So I'm trying to work on my incarnon evolutions for the Ruvox but I don't know what a conduit looks like much less how to make it count for the evolution quest. 😅
So I'm trying to work on my incarnon evolutions for the Ruvox but I don't know what a conduit looks like much less how to make it count for the evolution quest. 😅
Hey Tenno
Just finished [The Lotus Eaters] quest from Update 36.1, and wow—what an experience! The narrative is intense, especially with the Drifter's journey, and it adds more depth to Lotus' character. The connection between the *Man in the Wall and the overall atmosphere were eerie yet beauti
What are your thoughts on the quest? How did you feel about the Drifter's role and the choices you had to make?
Also, any theories on how this will impact the future storyline? Let’s discuss it!
5m 53s Netracell solo run.
i'm happy :)
I noticed that the Latron Wraith, Sancti Magistar and Strun Wraith are missing an image for their incarnon form but i dont know where i would be able to find the correct kind of image to add to match the rest of the weapon pages
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I just need on so insight on how to use these anybody... somebody 🥺
So I was scrolling through the incarnon genesis on the incarnon wiki page and saw that my friends favorite melee (prisma skana) a incarnon genesis adapter has, but since he hasn’t unlocked steel path yet, I thought I would fail it for him, but I couldn’t find anything on the wiki about whether you could trade genesis with other players or not.
So my question: can you trade incarnon genesis adapters with other players?
I played warframe mainly the ciriuit then i play story until next day add name glitchyskull i play ciruit to find my future loadout
I have gotten a - 100% impact riven on my strun, however im still seeing impact procs when i use the gun, so what is up?
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Imma just say it but watch wisp prime drop with kunai prime as we now have the incarnon for it and people who picked it up will have put it on the base kunai
Felarx's normal mode (unmodded) average performance stats (unchanged):
22% overall approximate status chance
0.66 average status procs per second
Non-crit damage per shot: 760
Average damage per shot (including crits): 912
Non-crit DPS: approximately 2,280
DPS (including crits): approximately 2,736
Ferlarx's incarnon mode (unmodded) average performance stats PRE-VEILBREAKER:
20% overall status chance
0.30 average status procs per second
Noncrit damage per shot: 500
Average damage per shot (including crits): 700
Noncrit DPS: approximately 750
DPS (including crits): 1,050
Direct comparison: Normal vs. Incarnon (respectively) PRE-VEILBREAKER:
22% vs. 20% overall approximate status chance
0.66 vs. 0.30 average status procs per second
Noncrit damage per shot: 760 vs. 500
Average damage per shot (including crits): 912 vs. 700
Noncrit DPS: approximately 2,280 vs. 750
DPS (including crits): approximately 2,736 vs. 1,050
Stat losses from Normal mode to Incarnon mode PRE-VEILBREAKER:
2% approximate status chance per shot
0.36 statuses per second
260 noncrit damage per shot
212 crit damage per shot
1,530 noncrit DPS
1,686 DPS (including crits)
Ferlarx's incarnon mode (unmodded) average performance stats now:
20% overall status chance
0.30 average status procs per second
Non-crit damage per shot: 600
Average damage per shot (including crits): 840
Non-crit DPS: approximately 900
DPS (including crits): 1,260
Direct comparison: Normal vs. Incarnon (respectively) now:
22% vs. 20% overall approximate status chance
0.66 vs. 0.30 average status procs per second
Non-crit damage per shot: 760 vs. 600
Average damage per shot (including crits): 912 vs. 840
Non-crit DPS: approximately 2,280 vs. 900
DPS (including crits): approximately 2,736 vs. 1,260
Stat losses from Normal mode to Incarnon mode:
2% approximate status chance per shot
0.36 statuses per second
160 non-crit damage per shot
72 damage per shot (including crits)
1,380 non-crit DPS
1,476 DPS (including crits)
Incarnon Mode Stat Changes Due to the Buff:
0% status chance per shot
0 statuses per second
+100 non-crit damage per shot
+140 damage per shot (including crits)
+150 non-crit DPS
+210 DPS (including crits)
As you can see, using its incarnon mode STILL isn't worth it. The change made it less bad, and the proposed change would have made it even less bad, but they implemented a change from 500->600 damage per shot rather than 600->700, or, I guess, 500->700. 700 damage per shot still wouldn't make it be better, but it would be something.
An unmodded comparison IS STILL RELEVANT, because in all cases, both modes will have the same mods, and the only mods the Incarnon form benefits more from than the normal mode are crit mods. But because Felarx has Devastating Attrition as a disincentive to use crits and doesn't have another comparable fifth evolution modifier, crits are still not worth it.
Felarx's normal mode (unmodded) average performance stats:
22% overall approximate status chance
0.66 average status procs per second
Noncrit damage per shot: 760
Average damage per shot (including crits): 912
Noncrit DPS: approximately 2,280
DPS (including crits): approximately 2,736
Felarx's incarnon mode (unmodded) average performance stats:
20% overall status chance
0.30 average status procs per second
Noncrit damage per shot: 500
Average damage per shot (including crits): 700
Noncrit DPS: approximately 750
DPS (including crits): 1,050
Direct comparison: Normal vs. Incarnon (respectively)
22% vs. 20% overall approximate status chance
0.66 vs. 0.30 average status procs per second
Noncrit damage per shot: 760 vs. 500
Average damage per shot (including crits): 912 vs. 700
Noncrit DPS: approximately 2,280 vs. 750
DPS (including crits): approximately 2,736 vs. 1,050
Stat losses:
2% approximate status chance per shot
0.36 statuses per second
260 noncrit damage per shot
212 crit damage per shot
1,530 noncrit DPS
1,686 DPS (including crits)
As you can see, using its incarnon mode isn't worth it.
Generally, I think the purpose of incarnon mode was to give you another functional option for your builds. I may be wrong on that. Correct me if so! Anyway, the stat differences listed above indicate that there isn't a good reason to use its incarnon mode outside of leveraging a small amount of extra range and that 0.5 punch through, both of which are made negligible through several of its evolutions. These stat differences are also a little beyond what can be rectified with modding. Could you provide reasons for the disparity, or (preferably) fix it?
Actually, outside of crit modding, all modding applied actually widens the disparity, and crit modding isn't exactly encouraged by the evolution options you gave us for this weapon.
If anyone has a problem with this, tell DE and introduce them to math.
Edited: Replaced it with the contents of my forum post on the same topic; I felt that it was more legible. To visit, use this link: Felarx Normal Mode vs. Incarnon Mode Performance Comparison: A Request for a Fix or Explanation
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