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WARFRAME Wiki
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{{WeaponInfoboxAutomatic}} {{Quote|Heavyweight, shock absorbing scaffold capable of short-range, wide-angle flak blast.|In-game Description}} The '''Shraksun Scaffold''' (or community-denoted as "'''x2x'''") is a scaffold used in [[Amp]] construction, that allows the weapon to perform an alternate secondary fire function (default {{Key|Mouse 3}}). When fired, it will shoot a single, short range projectile that explodes after a short delay or when colliding with a surface. This projectile penetrates through, but does '''not''' explode upon hitting enemies. The blueprint is sold by [[Quills|the Quills]] for {{sc|1,500}} at '''Observer''' rank or higher. It is also a possible rank-up reward upon advancing to Observer rank with the Quills. {{BuildRequire |buildcredits = 5,000 |build1 = Grokdrul |build1amount = 60 |build2 = Cetus Wisp |build2amount = 4 |build3 = Coprite Alloy |build3amount = 60 |build4 = Norg Brain |build4amount = 2 |buildtime = 1 |buildrush = 10 |blueprint = 1,500 |blueprintunit = Standing }} ==Characteristics== This weapon deals exclusively {{D|Void}} damage. '''Advantages:''' *Very high base damage. **Innate {{D|Void}} damage – effective against [[Sentient]]-type enemies. ***Can reset any damage adaptation built up by [[Battalyst]]s, [[Conculyst]]s and [[Shadow Stalker]]. ***Can damage [[Teralyst]], [[Gantulyst]] and [[Hydrolyst]]'s impervious shields. ***Can destroy the otherwise impervious [[Vomvalyst]]'s spectral form. **Can change [[Profit-Taker Orb]]'s shield weakness. *High [[critical chance]] and [[status chance]]. *Shots have a guaranteed {{D|Impact}} proc. *Shots explode in a '''7''' meter radius after a short delay or upon impacting a surface. **Initial hit and explosion apply status separately. **Explosion does not need direct line of sight to deal damage and will penetrate walls. *Projectile has innate infinite [[Punch Through]] against bodies. **Before exploding, the projectile can hit Teralyst, Gantulyst, and Hydrolyst multiple times with one shot, although hits after the first will have halved base damage and critical multiplier. This damage reduction does not apply when piecing through multiple normal enemies. *Good energy economy. *Slow energy consumption, consumes 13.3 energy/second at base fire rate. *Does not use ammo pickups; energy regenerates over time. **Has a 2 second delay after the weapon stops firing before regenerating energy. ***Regenerates 30 energy per second; takes 3.33 seconds to regenerate a fully depleted energy meter. ***Can regenerate 7.5 energy between each shot if built with [[Plaga Brace]]. '''Disadvantages:''' *Projectiles have travel time. *Very short range of 10 meters. *Explosion inflicts [[Stagger|self-stagger]]. *Explosion has a [[Enemy Body Parts|headshot]] multiplier of 1x and cannot trigger headshot conditions. *Explosion has linear [[Damage Falloff]] from 100% to 60% from central impact. *Has a 0.75 second delay of re-entering Void Mode after firing is stopped. ==Notes== *Shraksun's initial range (10 meter), combined with explosion range (7-8m), makes the scaffold's maximum range 17-18m *The Shraksun has two components: An initial piercing shot dealing 3,000 damage and an explosion dealing 4,500 damage. It is possible to hit the same enemy with both components. ** The piercing shot and the explosion will crit separately, which makes the Shraksun Scaffold's damage per shot more consistent with respect to its damage per second. *The Shraksun's projectiles do not pierce through environment and obstacles, such as rocks. *Much like the [[Shwaak Prism]], it has a guaranteed chance of dealing {{D|Impact}} proc. **This makes the scaffold synergize really well with {{Arcane|Virtuos Fury}}, as each of these Impacts has a chance of activating the arcane. ==Patch History== {{Scrollbox/Article| {{ver|32.2}} *Fixed Modular Amps with the Shraksun Scaffold doing less damage on headshots to Eidolons than to the rest of the body. {{ver|32}} ;Headshot Damage Changes During playtesting, the ammo changes alone weren’t enough to significantly change things for AoE weapons. So instead of tightening these values to be overly restrictive, we chose to address other factors that make these weapons so strong, such as headshot damage. Our approach here is two-fold, to reduce the impact of headshots for AOE weapons, but to also make precision headshots pack a larger punch overall. *Radial damage no longer gains extra headshot damage or triggers headshot conditions. **This is primarily targeted at the Ignis Wraith - as a “flamethrower” weapon, it’s hard to imagine a blanket of elements being precise enough to target weak points specifically. Explosive projectiles themselves can still land headshots, so there is still a reason to aim with most weapons for maximum damage. {{ver|30.9}} ;Amp Recipe Reductions This change is two fold: reduced crafting costs for Amp parts, and reduced Standing cost for purchasing parts. Our goal here is to make constructing an Amp more accessible to players by reducing resource demands. This is rooted firmly in the role upgrading your Amp plays in performing well in main quests like The Sacrifice as well as engaging in Focus Tree related content. Here are the changes below: *Shraksun **Standing cost reduced from 5,000 to 1,500 **Grokdrul cost reduced from 80 to 60 **Norg Brain cost reduced from 3 to 2 **Cetus Wisp cost reduced from 15 to 4 **Coprite Alloy cost reduced from 85 to 60 {{ver|29.5}} *Reduced the self stagger range of the Shraksun Scaffold. {{ver|27.2.2}}<br/> Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%: *Shraksun Scaffold: 40% {{ver|27.2}} ;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:<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|22.0.9}} *Increased the damage of all Amp Prisms and Scaffolds. *Fixed amps built using Shwaak Prism and Shraksun Scaffold not passing through Volt’s Electric Shield. {{ver|Plains of Eidolon}} *Introduced. }} {{ver/Lu|23.4.1}} {{AmpNav}} [[es:Estructura Shraksun]] [[fr:Support Shraksun]] __NOTOC__ [[Category:Update 22]] [[Category:Plains of Eidolon]] [[Category:Components]] [[Category:Operator]] [[Category:Syndicate Offerings]] [[Category:Sentient]] [[Category:Amp]] [[Category:Self Interrupt Weapons]] [[uk:Опора «Шраксан»]]
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