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|finisher damage =
 
|finisher damage =
 
|channel damage =
 
|channel damage =
  +
|block resist =
 
|disposition =
 
|disposition =
   
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|slam attack =
 
|slam attack =
 
|slam radius =
 
|slam radius =
|slide attack =
 
 
|slide attack =
 
|slide attack =
   
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{{Codex|Unload a barrage of explosives or a huge shot of flak from this cannon's enormous barrel.}}
 
{{Codex|Unload a barrage of explosives or a huge shot of flak from this cannon's enormous barrel.}}
   
The '''Zarr''' is a [[Grineer]] heavy weapon introduced in {{Ver|The War Within}}. Its [[Alternate Fire]] allows users to choose between firing a single explosive cannonball or a barrage of projectiles.
+
The '''Zarr''' is a [[Grineer]] cannon launcher introduced in {{Ver|The War Within}}. Its [[Alternate Fire]] allows users to choose between firing a single explosive cannonball or a barrage of projectiles.
 
{{BuildAutomatic|type=Weapon}}
 
   
 
==Characteristics==
 
==Characteristics==
Line 169: Line 167:
   
 
'''Advantages:'''
 
'''Advantages:'''
  +
*Cannon Mode launches cannonballs that explode in a '''4.9''' meter radius on impact with a surface or enemy, then splits into '''6''' smaller bomblets that rain down on the point of impact.
*Innate {{Icon|Proc|Blast|text}} damage in Cannon mode – effective against [[Fossilized]] and [[Machinery]].
 
*High {{Icon|Proc|Puncture|text}} and good {{Icon|Proc|Impact|text}} damage in Barrage mode – effective against [[armor]] and [[shield]]s.
+
**Innate {{Icon|Proc|Blast|text}} damage – effective against [[Fossilized]] and [[Machinery]].
  +
**Pinpoint [[accuracy]].
 
***{{M|Heavy Caliber}}'s accuracy penalty is minimal on this weapon.
  +
**Explosion can benefit from {{M|Firestorm}} ({{M|Primed Firestorm|Primed}}), {{M|Amalgam Furax Body Count}}, and {{M|Cautious Shot}}.
  +
*Barrage Mode fires a shotgun-like flak.
  +
**High {{Icon|Proc|Puncture|text}} and good {{Icon|Proc|Impact|text}} damage in Barrage mode – effective against [[armor]] and [[shield]]s.
  +
**Innate 1.6 meter [[punch through]].
  +
**Innate [[multishot]] of 10 pellets.
 
*Good [[critical chance]].
 
*Good [[critical chance]].
*High critical damage and [[Status Effect|status]] chance.
+
*High [[critical multiplier]] and [[status chance]].
*Effective over multiple ranges due to its [[Alternate Fire]];
 
**Cannon mode is well suited for targets at a distance, or groups of enemies.
 
***Bomblets increase explosive range and have status chance and [[critical chance]] independent of the main projectile.
 
***Bomblets do not deal self-damage.
 
**Barrage mode deals heavy damage to targets at close range and covers a wide spread.
 
***Barrage mode has innate [[Punch Through]] of 1.6 meters.
 
*Cannon mode has pinpoint [[accuracy]].
 
**{{M|Heavy Caliber}}'s accuracy penalty is minimal on Cannon mode.
 
 
*Large ammo reserves.
 
*Large ammo reserves.
 
*Reloads one cannonball at a time, which can be interrupted at any point, allowing for planned reloading.
 
*Reloads one cannonball at a time, which can be interrupted at any point, allowing for planned reloading.
 
**Reload time of 0.5 seconds for each cannonball, plus 0.75 seconds to begin/end reload.
 
**Reload time of 0.5 seconds for each cannonball, plus 0.75 seconds to begin/end reload.
 
*Can use the launcher-exclusive {{M|Adhesive Blast}} mod.
*Has a {{Icon|Pol|V}} polarity.
+
*Innate {{Icon|Pol|V}} polarity.
*Can use the launcher-exclusive {{M|Firestorm}} and {{M|Adhesive Blast}} mods.
 
   
 
'''Disadvantages:'''
 
'''Disadvantages:'''
  +
*Cannon Mode:
*Cannon mode has innate {{Icon|Proc|Blast|text}} damage – less effective against [[Ferrite Armor]].
 
 
**Innate {{Icon|Proc|Blast|text}} damage – less effective against [[Ferrite Armor]] and [[Infested Sinew]].
*Cannon mode cannot deal {{Icon|Proc|Slash|Text}} and {{Icon|Proc|Puncture|Text}} damage; does not benefit from mods that increase these damage types.
 
**Physical contact with cannonballs deals only {{Icon|Proc|Impact|Text}} damage, while explosions themselves deal only {{Icon|Proc|Blast|Text}} damage, therefore the explosion does not benefit from any physical damage mods.
+
***Damage cannot be increased with {{Icon|Proc|Puncture|Text}} or {{Icon|Proc|Slash|Text}} mods.
  +
****Physical contact with cannonballs deals only {{Icon|Proc|Impact|Text}} damage, while explosions themselves deal only {{Icon|Proc|Blast|Text}} damage, therefore the explosion does not benefit from any physical damage mods.
*Status chance is split between each of the Cannon mode's bomblets and Barrage mode's pellets, requiring simultaneous hits to maximize status procs.
 
  +
**Explosion and bomblets inflicts [[Stagger|self-stagger]].
*Cannon mode's main explosion deals full self-damage.
 
  +
**Explosion and bomblets have linear damage falloff from 100% to 50% from central impact.
*Cannon mode's projectiles have travel time and travel in an arc, making it hard to hit at longer ranges.
 
  +
**Projectile has travel time with arcing.
*Barrage mode has a maximum range of '''10''' meters, affected by [[Projectile Speed]] mods.
 
  +
*Low overall [[status chance]].
 
*Maximum range of '''10''' meters (affected by [[Projectile Speed]] mods).
 
*Very small magazine size.
 
*Very small magazine size.
 
*Draws ammo from the rare sniper ammo pool.
 
*Draws ammo from the rare sniper ammo pool.
  +
  +
==Acquisition==
  +
The Zarr's blueprint can be purchased from the [[Market]].
  +
 
{{BuildAutomatic|type=Weapon}}
  +
This weapon can be sold for '''7,500'''.
   
 
==Notes==
 
==Notes==
Line 202: Line 207:
 
**Each shot is loaded manually into the gun. Reload shows time required to fully load the gun, and is accordingly increased by mods like {{M|Magazine Warp}}. Reloading can be interrupted by firing the gun, being staggered or rolling, provided at least one shot is loaded.
 
**Each shot is loaded manually into the gun. Reload shows time required to fully load the gun, and is accordingly increased by mods like {{M|Magazine Warp}}. Reloading can be interrupted by firing the gun, being staggered or rolling, provided at least one shot is loaded.
 
*The Zarr can switch between two different firing modes using its [[Alternate Fire]] (default {{key|Mouse 3}}) button. These modes are officially named '''Cannon''' mode and '''Barrage''' mode;
 
*The Zarr can switch between two different firing modes using its [[Alternate Fire]] (default {{key|Mouse 3}}) button. These modes are officially named '''Cannon''' mode and '''Barrage''' mode;
**'''Cannon''' mode fires an explosive projectile in an arc that explodes on impact, dealing 175 {{Icon|Proc|Blast|text}} damage within a ~5m radius, then splitting into 6 smaller projectiles that spread from point of impact and home in on targets, each dealing 50 {{Icon|Proc|Blast|text}} damage within a small radius.
+
**'''Cannon''' mode fires an explosive projectile in an arc that explodes on impact, dealing 175 {{Icon|Proc|Blast|text}} damage within a 4 meter radius, then splitting into 6 smaller projectiles that spread from point of impact and home in on targets, each dealing 50 {{Icon|Proc|Blast|text}} damage within a small radius.
**'''Barrage''' mode works in a shotgun-like pattern, shooting ten pellets in a wide spread, dealing physical damage, shoots faster than primary mode and has innate [[Punch Through]] of 1.6 meters. Pellets cover a maximum range of 10 meters (distance is affected by [[Projectile Speed]]).
+
**'''Barrage''' mode works in a shotgun-like pattern, shooting ten pellets in a wide spread, dealing physical damage, shoots faster than primary mode and has innate [[punch through]] of 1.6 meters. Pellets cover a maximum range of 10 meters (distance is affected by [[Projectile Speed]]).
 
**[[Multishot]] mods will increase the amount of bombs for Cannon shots, but each main projectile will always produce 6 cluster bombs. Multishot also increases the pellets of Barrage mode.
 
**[[Multishot]] mods will increase the amount of bombs for Cannon shots, but each main projectile will always produce 6 cluster bombs. Multishot also increases the pellets of Barrage mode.
 
**The Zarr's current firing mode is indicated by orange text next to the Zarr's current Rank. Additionally, switching to Cannon mode is indicated by two short clicks, while switching to Barrage mode is indicated by three short clicks.
 
**The Zarr's current firing mode is indicated by orange text next to the Zarr's current Rank. Additionally, switching to Cannon mode is indicated by two short clicks, while switching to Barrage mode is indicated by three short clicks.
***The player should also take care in that the {{PAGENAME}} will always start in Cannon mode after [[Death|Respawning]], beginning a mission and switching to and from [[Archwing]], resulting in the user possibly triggering self damage if used inside close quarters.
+
***The player should also take care in that the Zarr will always start in Cannon mode after [[Death|Respawning]], beginning a mission and switching to and from [[Archwing]], resulting in the user possibly triggering self-stagger if used inside close quarters.
   
 
==Tips==
 
==Tips==
*The Zarr is unique in the fact that it can quickly switch to a close range function that has no chance of damaging the player, allowing it to be used in tight spaces safely.
+
*The Zarr is unique in the fact that it can quickly switch to a close range function that has no chance of staggering the player, allowing it to be used in tight spaces safely.
 
*While the Zarr has an average [[critical chance]], its above average critical damage and bomblet behavior makes a crit build viable.
 
*While the Zarr has an average [[critical chance]], its above average critical damage and bomblet behavior makes a crit build viable.
 
*The Zarr's individual reload mechanic is useful when reloading before the magazine is emptied as the reload will be shorter than the listed value. This is beneficial for situations where players need to fire a shot immediately, but cannot wait for the full reload to complete.
 
*The Zarr's individual reload mechanic is useful when reloading before the magazine is emptied as the reload will be shorter than the listed value. This is beneficial for situations where players need to fire a shot immediately, but cannot wait for the full reload to complete.
*Additional [[Punch Through]] will affect Cannon mode shots and the bomblts, allowing the primary shot to reach the center of a group of enemies before exploding rather than exploding on the first enemy and launching the cluster bombs back towards the shooter. This comes at the cost of not being able to hit flying enemies directly and the risk of shots passing through terrain, such as catwalks, and missing the intended target.
+
*Additional [[punch through]] will affect Cannon mode shots and the bomblets, allowing the primary shot to reach the center of a group of enemies before exploding rather than exploding on the first enemy and launching the cluster bombs back towards the shooter. This comes at the cost of not being able to hit flying enemies directly and the risk of shots passing through terrain, such as catwalks, and missing the intended target.
  +
  +
{{WeaponBuildSection}}
   
 
==Trivia==
 
==Trivia==
 
*The word ''"Zarr"'' could be a play on the Slavic word "''[[wikipedia:Tsar|Tsar]]"'', a word used as a title for supreme rulers of eastern and south-eastern European countries.
 
*The word ''"Zarr"'' could be a play on the Slavic word "''[[wikipedia:Tsar|Tsar]]"'', a word used as a title for supreme rulers of eastern and south-eastern European countries.
 
**In this context, 'Zarr' might be a reference to [[wikipedia:Tsar_Cannon|Tsar Cannon]], one of the largest cannons in terms of caliber.
 
**In this context, 'Zarr' might be a reference to [[wikipedia:Tsar_Cannon|Tsar Cannon]], one of the largest cannons in terms of caliber.
  +
**It could also be a reference to [[wikipedia:Tsar Bomba|Tsar Bomba]], which was the most powerful nuclear weapon ever created.
 
*The Zarr is visually and somewhat functionally reminiscent of a [[wikipedia:Swivel gun|swivel cannon]].
 
*The Zarr is visually and somewhat functionally reminiscent of a [[wikipedia:Swivel gun|swivel cannon]].
 
*Upon release, the Codex entry misspelled ''"cannon"'' as "canon".
 
*Upon release, the Codex entry misspelled ''"cannon"'' as "canon".
 
*When stuck to surfaces with {{M|Adhesive Blast}}, it has a unique sound effect signaling to the player that they are stuck.
 
*When stuck to surfaces with {{M|Adhesive Blast}}, it has a unique sound effect signaling to the player that they are stuck.
**{{M|Adhesive Blast}} will cause the bombs to gain a 3 second timer before exploding. It does not change anything on the secondary fire
+
**Adhesive Blast will cause the bombs to gain a 3 second timer before exploding. It does not change anything on the secondary fire
*The Zarr shares the same reload mechanic with the [[Strun]], with the only difference that the latter shows the reload time of a single projectile.
+
*The Zarr shares the same reload mechanic with the {{Weapon|Strun}}, with the only difference that the latter shows the reload time of a single projectile.
 
<!-- ==Bugs== -->
 
   
 
==Media==
 
==Media==
Line 232: Line 238:
 
Zarr cluster grenade.jpg|One of the Zarr's cluster grenades in the default colours.
 
Zarr cluster grenade.jpg|One of the Zarr's cluster grenades in the default colours.
 
</gallery>
 
</gallery>
  +
 
<gallery widths="300" position="center" columns="2" hideaddbutton="true">
 
<gallery widths="300" position="center" columns="2" hideaddbutton="true">
  +
Warframe - All Grineer Primaries - Weapon Animations & Sounds (2012 - 2019)
Zarr Buff Even More Gun
 
  +
Warframe - All Grineer Weapon Reloads in 2 minutes (2012 - 2019)
ZARR - The Boom Boom Pow Strategy 4 forma - Warframe
 
 
</gallery>
 
</gallery>
   
Line 241: Line 248:
 
==Patch History==
 
==Patch History==
 
{{Scrollbox/Article|
 
{{Scrollbox/Article|
  +
{{ver|27.2.2}}<br/>
  +
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:
  +
*Zarr: 50%
  +
  +
{{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.''
  +
  +
;Greater than 100% Status having meaning:
  +
Shotguns have a unique Role here based on a very patch-work history with how they interact with Status Chance. A Shotgun that shoots 99% Status Chance would give you 35% (roughly) status per pellet. 100% Status Gives you 100% Status per pellet. This huge jump in performance happens with just a 1% gain - why? Well, to answer that we have to look at our choice to make what the UI conveys reality. It would feel broken to shoot a Shotgun with 100% Status and not see a perfect spread of Effects. In reality, to make Status consistent we have to treat Shotguns as a special case.
  +
  +
Shotguns as a special case means we have buffed the Status Chance of all Shotguns by x3 or greater. The UI now behaves to show the reality that you are determining Status Chance per pellet.
  +
  +
{{ver|25.7}}
  +
*Fixed reload circle filling instantly for weapons that reload individually (Zarr), instead of filling up individually for each round loaded.
  +
 
{{ver|22.12}}
 
{{ver|22.12}}
*Status chance increased from 20% to 29% (Primary and Alt Fire)
+
*Status chance increased from 20% to 29% (Primary and Alt Fire).
*[[Critical chance]] increased from 15% to 17% (Primary and Alt Fire)
+
*Critical chance increased from 15% to 17% (Primary and Alt Fire).
*Lessened the effect of gravity on the projectile
+
*Lessened the effect of gravity on the projectile.
*Improved projectile trail FX of the bomblets after the initial explosion
+
*Improved projectile trail FX of the bomblets after the initial explosion.
   
{{ver|19.5.6|fix}}
+
{{ver|19.5.6}}
 
*Fixed part of Zarr's muzzle flash showing up in the Arsenal when applying colors.
 
*Fixed part of Zarr's muzzle flash showing up in the Arsenal when applying colors.
 
*Fixed some firing effects not showing up.
 
*Fixed some firing effects not showing up.
   
{{ver|19.0.3|fix}}
+
{{ver|19.0.3}}
*Crit Chance increased from 10% to 15%
+
*Crit Chance increased from 10% to 15%.
*Status Chance increased from 15% to 20%
+
*Status Chance increased from 15% to 20%.
*Barrage range increased from 12m to 15m
+
*Barrage range increased from 12m to 15m.
*Barrage reload time now matches Cannon reload time
+
*Barrage reload time now matches Cannon reload time.
*Added Punch Through to Barrage mode
+
*Added Punch Through to Barrage mode.
*Removed Self Damage from secondary cluster bombs
+
*Removed Self Damage from secondary cluster bombs.
*Added ability to use {{M|Adhesive Blast}} (see Bugs)
+
*Added ability to use Adhesive Blast.
   
 
{{Ver|The War Within}}
 
{{Ver|The War Within}}
Line 265: Line 301:
 
{{WeaponNav}}
 
{{WeaponNav}}
 
__NOTOC__
 
__NOTOC__
  +
[[es:Zarr]]
 
[[Category:Update 19]]
 
[[Category:Update 19]]
 
[[Category:Weapons]]
 
[[Category:Weapons]]

Revision as of 08:22, 4 May 2021

Unload a barrage of explosives or a huge shot of flak from this cannon's enormous barrel.

The Zarr is a Grineer cannon launcher introduced in Update 19.0 (2016-11-11). Its Alternate Fire allows users to choose between firing a single explosive cannonball or a barrage of projectiles.

Characteristics

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

Advantages:

  • Cannon Mode launches cannonballs that explode in a 4.9 meter radius on impact with a surface or enemy, then splits into 6 smaller bomblets that rain down on the point of impact.
  • Barrage Mode fires a shotgun-like flak.
    • High Script error: The function "Proc" does not exist. and good Script error: The function "Proc" does not exist. damage in Barrage mode – effective against armor and shields.
    • Innate 1.6 meter punch through.
    • Innate multishot of 10 pellets.
  • Good critical chance.
  • High critical multiplier and status chance.
  • Large ammo reserves.
  • Reloads one cannonball at a time, which can be interrupted at any point, allowing for planned reloading.
    • Reload time of 0.5 seconds for each cannonball, plus 0.75 seconds to begin/end reload.
  • Can use the launcher-exclusive Mod TT 20px Adhesive Blast mod.
  • Innate Script error: The function "Pol" does not exist. polarity.

Disadvantages:

  • Cannon Mode:
    • Innate Script error: The function "Proc" does not exist. damage – less effective against Ferrite Armor and Infested Sinew.
      • Damage cannot be increased with Script error: The function "Proc" does not exist. or Script error: The function "Proc" does not exist. mods.
        • Physical contact with cannonballs deals only Script error: The function "Proc" does not exist. damage, while explosions themselves deal only Script error: The function "Proc" does not exist. damage, therefore the explosion does not benefit from any physical damage mods.
    • Explosion and bomblets inflicts self-stagger.
    • Explosion and bomblets have linear damage falloff from 100% to 50% from central impact.
    • Projectile has travel time with arcing.
  • Low overall status chance.
  • Maximum range of 10 meters (affected by Projectile Speed mods).
  • Very small magazine size.
  • Draws ammo from the rare sniper ammo pool.

Acquisition

The Zarr's blueprint can be purchased from the Market.


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
30,000
Kuva
1,800
AlloyPlate
2,400
Salvage
5,500
Drakgoon
1
Time: 1 Day(s)
Rush: PlatinumLarge 40
MarketIcon Market Price: PlatinumLarge 225 Blueprint2 Blueprints Price:Credits30,000

This weapon can be sold for 7,500.

Notes

  • Reload time is 0.75s + 0.5s per round, coming to 2.25 total seconds to reload a completely empty mag.
    • Each shot is loaded manually into the gun. Reload shows time required to fully load the gun, and is accordingly increased by mods like Mod TT 20px Magazine Warp. Reloading can be interrupted by firing the gun, being staggered or rolling, provided at least one shot is loaded.
  • The Zarr can switch between two different firing modes using its Alternate Fire (default Mouse 3 ) button. These modes are officially named Cannon mode and Barrage mode;
    • Cannon mode fires an explosive projectile in an arc that explodes on impact, dealing 175 Script error: The function "Proc" does not exist. damage within a 4 meter radius, then splitting into 6 smaller projectiles that spread from point of impact and home in on targets, each dealing 50 Script error: The function "Proc" does not exist. damage within a small radius.
    • Barrage mode works in a shotgun-like pattern, shooting ten pellets in a wide spread, dealing physical damage, shoots faster than primary mode and has innate punch through of 1.6 meters. Pellets cover a maximum range of 10 meters (distance is affected by Projectile Speed).
    • Multishot mods will increase the amount of bombs for Cannon shots, but each main projectile will always produce 6 cluster bombs. Multishot also increases the pellets of Barrage mode.
    • The Zarr's current firing mode is indicated by orange text next to the Zarr's current Rank. Additionally, switching to Cannon mode is indicated by two short clicks, while switching to Barrage mode is indicated by three short clicks.
      • The player should also take care in that the Zarr will always start in Cannon mode after Respawning, beginning a mission and switching to and from Archwing, resulting in the user possibly triggering self-stagger if used inside close quarters.

Tips

  • The Zarr is unique in the fact that it can quickly switch to a close range function that has no chance of staggering the player, allowing it to be used in tight spaces safely.
  • While the Zarr has an average critical chance, its above average critical damage and bomblet behavior makes a crit build viable.
  • The Zarr's individual reload mechanic is useful when reloading before the magazine is emptied as the reload will be shorter than the listed value. This is beneficial for situations where players need to fire a shot immediately, but cannot wait for the full reload to complete.
  • Additional punch through will affect Cannon mode shots and the bomblets, allowing the primary shot to reach the center of a group of enemies before exploding rather than exploding on the first enemy and launching the cluster bombs back towards the shooter. This comes at the cost of not being able to hit flying enemies directly and the risk of shots passing through terrain, such as catwalks, and missing the intended target.
Lotusiconsmall
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Trivia

  • The word "Zarr" could be a play on the Slavic word "Tsar", a word used as a title for supreme rulers of eastern and south-eastern European countries.
    • In this context, 'Zarr' might be a reference to Tsar Cannon, one of the largest cannons in terms of caliber.
    • It could also be a reference to Tsar Bomba, which was the most powerful nuclear weapon ever created.
  • The Zarr is visually and somewhat functionally reminiscent of a swivel cannon.
  • Upon release, the Codex entry misspelled "cannon" as "canon".
  • When stuck to surfaces with Mod TT 20px Adhesive Blast, it has a unique sound effect signaling to the player that they are stuck.
    • Adhesive Blast will cause the bombs to gain a 3 second timer before exploding. It does not change anything on the secondary fire
  • The Zarr shares the same reload mechanic with the Strun Strun, with the only difference that the latter shows the reload time of a single projectile.

Media

Zarr Skins

Edit

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%:

  • Zarr: 50%

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.

Greater than 100% Status having meaning

Shotguns have a unique Role here based on a very patch-work history with how they interact with Status Chance. A Shotgun that shoots 99% Status Chance would give you 35% (roughly) status per pellet. 100% Status Gives you 100% Status per pellet. This huge jump in performance happens with just a 1% gain - why? Well, to answer that we have to look at our choice to make what the UI conveys reality. It would feel broken to shoot a Shotgun with 100% Status and not see a perfect spread of Effects. In reality, to make Status consistent we have to treat Shotguns as a special case.

Shotguns as a special case means we have buffed the Status Chance of all Shotguns by x3 or greater. The UI now behaves to show the reality that you are determining Status Chance per pellet.

Update 25.7 (2019-08-29)

  • Fixed reload circle filling instantly for weapons that reload individually (Zarr), instead of filling up individually for each round loaded.

Update 22.12 (2018-02-09)

  • Status chance increased from 20% to 29% (Primary and Alt Fire).
  • Critical chance increased from 15% to 17% (Primary and Alt Fire).
  • Lessened the effect of gravity on the projectile.
  • Improved projectile trail FX of the bomblets after the initial explosion.

Hotfix 19.5.6 (2017-01-04)

  • Fixed part of Zarr's muzzle flash showing up in the Arsenal when applying colors.
  • Fixed some firing effects not showing up.

Hotfix 19.0.3 (2016-11-14)

  • Crit Chance increased from 10% to 15%.
  • Status Chance increased from 15% to 20%.
  • Barrage range increased from 12m to 15m.
  • Barrage reload time now matches Cannon reload time.
  • Added Punch Through to Barrage mode.
  • Removed Self Damage from secondary cluster bombs.
  • Added ability to use Adhesive Blast.

Update 19.0 (2016-11-11)

  • Introduced.