The Komorex is an Amalgam sniper rifle produced by the Corpus that incorporates Sentient technology in its design. Featuring a large magazine, high status chance, fast fire rate, two unique zoom modes for reduced recoil on the lowest zoom or boosted Viral damage explosion at max zoom, and innate 100% Ammo Mutation, but suffers from having the lowest base damage and second lowest critical chance of any sniper rifle.
Characteristics[]
- This weapon deals primarily Slash damage.
- Innate 100% Ammo Mutation effect.
- Two zoom modes:
- First zoom has 2.0x zoom distance, -50% recoil, and 2 meter punch through.
- Second zoom has 3.5x zoom distance, +100% Impact, Puncture, Slash, and Proc damage, adds a 3.5 meter explosion dealing 106 Viral damage, and -75% fire rate.
- Initial hit and explosion apply status separately.
- Explosion does not need direct line of sight to deal damage and will penetrate walls.
- Can benefit from Cautious Shot.
Advantages over other Primary weapons (excluding modular weapons):
- Pinpoint accuracy while zoomed in; shots will hit exactly on the reticle dot, perfect for headshots.
- Unzoomed (wiki attack index 1)
- Above average maximum falloff distance (600.0 m)
- High status chance (35.00%)
- 2x Zoom (wiki attack index 2)
- Above average active falloff slope (400.0m/%)
- Above average maximum falloff distance (600.0 m)
- High fire rate (5.000 attacks/sec)
- High status chance (35.00%)
- 3.5x Zoom Mode (wiki attack index 3)
- Above average status chance (35.00%)
- 3.5x Zoom Radial Attack (wiki attack index 4)
- Above average magazine (20)
- Above average status chance (35.00%)
Disadvantages over other Primary weapons (excluding modular weapons):
- Has linear damage falloff from 100% to 50% from 400m to 600m target distance (distances are affected by Projectile Speed).
- Tied with Vectis Prime for the largest shot combo requirement of all sniper rifles.
- Second zoom explosion does not affect combo counter.
- Lowest zoom distance of all sniper rifles.
- Extremely inaccurate when fired from the hip.
- Projectiles have travel time.
- Second zoom explosion inflicts self-stagger.
- Second zoom explosion cannot headshot.
- Second zoom explosion has linear Damage Falloff from 100% to 60% from central impact.
- Second zoom explosion cannot benefit from Firestorm ( Primed despite being area of effect.
- Unzoomed (wiki attack index 1)
- Below average crit chance (16.00%)
- Low reload speed (3.00 s)
- Very low ammo max (40)
- Below average disposition (●●●●○ (1.15x))
- 2x Zoom (wiki attack index 2)
- Low crit chance (16.00%)
- Low reload speed (3.00 s)
- Below average magazine (20)
- Below average total damage (97)
- Low ammo max (40)
- Below average disposition (●●●●○ (1.15x))
- 3.5x Zoom Mode (wiki attack index 3)
- Low crit chance (16.00%)
- Low reload speed (3.00 s)
- Low ammo max (40)
- Low fire rate (1.250 attacks/sec)
- Below average disposition (●●●●○ (1.15x))
- Below average crit multiplier (2.10x)
- 3.5x Zoom Radial Attack (wiki attack index 4)
- Low active falloff slope (8.8m/%)
- Below average crit chance (16.00%)
- Very low maximum falloff distance (3.5 m)
- Low reload speed (3.00 s)
- Low fire rate (1.250 attacks/sec)
- Low ammo max (40)
Acquisition[]
The Komorex's blueprint can be researched from the Energy Lab in the dojo.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
20,000 |
5 |
6,200 |
300 |
1 |
Time: 12 Hour(s) |
Rush: 35 | |||||
Market Price: 225 | Blueprints Price:15,000 | ||||
Energy Lab Research3,000 | |||||
10,000 |
60 |
850 |
1,300 |
10 |
Time: 3 Day(s) |
Prereq: Cyanex | |||||
x1 x3 x10 x30 x100 |
Notes[]
- The -75% fire rate from the 3.5x zoom bonus is additive with mods, making it significantly offset by mods such as Vile Acceleration, but also severely punished with only Critical Delay equipped.
- The +100% damage from the 3.5x zoom bonus is not +100% to base damage, but more specifically grants the following:
- The scope bonus is therefore additive with physical and elemental mods such as Fanged Fusillade and Hellfire, however status damage receives a bonus that is additive with their modded elements that contribute to the proc tick damage. Some examples:
- With Hellfire unscoped or Zoom 1 (2.0x Zoom), Komorex will deal 97 × (1 + 90%) = 184.3 damage, of which 47% (87.3) is Heat.
- While scoped at Zoom 2 (3.5x Zoom) with Hellfire and Fanged Fusillade, Komorex deals:
- 9.7 × (1 + 100%) + 40.7 × (1 + 100%) + 46.6 × (1 + 100% + 120%) + 97 × 90% = 337.22 damage, of which only 31% (87.3) is Heat.
- Ongoing Ignite ticks procced by Komorex while unscoped and 2x scoped are retroactively amplified, along with 3.5x Zoomed procs to deal 97 × 0.5 × (1 + 90% + 100%) = 140.65 damage per tick.
- Ongoing Bleed ticks procced by Komorex are also retroactively amplified to deal 97 × 0.35 × (1 + 100%) = 67.9 damage per tick, despite bleed being unaffected by slash mods. The same applies to Gas Cloud.
- Unscoping from 3.5x zoom will remove the elemental mod multiplier from ongoing procs until scoping again.
- This conditional scope effect will also contribute to Heat Inherit, so long as it is scoped.
- 9.7 × (1 + 100%) + 40.7 × (1 + 100%) + 46.6 × (1 + 100% + 120%) + 97 × 90% = 337.22 damage, of which only 31% (87.3) is Heat.
- Punch through causes the 3.5x zoom explosion to only occur on the last target or surface it cannot penetrate. This breaks the norm where explosions usually explode on their first hit surface, and even disable punch-through entirely for the projectile.
- Modded ammo mutation has no additional effect due to Komorex's 100% innate ammo mutation. It also cannot equip Sniper Ammo Mutation or Primed Sniper Ammo Mutation.
Combo Counter Bonus Tier | Total Base Damage Multiplier | Minimum Consecutive
Hits Required |
---|---|---|
1 | 1.5x | 5 |
2 | 2.0x | 15 |
3 | 2.5x | 45 |
4 | 3.0x | 135 |
5 | 3.5x | 405 |
6 | 4.0x | 1215 |
7 | 4.5x | 3645 |
8 | 5.0x | 10935 |
Tips[]
- The innate Viral damage added on the max zoom option can allow it to more quickly deal with higher level Grineer and Corpus enemies, by modding the weapon with Corrosive or Toxin damage respectively. This will allow the viral damage to scale faster against armored enemies, and decimate Corpus through shields.
- The Komorex can fire 3.5x shots slightly faster if the user unscopes and rescopes between each shot, letting firing cycle finish using the base fire rate value. Note that Komorex's fire rate is hard-capped around a value of 8.0, slightly below the typical semi-auto fire rate limit of 10.
Trivia[]
- The Komorex's name may be a portmanteau of the words Komo (Hawaiian word for "enter", "go into", and "penetrate") and Rex (Latin word for "king").
- Alternatively, "Komorex" could be a portmanteau of Komodo dragon and tyrannosaurus rex. This is because a side view of the weapon has a faint resemblance to the profile of a reptilian head with jaws agape.
- The Komorex and Cyanex are the only two Energy Lab Research weapons with a 12 hour build time.
- Komorex has a unique reload animation where the Warframe grips the barrel and holds the gun vertically while folding the rod to eject the magazine, then holds the weapon at its base and adds a new clip which causes the gun to twirl twice.
- Despite Bleed ticks notoriously being unaffected by physical mods, Komorex's Elemental Mod Multiplier counts towards Bleed and Gas Cloud as a multiplier unique from status damage such as Ash's passive and faction damage such as Roar. This is the game's first known occurrence of such a bonus.
Media[]
Patch History[]
Update 32.2 (2022-11-30)
- SEMI-AUTOMATIC WEAPON CHANGES
While reviewing the stats of some weapons with a semi-automatic mode, we noticed that certain weapons had an unsustainably high fire rate for most players. We adjusted the stats of the following semi-automatic weapons whose maximum potential was only being reached with the use of macros (to learn more about third-party use in Warframe visit our support article). Since not everyone is an avid macro user (within the boundaries allowed), we lowered fire rates to a more humanly achievable level and improved their damage or reload stats to compensate.
Komorex
- Reduced fire rate from 6 to 5.
- Increased damage from 87 to 97.
- Increased radial damage from 33 to 53.
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.
Primary Weapon Ammo Pick Up Overrides
15 Ammo per Pick Up:
- Komorex
- 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.
Update 31.6 (2022-06-09)
- Updated the muzzle flash position on the Komorex.
Update 31.5 (2022-04-27)
- Fixed Sniper Rifles with multishot projectiles (Komorex) behaving differently than hitscan Sniper Rifles and only counting bullets that cause damage for combo counting.
- Essentially, fixed projectile-based rifles counting every bullet individually for shot-combo mechanics when it comes to hits and misses. They now use the same rules as hitscan rifles which give you a combo stack for every bullet in your shot regardless of whether that bullet causes damage or not.
Update 29.5 (2020-11-19)
- Fixed Xaku’s Xata’s Whisper sometimes not applying its damage buff or Void Status Effect when using the Komorex.
Hotfix 27.2.2 (2020-03-06)
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:
- Komorex: 40%
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 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.
Update 25.7 (2019-08-29)
- Fixed inability to equip the Terminal Velocity Mod on the Komorex.
Hotfix 25.0.8 (2019-05-31)
- Fixed the Komorex light FX being too intense.
Hotfix 25.0.5 (2019-05-28)
- Fixed the Komorex’s Energy color persisting as default.
Update 25.0 (2019-05-22)
- Introduced.
Last updated: Update 24.5 (2019-03-14)
See also[]
- Cyanex, the secondary counterpart to this weapon.
Research • Clan • Dojo | ||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|