw status chance = |
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+ | |charged throw punchthrough = |
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+ | |charged throw falloff = |
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+ | |charged throw charge time = |
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+ | |||
+ | <!--Other Melee Attacks--> |
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+ | |slam attack = |
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+ | |slam radius = |
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+ | |slide attack =<!--Miscellaneous--> |
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+ | |syndicate effect = |
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+ | |augments = |
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+ | |polarities = |
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+ | |stance polarity = |
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+ | |users = |
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+ | |introduced = |
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+ | }} |
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{{Codex|Ruthless and efficient, just like the free-market.}} |
{{Codex|Ruthless and efficient, just like the free-market.}} |
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− | The '''Secura Penta''' is |
+ | The '''Secura Penta''' is [[The Perrin Sequence]] exclusive version of the {{Weapon|Penta}} grenade launcher, featuring higher [[critical chance]] and [[status chance]], [[fire rate]], and magazine size, but with lower explosion damage. It also comes with an innate [[Sequence]] effect. |
+ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
==Characteristics== |
==Characteristics== |
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'''Advantages :''' |
'''Advantages :''' |
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− | * |
+ | *Innate {{Icon|Proc|Blast|text}} damage - effective against [[Machinery]] and [[Fossilized]]. |
+ | **Physical contact with grenades deal {{Icon|Proc|Impact|text}} damage. |
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− | *High AoE Damage and decent blast radius of 5.5m. |
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+ | *Very high [[critical chance]]. |
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− | *[[Heavy Caliber]] does not significantly reduce accuracy. {{cite}} |
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+ | *Very high [[status chance]]. |
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− | *Explosion can also cause procs. |
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+ | *Launches grenades with a blast radius of '''5''' meters. |
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− | *Less explosion damage results in less damage dealt to self in comparison to the [[Ogris]]. |
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− | * |
+ | *Pinpoint [[accuracy]]. |
+ | **{{M|Heavy Caliber}}'s accuracy penalty is minimal on this weapon. |
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⚫ | |||
− | *Can use |
+ | *Can use the Penta-exclusive {{M|Tether Grenades}} and {{M|Napalm Grenades}}, as well as the launcher-exclusive {{M|Adhesive Blast}} mods. |
+ | *Can benefit from {{M|Firestorm}}, {{M|Amalgam Furax Body Count}}, and {{M|Cautious Shot}}. |
||
+ | *Innate [[Sequence]] effect. |
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⚫ | |||
'''Disadvantages:''' |
'''Disadvantages:''' |
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− | * |
+ | *Innate {{Icon|Proc|Blast|Text}} damage – less effective against [[Ferrite Armor]]. |
+ | **Explosion damage cannot be increased by {{Icon|Proc|Slash|Text}}, {{Icon|Proc|Impact|Text}} or {{Icon|Proc|Puncture|Text}} damage mods. |
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⚫ | |||
+ | *Explosion inflicts [[Stagger|self-stagger]]. |
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+ | *Explosion has linear damage falloff from 100% to 40% from central impact. |
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*Can only have five grenades out at once. |
*Can only have five grenades out at once. |
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− | ** |
+ | **Extra projectiles generated by [[Multishot]] will count towards the limit of five live grenades. |
+ | *Slow [[reload speed]]. |
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− | *Grenades that have stopped moving have no obvious visual or audio cue (but with "PhysX" enabled they have some sparks when come to complete rest). |
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⚫ | |||
*Grenades have a high bouncing capability which makes it hard to stack on a desired spot. |
*Grenades have a high bouncing capability which makes it hard to stack on a desired spot. |
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+ | **Can bounce off teammates or companions, potentially having lethal results. |
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− | **This can be countered with the [[Adhesive Blast]] mod which will make the grenades stick to any surface. |
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− | ** |
+ | **This can be countered with the {{M|Adhesive Blast}} mod which will make the grenades stick to any surface. |
+ | **{{M|Tether Grenades}} counters this, with the additional benefit of keeping a tethered enemy from leaving the blast radius. |
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− | *The explosion can damage or even kill the user if caught within the blast radius, especially with high damage builds. |
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+ | *Extremely low ammo capacity of 28; requires just 4 reloads to fully deplete all ammo reserves. |
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− | *Low maximum ammo capacity. |
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+ | *Draws from the rare sniper ammo pool. |
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− | '''Comparisons:''' |
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{{WeaponComparison|Penta}} |
{{WeaponComparison|Penta}} |
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+ | {{WeaponComparison|Carmine Penta|header=n}} |
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− | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
==Notes== |
==Notes== |
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*Although the Secura Penta can hold 2 more rounds in its magazine, it can only have five grenades out like the regular Penta. |
*Although the Secura Penta can hold 2 more rounds in its magazine, it can only have five grenades out like the regular Penta. |
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+ | *If fired straight down at a flat piece of terrain, the grenade will bounce straight up until it hits the highest part of its arc, then float very slowly back down. They can still be detonated while floating, making it possible to set up ambushes for ospreys. |
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− | *Grenades will immediately explode when they hit [[Blunt]]s, water surface, puddles from Tar-Mutalist Moa or [[Tectonics|Bulwark]]s. |
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+ | |||
+ | ==Tips== |
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+ | *Can reach over 100% [[status chance]] with: |
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+ | **{{M|Thermite Rounds}}, {{M|Rime Rounds}}, {{M|High Voltage}}, {{M|Malignant Force}}, and {{M|Catalyzer Link}}. |
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+ | **{{M|Rifle Aptitude}} and {{M|Hammer Shot}} combined with two of {{M|Thermite Rounds}}, {{M|Rime Rounds}}, {{M|High Voltage}}, {{M|Malignant Force}}, or {{M|Catalyzer Link}}. |
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+ | **{{M|Rifle Aptitude}} or {{M|Hammer Shot}} combined with four of {{M|Thermite Rounds}}, {{M|Rime Rounds}}, {{M|High Voltage}}, {{M|Malignant Force}}, or {{M|Catalyzer Link}}. |
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+ | |||
+ | ==Trivia== |
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+ | *The Secura Penta's magazine becomes visibly larger as magazine capacity is increased. As the model was designed for the Penta's 5 grenades, the default 7 protrude through the bottom of the gun. |
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{{clr}} |
{{clr}} |
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penta.jpg|Secura Penta in Codex |
penta.jpg|Secura Penta in Codex |
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</gallery> |
</gallery> |
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− | |||
<gallery position="center" widths="300" spacing="small" hideaddbutton="true"> |
<gallery position="center" widths="300" spacing="small" hideaddbutton="true"> |
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Warframe Syndicates Secura Penta, Blown Away.. Again thequickdraw |
Warframe Syndicates Secura Penta, Blown Away.. Again thequickdraw |
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{{SkinGallery}} |
{{SkinGallery}} |
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− | |||
==Patch History== |
==Patch History== |
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{{Scrollbox/Article| |
{{Scrollbox/Article| |
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+ | {{ver|27.2.2}}<br/> |
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− | {{PatchHistoryNeeded}} |
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+ | Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%: |
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+ | *Secura Penta: 60% |
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+ | |||
+ | {{ver|27.2}} |
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+ | ;Self Damage Changes: |
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+ | We are getting rid of Self Damage and replacing it with something else: instead of Self Damage, it’s now ‘Stagger’. This change completely removes the chance of killing yourself, and instead now creates scenarios where you will interrupt yourself - or ‘Stagger’ - to varying degrees if you aren’t careful. |
||
+ | |||
+ | The degrees of Self-Interrupt start with a small stumble all the way to full knockdown depending on how close you are to the center of explosion. Any Mods referring to Self Damage will be converted to acknowledge Stagger. |
||
+ | |||
+ | With this Self-Interrupt system, we have added dozens of new recovery animations that harness a ninja-like recovery experience. By pressing ‘Jump’ at the correct time, you can execute a ninja-skill-based knockdown recovery to ALL in-game knockdowns. This ninja recovery window is indicated by a glowing FX on your Warframe. |
||
+ | |||
+ | In the original Dev Workshop, we said:<br /> |
||
+ | ''As a result of this overall systemic change, Weapons with Stagger will be getting approximately a 20% buff in Damage, with any weapons with AOE receiving a 50% Radial Damage Falloff from central impact.'' |
||
+ | |||
+ | This is no longer accurate after continued testing. What we are doing now is: |
||
+ | |||
+ | No damage buffs have been added, but any weapons with AOE are receiving ~20% increase in Radius. Additionally, AOE weapons are receiving a 90% Radial Damage Falloff from central impact. This means on the very outer section of the explosion Radius 10% of the Damage will be dealt. Tactics will be deadly - aim true, Tenno. |
||
+ | |||
+ | ''Why: Several players brought up the history of the Tonkor and we want to make sure we ship this change in a place that’s conservative in its starting point from a balance perspective. The complete removal of Self Damage does change the pace of destruction with some of the game’s most powerful weapons, so we want to make sure we can iterate upwardly instead of releasing a bonanza of explosions with no other choices.'' |
||
+ | |||
+ | {{ver|24.5.5}} |
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+ | *Updated Secura Penta's napalm projectiles when using the Napalm Grenades Mod, so that they better reflect the Penta's stats (higher *Status Effect and Critical Chances). |
||
+ | |||
+ | {{ver|22.12}} |
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+ | *[[Status chance]] increased from 10% to 26%. |
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+ | *[[Critical chance]] increased from 10% to 26%. |
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+ | *Damage decreased from 375 to 300. |
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+ | *Ammo capacity decreased from 30 to 28. |
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+ | {{ver|17.3}} |
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+ | *Introduced. |
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}} |
}} |
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==See also== |
==See also== |
||
− | * |
+ | *{{Weapon|Penta}}, the unmodified version. |
− | * |
+ | *{{Weapon|Secura Dual Cestra}}, another weapon offered by [[The Perrin Sequence]]. |
− | * |
+ | *{{Weapon|Torid}}, an Infested gas grenade launcher. |
{{WeaponNav}} |
{{WeaponNav}} |
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__NOTOC__ |
__NOTOC__ |
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+ | [[de:Secura Penta]] |
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+ | [[es:Penta Secura]] |
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[[Category:Corpus]] |
[[Category:Corpus]] |
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⚫ | |||
[[Category:Launcher]] |
[[Category:Launcher]] |
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[[Category:Weapons]] |
[[Category:Weapons]] |
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[[Category:Blast Damage]] |
[[Category:Blast Damage]] |
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[[Category:Update 17]] |
[[Category:Update 17]] |
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⚫ |
Revision as of 21:00, 26 March 2020
The Secura Penta is The Perrin Sequence exclusive version of the Penta grenade launcher, featuring higher critical chance and status chance, fire rate, and magazine size, but with lower explosion damage. It also comes with an innate Sequence effect.
Acquisition
- The Secura Penta can be acquired by reaching the Rank of Partner with The Perrin Sequence, and spending 125,000 to purchase. As with all Syndicate Weapons, the Secura Penta cannot be chosen as the free offering upon ranking up to Partner rank.
- Syndicate weapons can also be acquired via Trading, but only for unranked copies without Forma or Orokin Catalyst installed.
- Players must have a Mastery Rank of at least 12 to acquire the Secura Penta, either through trading or through the Syndicates themselves.
Characteristics
This weapon deals primarily Script error: The function "Proc" does not exist. damage.
Advantages :
- Innate Script error: The function "Proc" does not exist. damage - effective against Machinery and Fossilized.
- Physical contact with grenades deal Script error: The function "Proc" does not exist. damage.
- Very high critical chance.
- Very high status chance.
- Launches grenades with a blast radius of 5 meters.
- Pinpoint accuracy.
- Heavy Caliber's accuracy penalty is minimal on this weapon.
- Can use the Penta-exclusive Tether Grenades and Napalm Grenades, as well as the launcher-exclusive Adhesive Blast mods.
- Can benefit from Firestorm, Amalgam Furax Body Count, and Cautious Shot.
- Innate Sequence effect.
- Innate Script error: The function "Pol" does not exist., Script error: The function "Pol" does not exist., and Script error: The function "Pol" does not exist. polarities.
Disadvantages:
- Innate Script error: The function "Proc" does not exist. damage – less effective against Ferrite Armor.
- Explosion damage cannot be increased by 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. damage mods.
- Grenades have slow travel time and heavy arcing.
- Explosion inflicts self-stagger.
- Explosion has linear damage falloff from 100% to 40% from central impact.
- Can only have five grenades out at once.
- Extra projectiles generated by Multishot will count towards the limit of five live grenades.
- Slow reload speed.
- Grenades have a high bouncing capability which makes it hard to stack on a desired spot.
- Can bounce off teammates or companions, potentially having lethal results.
- This can be countered with the Adhesive Blast mod which will make the grenades stick to any surface.
- Tether Grenades counters this, with the additional benefit of keeping a tethered enemy from leaving the blast radius.
- Extremely low ammo capacity of 28; requires just 4 reloads to fully deplete all ammo reserves.
- Draws from the rare sniper ammo pool.
Comparisons:
- Secura Penta (Grenade Detonation), compared to Penta (Grenade Detonation):
- Lower base damage per projectile (300.00 vs. 350.00)
- Lower Blast damage ( 300 vs. 350)
- Lower total damage (300 vs. 350)
- Higher base critical chance (26.00% vs. 10.00%)
- Higher base status chance (26.00% vs. 10.00%)
- Lower average damage per tap (378 vs. 385)
- Higher burst DPS (756 vs. 385)
- Higher sustained DPS (441 vs. 256.66)
- Farther max damage falloff distance (6.0 m vs. 4.0 m)
- Greater max damage reduction at ending falloff distance (60.00% vs. 50.00%)
- Higher fire rate (2.000 attacks/sec vs. 1.000 attacks/sec)
- Larger magazine (7 vs. 5)
- More shots per magazine (7 vs. 5)
- Larger max ammo capacity (28 vs. 20)
- Higher Mastery Rank required (12 vs. 6)
- Lower disposition (●●●●○ (1.30x) vs. ●●●●● (1.35x))
- Innate Sequence effect
- Lower base damage per projectile (300.00 vs. 350.00)
- Secura Penta (Grenade Detonation), compared to Carmine Penta (Grenade Detonation):
- Lower base damage per projectile (300.00 vs. 350.00)
- Lower Blast damage ( 300 vs. 350)
- Lower total damage (300 vs. 350)
- Higher base critical chance (26.00% vs. 10.00%)
- Higher base status chance (26.00% vs. 10.00%)
- Lower average damage per tap (378 vs. 385)
- Lower burst DPS (756 vs. 1039.5)
- Lower sustained DPS (441 vs. 620.59)
- Farther max damage falloff distance (6.0 m vs. 4.0 m)
- Greater max damage reduction at ending falloff distance (60.00% vs. 50.00%)
- Lower fire rate (2.000 attacks/sec vs. 2.700 attacks/sec)
- Smaller magazine (7 vs. 10)
- Less shots per magazine (7 vs. 10)
- Smaller max ammo capacity (28 vs. 40)
- Higher Mastery Rank required (12 vs. 6)
- Higher disposition (●●●●○ (1.30x) vs. ●●●●○ (1.25x))
- Innate Sequence effect
- Lower base damage per projectile (300.00 vs. 350.00)
Notes
- Although the Secura Penta can hold 2 more rounds in its magazine, it can only have five grenades out like the regular Penta.
- If fired straight down at a flat piece of terrain, the grenade will bounce straight up until it hits the highest part of its arc, then float very slowly back down. They can still be detonated while floating, making it possible to set up ambushes for ospreys.
Tips
- Can reach over 100% status chance with:
- Thermite Rounds, Rime Rounds, High Voltage, Malignant Force, and Catalyzer Link.
- Rifle Aptitude and Hammer Shot combined with two of Thermite Rounds, Rime Rounds, High Voltage, Malignant Force, or Catalyzer Link.
- Rifle Aptitude or Hammer Shot combined with four of Thermite Rounds, Rime Rounds, High Voltage, Malignant Force, or Catalyzer Link.
Trivia
- The Secura Penta's magazine becomes visibly larger as magazine capacity is increased. As the model was designed for the Penta's 5 grenades, the default 7 protrude through the bottom of the gun.
Media
Secura Penta Skins
Patch History
Hotfix 27.2.2 (2020-03-06)
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:
- Secura Penta: 60%
Update 27.2 (2020-03-05)
- Self Damage Changes
We are getting rid of Self Damage and replacing it with something else: instead of Self Damage, it’s now ‘Stagger’. This change completely removes the chance of killing yourself, and instead now creates scenarios where you will interrupt yourself - or ‘Stagger’ - to varying degrees if you aren’t careful.
The degrees of Self-Interrupt start with a small stumble all the way to full knockdown depending on how close you are to the center of explosion. Any Mods referring to Self Damage will be converted to acknowledge Stagger.
With this Self-Interrupt system, we have added dozens of new recovery animations that harness a ninja-like recovery experience. By pressing ‘Jump’ at the correct time, you can execute a ninja-skill-based knockdown recovery to ALL in-game knockdowns. This ninja recovery window is indicated by a glowing FX on your Warframe.
In the original Dev Workshop, we said:
As a result of this overall systemic change, Weapons with Stagger will be getting approximately a 20% buff in Damage, with any weapons with AOE receiving a 50% Radial Damage Falloff from central impact.
This is no longer accurate after continued testing. What we are doing now is:
No damage buffs have been added, but any weapons with AOE are receiving ~20% increase in Radius. Additionally, AOE weapons are receiving a 90% Radial Damage Falloff from central impact. This means on the very outer section of the explosion Radius 10% of the Damage will be dealt. Tactics will be deadly - aim true, Tenno.
Why: Several players brought up the history of the Tonkor and we want to make sure we ship this change in a place that’s conservative in its starting point from a balance perspective. The complete removal of Self Damage does change the pace of destruction with some of the game’s most powerful weapons, so we want to make sure we can iterate upwardly instead of releasing a bonanza of explosions with no other choices.
Hotfix 24.5.5 (2019-03-25)
- Updated Secura Penta's napalm projectiles when using the Napalm Grenades Mod, so that they better reflect the Penta's stats (higher *Status Effect and Critical Chances).
Update 22.12 (2018-02-09)
- Status chance increased from 10% to 26%.
- Critical chance increased from 10% to 26%.
- Damage decreased from 375 to 300.
- Ammo capacity decreased from 30 to 28.
Update 17.3 (2015-09-02)
- Introduced.
See also
- Penta, the unmodified version.
- Secura Dual Cestra, another weapon offered by The Perrin Sequence.
- Torid, an Infested gas grenade launcher.