The Dual Toxocyst is a pair of Infested sidearms oriented towards
Puncture damage. Successfully achieving a headshot with this weapon temporarily grants it increased fire rate, additional
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 7,500.
Characteristics[]
- This weapon deals primarily
Puncture damage.
- Landing a successful headshot grants the "Frenzy" buff, increasing fire rate by 150%, increases Ammo Efficiency by 100%, reduces recoil, and gains +100%
Toxin damage. The buff lasts 3 seconds and can be refreshed on subsequent headshots.
- Innate
and
polarities.
Advantages:
- Very good ammo efficiency.
- Normal Attack
- Above average damage
- Very high status chance
- Above average disposition
Disadvantages:
- High recoil without the innate buff active.
- Normal Attack
- Very low crit chance
- Below average magazine
- Very low effective fire rate
- Very low max ammo
- Low reload speed
Acquisition[]
The Dual Toxocyst's blueprint can be researched from the Bio Lab in the dojo.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
![]() 30,000 |
![]() 4 |
![]() 6,500 |
![]() 1,100 |
![]() 1 |
Time: 24 hrs |
Rush: ![]() | |||||
![]() ![]() |
![]() | ||||
Bio Lab Research![]() | |||||
![]() 5,000 |
![]() 20 |
![]() 200 |
![]() 750 |
![]() 400 |
Time: 72 hrs |
Prereq: Acrid | |||||
![]() ![]() ![]() ![]() ![]() |
Notes[]
- Frenzy buff increases fire rate by 150%, doesn't consume ammo while firing, significantly reduces recoil, and gains +100%
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
Sonar or
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 +100%
Toxin is additive with elemental mods, and will combine with elemental mods equipped on the weapon, ex. having
Heated Charge or
Scorch equipped will make the Dual Toxocyst deal
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
Suppress or
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 Charge.
- The bonus
Toxin damage is applied toward the "Toxin Mod Multiplier" for
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▾▾
- The buff triggers only on headshots, and not other weakspots, such as the backpacks of most MOA variants. Similarly, shooting weakspots generated by either
A toxin mod multiplier determines Toxin proc damage per tick by Base Damage × (Toxin Mod Multiplier ÷ 2). For example, with
Hornet Strike,
Pathogen Rounds,
Pistol Pestilence,
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 Eye can make gaining the headshot buff easier, thus significantly increasing the weapon's damage outputs and versatility.
- The
Scourge synergizes well with these pistols as the speargun can debuff enemies with
Magnetize-like fields on their heads when thrown and left to allow it to recast its debuff at fixed intervals.
- The added
Toxin damage when landing headshots makes the pistols deceptively effective against any shielded
Corpus enemies.
- 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 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 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)
Research • Clan • Dojo | ||||||||||||||||||||||||||||||
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