warframe

CODEX
This weapon was designed to assist with the excavation of mineral deposits from large asteroids, but has been adapted for military purposes.

The Quanta is a IconCorpusOn Corpus mining laser cutter used by Corpus Quanta Rangers and is the basis for the Infestation w Infested MutalistQuanta Mutalist Quanta and Paracyst Paracyst weapons, although they share little in common aside from basic appearances and similarly functioning Alternate Fires. It features high DmgElectricitySmall64 Electricity damage with perfect accuracy and an Alternate Fire mode which launches explosive energy cubes that detonate on contact with enemies and weapons fire or after a short period of time.

Characteristics

Advantages over other Primary weapons (excluding modular weapons):

Disadvantages over other Primary weapons (excluding modular weapons):

See WARFRAME Wiki:Stat Comparison/Percentiles for more details.


Comparisons:

Acquisition

The Quanta's blueprint can be researched from the Energy Lab in the dojo.


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
25,000
Fieldron Fieldron
7
Circuits Circuits
1,000
Salvage Salvage
7,000
Forma Forma
1
Time: 1 Day(s)
Rush: PlatinumLarge 35
MarketIcon Market Price: PlatinumLarge 150 Blueprint2 Blueprints Price:Credits15,000
Energy Lab ResearchClanAffinity643,000
Credits
10,000
FieldronSample Fieldron Sample
10
Salvage Salvage
500
Circuits Circuits
250
NeuralSensors Neural Sensors
3
Time: 3 Day(s)
Prereq: Prova
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

This weapon can be sold for ‍7,500.

Notes

Alternate Fire

Tips

Trivia

Media

Quanta Skins

Edit

Patch History

Hotfix 27.2.2 (2020-03-06)

  • Fixed the Quanta not having the new ‘Status’ calculations. It also has multiple fire iterations and are valid for large Status Chance like Shotguns received at their base to address the new Status logic.

Update 27.2 (2020-03-05)

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 25.8 (2019-10-01)

October 2019 Riven Disposition Change
  • Quanta: 1.25->1.35

Update 25.7 (2019-08-29)

  • Fixed the Quanta and Quanta Vandal alt fire cube explosion sound no longer playing.

Update 22.17 (2018-03-28)

  • More Visual Effect intensity changes to reduce visual noise from Quanta energy cube explosions.

Update 22.14 (2018-03-01)

  • Fixed Beam weapons not being able to damage enemies (alive but in a ragdolled state) when being affected by certain ‘crowd control’ Abilities.
  • Damage now ramps up over 0.6 seconds and after moving off target there is a delay of 0.8 seconds before it starts to decay over 2 seconds.
  • All Beam weapons now start their Damage ramp up at 20% (instead of 10%).
  • The Multishot chance should now apply more consistently with Beam weapons.
  • Fixed Beam weapons continuously firing when quick Meleeing.

Hotfix 22.13.4 (2018-02-22)

  • Increased the Beam weapon Damage ramp up time from 0.8 to 1 second.
  • Fixed Beam weapon Damage ramp up not happening per target.

Hotfix 22.13.3 (2018-02-21)

  • Perfect accuracy and high fire rate is balanced by limited range and damage ramping up from 10% to 100% over 0.8 seconds when firing and decays back to 10% over 1 second after stopping.
  • Damage changed from 220 Electricity per sec to 20 Electricity per tick.
  • Fire Rate increased from 1 to 12.
  • Status Chance changed from 10% per sec to 16% per tick of damage.
  • Critical chance increased from 10% to 16%.
  • Critical Damage increased from 2.0x to 2.2x.
  • Alt Fire Explosion Radius increased from 5m to 6m.
  • Alt Fire Explosion Damage increased from 400 to 600.
  • Ammo consumption decreased from 1.0 to 0.5 per tick of damage.

Update 14.1 (2014-07-30)

  • Introduced

See also