WARFRAME Wiki
Advertisement
WARFRAME Wiki

Brain-strikes excite this bioweapon, causing it to rapidly release toxic munitions.

The Dual Toxocyst is a pair of Infestation b.svg Infested sidearms oriented towards Puncture DamageDmgPunctureSmall64.png Puncture damage. Successfully achieving a headshot with this weapon temporarily grants it increased fire rate, additional Toxin DamageDmgToxinSmall64.png Toxin damage, reduced recoil and infinite ammo. However, its initial recoil is very high and initial fire rate is very slow.

This weapon can be sold for Credits64.png 7,500.

Characteristics[]

This weapon deals primarily Puncture DamageDmgPunctureSmall64.png Puncture damage.

Advantages:

Disadvantages:

Acquisition[]

The Dual Toxocyst's blueprint can be researched from the Bio Lab in the dojo.

Manufacturing Requirements
Credits64.png
30,000
MutagenMass64.png
4
NanoSpores64.png
6,500
Plastids64.png
1,100
Forma64.png
1
Time: 24 hrs
Rush: Platinum64.png 35
MarketIcon.png Market Price: Platinum64.png 175 Blueprint2.svg Blueprints Price:Credits64.png15,000
Bio Lab Research ClanAffinity64.png 3,000
Credits64.png
5,000
MutagenSample64.png
20
Circuits64.png
200
NanoSpores64.png
750
Cryotic64.png
400
Time: 72 hrs
Prereq: Acrid
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

Notes[]

  • Frenzy buff increases fire rate by 150%, doesn't consume ammo while firing, significantly reduces recoil, and gains a bonus of 100% of its base damage as Toxin DamageDmgToxinSmall64.png Toxin damage. The buff lasts for 3 seconds and can be refreshed.
    • The buff triggers only on headshots, and not other weakspots, such as the backpacks of most MOA variants. Similarly, shooting weakspots generated by either SonarSonar130xDark.png Sonar or Detect VulnerabilityMod TT 20px.png Detect Vulnerability in places other than heads will have no effect either.
      • Headshots on corpses will not grant the buff.
    • The fire rate bonus stacks multiplicatively after any equipped fire rate mods or fire rate bonuses. This can also be considered as applying to the base fire rate first before any additions.
    • The bonus Toxin DamageDmgToxinSmall64.png Toxin damage can combine with other elemental mods equipped on the weapon, ex. having Heated ChargeMod TT 20px.png Heated Charge or Scorch (Mod)Mod TT 20px.png Scorch equipped will make the Dual Toxocyst deal Gas DamageDmgGasSmall64.png Gas upon activating the buff.
    • If the Dual Toxocyst is modded with a combined element such as Corrosive, the bonus toxin damage will be added to that element's damage.
    • If the bonus is triggered or if it disappears, this weapon makes a noise that will alert nearby enemies. This noise cannot be reduced with SuppressMod TT 20px.png Suppress or Hushed InvisibilityMod TT 20px.png Hushed Invisibility.
    • Triggering the buff with the last bullet of the magazine does not require the user to reload the weapon before shooting again because it stops consuming ammo, and therefore is an effective candidate for Synth ChargeMod TT 20px.png Synth Charge.
    • The bonus Toxin DamageDmgToxinSmall64.png Toxin damage is applied toward the "Toxin Mod Multiplier" for Toxin DamageDmgToxinSmall64.png Toxin damage-over-time, as opposed to the base damage of the weapon where both initial damage and damage-over-time would simply double.
      View Status Proc Math List

A toxin mod multiplier determines Toxin DamageDmgToxinSmall64.png Toxin proc damage per tick by Base Damage × (Toxin Mod Multiplier ÷ 2). For example, with Hornet StrikeMod TT 20px.png Hornet Strike, Pathogen RoundsMod TT 20px.png Pathogen Rounds, Pistol PestilenceMod TT 20px.png Pistol Pestilence, Expel GrineerMod TT 20px.png Expel Grineer and the +100% "Frenzy" toxin bonus:

Base Damage = 75 × (1 + 2.2) × (1 + 0.3) = 312
Toxin Mod Multiplier = (1 + 0.9 + 0.6 + 1) × (1 + 0.3) = 4.55x
Toxin Damage per tick = 312 × (4.55 ÷ 2) = 709.8

Tips[]

  • The headshot buff can completely counter the weapon's low innate fire rate and max ammo capacity.
  • Use of the increased zoom module Hawk EyeMod TT 20px.png Hawk Eye can make gaining the headshot buff easier, thus significantly increasing the weapon's damage outputs and versatility.
  • While under the effects of the triggered buff, the fast fire rate and unlimited ammo, combined with the low critical chance and average critical multiplier make rapid fire bodyshots more viable than aimed headshots.
  • Hydraulic CrosshairsMod TT 20px.png Hydraulic Crosshairs can be triggered at the same time as the buff, though the low base critical chance makes this mod of limited utility.
  • Installing Steady HandsMod TT 20px.png Steady Hands completely negates recoil while buff is active.

Trivia[]

  • The Dual Toxocyst is the first infested dual pistol added to the game.
  • Triggering the innate headshot buff or reloading the weapon will cause the Dual Toxocyst's barrel to open up like jaws, connected by infested tissue between its upper and lower parts.

Media[]

Patch History[]

Update 22.12 (2018-02-09)

  • Mastery Rank increased from 8 to 11.
  • Damage increased from 70 to 75.
  • Status chance increased from 35% to 37%.
  • Frenzy buff on headshot can now be refreshed while it’s active.
  • Frenzy buff duration decreased from 6 to 3 secs.

Update: The Index Preview (2016-10-20)

  • Changed condition from ‘Headshot’ to ‘On Hit’ for Dual Toxocysts in Conclave.
  • Reduced buff duration of Dual Toxocysts from 6 to 3 seconds in Conclave.

Hotfix 18.10.6 (2016-05-06)

  • Fixed the Dual Toxocyst getting ‘excited’ from Sentinel headshots.

Hotfix 18.8.2 (2016-04-13)

  • Reduced the Dual Toxocyst’s ‘excited’ fire rate from 500% to the intended 150% in Conclave.

Update 18.8 (2016-04-06)

  • Fixed the Dual Toxocyst getting ‘excited’ from elemental status effects.

Hotfix 18.6.2 (2016-03-22)

  • Adjusted the audio FX on the Dual Toxocyst.

Hotfix 18.5.1 (2016-03-04)

  • Adjusted the audio FX of the Dual Toxocyst.

Update 18.5 (2016-03-04)

  • Introduced.

Last updated: Hotfix 22.19.1 (2018-05-03)

Advertisement