The Gammacor is a Cephalon designed wrist-mounted laser that deals Magnetic damage, making it ideal for tackling the Corpus. Although it is pinpoint accurate and relatively quiet, its limited range means that players will have to close the distance to get the most out of this weapon.
The Gammacor is a requisite ingredient for the Heliocor.
Characteristics[]
- This weapon deals Magnetic damage.
- Damage ramps up from 25% to 100% over 0.6 seconds when firing. After firing stops for 0.8 seconds, the damage decays back to 25% over 2 seconds.
- Comes with a polarity.
Advantages over other Secondary weapons (excluding modular weapons):
- Pinpoint accuracy.
- Magnum Force's accuracy penalty is minimal on this weapon.
- Reduced Noise Level.
- Consumes 0.5 ammo per tick of damage.
- Normal Attack (wiki attack index 1)
- High magazine (60)
- High ammo max (240)
- High fire rate (12.000 attacks/sec)
- Incarnon Form (wiki attack index 2)
- High magazine (60)
- High ammo max (240)
- Incarnon Form Radial Attack (wiki attack index 3)
- Above average active falloff slope (16.7m/%)
- High magazine (60)
- Above average total damage (660)
- Above average ammo max (240)
Disadvantages over other Secondary weapons (excluding modular weapons):
- Limited range of 25 meters.
- Normal Attack (wiki attack index 1)
- Low crit chance (8.00%)
- Very low total damage (16)
- Below average disposition (●●●●○ (1.15x))
- Below average crit multiplier (1.80x)
- Incarnon Form (wiki attack index 2)
- Below average crit chance (14.00%)
- Below average total damage (80)
- Very low fire rate (1.000 attacks/sec)
- Below average disposition (●●●●○ (1.15x))
- Low crit multiplier (1.80x)
- Incarnon Form Radial Attack (wiki attack index 3)
- Low crit chance (14.00%)
- Low maximum falloff distance (5.0 m)
- Very low fire rate (1.000 attacks/sec)
- Below average status chance (22.00%)
- Below average crit multiplier (1.80x)
Comparisons:
- Gammacor (Normal Attack), compared to Synoid Gammacor (Normal Attack):
- Lower base damage per projectile (16.00 vs. 20.00)
- Lower Magnetic damage ( 16 vs. 20)
- Lower total damage (16 vs. 20)
- Lower base critical chance (8.00% vs. 20.00%)
- Lower base critical multiplier (1.80x vs. 2.00x)
- Lower base status chance (20.00% vs. 28.00%)
- Lower average damage per tap (17.02 vs. 24)
- Lower burst DPS (204.28 vs. 288)
- Lower sustained DPS (179.2 vs. 253.74)
- Smaller magazine (60 vs. 80)
- Less shots per magazine (120 vs. 160)
- Smaller max ammo capacity (240 vs. 400)
- Faster reload time (1.40 s vs. 1.80 s)
- Less polarities ( vs. )
- Lower Mastery Rank required (2 vs. 7)
- Higher disposition (●●●●○ (1.15x) vs. ●●●○○ (1.10x))
- No innate Entropy effect
- Lower base damage per projectile (16.00 vs. 20.00)
Acquisition[]
The Gammacor's blueprint can be purchased from the Market. Alternatively, it can be acquired from completing the Uranus to Neptune Junction.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
20,000 |
2,500 |
650 |
400 |
2 |
Time: 12 Hour(s) |
Rush: 45 | |||||
Market Price: 200 | Blueprints Price:35,000 |
Notes[]
- The Gammacor's beam when fired does not immediately hit at its maximum range, instead it takes around half a second to extend to its maximum range, and will maintain that range as long as the weapon is being fired. The beam retracts when the weapon stops firing.
Incarnon Genesis[]
- Upon completion of The Duviri Paradox and Angels of the Zariman, and unlocking The Steel Path, players can earn Gammacor Incarnon Genesis from The Circuit's Steel Path to place on their Gammacor with the help of Cavalero in the Chrysalith. This Incarnon Genesis form grants it evolutions to a transformation and newfound strength.
Evolution[]
- Installing the Gammacor Incarnon Genesis requires 20 Pathos Clamps, 70 Ueymag, and 80 Lamentus.
- When installed, the first Evolution tier is unlocked. 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[]
- Headshots charge Incarnon Transmutation; Alt Fire transmutes. Switching back will expend any remaining charge.
- Fires projectiles that pull enemies into a Cold Damage explosion.
- Incarnon Form shoots semi-automatic projectiles that deal guaranteed Impact proc on direct impacts, then pulls and staggers enemies within 5 meters for 1.2 seconds before exploding, inflicting pure 760 Cold damage with a guaranteed Cold proc on the explosion. However it has significantly slower Fire Rate and the explosion possesses Damage Falloff from 100% to 70% from central impact.
- 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 reticle by achieving headshots and then pressing the Alternate Fire button. 15 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.
- Individual Multishot bullets can build charges.
- Instead of drawing ammunition from its reserves, the Gammacor's Incarnon Form uses a separate "magazine" with each charge producing 1 rounds to a maximum of 15. Once all ammunition is expended, the Gammacor reverts to its normal form.
- 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.
- Swapping to and from Incarnon Form will fully reload the normal form's magazine.
Evolution II[]
- Unlock Challenge: Complete a solo mission with this weapon equipped.
- Perk 1: Sage's Resolve:
- Increase Damage by +10.
- With Channeled Ability Active: +25% Multishot.
- Perk 2: Infused Shots:
- Increase Damage by +6.
- On 50 Energy Spent: Increase Damage by +5 for 10s. Stacks up to 4x.
Evolution III[]
- Unlock Challenge: Kill 100 enemies with this weapon's Incarnon Form.
- Perk 1: Evolved Autoloader:
- +50% Magazine Reloaded/s when Holstered
- Perk 2: Moonrise Velocity:
- +8 Range
- Perk 3: Extended Volley:
- Increase Magazine Capacity by +40.
Evolution IV[]
- Unlock Challenge: Kill 40 enemies while airborne.
- Perk 1: Critical Parallel:
- Increase Critical Chance by +20% (Gammacor) / +10% (Synoid).
- Increase Critical Damage Multiplier by +0.2x.
- Perk 2: Survivor's Edge:
- Increase Critical Chance by +12% (Gammacor) / +6% (Synoid).
- Increase Status Chance by +10% (Gammacor) / +6% (Synoid).
- Perk 3: Elemental Balance:
- Increase Status Chance by +20% (Gammacor) / +10% (Synoid).
Tips[]
- Ruinous Extension can aid in extending the short range of this weapon.
- As the Gammacor already deals Magnetic innately, it can accept other combination elemental damage types that use Electricity or Cold damage as a base.
- In particular, adding Radiation damage makes the Gammacor highly effective against Corpus proxies like MOAs that possess both Shields and Robotic hit points. The Gammacor can also be equipped with Viral damage to make it highly effective against organic Corpus like Crewmen which posses both Shields and Flesh hit points.
- Alternately, the Gammacor can be fitted with Corrosive damage for anti-Grineer. With shield and armor degradation status effects, such a Gammacor would be extremely effective against both Grineer and Corpus bosses.
- The innate polarity can somewhat limit elemental modding potential, thus making it a less desirable polarity for elemental modding. If you wish to focus more on elemental damage, then it is recommended to either ignore the polarity or use Forma to turn it into a more suitable polarity.
Trivia[]
- Unlike most secondary weapons, the Gammacor is worn like a gauntlet on the Warframe's right arm.
- However, Warframes will still extend their right index finger as if they're holding a single pistol. Idle animations will also play as though the Gammacor is a single pistol.
- This is the second weapon (along with its Synoid variant) released that has an innate Magnetic damage (with the first being the Velocitus), but is the first to ever be used for general gameplay, as opposed to being limited to Archwing missions.
- The metallic structure (the primary part on the color setting) has a purplish tint.
- The circular holograms expand as the weapon is being fired.
- The weapon's design suggests that it may have originally been a device created by Cephalon Simaris, due to its aesthetic similarities to other devices in his employ like the Synthesis Scanner, which appears to use the same parts.
- This is furthered by the fact that the Codex states that it was "Designed to quickly vaporize minerals for content analysis."
Media[]
Gammacor Skins
Patch History[]
Update 34.0 (2023-10-18)
- Fixed Gammacor being incorrectly rotated in Teshin’s Cave.
Update 30.5 (2021-07-06)
- Fixed Gammacor beam offsets when riding a K-Drive.
Update 30.3 (2021-05-25)
- Fixed arm cannon type (Gammacor) reticle area being blocked by a part of Zephyr Harrier's shoulder element.
Hotfix 30.0.7 (2021-04-22)
- Added updated wrist-mounted weapon animations (ie Gammacor).
- Also fixes weird wrist angled animations.
Update 28.0 (2020-06-11)
- Fixed arm mounted Secondaries (Gammacor) not playing custom idle animations. As reported here: https://forums.warframe.com/topic/1082719-arm-mounted-secondaries-broken-animation-thigh-holster-problem/
Update 25.8 (2019-10-01)
- October 2019 Riven Disposition Change
- Gammacor: 0.9->0.95
Update 22.14 (2018-03-01)
- Fixed Beam weapons not being able to damage enemies (alive but in a ragdolled state) when being affected by certain ‘crowd control’ Abilities.
- Damage now ramps up over 0.6 seconds and after moving off target there is a delay of 0.8 seconds before it starts to decay over 2 seconds.
- All Beam weapons now start their Damage ramp up at 20% (instead of 10%).
- The Multishot chance should now apply more consistently with Beam weapons.
- Fixed Beam weapons continuously firing when quick Meleeing.
Hotfix 22.13.4 (2018-02-22)
- Increased the Beam weapon Damage ramp up time from 0.8 to 1 second.
- Fixed Beam weapon Damage ramp up not happening per target.
Hotfix 22.13.3 (2018-02-21)
- Perfect accuracy and high fire rate is balanced by limited range and damage ramping up from 10% to 100% over 0.8 seconds when firing and decays back to 10% over 1 second after stopping.
- Damage changed from 50 Magnetic per sec to 16 Magnetic per tick.
- Fire Rate increased from 5 to 12.
- Status Chance increased from 5% per sec to 20% per tick of damage.
- Critical chance increased from 5% to 8%.
- Critical Damage increased from 1.5x to 1.8x.
- Reload reduced from 2s to 1.4s.
- Range increased from 20m to 25m.
- Magazine size increased from 50 to 60.
- Max Ammo increased from 210 to 240.
- Ammo consumption decreased from 1.0 to 0.5 per tick of damage.
- Aimed Zoom reduced from 2.23x to 1.6x.
- Minor tweaks to reload timing on Gammacor.
Hotfix 19.11.2 (2017-02-17)
- Fixed the Gammacor expanding when holstered and sprinting.
Update 19.5 (2016-12-22)
- Gammacor magazine size reduced from 100 to 30 in Conclave.
Update 19.4.2 (2016-12-20)
- Fixed Holster appearing on the ground between the feet of Cephalon Suda Operatives wielding Gammacors.
Update: The Index Preview (2016-10-20)
- Gammacor series can now be used in Conclave!
Update: Specters of the Rail 0.0 (2016-07-08)
- Fixed the Right Dendra forearm guard clipping through arm mounted weapons like the Gammacor.
Hotfix 18.8.2 (2016-04-13)
- Decreased the rumble amount on controllers when continuously firing the Gammacor.
Update 17.8 (2015-10-21)
- Fixed an issue with the Gammacor holsters using the wrong energy color.
Hotfix 17.0.2 (2015-07-31)
- Made some adjustments to audio FX on the Gammacor.
Hotfix 16.0.2 (2015-03-21)
- Fixed visual issue with Gammacor where weapon would open while holstered after melee or a quick roll.
Update 15.7 (2014-12-17)
- Fixed the Ruinous Extension Mod not being compatible with the Gammacor.
Hotfix 15.5.8 (2014-12-05)
- Fixed the non-Syndicate Gammacor being a tradeable weapon.
- Fixed Gammacor's laser not appearing when fired.
- Fixed issue with Gammacor caused by using the Barrel Diffusion, Lethal Torrent and Seeker Mods all at once.
Hotfix 15.5.6 (2014-12-02)
- Fixed Gammacor's beam visual effect persisting when using melee during a slide.
- Fixed Gammacor's continuous fire sometimes using default energy color when players stop running while shooting.
Hotfix 15.5.5 (2014-12-01)
- Increased damage dealt in beam per second.
- Increased fire rate of beam.
- Reduced ammo consumption.
- Gammacor Damage: Now 50 Magnetic.
- Gammacor Status/Second: 5%.
- Gammacor Magazine: 50.
- Gammacor Crit Multiplier/Chance: 1.5x/5%.
Hotfix 15.5.2 (2014-11-27)
- Made additional tweaks to Gammacor firing sounds.
Hotfix 15.5.1 (2014-11-27)
- Made various sound tweaks to Gammacor shots.
- Added new hip fire poses to the Gammacor.
- Fixed an issue with the Gammacor appearing in the codex as a duplicate ‘Lato’ entry.
Update 15.5 (2014-11-27)
- Introduced.
Last updated: Hotfix 22.20.6 (2018-05-24)
See also[]
- Synoid Gammacor, the Cephalon Suda custom version.