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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)-->
 
<!--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 =
+
|name = <!--
 
<!--
 
 
---!!!!!---INSTRUCTIONS---!!!!!---
 
---!!!!!---INSTRUCTIONS---!!!!!---
 
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.
 
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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-->
 
-->
 
<!--Statistics-->
 
<!--Statistics-->
 
|trigger = <!--Utility-->
|image =
 
 
|disposition = <!--Normal Attacks-->
|mastery level =
 
 
|normal ammo cost = <!--Charge Attacks-->
|slot =
 
 
|charge ammo cost = <!--Area Attacks-->
|type =
 
 
|area ammo cost = <!--Secondary Area Attacks (For 2-stage explosions like Lenz or Kulstar)-->
|trigger =
 
 
|secondaryarea falloff = <!--Secondary Attacks-->
 
 
|secondary ammo cost = <!--Throw Attacks (for Glaives)-->
<!--Utility-->
 
 
|throw charge time = <!--Charged Throw Attacks (for Glaives)-->
|ammo type =
 
 
|charged throw charge time = <!--Other Melee Attacks-->
|flight speed =
 
 
|slide attack = <!--Miscellaneous-->
|range =
 
  +
|users = [[Napalm|Kuva Napalm]]
|noise level =
 
|fire rate =
 
|spool =
 
|accuracy =
 
|magazine =
 
|max ammo =
 
|reload =
 
|zoom =
 
|combo reset =
 
|combo min =
 
|finisher damage =
 
|channel damage =
 
|disposition =
 
 
<!--Normal Attacks-->
 
|normal impact =
 
|normal puncture =
 
|normal slash =
 
|normal element =
 
|normal damage =
 
|normal pellet count =
 
|normal burst count =
 
|normal critical chance =
 
|normal critical damage =
 
|normal status chance =
 
|normal punchthrough =
 
|normal radius =
 
|normal duration =
 
|normal falloff =
 
|normal ammo cost =
 
   
  +
[[Bailiff|Nightwatch Reaver]]
<!--Charge Attacks-->
 
|charge impact =
 
|charge puncture =
 
|charge slash =
 
|charge element =
 
|charge damage =
 
|charge time =
 
|charge pellet count =
 
|charge burst count =
 
|charge critical chance =
 
|charge critical damage =
 
|charge status chance =
 
|charge punchthrough =
 
|charge radius =
 
|charge duration =
 
|charge falloff =
 
|charge ammo cost =
 
   
  +
[[Aerial Commander]]
<!--Area Attacks-->
 
|area impact =
+
|channel damage =
|area puncture =
+
|charge element =
 
|charge status chance =
|area slash =
 
|area element =
+
|area element =
|area damage =
 
|area pellet count =
 
|area critical chance =
 
|area critical damage =
 
|area status chance =
 
|area radius =
 
|area duration =
 
|area falloff =
 
|area ammo cost =
 
 
<!--Secondary Area Attacks (For 2-stage explosions like Lenz or Kulstar)-->
 
|secondaryarea impact =
 
|secondaryarea puncture =
 
|secondaryarea slash =
 
|secondaryarea element =
 
|secondaryarea damage =
 
|secondaryarea pellet count =
 
|secondaryarea critical chance =
 
|secondaryarea critical damage =
 
|secondaryarea status chance =
 
|secondaryarea radius =
 
|secondaryarea duration =
 
|secondaryarea falloff =
 
 
<!--Secondary Attacks-->
 
|secondary impact =
 
|secondary puncture =
 
|secondary slash =
 
|secondary element =
 
|secondary damage =
 
|secondary pellet count =
 
|secondary burst count =
 
|secondary critical chance =
 
|secondary critical damage =
 
|secondary status chance =
 
|secondary punchthrough =
 
|secondary radius =
 
|secondary duration =
 
|secondary falloff =
 
|secondary charge time =
 
|secondary fire rate =
 
|secondary trigger =
 
|secondary ammo cost =
 
 
<!--Throw Attacks (for Glaives)-->
 
|throw impact =
 
|throw puncture =
 
|throw slash =
 
|throw element =
 
|throw damage =
 
|throw critical chance =
 
|throw critical damage =
 
|throw status chance =
 
|throw punchthrough =
 
|throw falloff =
 
|throw charge time =
 
 
<!--Charged Throw Attacks (for Glaives)-->
 
|charged throw impact =
 
|charged throw puncture =
 
|charged throw slash =
 
|charged throw element =
 
|charged throw damage =
 
|charged throw critical chance =
 
|charged throw critical damage =
 
|charged throw status chance =
 
|charged throw punchthrough =
 
|charged throw falloff =
 
|charged throw charge time =
 
 
<!--Other Melee Attacks-->
 
|slam attack =
 
|slam radius =
 
|slide attack =
 
|slide attack =
 
 
<!--Miscellaneous-->
 
|syndicate effect =
 
|augments =
 
|polarities =
 
|stance polarity =
 
|users =
 
|introduced =
 
 
}}
 
}}
 
{{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. While its magazine can only hold two rounds, the Tonkor boasts very high [[critical chance]] and damage.
+
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}}
 
{{BuildAutomatic|type=Weapon}}
Line 168: Line 38:
   
 
'''Advantages:'''
 
'''Advantages:'''
*Innate {{Icon|Proc|Blast|text}} damage - effective against [[Machinery]] and [[Fossilized]].
+
*Innate {{Icon|Proc|Blast|text}} damage &ndash; effective against [[Machinery]] and [[Fossilized]].
 
**Physical contact with grenades deal {{Icon|Proc|Puncture|text}} damage.
 
**Physical contact with grenades deal {{Icon|Proc|Puncture|text}} damage.
*High [[critical chance]] and damage.
+
*High [[critical chance]] and [[critical multiplier]].
*Grenades have a blast radius of 5 meters.
+
*Grenades explode in a '''7''' meter radius after impacting a surface or enemy.
  +
**Grenades have a minimum arming distance of '''8''' meters, mitigating [[Stagger|self-stagger]].
  +
*Direct hits cause knockdown, whether or not the grenade explodes.
 
*Pinpoint [[accuracy]].
 
*Pinpoint [[accuracy]].
  +
*Fairly fast [[reload speed]].
*Can use the launcher-exclusive mods {{M|Adhesive Blast}} and {{M|Firestorm}}.
 
  +
*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]].
 
*Innate {{Icon|Proc|Blast|Text}} damage &ndash; 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.
 
**Explosion damage cannot be increased by {{Icon|Proc|Slash|Text}}, {{Icon|Proc|Impact|Text}} or {{Icon|Proc|Puncture|Text}} 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]].
 
*Low [[status chance]].
*Grenades have travel time, heavy arcing, and needs to travel 6m before being explosive.
+
*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.
*Explosions can cause self-damage.
 
  +
*Explosion inflicts [[Stagger|self-stagger]].
**Minimum travel length of 6m before being explosive should prevent accidental self-damage unless using {{M|Firestorm}}.
+
**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.
*Grenades that hit any surface have a high bouncing capability which makes it hard to stack on a desired spot.
 
  +
*Explosion has linear damage falloff from 100% to 30% from central impact.
**This can be countered with {{M|Adhesive Blast}}, which will make the grenades stick to any surface.
 
*Extremely low magazine capacity of just 2 rounds; requires frequent reloading.
+
*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.
  +
  +
{{WeaponComparison|Kuva Tonkor}}
   
 
{{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.
*The Tonkor's grenades' self-damage will most likely kill the player in even a single explosion, including [[Inaros]].
 
  +
*Pressing the reload key manually after firing will remove the delay between firing and reloading, slightly speeding up the process.
*The Tonkor's grenades will explode immediately upon hitting an enemy.
 
  +
*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 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.
 
  +
*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.
**If the grenade fails to hit a player or enemy, it will explode one second after the first bounce.
 
***[[Projectile Speed]] affects this length of time.
 
**If {{M|Adhesive Blast}} is used, the grenades will stick to enemies until their fuse expires rather than immediately detonating.
 
*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.
 
*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 that impact enemies too close to the user will not detonate and will bounce off them harmlessly instead, possibly bouncing back and killing the player.
 
   
 
==Tips==
 
==Tips==
*Projectile Speed modifiers like [[Zephyr|Zephyr's]] {{M|Jet Stream}} or {{M|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 {{M|Jet Stream}} [[Zephyr]], the minimum amount of [[Ability Strength]] percentage needed to achieve this effect is given by the formula:
 
  +
**However, it will also prevent the grenade from exploding on the initial impact at longer ranges.
**:{{MathText|Ability Strength (with Jet Stream) > 150% - Flight Speed Mods}}
 
Example: Ability Strength (with Jet Stream) > 150% - 60% = 90% -> your mod build doesn't need any strentgh mod; what it matters is that the strength is still higher than 90%, so beware of other mods like [[Overextended]]
 
*It is encouraged to always add some margin on top of the required Ability 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 not to 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}}.
   
 
{{SkinGallery}}
 
{{SkinGallery}}
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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}}
  +
*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}}
 
{{ver|22.12}}
*Increased projectile speed.
+
*Increased [[projectile flight speed]].
 
*Changed projectile life from 3 secs on launch to 1 sec after first bounce.
 
*Changed projectile life from 3 secs on launch to 1 sec after first bounce.
 
*Improved trail FX.
 
*Improved trail FX.
Line 258: Line 165:
   
 
{{ver|16.7}}
 
{{ver|16.7}}
*Introduced.
+
*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}}
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[[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