Onos is an Entrati wrist-mounted cannon turned into an Incarnon weapon by Albrecht Entrati. Normally capable of shooting fully automatic
Puncture projectiles, its Incarnon Form transforms into a charging Arm Cannon that primes a
Radiation wave to discharge
Heat lasers.
Characteristics[]
- This weapon deals pure
Puncture damage in its normal form and primarily
Heat damage in its Incarnon Form.
- Once Incarnon Form is unlocked, landing headshots fill the Incarnon Transmutation gauge that transforms the Onos into a charging Arm Cannon via the Alternate Fire key.
- The gauge reaches full charge after 12 headshots, and does not require a full gauge to activate. It will also emit a small, ghost-like wail when the gauge is completely full.
- Additional shots from Multishot count as separate headshots.
- While charging, the cannon releases a wide beam that inflicts
Radiation damage that narrows the longer the charge is held. Upon a full charge, it releases a beam that deals
Heat damage and status with 5 meter Punch Through and explodes in a 3 meter radius.
- Initial hit and explosion apply status separately.
- Explosion does not need direct line of sight to deal damage and will penetrate walls.
- Instead of drawing from the Onos's ammo reserves, Incarnon Form gives the Onos a unique "magazine" from 30 rounds per charge to a maximum of 350, indicated by the regular ammo HUD and a bar underneath the reticle.
- If the Alternate Fire key is pressed whether or not the Incarnon magazine is fully expended, the Onos is transformed back into its default state, however this will also fully expend any remaining Incarnon gauge.
- The gauge reaches full charge after 12 headshots, and does not require a full gauge to activate. It will also emit a small, ghost-like wail when the gauge is completely full.
- As an Incarnon weapon, Onos has 5 evolution tiers with different perks that allow players to customize their Onos's stats.
Advantages over other Secondary weapons (excluding modular weapons):
- Normal Attack (wiki attack index 1)
- High crit chance (26.00%)
- High total damage (220)
- Above average ammo max (210)
- High crit multiplier (2.40x)
- Incarnon Form (wiki attack index 2)
- Above average magazine (20)
- Above average ammo max (210)
- Incarnon Mode Charge Attack (wiki attack index 3)
- Very high crit chance (38.00%)
- High magazine (20)
- Very high total damage (2,200)
- Very high crit multiplier (3.20x)
- Incarnon Mode Charge Radial Attack (wiki attack index 4)
- Above average crit chance (38.00%)
- Very high total damage (1,100)
- Above average crit multiplier (3.20x)
Disadvantages over other Secondary weapons (excluding modular weapons):
- Incarnon Form:
- Explosion inflicts self-stagger.
- Explosion has a headshot multiplier of 1x and cannot trigger headshot conditions.
- Explosion has linear Damage Falloff from 100% to 70% from central impact.
- Normal Attack (wiki attack index 1)
- Low reload speed (2.00 s)
- Very low fire rate (1.40 attacks/sec)
- Very low disposition (●○○○○ (0.60x))
- Incarnon Form (wiki attack index 2)
- Below average crit chance (14.00%)
- Low reload speed (2.00 s)
- Very low total damage (30)
- Below average fire rate (2.00 attacks/sec)
- Below average status chance (18.00%)
- Very low disposition (●○○○○ (0.60x))
- Low crit multiplier (1.60x)
- Incarnon Mode Charge Attack (wiki attack index 3)
- Low reload speed (2.00 s)
- Very low fire rate (0.25 attacks/sec)
- Low disposition (●○○○○ (0.60x))
- Incarnon Mode Charge Radial Attack (wiki attack index 4)
- Low maximum falloff distance (3.0 m)
- Below average reload speed (2.00 s)
- Low fire rate (0.25 attacks/sec)
- Low disposition (●○○○○ (0.60x))
See WARFRAME Wiki:Stat Comparison/Percentiles for more details.
Acquisition
Onos's blueprint can be obtained from Disruption Armatus on Deimos, whose access requires completion of The Deadlock Protocol and Whispers in the Walls, from Rotation B. Alternatively it can be purchased from Loid in Sanctum Anatomica for 360 Vessel Capillaries dropped by Disruption Armatus Demolishers in quantities of 2-3 (5-7 on The Steel Path).
Item | Source | Chance | Expected | Nearly Guaranteed |
---|---|---|---|---|
![]() |
Deimos Entrati Disruption / B | 5% | ~ 20 B Rotations | 134 ± 44 B Rotations |
All drop rates data is obtained from DE's official drop tables.
See Mission Rewards#Standard Missions for definitions on reward table rotations.
For more detailed definitions and information,
visit here.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
![]() 20,000 |
![]() 3,000 |
![]() 400 |
![]() 2 |
![]() 6 |
Time: 12 Hour(s) |
Rush: ![]() | |||||
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Notes[]
Yareli is unable to activate nor use the Onos' Incarnon Form if she is mounted on
Merulina.
- Attempting to activate the Onos' Incarnon Form while dismounted, then mounting Merulina immediately afterwards, will force the Onos to revert back to its default form.
- This causes a bug with Onos' firing SFX, it will not play.
- The weapon mode indicator at the bottom right will display that the weapon is in Incarnon Form, but this is a bug, as the Onos is actually in its default form.
- Forcing the Onos to revert to its default form in this manner will not consume any Incarnon charges. Dismounting Merulina will then allow you to immediately activate Onos' Incarnon Form using the unused charges (and any charge you gained firing the Onos in its default form while mounted on Merulina, up to the Onos' Incarnon charge cap).
- It is not known if this specific interaction is intended, or a bug.
- This conflict does not apply if using
Loyal Merulina.
- Attempting to activate the Onos' Incarnon Form while dismounted, then mounting Merulina immediately afterwards, will force the Onos to revert back to its default form.
Evolutions[]
- When newly acquired from the Foundry, players must acquire 100 kills with the Onos in order to gain access to its Incarnon transformation. The following Evolution tiers, their requirements for unlocking them, and their related perks, are shown below;
- Each challenge additionally grants 5,000 affinity to the weapon, affected by Affinity Boosters.
Evolution I[]
- Unlock Challenge: Kill 100 enemies with the Onos.
- Headshots charge Incarnon Transmutation; Alt Fire transmutes. Switching back will expend any remaining charge.
- Incarnon Form changes the weapon from an automatic hand cannon to charging Arm-Cannon. Holding down the trigger releases a wide beam that inflicts
Radiation damage. The beam narrows and increases in damage the longer the charge is held. Once fully charged, the Arm Cannon releases a powerful
Heat shot with guaranteed status, 5 meter Punch Through, and explodes in a 3 meter radius.
- Damage scales linearly up to 3x damage. Resets after releasing the trigger or firing a charged shot.
- Incarnon Form uses Arm-Cannon animations. Contrary to its appearance, the Onos is still considered a Secondary weapon.
- Incarnon Form changes the weapon from an automatic hand cannon to charging Arm-Cannon. Holding down the trigger releases a wide beam that inflicts
- Mode switching is not instantaneous and has an animation equal to the weapon's reload speed.
- Incarnon Form is activated by filling the Incarnon Transmutation gauge that appears under the reticule by achieving headshots and then pressing the Alternate Fire button. 12 headshots will completely fill the gauge. A full gauge is not required to activate Incarnon Form.
- Charges generate only on headshots, and not other weakspots, such as the backpacks of most MOA variants. Similarly, shooting weakspots generated by either
Sonar or
Detect Vulnerability in places other than heads will have no effect either.
- Headshots on corpses do not build charges.
- Headshots must do damage to the enemy to build charges. invulnerable targets such as Well of Life and Lantern targets do not build charges.
- Individual Multishot bullets can build charges.
- Charges generate only on headshots, and not other weakspots, such as the backpacks of most MOA variants. Similarly, shooting weakspots generated by either
- Instead of drawing ammunition from its reserves, the Onos's Incarnon Form uses a separate "magazine" with each charge producing 30 rounds to a maximum of 350. Once all ammunition is expended, the Onos reverts to its normal form.
- Onos consumes 1 round per tick of damage, then 50 rounds upon releasing the
Heat beam. the charged beam will deal full damage even if there's less than 50 charges remaining.
- Incarnon Form's magazine is not affected by mods.
- Incarnon Form is not affected by Ammo Efficiency (such as
Energized Munitions).
- Charges and Incarnon Form persists through all activities, such as holstering, bleedout, or being disarmed. However, charges and Incarnon Form are removed upon death.
- Onos consumes 1 round per tick of damage, then 50 rounds upon releasing the
Evolution II[]
- Unlock Challenge: Kill 8 Eximus with this weapon's Incarnon Transmutation
- Perk 1: Marksman's Hand:
- -30% Recoil
- Affects both modes.
- -30% Recoil
- Perk 2: Rapid Wrath:
- +25% Fire Rate
- Affects both modes.
- +25% Fire Rate
- Perk 3: Swift Deliverance:
- +50% Projectile Speed
- Affects both modes
- +50% Projectile Speed
Evolution III[]
- Unlock Challenge: Get 5 headshots on Scathing and Mocking Whispers in Albrecht's Laboratories with Primary fire without reloading.
- Hits landed from multishot count towards this challenge.
- Hits while the target is invulnerable count toward this challenge.
- Bounties that task with destroying the Whisper will waypoint its location.
- Perk 1: Extended Volley:
- +10 Magazine Capacity
- Only affects untransformed Onos.
- +10 Magazine Capacity
- Perk 2: Rapid Reinforcement:
- +30% Reload Speed
- Affects untransformed Onos and transformation into Incarnon mode.
- +30% Reload Speed
- Perk 3: Hunter's Rearmament:
- On kill: 10% chance to replenish 10 Ammo
- Only affects untransformed Onos.
- Ammo is replenished to the reserve pool, not to the magazine.
- On kill: 10% chance to replenish 10 Ammo
Evolution IV[]
- Unlock Challenge: Open 20 Conduits in Disruption on Armatus, Deimos.
- Perk 1: Lethal Lance:
- On Kill: +2.5 Punch Through for 20s
- Affects both modes.
- On Kill: +2.5 Punch Through for 20s
- Perk 2: Incarnon Efficiency:
- Headshots Build +50% more Incarnon Transmutation charge.
- Only affects untransformed Onos.
- Reduces the number of headshots required to fully charge Transmutation to 8.
- Headshots Build +50% more Incarnon Transmutation charge.
- Perk 3: Elemental Excess:
- +20% Status Chance
- -10% Critical Chance
- Affects both modes.
- Effects are added last after mods as a flat number.
Evolution V[]
- Unlock Challenge: Complete a solo mission with an Incarnon Weapon equipped in every slot.
- Perk 1: Sequential Skullbuster:
- On Consecutive Headshots: +30% Headshot Damage. Stacks up to 4x
- Affects only untransformed Onos (Bug)
- On Consecutive Headshots: +30% Headshot Damage. Stacks up to 4x
- Perk 2: Impaler's Ferocity:
- On Punch Through Hit: +200% Damage for 10s.
- Bonus is additive to other base damage mods like
Hornet Strike (May be a possible bug)
- Bonus is additive to other base damage mods like
- On Punch Through Hit: +200% Damage for 10s.
- Perk 3: Devastation Cascade:
- Hitting enemies in Incarnon Form increases the Critical Chance and Critical Damage of the fully charged blast by +5%. Stacks up to 50.
- Bonuses are additive to mods.
- Hitting enemies in Incarnon Form increases the Critical Chance and Critical Damage of the fully charged blast by +5%. Stacks up to 50.
Trivia[]
Bugs[]
- Evolution V, Sequential Skullbuster, does not affect Incarnon mode.
- Galvanized Shot is multiplicative to base damage sources on direct hits from primary fire.
- Non-incarnon projectiles bounce off Scourge's bullet attractor.
- Killing enemies with the Onos' Incarnon Form will give bows ammunition and an ammo capacity of 210.
- Hitting Zephyr's tornadoes will cause it to gain increased critical rate against enemies with primary fire.
Gallery[]
Patch History[]
Update 36.0 (2024-06-18)
- Fixed the Onos Evolution V challenge (Complete a solo mission with an Incarnon Weapon equipped in every slot) not completing when entering Extraction in Titania’s Razorwing form.
- Fixed Onos’ Incarnon Form projectiles hitting enemies that are directly behind the player instead of where they are firing.
- Fixed cases of the Onos’ Incarnon Form beam being misaligned from the reticle.
- Also made under-the-hood changes to improve performance issues related to the Onos.
- Fixed the Onos being weirdly rotated when offered in Teshin’s Cave.
Hotfix 35.5.7 (2024-04-17)
- Fixed the Onos’ magazine always using its default color regardless of the color picked by the player.
- Fixed the Onos’ Evolution upgrade screen only showing a portion of the weapon and not the whole thing.
Hotfix 35.5.6 (2024-04-10)
- Fixed Onos’ Evolution V not unlocking after completing a Solo mission with an Incarnon Weapon equipped in every slot (as required) if the player had an Exalted Weapon active while extracting.
- Fixed Onos appearing on Yareli’s left arm instead of the right as intended while using the Loyal Merulina Augment Mod.
- Fixed the Onos having too much flickering in its beam motion.
Hotfix 35.5.3 (2024-04-04)
- Onos Changes & Fixes:
- Increased Impaler Ferocity’s damage buff from +10% to +200% for 10 seconds.
- This is a fixed amount and does not stack up to 10x like the previous “+10% up to 10x stacks”.
- Increased Swift Deliverance’s Projectile Speed buff from +30% to +50%.
- We also fixed an issue where this buff was only being applied to while aiming.
- Fixed the “Sequential Skullbuster” Evolution perk not resetting its consecutive headshot stacks after missing a hit on a new enemy.
- Fixes to the Onos’ Incarnon Form Projectile ring and shot trail VFX positioning.
- Fixed a floating mesh lingering from the Onos while in Incarnon Form after swapping between it with the “Show when Holstered” option is toggled on.
- Fixed the Onos’ transition to/from Incarnon sound FX being out of sync with the animation.
- Fixed the Onos’ holster position being on the thigh instead of on the hand.
- Fixed the Onos not being visible while riding K-Drive/Merulina.
- Increased Impaler Ferocity’s damage buff from +10% to +200% for 10 seconds.
- Fixed a combination of Protea’s Dispensary and Onos’ Incarnon Form causing Primary Weapons to exceed their Maximum Ammo amount.
Hotfix 35.5.2 (2024-03-28)
- Updated the Onos Blueprint description to indicate that they also drop in the Armatus Disruption mission on Deimos.
- Fixed Mirage’s Hall of Mirrors clones unintentionally being able to indefinitely fire Onos’ charge beam.
- Fixed progress not tracking for the Onos’s Evolution IV challenge (Open X Conduits in Disruption on Armatus, Deimos), making it impossible to unlock.
- Fixed an issue with Onos’ projectiles which prevented them from being absorbed into Mag’s Magnetize bubble and causing them to literally bounce off of it into the stratosphere.
- Fixed seeing a PH text when attempting to trigger the Onos’ Incarnon form when on Merulina.
Hotfix 35.5.1 (2024-03-27)
- Fixed Onos having animation misalignment issues during its Incarnon Form blast attack.
- Fixed issues with the Onos’ beam effect having sporadic motion.
Update 35.5 (2024-03-27)
- Introduced.
40 comments
It kinda feels like the regular form does more dps than the incarnon. The incarnon form feels so clunky. Its mechanics just don't work well with Warframe's gameplay
Yet another shit weapon i wasted potato/forma into. Was hoping for it to be able to one or at least two shot archons, went into the fight with my usual go to Zephyr + Roar + Galv passive up + Tornados + 200% crit passive + 7x dmg boost from Secondary Surge, aiming at the shard aaaaand BAMM... dmg attenuation hits hard on this weapon. Not even 15% of the health bar has been dropped. Fuck this game, i want my platinum for formas and potato back.
Shut up, child.
Boohoo im gonna come here and cry and rant cuz people care what I think
This gun's base form has Multi-GunCO, but the incarnon doesn't seem to benefit and honestly feels like crap to use even after slotting in Reinforced Bond + Anemic Agility.
---
[Incarnon]: What is my purpose?
[Onos]: You get my first kill.
[Incarnon]: Oh. my. god.
Evolution III
Unlock Challenge: Get 5 headshots on Scathing and Mocking Whispers in Albrecht's Laboratories with Primary fire without reloading.
Tried 4 times now. does not work. host. not host. steel path not steel path. annoyed. I am hitting non stop the whisper in the head. nothing.
Nevermind. Primary fire of secondary weapon. duh
I ended up using mag’s bubble on them. Auto headshotted every time.
Goddamn you yareli users are annoying.
Annoying... and cringe! 'too chicken shit to post with an actual account'. lol go outside.
This gun is dogshit while on merulina with travel time. Incarnon mode is cumbersome even when you are walking aiming down sights, so I have a hard time imagining this would even be in the top 10 picks for merluna fans if it worked.
You are acting like its some sort of scandal that devs haven't fixed a weapon that half works with 1 ability of 1 frame that no one really plays. 'the standard i would expect...' are you for real? the game is humongous, while being the gold standard of f2p (i've literally spent MAYBE 50$ having played the game for 5+ years) and sometimes shit doesn't work perfectly... literally use any other secondary.
I hate that my equinox glows missing texture green when i swap forms with eclipse active, but im not going to make and account on a wiki and cry about it. post on their forum, because they don't come here read your complaints.
It is your prerogative if you enjoy being served shit on a plate. I'd expect DE to have better standards by now.
The game is humongous and any huge computer program is prone to errors. Obviously the concern should be highlighted so it can be fixed. But it's not something huge that makes the entire game unplayable.
I did not say it made the game unplayable, I don't understand why retards like you and on the forums like to think like this. Always reaching. No, I only expected better from DE. I have already voiced my concerns and nothing has been done about it, apart from removing a [PH] tag. By now they should've done away with shit like this.
DE continues to pretend to be stupid by not making this thing's Incarnon form work while on Merulina. I have added this interaction under "Notes" above the standard template for Incarnon weapons, so people can be aware of this arbitrary restriction borne out of incompetence at best, and malice at worse.
The game is humongous and any huge computer program is prone to errors. Obviously the concern should be highlighted so it can be fixed. But it's not something huge that makes the entire game unplayable.
Ctrl c + ctrl v, not a single original thought from you. Koalas have you beat in the thinking department, I fear.
Pretend?
As much as I hate DE in certain aspects, I know they've done better than this, and I believe fixing this is well within their capabilities, which makes it all the more confusing as to why they're not working on it. So yes, pretend.
Sigh onos Evolution 4 is bugged too. thay fixed 5 but 4 not conting i just did 10 rounds of Disruption. than tryed again with it only on. bruh an i read this issue back to march!?? pretty pissed about this one.
pretty tilting bug!!
It appears that you have to be the host to get any progression. I was able to do this on steelpath and on normal but only if I was the host of the squad (solo worked too)
Direct hits with the fully charged beam release on incarnon appears to have forced heat. added pure elec modding, everything says rad...but there are heat procs on enemies that get hit in addition to the radiation procs.
Heat is a guaranteed proc regardless of elemental mod composition, even procs against status immune enemies like ropalolyst without applying the status. (which makes it a good candidate for cascadia flare.)
Cascadia Flare only requires a weapon to have heat so you don't lose your stacks. Best way to actually keep Cascadia Flare consistently procced is to throw Heat element on a Hound, Dirigia, or any other companion primer. Yes, companions can proc Cascadia Flare.
The coolest looking incarnon.
For Sequential Skullbuster, "consecutive" means without any shots missing, but also without any onos-associated damage (including status DoTs) being dealt to a non-head body part (non-head weak points like moa backpacks do not count as headshots for this perk). This means the perk is both incompatible with heat and pretty bad against headless enemies like most murmur.
It's pretty upsetting that I can't use this mounted on Merulina but it still goes crazy on Yareli, pretty fun weapon to use
Fun fact: if you're on yareli and you are using her 2 without the *brand new augment(tm)" you do not get to use the incarnon mode. and while I thought it was a bug at first, I noticed that a tiny popup under your powers literally tells you you can't while mounted.
THANKS AGAIN DE, YOU ARE REAL PROUD OF YARELI'S BASE KIT HUH
Playing a non-prime frame is like playing as beta tester
Which sucks cuz this weapons is incredible on yareli. i ended up building a second yareli entirely centered around that augment just so i can use this weapon with her. too bad i cant get the fire rate+reload boost from the guardian augment, though.
...did you forget that you can just buy extra config slots if you run out?
Unless he is using different polarities and archon shards
This weapon is fun and looks cool (The coloring for it seems to bug out though or maybe it just needs improved)
Incarnon mode could probably be a bit better though
Skill issue
Someone PLEASE add that it can't be used in incarnon mode while on Merulina. (also fuck DE for imposing this restriction).
Oddly enough, there is a patch regarding its "visibility" on Kdrive/Merulina (wiki reflects this) but it's still invisible while on Merulina.
If you transform into Incarnon and then hop on Meru, you revert to base form attacks (you don't consume charges, and dismounting allows you to transform again). "Incarnon Form" gets stuck besides Weapon Name in UI, however.
If you attempt to transform while on top of Meru, the action is simply blocked (will show the text "Cannot Transform while Mounted")
At all times, the weapon is invisible while on Meru.
It's a cool weapon, but I'll probably stick to other secondaries like Angstrum and Ocucor. Shame, as it's sort of perfect on Yareli (she has amply damage + a grouping tool) and I really like her Kdrive gameplay.
I vaguely recall that there were issues with it due to the incarnon transformations changing it into a "primary type" weapon in the time approaching release.
>Shame, as it's sort of perfect on Yareli (she has amply damage + a grouping tool) and I really like her Kdrive gameplay.
Not only that but the Onos REALLY REALLY likes fire rate and reload speed, which one of her augment provide in very large quantities (+200% reload & fire rate).
It's nothing but a debacle. it was the perfect gun for her. a crit gun that needs high reload & fire rate speed that has aoe and you don't need to aim.
Done
Tested unlocking evolution 5 by using gensis incarnons (Paris Prime and Sancti Magistar) and it does work!
Ran a capture mission solo on Earth, was rather straightforward.
I've not finished forma'ing mine, but the Galvanized mods with Lavos and Cascadia Flare have shown scaling damage into the hundreds of thousands and huge radioactive bursts in incarnon form
Definitely eager to finish out this build
The more mods, fire rate arcana, green and orange shards to increase secondary weapons you have on your warframe, the more noticeable it will be for you that this thing is inferior to other secondary incarnon.
There is a bug where killing enemies with the Onos' incarnon form will give bows extra ammo beyond their capacity.
This glitch happens with any evolutions equipped.
The kills can be from either the charge up or a fully charged blast, but you need to kill several enemies (~10) and you need to fire a fully charged blast. The more enemies you kill within a single charge up + blast, the more ammo you get. Killing enemies with the charge up, but releasing the trigger before firing the blast will not yield extra ammo.
The glitch is inconsistent and won't always give extra ammo.
The amount of ammo gained seems to vary from bow to bow.
The Proboscis Cernos and Cernos Prime capped at 210. The Paris Prime ranges from 210-230. The Kuva Bramma is highly inconsistent and only gains 1-7 extra ammo. I have not tested with any other bows yet.
Ammo capacity mods don't appear to affect the ammo gained, but I honestly can't tell for certain.
I attempted to recreate the bug with the incarnon Atomos, thinking it had to do with the Onos' weapon type, but it did not work. This bug seems to be exclusive to the Onos.
Weapons with a magazine and reserve ammo are unaffected. Even rifles with a single ammo pool such as the Fulmin, Basmu, and a Kitgun with Pax Charge don't get extra ammo. This bug only affects bows.
Through further testing, the Paris Prime and Paris can reach a cap of ~330. The Daikyu has a cap of 210. The Kuva Bramma's ammo cap is actually much higher, and most likely 210 like the other bows (excluding the Paris family), but because the Bramma only gains 1-7 ammo at a time, it will take too much time for me to confirm.
The other bows can reach their cap in a single shot of the Onos, so I am unsure as to why the Kuva Bramma gains such little ammo.
Ignore my above statements.
I Did a little more testing and realized some things. To recap and summaries,
The Glitch and How to Activate:
Killing enemies with the Onos' incarnon form will give bows extra ammo and an ammo capacity of 210.
To activate the glitch, the Onos' has to fire a fully charged shot and kill any number of enemies.
Kills can be done by either the charge up or the fully charged blast.
Other Information:
210 is the ammo capacity of the Onos' non-incarnon form.
Ammo drops will not fill the glitched ammo capacity. But killing enemies with the Onos' incarnon form will.
Putting ammo capacity mods on the bow will increase the bow's ammo cap. (Ammo drum (+90%) will bring it to 399).
Putting ammo capacity mods on the Onos will not increase the bow's ammo cap.
Each bow gains ammo at different rates. The Paris is the fastest, being able to reach 210 with only a single activation of the glitch, and the Kuva Bramma is the slowest, only gaining ~3 ammo per activation.
The glitch is slightly inconsistent, and will occasionally not yield any ammo.
This glitch only affects bows.
Im boutta buss
For the unlock challenges for the evolutions, is it like Simaris target where if you did not start the mission from the beginning it wont activate?
I can understand the Simaris target not spawning when joining a mission in progress, but it is an odd choice to lock a personal challenge which does not state so. Nightwave challenges (unless stated so) do not operate this way.
There seems to be a bug where you can evolve Onos if you are not the host. It's not always present (outside of evol 4 challenge, for which it is always the case). Hotfix should be in up to 2 days, likely will include the fix for this.
Absolutely bonkers weapon. It's great for a Galvanized Shot/Secondary Encumber build augmented with 60/60s and fire rate; you can shoot the wide beam a few times to prime crowds before charging up the big laser - I've gotten damage numbers over 10mil pretty consistently doing this with Devastation Cascade. Wasn't sure what to pick for tier IV at first, but Elemental Excess seems like the smart choice now since it'll easily get the succ beam over 100% SC with a minor offset to CC which is already made up for by both Devastation Cascade and the rewards you'll reap from GS + SE.
Ok I forgot that Elemental Excess is a flat post-mods bonus for classic incarnons instead of simply altering the base stats like it does for genesis incarnons. Still a decent buff on this build, took me from 54% to 74% SC.
Personally, I prefer the +50% Incarnon Charge over Elemental Excess, partially due to how it's a flat post-mod bonus but also because it greatly improves uptime of the Incarnon form, which is the main appeal of this weapon.
I'll have to try Secondary Encumber on this, I've been running with Merciless/Flare to good effect.