The Staticor is a set of  Corpus gauntlets firing fast-moving energy bolts when uncharged which explode upon hitting a surface, an enemy or after some time, dealing  Radiation damage in an area of effect. The weapon can also be charged to fire a slow-moving and powerful bolt with a much wider explosion radius. Hotfix 37.0.4 (2024-10-10) Fixes toward the Staticor not consuming/requiring ammo. Note: While we fixed the issue of it not consuming ammo, we need to wait for the 1999 Update to make a full and permanent fix since it requires code (more information on that here). For the time being we have made the following changes as a temporary fix. These will be reverted with the 1999 update to restore Staticor to its intended state. Staticor will consume ammo when firing rather than when charging. Staticor will not consume ammo while holding a full charge. You may see Staticor consume more than 1 round of ammo even if you tap quickly. Update 33.0 (2023-04-26) Fixed only firing the Staticor with one hand as opposed to the intentional two hands. 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. Secondary Weapon Ammo Pick Up Overrides 20 Ammo per Pick Up: Staticor Headshot Damage Changes During playtesting, the ammo changes alone weren’t enough to significantly change things for AoE weapons. So instead of tightening these values to be overly restrictive, we chose to address other factors that make these weapons so strong, such as headshot damage. Our approach here is two-fold, to reduce the impact of headshots for AOE weapons, but to also make precision headshots pack a larger punch overall. Radial damage no longer gains extra headshot damage or triggers headshot conditions. This is primarily targeted at the Ignis Wraith - as a “flamethrower” weapon, it’s hard to imagine a blanket of elements being precise enough to target weak points specifically. Explosive projectiles themselves can still land headshots, so there is still a reason to aim with most weapons for maximum damage. Hotfix 27.2.2 (2020-03-06) Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%: Staticor: 30% / Alt Fire 90% 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 addition to Self Damage being removed, some of the more powerful AOE weapons without Self Damage presently will have the Stagger added, but it should only be noticeable in cases of extreme inaccuracy on the player’s part. The Weapons include: Staticor 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. Hotfix 27.0.10 (2020-01-11) Fixed seeing a distorted flat circle on the Staticor explosion (and radiation areas). Update 24.6 (2019-04-04) Optimizations towards Mirage Hall of Mirrors projectile FX for Staticor that was causing crashes. Hotfix 24.2.4 (2018-12-19) Removed the self-damage from the Staticor Charged Shot. Update 24.2 (2018-12-18) Quick fire area-of-effect returned to 2m as intended. Charged fire Projectile Speed increased. Mag size increased from 45 to 48. Ammo capacity increased from 270 to 288. Clip size no longer affects charge time and is now set at 1 second. Charged fire now deals self damage. Reduced the shockwave distortion FX. Update 23.10 (2018-10-12) Increased Staticor's charged shot AoE size from 2m to 8m and is no longer affected by charge level. Update 22.12 (2018-02-09) Status chance increased from 25% to 28%. (unlisted) Critical chance increased from 10% to 14%. (unlisted) Critical damage increased from 2x to 2.2x. (unlisted) Uncharged projectile damage increased from 35 to 44. (unlisted) Uncharged explosion damage increased from 45 to 88. (unlisted) Uncharged total damage increased from 80 to 132. (unlisted)