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*{{M|Heavy Caliber}}'s [[accuracy]] penalty is minimal on this weapon. |
*{{M|Heavy Caliber}}'s [[accuracy]] penalty is minimal on this weapon. |
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*Shots explode in a '''8.3''' meter radius on impact with a surface or enemy, then splits into '''3''' smaller bomblets that rain down on the point of impact which explode in a '''3.5''' meter radius. |
*Shots explode in a '''8.3''' meter radius on impact with a surface or enemy, then splits into '''3''' smaller bomblets that rain down on the point of impact which explode in a '''3.5''' meter radius. |
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− | **[[Alternate Fire]] prematurely detonates the arrow mid-flight. |
+ | **[[Alternate Fire]] prematurely detonates the arrow, and any bomblets, mid-flight. |
**Initial hit and explosion apply status separately. |
**Initial hit and explosion apply status separately. |
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**Explosion does not need direct line of sight to deal damage and will penetrate walls. |
**Explosion does not need direct line of sight to deal damage and will penetrate walls. |
Revision as of 03:24, 20 August 2021
The Kuva Bramma is a massive Kuva bow, firing arrows that produce a large Blast explosion on impact while also depositing cluster bombs, and is able to detonate mid-flight with Alternate Fire, but suffers from small ammo capacity.
Characteristics
This weapon deals primarily Blast damage.
Advantages:
- Highest base damage of all bows.
- Innate Blast damage – effective against Fossilized and Machinery.
- Very high critical chance.
- Above average critical multiplier.
- High status chance.
- Second fastest charge speed of all bows, behind Rakta Cernos.
- Heavy Caliber's accuracy penalty is minimal on this weapon.
- Shots explode in a 8.3 meter radius on impact with a surface or enemy, then splits into 3 smaller bomblets that rain down on the point of impact which explode in a 3.5 meter radius.
- Alternate Fire prematurely detonates the arrow, and any bomblets, mid-flight.
- Initial hit and explosion apply status separately.
- Explosion does not need direct line of sight to deal damage and will penetrate walls.
- Can equip the bow-exclusive Thunderbolt mod.
- Can benefit from Firestorm ( Primed) and Cautious Shot.
- Fire rate mods apply double their bonuses.
- Innate polarity.
- Polarizing the weapon increases its max rank by 2, capping at rank 40 after 5 polarizations, granting the weapon additional mod capacity.
- Comes with an additional bonus Impact, Heat, Cold, Electricity, Toxin, Magnetic, or Radiation damage, based on the Kuva Lich's progenitor Warframe, which increases the listed base damage of the weapon by 25%-60%.
Disadvantages:
- Innate Blast damage – less effective against Ferrite Armor and Infested Sinew.
- Explosion and bomblets inflicts self-stagger.
- Explosion has linear damage falloff from 100% to 10% from central impact.
- Bomblets have linear damage falloff from 100% to 50% from central impact.
- Explosion range cannot be increased with Amalgam Furax Body Count.
- Cannot fire unless fully charged.
- Projectile has travel time with heavy arcing.
- Relatively high spread, making aiming at distant targets inconsistent.
- Smallest ammo reserve of all bows at 5 rounds.
- Draws ammo from the rare sniper ammo pool.
- Only restores one unit of ammunition per ammo pickup.
- Alarming unlike most bows, making it ill-suited for stealth gameplay.
Acquisition
Kuva Bramma is obtained by vanquishing a Kuva Lich who generated with one equipped. After the Lich is vanquished it will be in the player's Foundry ready to claim.
While the weapon itself is not tradeable, a converted Kuva Lich generated with the weapon can be traded to another player. The trade is performed inside a Clan Dojo's Crimson Branch room, and the recipient must not have any active Lich. Once traded, the recipient must fight and vanquish the Lich to claim its weapon.
Notes
- Arrows fired by Mirage's "Hall Of Mirrors" wasn't found in Module:Ability/data cannot detonate prematurely with Alternate Fire.
- When used with Ivara's Navigator only the main hit and the radial damage get the damage multiplier, the droplets do not.[potential bug]
Kuva/Tenet Notes
- For weapons obtained from vanquishing the Kuva Lich or Sister:
- The player does not have to meet the Mastery Rank displayed to obtain this weapon. It can simply be claimed from the foundry after the Lich/Sister carrying it has been vanquished.
- The weapon will have a prefix of the name of the Lich/Sister it was acquired from (e.g. a Kuva Kohm might be called "Odizrigg Agekk Kuva Kohm").
- Refraining from Mercy killing a lich candidate will remove their weapon from the pool of potential lich weapons until each has been refused, but only if the mission is completed. Weapons rejected from aborted missions will remain in the current cycle.
- For weapons obtained from Ergo Glast's shop:
- The player must meet the Mastery Rank displayed to obtain this weapon, as it is claimed from an NPC shop rather than the foundry.
- The weapon's max rank caps at 40 after 5 polarizations (max rank increases by 2 per Forma added).
- Additional polarizations can be added when the weapon reaches its new max rank at that polarization level.
- Each additional rank also gives 100 Mastery Rank experience, giving 4,000 points in total at level 40.
- Mod capacity scales with the additional ranks, and can reach a total of 80 at rank 40 with an Orokin Catalyst installed.
- Without an Orokin Catalyst, the max is 40. Combined with the five polarized mod slots required to reach that point, an Orokin Catalyst might not be required for some beginner-friendly builds as they typically use less mod capacity.
- After polarizing a weapon, any additional mod capacity above 30 (60 with an Orokin Catalyst) will not take effect until the weapon's rank reaches 31 and above.
- Legendary Mastery Rank increases the minimum mod capacity for such weapons, without the weapon needing to be rank 31 and above. For example, Legendary 1 increases the minimum capacity to 31 (62 with an Orokin Catalyst).
- Comes with an additional damage stat.
- For Lich/Sister-obtained weapons this is dependent on the Warframe that summoned the Lich/Sister.
- For Ergo Glast shop a random bonus stat will be offered for each weapon and changed every 4 days (96 hours).
- This damage stat randomly ranges between 25%-60%. It can be upgraded up to its maximum value with Valence Fusion using another copy of the weapon.
- This bonus stat is considered a base damage type and will be applied after all elemental mods for the purposes of elemental combinations.
- Weapons with an innate primary element and a different primary element provided by the progenitor both behave as innate elements and combine with each other. They will also recombine with modded elements in the following order:
- Mod slot 1 → Mod slot 2 → ... → Mod slot 8 → Innate Heat → Innate Cold → Innate Electricity → Innate Toxin
Element | Progenitor Warframe* |
---|---|
Impact | Baruuk • Dante • Gauss • Grendel • Rhino • Sevagoth • Wukong • Zephyr |
Heat | Chroma • Ember • Inaros • Kullervo • Nezha • Protea • Vauban • Wisp |
Cold | Frost • Gara • Hildryn • Revenant • Styanax • Titania • Trinity |
Electricity | Banshee • Caliban • Excalibur • Gyre • Limbo • Nova • Valkyr • Volt |
Toxin | Atlas • Dagath • Ivara • Khora • Nekros • Nidus • Oberon • Saryn |
Magnetic | Citrine • Harrow • Hydroid • Lavos • Mag • Mesa • Xaku • Yareli |
Radiation | Ash • Equinox • Garuda • Loki • Mirage • Nyx • Octavia • Qorvex • Voruna |
*Note that the Primed or Umbra version of a Warframe share the same element
Tips
- The weapon's low reserve ammo can be mitigated with Arrow Mutation or Vigilante Supplies.
Trivia
- This weapon's name is derived from the Brahmastra, powerful weapons in Hindu Mythology said to have been forged by the deity Brahma. The Brahmastra are commonly depicted as arrows and are capable of utterly destroying whatever they hit.
Bugs
- When using any arrow skin for the Kuva Bramma, the player will hold the arrows by the middle of their shaft rather than the end, causing the arrow tips to not even connect to the bow when fully charged. This bug also applies if the Bow Dryad Skin is equipped.
- Having any arrow skin equipped also makes them stick out of the quiver partly instead of fitting correctly in.
Media
Patch History
Hotfix 29.6.5 (2021-01-09)
- Fixed visual issues with the Oscira Bow Skin when equipped on the Kuva Bramma.
Hotfix 29.2.1 (2020-10-01)
- Fixed the Oscira Bow Skin not applying correctly to the Kuva Bramma.
Update 28.3 (2020-08-12)
- Fixed arrows being misplaced when equipping the Dryad Bow Skin on the Kuva Bramma.
Update 28.0 (2020-06-11)
The Kuva Bramma has received balance changes to address it’s overwhelming chart topping usage. The Kuva Bramma still goes boom, and we look forward to your feedback once you’ve given it a try.
Full detail can be found here: https://forums.warframe.com/topic/1199010-kuva-bramma-changes-explanation-and-timeline/
- It has a smaller reserve ammo (15 to 5), and gains fewer arrows from ammo pickups - This is to encourage players to aim the bow deliberately at crowds of enemies and not fire it wildly everywhere.
- Fewer cluster bombs are produced on impact (from 7 to 3) - Reduces the overwhelming AOE potential somewhat but also makes the Bramma less visually busy. Players have said that the many many explosions produced by Bramma are hard to see through.
- Increased cluster projectile radial attack size from 2.7m to 3.5m.
- Reduced cluster projectile fall off from 100% to 50% - Fewer explosive fragments, but they cover more area and generally do more damage.
- Updated the Kuva Bramnma description to include these changes:
- This Grineer bow delivers vengeance in the form of cluster bomb-tipped arrows that can be detonated mid-air or on impact. Low quiver capacity, arrows are recovered singly.
Update 27.4 (2020-05-01)
- Fixed the Kuva Bramma’s projectiles not getting pulled into Mag’s Magnetize and instead bouncing off of the area and yeeting into the sky.
Hotfix 27.2.2 (2020-03-06)
- Removed unnecessary dud grenade FX on the Kuva Bramma cluster bombs.
Update 27.2 (2020-03-05)
- Kuva Lich Changes & Fixes
- Fixed the Kuva Bramma weapon progression showing as complete in the Codex when at Rank 30 instead of it’s true completed Rank of 40.
- Fixed small FX offset issues with the Kuva Bramma when reloading.
- 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.
- General Changes
- Removed camera shake and color correction for other players in your squad when firing the Kuva Bramma for less eye bleed!
Hotfix 27.1.2 (2020-02-18)
- Optimized the Kuva Bramma cluster bombs with and without Mirage’s Hall of Mirrors, to address issues with crashing due to FX overload.
- Fixed the Kuva Bramma multi shot sound FX spamming.
Hotfix 27.1.1 (2020-02-11)
- Removed the Kuva Bramma from Conclave eligibility due to not being Conclave balanced yet.
- Fixed Kuva Bramma explosion and projectile sounds being too loud for non local players.
Update 27.1 (2020-02-04)
- Introduced.
See Also
- Kulstar, a secondary launcher with similar functionality.