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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 = <!--
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|name =
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<!--
 
---!!!!!---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-->
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|image =
|trigger = <!--Utility-->
 
  +
|mastery level =
|disposition = <!--Normal Attacks-->
 
  +
|slot =
|normal ammo cost = <!--Charge Attacks-->
 
  +
|type =
|charge ammo cost = <!--Area Attacks-->
 
  +
|trigger =
  +
 
<!--Utility-->
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|ammo type =
  +
|flight speed =
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|range =
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|noise level =
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|fire rate =
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|spool =
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|accuracy =
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|magazine =
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|max ammo =
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|reload =
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|zoom =
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|combo reset =
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|combo min =
 
|finisher damage =
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|channel damage =
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|block resist =
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|disposition =
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<!--Normal Attacks-->
  +
|normal impact =
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|normal puncture =
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|normal slash =
 
|normal element =
  +
|normal damage =
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|normal pellet count =
  +
|normal burst count =
 
|normal critical chance =
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|normal critical damage =
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|normal status chance =
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|normal punchthrough =
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|normal radius =
  +
|normal duration =
  +
|normal falloff =
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|normal ammo cost =
  +
 
<!--Charge Attacks-->
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|charge impact =
  +
|charge puncture =
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|charge slash =
 
|charge element =
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|charge damage =
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|charge time =
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|charge pellet count =
  +
|charge burst count =
  +
|charge critical chance =
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|charge critical damage =
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|charge status chance =
  +
|charge punchthrough =
  +
|charge radius =
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|charge duration =
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|charge falloff =
 
|charge ammo cost =
  +
  +
<!--Area Attacks-->
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|area impact =
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|area puncture =
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|area slash =
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|area element =
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|area damage =
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|area pellet count =
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|area critical chance =
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|area critical damage =
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|area status chance =
 
|area radius =
 
|area radius =
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|area duration =
|area ammo cost = <!--Secondary Area Attacks (For 2-stage explosions like Lenz or Kulstar)-->
 
  +
|area falloff =
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|area ammo cost =
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<!--Secondary Area Attacks (For 2-stage explosions like Lenz or Kulstar)-->
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|secondaryarea impact =
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|secondaryarea puncture =
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|secondaryarea slash =
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|secondaryarea element =
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|secondaryarea damage =
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|secondaryarea pellet count =
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|secondaryarea critical chance =
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|secondaryarea critical damage =
 
|secondaryarea status chance =
 
|secondaryarea status chance =
|secondaryarea falloff = <!--Secondary Attacks-->
+
|secondaryarea radius =
  +
|secondaryarea duration =
  +
|secondaryarea falloff =
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  +
<!--Secondary Attacks-->
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|secondary impact =
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|secondary puncture =
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|secondary slash =
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|secondary element =
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|secondary damage =
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|secondary pellet count =
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|secondary burst count =
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|secondary critical chance =
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|secondary critical damage =
 
|secondary status chance =
 
|secondary status chance =
|secondary ammo cost = <!--Throw Attacks (for Glaives)-->
+
|secondary punchthrough =
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|secondary radius =
|throw charge time = <!--Charged Throw Attacks (for Glaives)-->
 
  +
|secondary duration =
|charged throw charge time = <!--Other Melee Attacks-->
 
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|secondary falloff =
|slide attack = <!--Miscellaneous-->
 
  +
|secondary charge time =
|channel damage =
 
  +
|secondary fire rate =
|charge element =
 
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|secondary trigger =
|charge status chance =
 
  +
|secondary ammo cost =
|area element =
 
  +
  +
<!--Throw Attacks (for Glaives)-->
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|throw impact =
  +
|throw puncture =
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|throw slash =
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|throw element =
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|throw damage =
  +
|throw critical chance =
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|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 =
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|charged throw critical damage =
  +
|charged throw status chance =
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|charged throw punchthrough =
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|charged throw falloff =
 
|charged throw charge time =
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  +
<!--Other Melee Attacks-->
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|slam attack =
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|slam radius =
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|slide attack =
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<!--Miscellaneous-->
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|syndicate effect =
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|augments =
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|polarities =
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|stance polarity =
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|users =
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|introduced =
 
}}
 
}}
 
{{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]] 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.
 
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==
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'''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.
*Cannon Mode:
 
 
**Innate {{Icon|Proc|Blast|text}} damage &ndash; effective against [[Fossilized]] and [[Machinery]].
 
**Innate {{Icon|Proc|Blast|text}} damage &ndash; effective against [[Fossilized]] and [[Machinery]].
**Launches cannonballs that explode in a '''4''' meter radius on impact with a surface or enemy, then splits into 6 smaller bomblets that rain down on the point of impact.
 
 
**Pinpoint [[accuracy]].
 
**Pinpoint [[accuracy]].
 
***{{M|Heavy Caliber}}'s accuracy penalty is minimal on this weapon.
 
***{{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:
 
 
*Barrage Mode fires a shotgun-like flak.
 
**High {{Icon|Proc|Puncture|text}} and good {{Icon|Proc|Impact|text}} damage in Barrage mode &ndash; effective against [[armor]] and [[shield]]s.
 
**High {{Icon|Proc|Puncture|text}} and good {{Icon|Proc|Impact|text}} damage in Barrage mode &ndash; effective against [[armor]] and [[shield]]s.
**Fires a shotgun-like flak.
 
 
**Innate 1.6 meter [[punch through]].
 
**Innate 1.6 meter [[punch through]].
  +
**Innate [[multishot]] of 10 pellets.
 
*Good [[critical chance]].
 
*Good [[critical chance]].
 
*High [[critical multiplier]] and [[status chance]].
 
*High [[critical multiplier]] and [[status chance]].
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*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.
*Innate {{Icon|Pol|V}} polarity.
 
 
*Can use the launcher-exclusive {{M|Adhesive Blast}} mod.
 
*Can use the launcher-exclusive {{M|Adhesive Blast}} mod.
 
*Innate {{Icon|Pol|V}} polarity.
*Can benefit from {{M|Firestorm}}, {{M|Amalgam Furax Body Count}}, and {{M|Cautious Shot}}.
 
   
 
'''Disadvantages:'''
 
'''Disadvantages:'''
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*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==
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*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 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.
 
*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==
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<gallery widths="300" position="center" columns="2" hideaddbutton="true">
 
<gallery widths="300" position="center" columns="2" hideaddbutton="true">
Zarr Buff Even More Gun
 
ZARR - The Boom Boom Pow Strategy 4 forma - Warframe
 
 
Warframe - All Grineer Primaries - Weapon Animations & Sounds (2012 - 2019)
 
Warframe - All Grineer Primaries - Weapon Animations & Sounds (2012 - 2019)
 
Warframe - All Grineer Weapon Reloads in 2 minutes (2012 - 2019)
 
Warframe - All Grineer Weapon Reloads in 2 minutes (2012 - 2019)

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.
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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.