(Using AWB to quickly go through weapon pages) Tag: apiedit |
(→top: Automatically adding extended template to explain manual overrides) Tag: apiedit |
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{{Top|Enemy|Tenno|Tenno|Weapon|Weapons|Weapons}} |
{{Top|Enemy|Tenno|Tenno|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 chance = |
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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 chance = |
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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 chance = |
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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 chance = |
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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 chance = |
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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 chance = |
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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 chance = |
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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 = |
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+ | |slide attack = |
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+ | |||
+ | <!--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|With these blazing fast nunchaku, the enemy will never know what hit them.}} |
{{Codex|With these blazing fast nunchaku, the enemy will never know what hit them.}} |
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The '''Shaku''' are a set of {{Icon|Proc|Impact|Text}}-based [[Tenno]] [[:Category:Nunchaku|Nunchaku]], featuring a fast attack rate. |
The '''Shaku''' are a set of {{Icon|Proc|Impact|Text}}-based [[Tenno]] [[:Category:Nunchaku|Nunchaku]], featuring a fast attack rate. |
Revision as of 15:39, 28 August 2017
The Shaku are a set of Script error: The function "Proc" does not exist.-based Tenno Nunchaku, featuring a fast attack rate.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
20,000 |
"[[File:Nunchaku.png]]" wasn't found in Module:Resources/data 1 |
1 |
1,100 |
10 |
Time: 12 hrs |
Rush: 35 | |||||
Market Price: 180 | Blueprints Price: 15,000 | ||||
Tenno Lab Research • 3,000 | |||||
5,000 |
10 |
17,500 |
5,000 |
11,000 |
Time: 48 hrs |
Prereq: Nami Skyla | |||||
x1 x3 x10 x30 x100 |
Characteristics
This weapon deals Script error: The function "Proc" does not exist. damage.
Advantages:
- Pure Script error: The function "Proc" does not exist. damage –effective against shields.
- High attack speed.
- High status chance.
- Stance has a Script error: The function "Pol" does not exist. polarity, matches Atlantis Vulcan.
Disadvantages
- No Script error: The function "Proc" does not exist. or Script error: The function "Proc" does not exist. damage – less effective against health and armor.
- Script error: The function "Proc" does not exist. suffers a 25% damage reduction against Flesh and Cloned Flesh.
- Short range.
- Low Critical Chance.
Tips
- As the Shaku only has Script error: The function "Proc" does not exist. as its native damage type, it benefits greatly from mods that increase Script error: The function "Proc" does not exist. damage, namely Heavy Trauma and Collision Force, and from the Shattering Impact mod.
Trivia
- Between Update 18.0 (2015-12-03) and Hotfix 18.0.6.1 (2015-12-09), the Shaku was unintentionally leaked through the Tenno Research Lab before being retrieved.
- The Shaku is the second weapon in game after the Sonicor to possess only a single physical damage type as its innate damage type.
- A shaku (尺) is a Japanese unit of measurement originally referring to the length of the forearm, which in modern usage is commonly standardized as being 30.3 cm long, and is the traditional length with which the branches of a nunchaku are made.
- The term is also used to refer to a ritual baton used by Shinto priests, and is so named due to its length.
Media
Patch History
“Ah, have you come to make a donation to my newest 'enterprise'...?”
Patch history is needed. Click here for instructions.
See also
- Ninkondi, another set of Tenno Nunchaku.