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***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. |
***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. |
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*Comes with an additional bonus damage stat, dependent on the Warframe that summoned the Lich. |
*Comes with an additional bonus damage stat, dependent on the Warframe that summoned the Lich. |
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+ | *The listed status chance is only for the first shot only, and is divided between the pellets the longer it is fired. The UI currently does not reflect maximum spool status per pellet due to the unique mechanics of the shotgun. |
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{{:Kuva Lich/Progenitor}} |
{{:Kuva Lich/Progenitor}} |
Revision as of 16:59, 18 March 2020
The Kuva Kohm is the Kuva variant of the Kohm auto-spool shotgun, with increased critical chance, status chance, and fire rate, but with steeper damage falloff and lower magazine.
Acquisition
The Kuva Kohm 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.
Characteristics
This weapon does primarily Script error: The function "Proc" does not exist. damage.
Advantages:
- High Script error: The function "Proc" does not exist. damage – effective against health.
- High critical chance.
- Above average critical multiplier
- Very high overall status chance.
- Innate 1.5 meter punch through.
- 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 Script error: The function "Proc" does not exist., Script error: The function "Proc" does not exist., Script error: The function "Proc" does not exist., Script error: The function "Proc" does not exist., Script error: The function "Proc" does not exist., Script error: The function "Proc" does not exist., or Script error: The function "Proc" does not exist. damage, based on the Kuva Lich's progenitor Warframe.
Disadvantages:
- Low Script error: The function "Proc" does not exist. and Script error: The function "Proc" does not exist. damage – less effective against shields and armor.
- Has linear damage falloff from 100% to 6.25% from 13m to 26m target distance (distances are affected by projectile flight speed).
- Poor ammo efficiency; consumes 4 shells per shot at full spool.
- Very low accuracy at full spool.
Comparisons:
- Kuva Kohm (Fully Spooled), compared to Kohm (Fully Spooled):
- Lower base damage per projectile (20.00 vs. 30.00) (excluding any Progenitor bonus)
- Higher total damage (using max +60% Progenitor bonus if applicable) (384 vs. 360)
- Higher base critical chance (19.00% vs. 11.00%)
- Higher base status chance (7.50% vs. 6.25%)
- Higher average damage per tap (using max +60% Progenitor bonus if applicable) (478.84 vs. 411.48)
- Higher burst DPS (using max +60% Progenitor bonus if applicable) (1996.79 vs. 1510.13)
- Higher sustained DPS (using max +60% Progenitor bonus if applicable) (1720.80 vs. 1347.93)
- Closer starting damage falloff distance (13.0 m vs. 15.0 m)
- Farther max damage falloff distance (26.0 m vs. 25.0 m)
- Greater max damage reduction at ending falloff distance (93.75% vs. 73.33%)
- Higher fire rate (4.170 attacks/sec vs. 3.670 attacks/sec)
- Smaller magazine (209 vs. 245)
- Less shots per magazine (52 vs. 61)
- Smaller max ammo capacity (836 vs. 960)
- Higher Mastery Rank required (13 vs. 5)
- Lower disposition (●●●○○ (0.90x) vs. ●●●●○ (1.30x))
Notes
- The weapon will have a prefix of the name of the Kuva Lich it was acquired from (e.g. Odizrigg Agekk Kuva Kohm).
- 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 Mastery Rank Experience, giving 4,000 points in total.
- 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 to finish modding the Kuva Kohm.
- 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.
- Comes with an additional bonus damage stat, dependent on the Warframe that summoned the Lich.
- The listed status chance is only for the first shot only, and is divided between the pellets the longer it is fired. The UI currently does not reflect maximum spool status per pellet due to the unique mechanics of the shotgun.
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
Bugs
- The arsenal does not display the damage, multishot, and status chance after spool-up.
Trivia
- The Grineer text on the side of its barrel translates to "Vandalizer".
Patch History
Update 27.2 (2020-03-05)
- Greater than 100% Status having meaning
Shotguns have a unique Role here based on a very patch-work history with how they interact with Status Chance. A Shotgun that shoots 99% Status Chance would give you 35% (roughly) status per pellet. 100% Status Gives you 100% Status per pellet. This huge jump in performance happens with just a 1% gain - why? Well, to answer that we have to look at our choice to make what the UI conveys reality. It would feel broken to shoot a Shotgun with 100% Status and not see a perfect spread of Effects. In reality, to make Status consistent we have to treat Shotguns as a special case.
Shotguns as a special case means we have buffed the Status Chance of all Shotguns by x3 or greater. The UI now behaves to show the reality that you are determining Status Chance per pellet.
- (Undocumented) Status chance of first projectile increased from 30% to 90% (subsequent projectiles will have their individual status chance divided evenly by this value, as it was in the case before this update).
Update 26.0 (2019-10-31)
- Introduced.
Last updated: Update 26.0 (2019-10-31)
See also
- Kohm, the normal counterpart of this weapon.