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{{Top|Enemy|Grineer|Grineer|Weapon|Weapons|Weapons}}
 
{{Top|Enemy|Grineer|Grineer|Weapon|Weapons|Weapons}}
  +
{{WeaponInfoboxAutomatic
{{WeaponInfoboxU11
 
  +
<!--overides the name for ALL automatic calls. Needed if being used for a weapon that doesn't match the name of the page (or if the weapon's name has an odd character like '&' in it)-->
| name = Kulstar
 
  +
|name =
| image = GrnTorpedoPistol.png
 
| mastery level = 4
 
| slot = Secondary
 
| type = Cluster Bomb Launcher
 
   
  +
<!--
| trigger =Active
 
  +
---!!!!!---INSTRUCTIONS---!!!!!---
| projectile speed =
 
  +
Everything below this is for manually overriding the automatic values. If you're not sure how to update Module:Weapons/data (Or especially if this is a brand new weapon), you can just put stuff here instead and somebody else will drop by and move the changes along later.
| noise level = Alarming
 
| rate of fire = 2.0
 
| accuracy = 100.0
 
| zoom =
 
| spread =
 
| recoil =
 
| clip = 3
 
| max ammo = 30
 
| reload = 2.0
 
| stat proc = 10.0
 
   
  +
If everything here is blank, then everything is working correctly - Only put values here if they are different from what the page already shows.
| physical damage =
 
  +
-->
| impact damage =
 
  +
<!--Statistics-->
| puncture damage =
 
  +
|image =
| slash damage =
 
  +
|mastery level =
| elemental damage type = {{Icon|Proc|Blast|text}}
 
  +
|slot =
| elemental damage = 175.0
 
  +
|type =
| crit chance = 5.0
 
  +
|trigger =
| crit damage = 2.0
 
   
  +
<!--Utility-->
| charge physical damage =
 
  +
|ammo type =
| charge impact damage =
 
  +
|flight speed =
| charge puncture damage =
 
  +
|range =
| charge slash damage =
 
  +
|noise level =
| charge elemental damage type =
 
  +
|fire rate =
| charge elemental damage =
 
  +
|spool =
| charge speed =
 
  +
|accuracy =
| charge crit chance =
 
  +
|magazine =
| charge crit damage =
 
  +
|max ammo =
  +
|reload =
  +
|zoom =
  +
|combo reset =
  +
|combo min =
  +
|finisher damage =
  +
|channel damage =
  +
|disposition =
   
  +
<!--Normal Attacks-->
| aoe physical damage =
 
| aoe impact damage =
+
|normal impact =
| aoe puncture damage =
+
|normal puncture =
| aoe slash damage =
+
|normal slash =
  +
|normal element =
| aoe elemental damage type = {{Icon|Proc|Blast|text}}
 
| aoe elemental damage = 200.0
+
|normal damage =
  +
|normal pellet count =
| aoe speed =
 
  +
|normal burst count =
| aoe crit chance =
 
  +
|normal critical chance =
| aoe crit damage =
 
  +
|normal critical damage =
  +
|normal status chance =
  +
|normal punchthrough =
  +
|normal radius =
  +
|normal duration =
  +
|normal falloff =
  +
|normal ammo cost =
   
  +
<!--Charge Attacks-->
| secondary physical damage =
 
| secondary impact damage =
+
|charge impact =
| secondary puncture damage =
+
|charge puncture =
| secondary slash damage =
+
|charge slash =
  +
|charge element =
| secondary elemental damage type = {{Icon|Proc|Blast|text}}
 
| secondary elemental damage = 75.0
+
|charge damage =
  +
|charge time =
| secondary crit chance =
 
  +
|charge pellet count =
| secondary crit damage =
 
  +
|charge burst count =
| secondary punch through =
 
  +
|charge critical chance =
| secondary stat proc =
 
  +
|charge critical damage =
| secondary ammo usage =
 
  +
|charge status chance =
  +
|charge punchthrough =
  +
|charge radius =
  +
|charge duration =
  +
|charge falloff =
  +
|charge ammo cost =
   
  +
<!--Area Attacks-->
| conclave =
 
  +
|area impact =
| polarities = {{Icon|Pol|Vazarin}}
 
  +
|area puncture =
| introduced = {{ver|17}}
 
  +
|area slash =
| notes =
 
  +
|area element =
| users = [[Darek Draga]]
 
  +
|area damage =
  +
|area pellet count =
  +
|area critical chance =
  +
|area critical damage =
  +
|area status chance =
  +
|area radius =3.0
  +
|area duration =
  +
|area falloff =
  +
|area ammo cost =
  +
  +
<!--Secondary Area Attacks (For 2-stage explosions like Lenz or Kulstar)-->
  +
|secondaryarea impact =
  +
|secondaryarea puncture =
  +
|secondaryarea slash =
  +
|secondaryarea element =
  +
|secondaryarea damage =
  +
|secondaryarea pellet count =
  +
|secondaryarea critical chance =
  +
|secondaryarea critical damage =
  +
|secondaryarea status chance =
  +
|secondaryarea radius =
  +
|secondaryarea duration =
  +
|secondaryarea falloff =
  +
  +
<!--Secondary Attacks-->
  +
|secondary impact =
  +
|secondary puncture =
  +
|secondary slash =
  +
|secondary element =
  +
|secondary damage =
  +
|secondary pellet count =
  +
|secondary burst count =
  +
|secondary critical chance =
  +
|secondary critical damage =
  +
|secondary status chance =
  +
|secondary punchthrough =
  +
|secondary radius =
  +
|secondary duration =
  +
|secondary falloff =
  +
|secondary charge time =
  +
|secondary fire rate =
  +
|secondary trigger =
  +
|secondary ammo cost =
  +
  +
<!--Throw Attacks (for Glaives)-->
  +
|throw impact =
  +
|throw puncture =
  +
|throw slash =
  +
|throw element =
  +
|throw damage =
  +
|throw critical chance =
  +
|throw critical damage =
  +
|throw status chance =
  +
|throw punchthrough =
  +
|throw falloff =
  +
|throw charge time =
  +
  +
<!--Charged Throw Attacks (for Glaives)-->
  +
|charged throw impact =
  +
|charged throw puncture =
  +
|charged throw slash =
  +
|charged throw element =
  +
|charged throw damage =
  +
|charged throw critical chance =
  +
|charged throw critical damage =
  +
|charged throw status chance =
  +
|charged throw punchthrough =
  +
|charged throw falloff =
  +
|charged throw charge time =
  +
  +
<!--Other Melee Attacks-->
  +
|slam attack =
  +
|slam radius =
  +
|slide attack =
  +
|slide attack =
  +
  +
<!--Miscellaneous-->
  +
|syndicate effect =
  +
|augments =
  +
|polarities =
  +
|stance polarity =
  +
|users =
  +
|introduced =
 
}}
 
}}
 
{{Codex|Rain hell on the enemy with this handheld cluster-rocket launcher}}
 
{{Codex|Rain hell on the enemy with this handheld cluster-rocket launcher}}
 
The '''Kulstar''' is a [[Grineer]]-built torpedo/cluster bomb launcher that was introduced in {{ver|17}}. Once its torpedo comes in contact with an enemy or a surface, or if the player manually detonates it with [[Alternate Fire]], it detonates and fragments into 3 smaller bomblets, which spread from the point of impact, also exploding on impact. This makes the Kulstar ideal for dealing with tightly grouped enemies.
 
The '''Kulstar''' is a [[Grineer]]-built torpedo/cluster bomb launcher that was introduced in {{ver|17}}. Once its torpedo comes in contact with an enemy or a surface, or if the player manually detonates it with [[Alternate Fire]], it detonates and fragments into 3 smaller bomblets, which spread from the point of impact, also exploding on impact. This makes the Kulstar ideal for dealing with tightly grouped enemies.
   
  +
This weapon can be sold for {{cc|5,000}}.
{{BuildRequire
 
  +
|buildcredits = 30,000
 
  +
{{BuildAutomatic|type=Weapon}}
|build1 = [[File:Kraken.png|x32px|link=Kraken]]
 
|build1amount = 1
 
|build2 = Tellurium
 
|build2amount = 2
 
|build3 = Cryotic
 
|build3amount = 4,800
 
|build4 = Plastids
 
|build4amount = 3,600
 
|buildtime = 24
 
|buildrush =
 
|blueprint = 40,000
 
|market = 190
 
}}
 
   
 
==Characteristics==
 
==Characteristics==
Line 90: Line 170:
   
 
'''Advantages'''
 
'''Advantages'''
  +
*Very high total damage.
*Main projectile has the second highest initial damage of all the secondary weapons, beaten only by the [[Angstrum]].
 
  +
**Rocket impacts have high {{Icon|Proc|Impact|Text}} damage &mdash; effective against [[shield]]s.
**When including the damage of the cluster bombs the Kulstar deals the most damage.
 
**Innate {{Icon|Proc|Blast|Text}} damage - effective against [[Fossilized]] enemies.
+
**Explosions and cluster bombs have innate {{Icon|Proc|Blast|Text}} damage &mdash; effective against [[Machinery]] and [[Fossilized]].
  +
*Rocket explodes in a '''3''' meter radius on impact with a surface or enemy, then splits into 3 smaller cluster bombs that rain down on the point of impact.
*Can be manually detonated by pressing the [[Alternate Fire]] key/button - effective against enemies that have taken cover.
 
  +
*Rocket projectile can be manually detonated by pressing the [[Alternate Fire]] key/button &ndash; effective against enemies that have taken cover.
*High damage and AoE translates to good ammo efficiency.
 
  +
*Good [[critical chance]].
*Has a {{Icon|Pol|D}} polarity.
 
  +
*High [[critical multiplier]].
*Additional bomblets have a status chance independent of the main torpedo.
 
  +
*High [[status chance]].
  +
*Very high accuracy.
  +
*Can benefit from {{M|Fulmination}}.
  +
*Innate {{Icon|Pol|D}} polarity.
   
 
'''Disadvantages'''
 
'''Disadvantages'''
  +
*No {{Icon|Proc|Puncture|Text}} or {{Icon|Proc|Slash|Text}} damage &ndash; less effective against [[armor]], [[health]], and [[Ferrite Armor]].
*Torpedo has travel time, making it harder to hit targets from a distance.
 
  +
**Does not benefit from {{Icon|Proc|Puncture|Text}} or {{Icon|Proc|Slash|Text}} mods.
*Small magazine and reserve ammo size.
 
  +
***The physical contact rocket deals only {{Icon|Proc|Impact|Text}} damage, while explosion and cluster bombs deals only {{Icon|Proc|Blast|Text}} damage, therefore the explosion and cluster bombs do not benefit from any physical damage mods.
  +
*Explosions and cluster bombs inflicts [[Stagger|self-stagger]].
  +
*Explosions and cluster bombs have linear damage falloff from 100% to 60% from central impact.
  +
*Very high recoil when not aiming.
  +
*Rockets have travel time.
  +
*Very inefficient ammo economy.
  +
**Extremely small magazine size of just 3 rounds; requires frequent reloading.
  +
**Extremely low ammo capacity of just 15 rounds; requires just 5 reloads to fully deplete all ammo reserves.
 
*Receives reduced rounds from ammo [[Pickups]].
 
*Receives reduced rounds from ammo [[Pickups]].
  +
*Only two non-[[Conclave]] {{Icon|Pol|D}} polarity pistol mods exist, {{M|Deep Freeze}} and {{M|Sure Shot}}.
*Dangerous to use in close quarters due to both primary and bomblet explosions, especially if the Kulstar is heavily modded.
 
*Less effective against isolated targets, as the bomblets may not explode close enough to damage the target.
 
   
 
==Notes==
 
==Notes==
 
*Cluster bombs are launched in a loose arc away from the primary explosion in a similar fashion to spawning pods from [[Boiler]]s.
 
*Cluster bombs are launched in a loose arc away from the primary explosion in a similar fashion to spawning pods from [[Boiler]]s.
**This may make it difficult to hit a single enemy with the primary explosion and cluster bombs, and makes it so that arcing bomblets constitute an extra self damage hazard.
+
**This may make it difficult to hit a single enemy with the primary explosion and cluster bombs and makes it so that arcing bomblets constitute an extra self-damage hazard.
*[[Multishot]] mods will only affect the torpedo; the amount of bomblets generated per torpedo will always be 3.
+
*[[Multishot]] mods will only affect the rocket; the number of bomblets generated per rocket will always be 3.
**Additional projectiles generated by Multishot will assume a geometric formation, as per the [[Angstrum]]; 2 torpedoes will fire in a horizontal line, 3 torpedoes will fire in a triangle.
+
**Additional projectiles generated by Multishot will assume a geometric formation, as per the {{Weapon|Angstrum}}; 2 rockets will fire in a horizontal line, 3 rockets will fire in a triangle. 4 rockets, which is only possible with a [[Riven Mods|Riven Mod]] in tow, will fire in a diamond. 5 rockets, also only possible with a Riven Mod in tow, will fire in a pentagon.
  +
*The Kulstar possesses an unusual difference in recoil between hipfire and aiming. When hipfiring, the Kulstar has very high recoil per shot, violently shaking aim, while stopping to aim will drastically reduce the recoil. 
*The primary AoE explosion deals 200 blast damage. The other 175 blast damage is the projectile damage and will only hit one target.
 
*Each cluster bomb explosion deals 75 blast damage. Additionally, each projectile deals 75 blast damage if it hits an enemy.
 
   
 
==Tips==
 
==Tips==
*[[Magnetize]] will focus both the main projectile and its bomblets to a single target, delivering heavy damage to it.
+
*{{A|Magnetize}} will focus both the main projectile and its bomblets to a single target, delivering heavy damage to it.
*[[Hall of Mirrors]] can be used with the Kulstar to devastating effect, saturating an area with explosions and wiping out entire squads. This combination can be further improved if [[Hall of Malevolence]] is used.
+
*{{A|Hall Of Mirrors}} can be used with the Kulstar to devastating effect, saturating an area with explosions and wiping out entire squads. This combination can be further improved if {{M|Hall of Malevolence}} is used.
   
 
==Trivia==
 
==Trivia==
 
*The Kulstar was first presented in the [https://www.youtube.com/watch?t=32&v=oAVA_vGb9_w Echoes of the Sentients Highlight Video].
 
*The Kulstar was first presented in the [https://www.youtube.com/watch?t=32&v=oAVA_vGb9_w Echoes of the Sentients Highlight Video].
 
*The Kulstar could be an intentional mispronunciation of the word "Cluster", which would be fitting given the Kulstar's projectiles are [[wikipedia:Cluster munition|cluster bombs]].
 
*The Kulstar could be an intentional mispronunciation of the word "Cluster", which would be fitting given the Kulstar's projectiles are [[wikipedia:Cluster munition|cluster bombs]].
**The bomblets themselves resemble [[wikipedia:Naval_mine#Contact_mines|naval contact mines]].
+
**The bomblets themselves resemble [[wikipedia:Naval_mine#Contact_mines|naval contact mines]]. While smaller than the torpedoes, they are much higher resolution as they are recoloured versions of the mines from the [[Grineer Sealab]] tileset.
   
 
==Media==
 
==Media==
 
<gallery type="slideshow" position="center" widths="600">
 
<gallery type="slideshow" position="center" widths="600">
 
KlustarCodex.png|Kulstar in Codex.
 
KlustarCodex.png|Kulstar in Codex.
2015-09-18_00001e.jpg|Kulstar missile in flight (customized colors)
+
Kulstar Torpedo.jpg|A Kulstar torpedo (rocket) with the default colours.
  +
Kulstar mine.jpg|A Kulstar bomblet with the default colours.
 
</gallery>
 
</gallery>
   
Line 131: Line 222:
 
WARFRAME Kulstar
 
WARFRAME Kulstar
 
Warframe Kulstar, Inevitable Splash Damage therundown
 
Warframe Kulstar, Inevitable Splash Damage therundown
  +
WARFRAME - Magnetized Kulstar
 
Warframe - Kulstar
 
Warframe - Kulstar
 
Warframe KULSTAR Basic Setup - No Forma (U17.0.5)
 
Warframe KULSTAR Basic Setup - No Forma (U17.0.5)
 
KULSTAR - It's raining bombs Hallelujah 2 forma - Warframe
 
KULSTAR - It's raining bombs Hallelujah 2 forma - Warframe
  +
Warframe - All Grineer Secondaries - Weapon Animations & Sounds (2013 - 2019)
  +
Warframe - All Grineer Weapon Reloads in 2 minutes (2012 - 2019)
 
</gallery>
 
</gallery>
   
== See also ==
+
==Patch History==
  +
{{Scrollbox/Article|
* [[Angstrum]], a similar secondary rocket launcher.
 
  +
{{ver|27.2.2}}<br/>
  +
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:
  +
*Kulstar: 40%
  +
  +
{{ver|27.2}}
  +
;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:<br />
  +
''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.''
  +
  +
{{ver|22.12}}
  +
*Mastery Rank increased from 4 to 5.
  +
*Changed contact damage from Explosion to Impact.
  +
*Added guaranteed Knockdown to contact damage.
  +
*Contact damage increased from 175 to 200.
  +
*Radial damage increased from 200 to 300.
  +
*Status chance increased from 10% to 19%.
  +
*Critical chance increased from 5% to 17%.
  +
*Critical damage increased from 2x to 2.3x.
  +
*Improved projectile trail FX of the bomblets after the initial explosion.
  +
*Ammo capacity decreased from 30 to 15.
  +
*Added recoil.
  +
*Decreased accuracy.
  +
  +
{{ver|20.0}}
  +
*Arsenal now includes alt-fire stats for the Kulstar.
  +
  +
{{ver|The Index Preview}}
  +
*Increased damage of Kulstar in Conclave.
  +
*Kulstar projectiles are now more visible in Conclave.
  +
  +
{{ver|18.5}}
  +
*Increased AoE damage of the Kulstar in Conclave.
  +
*Increased the damage of the Kulstar in Conclave.
  +
  +
{{ver|18.4.10}}
  +
*Removed the headshot multiplier from the Kulstar in Conclave.
  +
*The Kulstar's explosive damage no longer ignores cover in Conclave.
  +
  +
{{ver|17.2.2}}
  +
*Reduced the number of visual particle FX on the Kulstar's explosions.
  +
  +
{{ver|17.0.5}}
  +
*Reduced the damage of the Kulstar in PvP.
  +
  +
{{ver|17.0.3}}
  +
*Fixed the Kulstar's secondary fire hitting enemies outside of Limbo's rift while Limbo is riftwalking.
  +
  +
{{ver|17}}
  +
*Introduced.
  +
}}
  +
{{ver/Lu|23.2.1}}
  +
  +
==See also==
  +
*{{Weapon|Angstrum}}, a similar secondary rocket launcher.
   
 
{{WeaponNav}}
 
{{WeaponNav}}
  +
[[es:Kulstar]]
 
[[Category:Grineer]]
 
[[Category:Grineer]]
 
[[Category:Update 17]]
 
[[Category:Update 17]]
 
[[Category:Weapons]]
 
[[Category:Weapons]]
 
[[Category:Secondary Weapons]]
 
[[Category:Secondary Weapons]]
[[Category:Launchers]]
+
[[Category:Launcher]]
 
[[Category:Blast Damage]]
 
[[Category:Blast Damage]]
  +
[[Category:Single Sidearm]]

Revision as of 12:15, 20 March 2020

Rain hell on the enemy with this handheld cluster-rocket launcher

The Kulstar is a Grineer-built torpedo/cluster bomb launcher that was introduced in Update 17.0 (2015-07-31). Once its torpedo comes in contact with an enemy or a surface, or if the player manually detonates it with Alternate Fire, it detonates and fragments into 3 smaller bomblets, which spread from the point of impact, also exploding on impact. This makes the Kulstar ideal for dealing with tightly grouped enemies.

This weapon can be sold for Credits64 5,000.


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
30,000
Kraken
1
Tellurium
2
Cryotic
4,800
Plastids
3,600
Time: 1 Day(s)
N/A
MarketIcon Market Price: PlatinumLarge 190 Blueprint2 Blueprints Price:Credits40,000

Characteristics

This weapon deals Script error: The function "Proc" does not exist. damage.

Advantages

  • Very high total damage.
    • Rocket impacts have high Script error: The function "Proc" does not exist. damage — effective against shields.
    • Explosions and cluster bombs have innate Script error: The function "Proc" does not exist. damage — effective against Machinery and Fossilized.
  • Rocket explodes in a 3 meter radius on impact with a surface or enemy, then splits into 3 smaller cluster bombs that rain down on the point of impact.
  • Rocket projectile can be manually detonated by pressing the Alternate Fire key/button – effective against enemies that have taken cover.
  • Good critical chance.
  • High critical multiplier.
  • High status chance.
  • Very high accuracy.
  • Can benefit from Mod TT 20px Fulmination.
  • Innate Script error: The function "Pol" does not exist. polarity.

Disadvantages

  • No Script error: The function "Proc" does not exist. or Script error: The function "Proc" does not exist. damage – less effective against armor, health, and Ferrite Armor.
    • Does not benefit from Script error: The function "Proc" does not exist. or Script error: The function "Proc" does not exist. mods.
      • The physical contact rocket deals only Script error: The function "Proc" does not exist. damage, while explosion and cluster bombs deals only Script error: The function "Proc" does not exist. damage, therefore the explosion and cluster bombs do not benefit from any physical damage mods.
  • Explosions and cluster bombs inflicts self-stagger.
  • Explosions and cluster bombs have linear damage falloff from 100% to 60% from central impact.
  • Very high recoil when not aiming.
  • Rockets have travel time.
  • Very inefficient ammo economy.
    • Extremely small magazine size of just 3 rounds; requires frequent reloading.
    • Extremely low ammo capacity of just 15 rounds; requires just 5 reloads to fully deplete all ammo reserves.
  • Receives reduced rounds from ammo Pickups.
  • Only two non-Conclave Script error: The function "Pol" does not exist. polarity pistol mods exist, Mod TT 20px Deep Freeze and Mod TT 20px Sure Shot.

Notes

  • Cluster bombs are launched in a loose arc away from the primary explosion in a similar fashion to spawning pods from Boilers.
    • This may make it difficult to hit a single enemy with the primary explosion and cluster bombs and makes it so that arcing bomblets constitute an extra self-damage hazard.
  • Multishot mods will only affect the rocket; the number of bomblets generated per rocket will always be 3.
    • Additional projectiles generated by Multishot will assume a geometric formation, as per the Angstrum Angstrum; 2 rockets will fire in a horizontal line, 3 rockets will fire in a triangle. 4 rockets, which is only possible with a Riven Mod in tow, will fire in a diamond. 5 rockets, also only possible with a Riven Mod in tow, will fire in a pentagon.
  • The Kulstar possesses an unusual difference in recoil between hipfire and aiming. When hipfiring, the Kulstar has very high recoil per shot, violently shaking aim, while stopping to aim will drastically reduce the recoil. 

Tips

  • Magnetize130xWhite Magnetize will focus both the main projectile and its bomblets to a single target, delivering heavy damage to it.
  • "Hall Of Mirrors" wasn't found in Module:Ability/data can be used with the Kulstar to devastating effect, saturating an area with explosions and wiping out entire squads. This combination can be further improved if Mod TT 20px Hall of Malevolence is used.

Trivia

  • The Kulstar was first presented in the Echoes of the Sentients Highlight Video.
  • The Kulstar could be an intentional mispronunciation of the word "Cluster", which would be fitting given the Kulstar's projectiles are cluster bombs.
    • The bomblets themselves resemble naval contact mines. While smaller than the torpedoes, they are much higher resolution as they are recoloured versions of the mines from the Grineer Sealab tileset.

Media

Patch History

Hotfix 27.2.2 (2020-03-06)
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:

  • Kulstar: 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 22.12 (2018-02-09)

  • Mastery Rank increased from 4 to 5.
  • Changed contact damage from Explosion to Impact.
  • Added guaranteed Knockdown to contact damage.
  • Contact damage increased from 175 to 200.
  • Radial damage increased from 200 to 300.
  • Status chance increased from 10% to 19%.
  • Critical chance increased from 5% to 17%.
  • Critical damage increased from 2x to 2.3x.
  • Improved projectile trail FX of the bomblets after the initial explosion.
  • Ammo capacity decreased from 30 to 15.
  • Added recoil.
  • Decreased accuracy.

Update 20.0 (2017-03-24)

  • Arsenal now includes alt-fire stats for the Kulstar.

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

  • Increased damage of Kulstar in Conclave.
  • Kulstar projectiles are now more visible in Conclave.

Update 18.5 (2016-03-04)

  • Increased AoE damage of the Kulstar in Conclave.
  • Increased the damage of the Kulstar in Conclave.

Hotfix 18.4.10 (2016-02-11)

  • Removed the headshot multiplier from the Kulstar in Conclave.
  • The Kulstar's explosive damage no longer ignores cover in Conclave.

Hotfix 17.2.2 (2015-08-21)

  • Reduced the number of visual particle FX on the Kulstar's explosions.

Hotfix 17.0.5 (2015-08-07)

  • Reduced the damage of the Kulstar in PvP.

Hotfix 17.0.3 (2015-08-04)

  • Fixed the Kulstar's secondary fire hitting enemies outside of Limbo's rift while Limbo is riftwalking.

Update 17.0 (2015-07-31)

  • Introduced.

Last updated: Hotfix 23.2.1 (2018-08-03)

See also

  • Angstrum Angstrum, a similar secondary rocket launcher.