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(→‎Notes: Removed note about aditional jump with tonkor, as it will kill player mid-air before allowing them to jump mid-air.)
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{{Top|Enemy|Grineer|Grineer|Weapon|Weapons|Weapons}}
 
{{Top|Enemy|Grineer|Grineer|Weapon|Weapons|Weapons}}
  +
{{WeaponInfoboxAutomatic
{{WeaponInfoboxU11
 
  +
<!--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)-->
| name = Tonkor
 
  +
|name = <!--
| image = GrnGrenadeLauncher.png
 
  +
---!!!!!---INSTRUCTIONS---!!!!!---
| mastery level = 5
 
  +
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.
| slot = Primary
 
| type = Launcher
 
   
  +
If everything here is blank, then everything is working correctly - Only put values here if they are different from what the page already shows.
| ammo type = Sniper
 
  +
-->
| trigger = Semi-Auto
 
  +
<!--Statistics-->
| projectile speed = 30.0m/s
 
  +
|trigger = <!--Utility-->
| noise level = Alarming
 
  +
|disposition = <!--Normal Attacks-->
| rate of fire = 2.0
 
  +
|normal ammo cost = <!--Charge Attacks-->
| accuracy = 12.5
 
  +
|charge ammo cost = <!--Area Attacks-->
| zoom =
 
  +
|area ammo cost = <!--Secondary Area Attacks (For 2-stage explosions like Lenz or Kulstar)-->
| spread =
 
  +
|secondaryarea falloff = <!--Secondary Attacks-->
| recoil =
 
  +
|secondary ammo cost = <!--Throw Attacks (for Glaives)-->
| clip = 2
 
  +
|throw charge time = <!--Charged Throw Attacks (for Glaives)-->
| max ammo = 40
 
  +
|charged throw charge time = <!--Other Melee Attacks-->
| disposition = Faint
 
  +
|slide attack = <!--Miscellaneous-->
| reload = 2.0
 
  +
|users = [[Napalm|Kuva Napalm]]
| stat proc = 10.0
 
   
  +
[[Bailiff|Nightwatch Reaver]]
| physical damage = 75.0
 
| impact damage =
 
| puncture damage = 75.0
 
| slash damage =
 
| elemental damage type =
 
| elemental damage =
 
| crit chance = 25.0
 
| crit damage = 2.5
 
   
  +
[[Aerial Commander]]
| aoe physical damage =
 
| aoe impact damage =
+
|channel damage =
  +
|charge element =
| aoe puncture damage =
 
  +
|charge status chance =
| aoe slash damage =
 
  +
|area element =
| aoe elemental damage type = {{Icon|Proc|Blast|text}}
 
| aoe elemental damage = 325.0
 
| aoe crit chance =
 
| aoe crit damage =
 
| aoe stat proc =
 
 
| conclave = 1
 
| polarities =
 
| introduced = {{ver|16.4}}
 
| notes =
 
| users = [[Grineer Nightwatch Corps#Nightwatch Reaver|Nightwatch Reaver]]
 
 
}}
 
}}
 
{{Codex|Hurl mayhem and destruction with this Grineer grenade launcher.}}
 
{{Codex|Hurl mayhem and destruction with this Grineer grenade launcher.}}
The '''Tonkor''' is a [[Grineer]] grenade launcher which fires concussion explosives. Compared to the [[Penta]], the Tonkor has slightly less magazine size, but boasts a higher fire rate, faster reload, and good critical potential.
+
The '''Tonkor''' is a [[Grineer]] grenade launcher which fires concussion explosives that explode on impact after travelling a distance of 7 meters, while also boasting high [[critical chance]] and [[critical multiplier]].
   
  +
{{BuildAutomatic|type=Weapon}}
{{BuildRequire
 
|buildcredits= 60,000
 
|build1= Salvage
 
|build1amount=1,500
 
|build2= Oxium
 
|build2amount=200
 
|build3= Cryotic
 
|build3amount=800
 
|build4= Argon Crystal
 
|build4amount=2
 
|buildtime=24
 
|buildrush=45
 
|blueprint=30,000
 
|market=200
 
}}
 
   
 
==Characteristics==
 
==Characteristics==
 
This weapon deals primarily {{Icon|Proc|Blast|Text}} damage.
 
This weapon deals primarily {{Icon|Proc|Blast|Text}} damage.
   
'''Advantages :'''
+
'''Advantages:'''
*Grenades deal {{Icon|Proc|Puncture|text}} damage when hitting an enemy.
+
*Innate {{Icon|Proc|Blast|text}} damage &ndash; effective against [[Machinery]] and [[Fossilized]].
 
**Physical contact with grenades deal {{Icon|Proc|Puncture|text}} damage.
*High critical chance and critical damage multiplier.
 
*High AoE damage and decent blast radius of 5m.
+
*High [[critical chance]] and [[critical multiplier]].
  +
*Grenades explode in a '''7''' meter radius after impacting a surface or enemy.
**325 {{Icon|Proc|Blast|Text}} damage that can be increased by mods.
 
  +
**Grenades have a minimum arming distance of '''8''' meters, mitigating [[Stagger|self-stagger]].
*Decent fire rate for a grenade launcher type weapon.
 
  +
*Direct hits cause knockdown, whether or not the grenade explodes.
*Can use the exclusive [[Adhesive Blast]] and [[Firestorm]] mods.
 
 
*Pinpoint [[accuracy]].
*Holding down the fire button ({{Key|LMB}}) will display the next grenade's trajectory.
 
  +
*Fairly fast [[reload speed]].
  +
*Can use the Tonkor-exclusive {{M|Precision Strike}} mod, and the launcher-exclusive {{M|Adhesive Blast}} mod.
  +
*Can benefit from {{M|Firestorm}} and {{M|Amalgam Furax Body Count}}.
   
'''Disadvantages :'''
+
'''Disadvantages:'''
 
*Innate {{Icon|Proc|Blast|Text}} damage &ndash; less effective against [[Ferrite Armor]].
*Grenades have a relatively slow projectile speed and heavy arcing.
 
  +
**Explosion damage cannot be increased by {{Icon|Proc|Slash|Text}}, {{Icon|Proc|Impact|Text}} or {{Icon|Proc|Puncture|Text}} damage mods.
*Grenades have a noticeable bouncing capability which makes it slightly harder to stack on a desired spot.
 
  +
*Has linear damage falloff from 100% to 50% from ?m to ?m target distance (distances are affected by [[projectile flight speed]]).
*Very small magazine size.
 
  +
*Low [[status chance]].
*The grenades deal both {{Icon|Proc|Puncture|text}} and {{Icon|Proc|Blast|Text}} damage on direct hits only.
 
  +
*Grenades have travel time, heavy arcing, and needs to travel 8m before being explosive.
*Second lowest max ammo of all primary weapons.
 
  +
**A grenade hitting an enemy without exploding causes much less damage compared to the explosion.
*Low accuracy.
 
  +
*Explosion inflicts [[Stagger|self-stagger]].
  +
**Minimum travel length of 6 meters before being explosive should prevent accidental self-stagger unless using {{M|Firestorm}}/{{M|Amalgam Furax Body Count}} or rapidly moving towards the grenade's impact area before it explodes.
  +
*Explosion has linear damage falloff from 100% to 30% from central impact.
  +
*Extremely low magazine capacity of just 1 round, requires frequent reloading.
 
*Draws from the rare sniper ammo pool.
 
*Draws from the rare sniper ammo pool.
  +
*Unlike the Penta, the grenades cannot be detonated manually or prematurely, forcing the player to aim directly at enemies in most cases.
 
  +
{{WeaponComparison|Kuva Tonkor}}
**If grenades miss, stepping on them will cause them to detonate, dealing the same damage as usual. However, as of [[Update 20]], the grenades will deal self-damage, so this isn't recommended.
 
**Grenades will turn into a proximity mine if [[Adhesive Blast]] has been equipped.
 
*Grenades have a long fuse time of 3 seconds which may make crowd control more challenging.
 
*As of the [[Octavia]] update, the grenades now cause self-damage so you can now blow yourself up if not careful.
 
   
 
{{WeaponBuildSection}}
 
{{WeaponBuildSection}}
   
 
==Notes==
 
==Notes==
  +
*Has a 5 second fuse when traveling in the air, after which it will fizzle out and no longer explode. This is only prevalent if shooting straight up however, due to the arc the grenades have.
*With greater power comes greater responsibility. Make sure that grenades bounce away unless the player is sure they will not die from their own grenades.
 
  +
*Pressing the reload key manually after firing will remove the delay between firing and reloading, slightly speeding up the process.
*The Tonkor's grenades' self-damage will most likely kill the player in even a single explosion, including [[Inaros]].
 
  +
*If {{M|Adhesive Blast}} is used, the grenade will fizzle out if it lands within 6m of the player. If landing past 6m it will explode after an ''extremely'' short delay.
*The Tonkor's grenades will explode immediately upon hitting an enemy.
 
  +
*The Tonkor's grenade flight trails are affected by the weapon's energy color, but the explosions themselves are a mix of the Tonkors energy color, and your Warframe's energy color.
**The grenades will also explode upon touching the Cryopod in a [[Defense]] mission, damaging nearby enemies. Note that the Cryopod will also take fifty damage upon doing so.
 
**If the grenade fails to hit a player or enemy, it will bounce several times off any hard surfaces and environmental objects before detonating three seconds after it settles on the ground.
 
*The Tonkor will only hit an enemy with a direct hit if it hits the player model. This can result in the grenades bouncing between enemy legs.
 
*When holding down the fire key (default {{Key|LMB}}), the Tonkor will display a flashing dotted line that shows the approximate trajectory the grenade will follow when fired. This line will only display the grenade's initial flight path and not any subsequent bounces.
 
*Grenades will come to a complete stop when coming in contact with a body of water. This can turn them into makeshift proximity mines which will only explode when touched or after a few seconds.
 
*Grenades created by Mirage's clones from [[Hall of Mirrors]] that are left over after the ability deactivates will cause damage to user if caught in the blast.
 
*Grenades launched by the Tonkor have enough momentum to travel up to 25M after that the user must adjust the angle of aim significantly however this can be offset with the use of [[Terminal Velocity]].
 
   
 
==Tips==
 
==Tips==
*Projectile Speed or Flight Speed modifiers like [[Zephyr|Zephyr's]] [[Jet Stream]] or [[Terminal Velocity]] will help increase its launch speed significantly. Trajectory guide when zoomed will adjust with increased flight speed.
+
*[[Projectile flight speed]] modifiers like {{WF|Zephyr}}'s {{M|Jet Stream}} or {{M|Terminal Velocity}} will help increase its launch speed significantly.
  +
*Punch through can cause the Tonkor's projectiles to pierce enemies (while knocking them down) and thin walls at close range, potentially exploding behind them.
**If the projectile speed is high enough, the grenade will explode on impact with '''any''' surface. In the case of a [[Jet Stream]] [[Zephyr]], the minimum amount of [[Power Strength]] percentage (''PS%'') needed to achieve this effect given a particular percentage of Flight Speed (''FS%'') is given by the formula<br />''PS% >= 234 - FS%''.
 
  +
**However, it will also prevent the grenade from exploding on the initial impact at longer ranges.
***It is encouraged to always add some margin on top of the required power strength as gravity could slow down the grenade too much preventing its explosion.
 
*The Tonkor's self-damage property can be used to increase [[Vex Armor]]'s buffs when using [[Chroma]].
 
*It is advised to not use punch-through, as it can cause the Tonkor's projectiles to hit enemies without exploding. It also causes the projectiles to bounce/penetrate surfaces unpredictably.
 
*Grenades will immediately explode when impacting the following surfaces, allowing instant high damage to enemies:
 
**[[Blunt]], [[Tectonics|Bulwark]], [[Decoy]], [[Molt]].
 
   
 
==Trivia==
 
==Trivia==
 
*The [[Grineer Language|Grineer text]] on the side of its barrel {{GrineerScript|ANM}} translates to "ANM".
 
*The [[Grineer Language|Grineer text]] on the side of its barrel {{GrineerScript|ANM}} translates to "ANM".
 
**Previous design concepts show {{GrineerScript|ALL}} ("ALL"). <sup>[http://payload319.cargocollective.com/1/16/538705/8689822/Grineeer_1500.jpg]</sup>
 
**Previous design concepts show {{GrineerScript|ALL}} ("ALL"). <sup>[http://payload319.cargocollective.com/1/16/538705/8689822/Grineeer_1500.jpg]</sup>
*The Tonkor's breech-loading design is derived from the [[wikipedia:M79 grenade launcher|M79 grenade launcher]], albeit with the ability to hold two rounds instead of one.
+
*The Tonkor's breech-loading design is derived from the [[wikipedia:M79 grenade launcher|M79 grenade launcher]], albeit with the ability to hold two rounds instead of one prior to an update.
 
**Oddly, the Tonkor's reload animation appears to consist of loading one grenade instead of two.
 
**Oddly, the Tonkor's reload animation appears to consist of loading one grenade instead of two.
 
**It seems that these "grenades" are actually power cells with a built-in launching mechanism.
 
**It seems that these "grenades" are actually power cells with a built-in launching mechanism.
  +
*Adding punch through and firing at a close range surface will cause two grenades (regardless of multishot) to appear and fizzle out, despite the actual projectile(s) continuing through the surface.
*Previously, the Tonkor was able to launch teammates into the air, and could even move them around while they were channeling stasis-related abilities ([[Mesa]]'s [[Peacemaker]], [[Nyx]]'s [[Absorb]], etc.). This was removed to discourage griefing and exploits.
+
*Previously, the Tonkor was able to launch teammates into the air, and could even move them around while they were channeling stasis-related abilities ({{WF|Mesa}}'s {{A|Peacemaker}}, {{WF|Nyx}}'s {{A|Absorb}}, etc.). This was removed to discourage griefing and exploits.
**The Tonkor could also knock [[Hydroid]] out of [[Undertow]] and would damage a friendly [[Rhino]]'s [[Iron Skin]].
+
**The Tonkor could also knock {{WF|Hydroid}} out of {{A|Undertow}} and would damage a friendly {{WF|Rhino}}'s {{A|Iron Skin}}.
 
==Bugs==
 
*Frequently, firing without zooming in will make the grenades explode right in front of the gun, causing the player to be launched.
 
   
 
{{SkinGallery}}
 
{{SkinGallery}}
Line 134: Line 94:
 
2015-05-23_00002.jpg|Unloaded Tonkor seen from the bottom
 
2015-05-23_00002.jpg|Unloaded Tonkor seen from the bottom
 
Tonkor Concepts.png|Concept Art for the Tonkor.
 
Tonkor Concepts.png|Concept Art for the Tonkor.
  +
Tonkor Grenade.jpg|A Tonkor grenade in the default colours.
 
</gallery>
 
</gallery>
   
Line 144: Line 105:
 
Warframe Tonkor Only 5 Forma
 
Warframe Tonkor Only 5 Forma
 
THE ULTIMATE TONKOR - Argon Scope & Firestorm Mod 4 forma - Warframe
 
THE ULTIMATE TONKOR - Argon Scope & Firestorm Mod 4 forma - Warframe
  +
Warframe - All Grineer Primaries - Weapon Animations & Sounds (2012 - 2019)
  +
Warframe - All Grineer Weapon Reloads in 2 minutes (2012 - 2019)
 
</gallery>
 
</gallery>
   
 
==Patch History==
 
==Patch History==
 
{{Scrollbox/Article|
 
{{Scrollbox/Article|
  +
{{ver|27.3.13}}
{{PatchHistoryNeeded}}
 
  +
*Fixed Tonkor projectiles colliding with themselves when Multishot is used, causing them to instantly stagger players when fired during certain movements
   
  +
{{ver|27.2.2}}<br/>
}}
 
  +
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:
  +
*Tonkor: 70%
  +
  +
{{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|25.8}}
  +
;October 2019 Riven Disposition Change
  +
*Tonkor: 1.15->1.3
  +
  +
{{ver|24.2}}
  +
*Changed from 'fire on release' to 'fire on press' and removed grenade arc visual.
  +
*Projectile now explodes on impact after traveling past 6m. If it impacts before 6m it is destroyed without exploding.
  +
*Updated explosion effect and matched radius to damage (6m).
  +
*Fire Rate increased from 2 to 3.17.
  +
*Radial damage increased from 325 to 650.
  +
*Clip size reduced from 2 to 1.
  +
*Ammo capacity reduced from 40 to 30.
  +
*50% damage fall off added.
  +
*Tonkor Reload Speed increased from 2 seconds to 1.7 seconds
  +
  +
{{ver|22.12}}
  +
*Increased [[projectile flight speed]].
  +
*Changed projectile life from 3 secs on launch to 1 sec after first bounce.
  +
*Improved trail FX.
  +
  +
{{ver|20.0}}
  +
*The Tonkor now deals self-damage like all other launchers.
  +
*The Tonkor Grenade trajectory line now appears on holding the fire button , and grenade fires on release.
  +
*The grenade needs to travel 6m before arming itself, it will bounce off yourself, other players and AI before then.
  +
*The Maximum lifespan of grenade has dropped from 5 to 3 seconds.
  +
*Grenades bounce lower and explode sooner, making them more likely to explode where they are shot.
  +
*The Critical Chance has been reduced to 25%.
  +
*The Accuracy of the Tonkor has been increased.
  +
  +
{{ver|16.7}}
  +
*Introduced.}}
   
 
==See also==
 
==See also==
  +
*{{Weapon|Kuva Tonkor}}, the [[Kuva Lich]] counterpart of this weapon.
* [[Penta]], a [[Corpus]] grenade launcher.
 
* [[Torid]], an [[Infested]] grenade launcher.
+
*{{Weapon|Penta}}, a [[Corpus]] grenade launcher.
 
*{{Weapon|Torid}}, an [[Infested]] grenade launcher.
   
 
{{WeaponNav}}
 
{{WeaponNav}}
[[fr:Tonkor]]
 
 
__NOTOC__
 
__NOTOC__
  +
[[de:Tonkor]]
  +
[[es:Tonkor]]
 
[[fr:Tonkor]]
 
[[Category:Weapons]]
 
[[Category:Weapons]]
 
[[Category:Launcher]]
 
[[Category:Launcher]]
Line 165: Line 183:
 
[[Category:Update 16]]
 
[[Category:Update 16]]
 
[[Category:Blast Damage]]
 
[[Category:Blast Damage]]
  +
[[Category:Blast Damage Weapons]]

Revision as of 23:47, 18 May 2020

Hurl mayhem and destruction with this Grineer grenade launcher.

The Tonkor is a Grineer grenade launcher which fires concussion explosives that explode on impact after travelling a distance of 7 meters, while also boasting high critical chance and critical multiplier.


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
60,000
Salvage
1,500
Oxium
200
Cryotic
800
ArgonCrystal
2
Time: 1 Day(s)
Rush: PlatinumLarge 45
MarketIcon Market Price: PlatinumLarge 200 Blueprint2 Blueprints Price:Credits30,000

Characteristics

This weapon deals primarily Script error: The function "Proc" does not exist. damage.

Advantages:

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.
  • Has linear damage falloff from 100% to 50% from ?m to ?m target distance (distances are affected by projectile flight speed).
  • Low status chance.
  • Grenades have travel time, heavy arcing, and needs to travel 8m before being explosive.
    • A grenade hitting an enemy without exploding causes much less damage compared to the explosion.
  • Explosion inflicts self-stagger.
    • Minimum travel length of 6 meters before being explosive should prevent accidental self-stagger unless using Mod TT 20px Firestorm/Mod TT 20px Amalgam Furax Body Count or rapidly moving towards the grenade's impact area before it explodes.
  • Explosion has linear damage falloff from 100% to 30% from central impact.
  • Extremely low magazine capacity of just 1 round, requires frequent reloading.
  • Draws from the rare sniper ammo pool.

Comparisons:

Lotusiconsmall
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Notes

  • Has a 5 second fuse when traveling in the air, after which it will fizzle out and no longer explode. This is only prevalent if shooting straight up however, due to the arc the grenades have.
  • Pressing the reload key manually after firing will remove the delay between firing and reloading, slightly speeding up the process.
  • If Mod TT 20px Adhesive Blast is used, the grenade will fizzle out if it lands within 6m of the player. If landing past 6m it will explode after an extremely short delay.
  • The Tonkor's grenade flight trails are affected by the weapon's energy color, but the explosions themselves are a mix of the Tonkors energy color, and your Warframe's energy color.

Tips

  • Projectile flight speed modifiers like ZephyrIcon272 Zephyr's Mod TT 20px Jet Stream or Mod TT 20px Terminal Velocity will help increase its launch speed significantly.
  • Punch through can cause the Tonkor's projectiles to pierce enemies (while knocking them down) and thin walls at close range, potentially exploding behind them.
    • However, it will also prevent the grenade from exploding on the initial impact at longer ranges.

Trivia

  • The Grineer text on the side of its barrel Grineer AGrineer NGrineer M translates to "ANM".
    • Previous design concepts show Grineer AGrineer LGrineer L ("ALL"). [1]
  • The Tonkor's breech-loading design is derived from the M79 grenade launcher, albeit with the ability to hold two rounds instead of one prior to an update.
    • Oddly, the Tonkor's reload animation appears to consist of loading one grenade instead of two.
    • It seems that these "grenades" are actually power cells with a built-in launching mechanism.
  • Adding punch through and firing at a close range surface will cause two grenades (regardless of multishot) to appear and fizzle out, despite the actual projectile(s) continuing through the surface.
  • Previously, the Tonkor was able to launch teammates into the air, and could even move them around while they were channeling stasis-related abilities (MesaIcon272 Mesa's Peacemaker130xWhite Peacemaker, NyxIcon272 Nyx's Absorb130xWhite Absorb, etc.). This was removed to discourage griefing and exploits.

Tonkor Skins

Edit

Media

Patch History

Hotfix 27.3.13 (2020-04-14)

  • Fixed Tonkor projectiles colliding with themselves when Multishot is used, causing them to instantly stagger players when fired during certain movements

Hotfix 27.2.2 (2020-03-06)
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:

  • Tonkor: 70%

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.

Update 25.8 (2019-10-01)

October 2019 Riven Disposition Change
  • Tonkor: 1.15->1.3

Update 24.2 (2018-12-18)

  • Changed from 'fire on release' to 'fire on press' and removed grenade arc visual.
  • Projectile now explodes on impact after traveling past 6m. If it impacts before 6m it is destroyed without exploding.
  • Updated explosion effect and matched radius to damage (6m).
  • Fire Rate increased from 2 to 3.17.
  • Radial damage increased from 325 to 650.
  • Clip size reduced from 2 to 1.
  • Ammo capacity reduced from 40 to 30.
  • 50% damage fall off added.
  • Tonkor Reload Speed increased from 2 seconds to 1.7 seconds

Update 22.12 (2018-02-09)

  • Increased projectile flight speed.
  • Changed projectile life from 3 secs on launch to 1 sec after first bounce.
  • Improved trail FX.

Update 20.0 (2017-03-24)

  • The Tonkor now deals self-damage like all other launchers.
  • The Tonkor Grenade trajectory line now appears on holding the fire button , and grenade fires on release.
  • The grenade needs to travel 6m before arming itself, it will bounce off yourself, other players and AI before then.
  • The Maximum lifespan of grenade has dropped from 5 to 3 seconds.
  • Grenades bounce lower and explode sooner, making them more likely to explode where they are shot.
  • The Critical Chance has been reduced to 25%.
  • The Accuracy of the Tonkor has been increased.

Update 16.7 (2015-06-04)

  • Introduced.

See also