The Arca Plasmor is a Corpus-built plasma shotgun that fires highly damaging pulses of
Radiation with a guaranteed
Impact proc. The projectiles it fires are wide and have infinite Punch Through on bodies, making it highly effective in mowing down large groups of enemies, but suffers from a low critical multiplier and no bonus damage on headshots.
Characteristics[]
- This weapon deals high amounts of
Radiation damage.
- Shots have a guaranteed
Impact proc to enemies up to 14 meters.
- Distance is affected by Projectile Speed.
- Killed enemies will have their corpses vaporized, good for Stealth gameplay if silenced with
Silent Battery due to no bodies being left behind.
- Two innate
polarities.
- Low zoom, making covering wide shots while aiming easier.
Advantages over other Primary weapons (excluding modular weapons):
- Projectiles have a thickness of 3 meters.
- Innate Infinite Body Punch Through.
- Very ammo efficient.
- Normal Attack (wiki attack index 1)
- Very high total damage (600)
- Above average status chance (28.00%)
Disadvantages over other Primary weapons (excluding modular weapons):
- Has linear damage falloff from 100% to 33.33% from 10m to 20m target distance (distances are affected by Projectile Speed).
- Projectile has travel time.
- Limited range of 30 meters (can be increased with Projectile Speed mods).
- Has a headshot multiplier of 1x.
- Innate punch through does not apply to surfaces if hitting with the central portion of the projectile, requiring punch through mods.
- Normal Attack (wiki attack index 1)
- Very low active falloff slope (15.0m/%)
- Very low maximum falloff distance (20.0 m)
- Low reload speed (2.80 s)
- Below average magazine (10)
- Very low fire rate (1.10 attacks/sec)
- Low ammo max (50)
- Low disposition (●●●○○ (0.95x))
- Very low crit multiplier (1.60x)
See WARFRAME Wiki:Stat Comparison/Percentiles for more details.
Comparisons:
Arca Plasmor (Normal Attack), compared to
Tenet Arca Plasmor (Normal Attack):
- Lower base damage per projectile (600.00 vs. 760.00) (excluding any Progenitor bonus)
- Lower
Radiation damage (
600 vs.
760)
- Lower
- Lower total damage (using max +60% Progenitor bonus if applicable) (600 vs. 1,216)
- Lower base critical multiplier (1.60x vs. 2.00x)
- Lower base status chance (28.00% vs. 34.00%)
- Lower average damage per tap (using max +60% Progenitor bonus if applicable) (679.2 vs. 1483.52)
- Lower burst DPS (using max +60% Progenitor bonus if applicable) (747.12 vs. 1483.52)
- Lower sustained DPS (using max +60% Progenitor bonus if applicable) (571.19 vs. 1141.16)
- Closer starting damage falloff distance (10.0 m vs. 18.0 m)
- Closer max damage falloff distance (20.0 m vs. 36.0 m)
- Greater max damage reduction at ending falloff distance (66.67% vs. 50.00%)
- Higher fire rate (1.10 attacks/sec vs. 1.00 attacks/sec)
- Larger max ammo capacity (50 vs. 40)
- Faster reload time (2.80 s vs. 3.00 s)
- Lesser projectile speed (60.0 m/s vs. 120.0 m/s)
- Lower Mastery Rank required (10 vs. 16)
- Higher disposition (●●●○○ (0.95x) vs. ●○○○○ (0.55x))
- Lower base damage per projectile (600.00 vs. 760.00) (excluding any Progenitor bonus)
Acquisition[]
The Arca Plasmor's blueprint can be researched from the Energy Lab in the dojo.
Manufacturing Requirements | |||||
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![]() 25,000 |
![]() 5 |
![]() 25 |
![]() 925 |
![]() 1 |
Time: 1 Day(s) |
Rush: ![]() | |||||
![]() ![]() |
![]() | ||||
Energy Lab Research![]() | |||||
![]() 7,500 |
![]() 200 |
![]() 12,000 |
![]() 3,750 |
![]() 8 |
Time: 3 Day(s) |
Prereq: Lanka | |||||
![]() ![]() ![]() ![]() ![]() |
Notes[]
- Being that it is a pulse shotgun, accuracy mods seem to have no effect on spread.
Vicious Spread however throws off accuracy by making shots veer wildly off from the aiming reticle at times, use at your own discretion.
- This can be counteracted somewhat with
Hell's Chamber, which will cause the weapon to fire 2-3 waves of energy.
- Vicious Spread can also be counteracted by using Mirages'
Hall of Mirrors ability, do note that projectiles fired by the clones bounce off solid surfaces instead of dissipating.
- A possible bug,
Tainted Shell does not counteract Vicious Spread's accuracy decrease in any reasonable measure. Meaning that if you install both, the accuracy will still be significantly lower.
- This can be counteracted somewhat with
- The Plasmor's pulse has a range of 30m. This scales with Projectile Speed mods, including the
Jet Stream augment.
- Shots will only proc
Impact if the target is within 14m.
- The Plasmor has a reduced zoom by about 60% when aiming.
- While the critical chance of the weapon is good, the critical damage is only slightly better than normal.
Known Bugs[]
Galvanized Savvy is multiplicative to base damage sources on direct hits.
Tips[]
- Due to its innate body punch-through, the Plasmor is of great use in Arbitrations, easily passing through shielded enemies to get to shield drones.
- Because the range and damage falloff are determined by the weapon's Projectile Speed, adding in
Fatal Acceleration will increase the range and falloff limits by 40%, to 14m minimum falloff and 28m maximum falloff as well as increasing the range to 42m.
- Due to its innate
Radiation damage, the weapon can use elementals and dual elementals that use
Heat or
Electricity damage, such as
Corrosive VS Grineer or
Magnetic VS Corpus.
- Short corridors favor this weapon highly, as a few pulses are normally enough to make short work of enemy clusters as long as no Arctic Eximus or Nullifier Crewmen are present, and the added Impact and Radiation procs will keep enemies at bay.
- The description of surviving enemies being "consumed by radiation" simply means that their bodies will disintegrate on death. While this is undesirable for a Nekros's
Desecrate, it is good for stealth if silenced since there will be no corpses to alert enemies.
- It is exceedingly easy to perform headshots with this weapon. Although it has 1x headshot multiplier (meaning it does no extra damage), this can be increased using
Primary Deadhead.
Trivia[]
- The magazine for the weapon is a metal cylinder, which rotates clockwise after firing each shot and pumping the mechanism. No shells are ejected with each pump, perhaps implying the cylinder is filled with batteries or charge cells, which are depleted from a single pump and must be rotated to bring a new cell into position.
- Writings on the side of the weapon seem to translate as "G.S.1.1", and possibly "DANGER EXTREME HEAT".
Media[]
Arca Plasmor Skins
Patch History[]
Hotfix 32.0.7 (2022-09-28)
- Fixed the following weapons not correctly playing their intended animations between shots:
- Arca Plasmor - Fixed the gun parts moving but not your Warframe.
Update 32.0 (2022-09-07)
- Ammo Changes
We understand the power fantasy of these weapons is very popular for some, so our first approach was to keep them powerful, but limit how often they can be used by making changes to ammo pick-up.
Ammo Pickup Overrides
The following weapons now have ammo pickup overrides, meaning they gain less from picking up ammo. This mostly applies to AoE weapons, in hopes that players will become more deliberate with their aim to make the most of their Ammo pools. The following lists the specific ammo pick up overrides per weapon category.
Primary Weapon Ammo Pick Up Overrides
15 Ammo per Pick Up:
- Arca Plasmor
Many weapons have also had their maximum ammo capacity adjusted.
Primary Weapons:
- Arca Plasmor: From 48 to 50
Update 30.9 (2021-11-11)
- Fixed shooting yourself with the Arca Plasmor when first firing it after you’ve been Revived.
Update 25.8 (2019-10-01)
- October 2019 Riven Disposition Change
- Arca Plasmor: 0.6->0.55
Hotfix 25.7.5 (2019-09-09)
- Fixed Arca Plasmor not being able to damage the Ropalolyst Synovia.
Update 25.7 (2019-08-29)
- Reduced the light intensity of the Arca Plasmor.
Hotfix 25.0.3 (2019-05-24)
- Fixed an issue that made Arca Plasmor, Fulmin and Catchmoon projectiles deal damage twice on the hit when the projectile is destroyed. This was not a case of ‘always worked this way’ as it was accidentally introduced by the Jovian Concord.
Update 24.6 (2019-04-04)
- Improved the left hand position for Arca Plasmor.
Update 24.0 (2018-11-08)
The previous Mainline update of Chimera 23.10.0 included a sneaky bug that removed falloff damage from the Arca Plasmor. The Arsenal continued to state the always present falloff (10.0 - 20.0) but it wasn’t truly applying. We have fixed this bug, which resulted in adding falloff damage back to the Arca Plasmor, and thus returned it to its original falloff state prior to Update 23.10.0. This also fixes the Conclave Arsenal displaying the incorrect falloff damage for the Arca Plasmor.
Hotfix 23.10.3 (2018-10-15)
- Fixed the Arca Plasmor's projectiles bouncing off walls instead of exploding on impact.
Update 23.10 (2018-10-12)
- Updated weapon FX for the Arca Plasmor, Castanas, and Sancti Castanas.
- Fixed certain wave projectiles (e.g. Arca Plasmor) bouncing off hit proxy shields (e.g. Volt’s Electric Shield, Gara’s Mass Vitrify).
- (Undocumented) Projectile now bounces off walls.
Update 22.14 (2018-03-01)
- Tweaked force feedback sound of the Arca Plasmor.
Update 22.12 (2018-02-09)
- Mag size increased from 6 to 10.
Hotfix 22.10.3 (2018-01-29)
- Fixed the Arca Plasmor dealing 0 damage on headshots.
Update 22.10 (2018-01-25)
- Headshots no longer deal bonus damage.
- The Arca Plasmor was designed to hit multiple targets with a high-status chance, but with wide wave projectiles and inherent punch-through, a single shot could result in multiple headshots. With it being a shotgun, it was never intended to behave as a precision weapon, and the bonus pushed it too far out of that mold.
- Headshots should still deal damage (without the multiplier).
Update 21.7 (2017-09-09)
- Introduced.
Last updated: Update 24.0 (2018-11-08)
See also[]
Arca Scisco, a secondary weapon part of the "Arca" series.
Arca Titron, a melee weapon part of the "Arca" series.
Tenet Arca Plasmor, the Tenet counterpart.
- Catchmoon, a Kitgun chamber that fires a similar projectile.
Fulmin, a Tenno rifle that fires a similar projectile.
Corvas Prime, a Primed Arch-gun that fires a similar projectile.
CollapseResearch • Clan • Dojo | ||||||
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163 comments
FYI: This non-tenet version is B grade. Yes it hits Very hard and has a wide spread for crowds, but the slow fire-rate and small magazine really hampers it versus other primaries. And the damage falloff is only sorta fixed with a mod.
Didint know how basic i was till i joined a sortie as the 3rd plasmor wielding rhino...
It disintegrates at most 2 corpses at a time.
It disintegrates both corpes most of the time if both directly on reticule.
It disintegrates 1(the last hit) or 2 if killed by sides of projectile.
Disintegrate was made into a purely visual thing a long time ago, it no longer has any negative effect on Desecrate type abilities.
Guys use it with banshee sonar. The same reason why it got nerfed because of its synergy with Harrow, with resonance augment you can hit 100K and upwards. Try it guys
Yes what an original synergy shared by every single weapon in game
Arca plasmor's wide projectiles make it infinitely easier to hit sonar spots, Sometimes even the bramma isn't buffed by sonar
Bramma which has around 12m blast radius with primed firestorm can't hit reliably, i find it just a little hard to believe
It doesn't hit the sonar spots i mean. some bomblets hit but some don't. inconsistent, but it is fun to see a 15,000,000 damage number every now and then
DE forgot about the plasmor . Like literally no one uses it in 2021. Then why is it still 1/5 dispo?
7th popular primary weapon according to last year's usage stats: https://www.warframe.com/2020stats?utm_medium=organic-social&utm_source=twitch.com&utm_campaign=2021-01-2020-Stats
Edit: Even then its disposition is arbitrary. It is also getting a variant in the upcoming Corpus lich update.
I don't particularly love the 0.8x so I'm waiting to run a riven, but I'll be happy if it goes up in the coming update.
Mirage + this weapon = room cleaner. And I mean it litteraly, everything is disintegrated, leaving the room spotless clean !
Can't wait to try this... building now.
Has anyone tried this with the Internal Bleeding mod?
Internal bleeding is a rifle mod. this is a shotgun.
Ah. That is sad news. Guess I should check out the Fulmin rather
Quite sad how much this shotgun gets overshadowed by a Catchmoon kit-gun secondary. Even post-nerf Catchmoon with low tier parts still easily beats Arca Plasmor in both general damage and ease of use, especially considering how most important secondary weapon mods are just that much better stat-wise than primary weapon mods in general.
Here's hoping that the new Arca Plasmor variant will have an interesting gimmick (instead of just slightly better stats than the base version) to make it a more viable choice for the later stages of the game.
I hear you but with the arca you can lob (sorta grenade like) to enemies in the distance but catchmoon is more like a true shotgun and you have shorter distance with no lobbing. Arca is popular because it is more like a "crowd control nuke" and in Steel Path for example it is a viable weapon because there are so many clumped enemies.
Arca plasmor has a wider beam so it can hit larger groups of enemies, and the built in radation means universal CC across all factions. It also can benefit from Hunter Munitions for slash procs, though recently we got Hemorrhage which does a similar effect and even better than the arca plasmor.
Essentially, catchmoon for more raw damage, arca plasmor for more targets hit and radiation cc. The biggest downside is nearly minimal riven disposition which is really harsh on the weapon, considering the monster Exergis shotgun has 3 dot disposition. (Not saying exergis should be nerfed btw, i think arca plasmor should have at least 1.0 dispo)
Hemorrhage is a Pistol mod and Internal Bleeding is a Rifle mod they sadly dont work for shotguns
That's why Muffin said Hemorrhage does it *better* than the arca plasmor. If it's crit-slash you want, there are pistols that do it better.
parvos' angels will need to get a varient of this
Confirmed by "chat link" leaks. Let's fucking go!
Whenever Corpus Liches become a reality there needs to be a [Kuva] Arca Plasmor, or whatever the variants will be called.
Let me guess... Arca Plasmor Picaro? It could be described as "an Arca Plasmor turned picaro after becoming the (insert Corpus lich's name here)'s mask".
^I don't get it
This.
And now I have *further* questions.
Powercreeped by other weapons.
They massacred my boi
WTF DE !! The stats change with every other update lately ...
First update > 45k total damage ....
Next update > 24k total damage ....
3rd update > 45k total damage ....
4th update > 24k total damage ....
and on and on and on .....
Damage falloff even with extension is its biggest negative.
Where is the buff on Status chance from the last patch ?
Why would this one get a status buff? It fires a single projectile, the 3x status buff was meant for shotguns with multiple pellets
Yea, they didn't clarify that. They should've said they buffed status/projectile of shotguns that shoot multiple pellets.
using this will mess with your fire accuracy, but still worth it imo
don't need to aim when whatever you point at dies, heh heh
went from rubico p to plasmore.My accuracy is now no better than a person who is playing a shooter game for first time
i meant mess with the accuracy stat but the effects can be permanent on your ability to aim as well
My overall accuracy is 19% because of using the Atomos so much lol
Was DE sober when they released this beast.
redeemer p,rubico p,ignis w,staticor,atomos,pyrana p and gram p.......
DE either makes completely useless weapons or completely broken OP weapons.No inbetweens
Beast? its a fun weapon but its kinda more of a star chart trash cleaner
Is it possible to reach 100% status with this weapon? Because with 1 hell's chamber, it's around 50%
don't you mean 95.2% with the 4 +60% elemental ?
that also means you can actually get to 100% with Shotgun Savvy but I never tried if it was really better on that gun...
Nope, I'm at 92.5 with a max [Hell's Chamber], max [Shotgun Savvy] and one of the dual stats. I don't have all 4 :(
Yes, it's possible to reach 100%. As Croquemorttime eluded to, you need all 4 dual stats and
Shotgun Savvy (or a Riven) to do so though.
Also, you may be confused. Multishot does not actually add to your status chance. So you need to reach 100% status chance before
Hell's Chamber if you want every pellet to proc.
BTW, are you sure you only have Hell's Chamber, Shotgun Savvy, and one dual stat? That should only display 81.1834% status chance in your arsenal. You don't have any other sources of MS or SC?
Thx
Can't wait for the vandal version. Probably DE will destroy it's damage like they have done with the opticor vandal, they have lowered it's base damage for buffing completely useless stats, like the fire rate.
For Opticor a fire rate buff is incredibly important, as it allows you replace Vile Acceleration mod with something else. Because of that, Opticor Vandal is easier to use than the original model.
Opticor Vandal's DPS is actually a lot higher than Opticor's, fyi.
as you can see it took a lot of rolls to squeeze out as much as performance possible; working with a dis of only 1. but as a 5 year vet of this game and using this riven the arca P still under performs compared to a catchmoon with no riven but fully forma to hold the best pistol mods. so all these die hard arca P fans trying to post nummbers and theories on the Arca P some how being better than the catchmoon are just fanatics that can't get past their fandom attachment to this gun
the biggest reason why the catchmoon surpasses the arca really has to do with very strong primed pistol mods, mainly cause back in the day nobody was really using pistols or shot guns so DE balanced things by adding very op pistol and shotgun mods
do i believe de should nerf to balance things? hell to the nah! nerfing only makes things worse. what DE should do is Gram the Arca P in what i mean, just as the gram Prime got a hell of a makeover, a Arca P vandal with surprising stats should at least scilence all the cry babies. I still have faith in corpus tech and the salvation of profits
inb4 arca plasmora Vandal only gives more projectile travel speed with more critical chance(but still no critical damage)