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{{Top|Enemy|Grineer|Grineer|Weapon|Weapons|Weapons}}
{{WeaponInfoboxAutomatic|name = Kuva Kohm|mastery level = 13|slot = Primary|trigger = Auto|noise level = Alarming|fire rate = 4.17|accuracy = 8.0|magazine = 209|reload = 2.0|normal impact = 4.0|normal puncture = 4.0|normal slash = 12.0|normal damage = 20.0|normal critical chance = 19.0|normal critical damage = 2.3|normal status chance = 30.0|normal punchthrough = 1.5|normal falloff = 13.0 - 26.0}}
 
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{{WeaponInfoboxAutomatic
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<!--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)-->
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|name = Kuva Kohm
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<!--
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---!!!!!---INSTRUCTIONS---!!!!!---
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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.
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If everything here is blank, then everything is working correctly - Only put values here if they are different from what the page already shows.
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-->
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<!--Statistics-->
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|trigger = <!--Utility-->
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|follow through = <!--Normal Attacks-->
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|normal falloff =
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|normal ammo cost = <!--Miscellaneous-->
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}}
 
{{Codex|The Kuva Kohm variant has a higher fire rate than the original. For every shot fired in succession the Kuva Kohm releases an additional bolt and grows more lethal.}}
 
{{Codex|The Kuva Kohm variant has a higher fire rate than the original. For every shot fired in succession the Kuva Kohm releases an additional bolt and grows more lethal.}}
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{{clr}}
 
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The '''Kuva Kohm''' is the [[Kuva (Variant)|Kuva]] variant of the {{Weapon|Kohm}} auto-spool shotgun, with increased [[critical chance]], [[status chance]], and [[fire rate]], but with steeper damage falloff and lower magazine.
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==Characteristics==
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This weapon does primarily {{Icon|Proc|Slash|text}} damage.
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'''Advantages:'''
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*High {{Icon|Proc|Slash|Text}} damage &ndash; effective against [[health]].
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*High [[critical chance]].
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*Above average [[critical multiplier]]
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*Very high overall [[status chance]].
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*Innate 1.5 meter [[punch through]].
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*Innate [[multishot]] that increases with auto-spool, each consecutive shot adds an additional pellet, up to a maximum of 12 pellets in total.
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*[[Polarization|Polarizing]] the weapon increases its max [[rank]] by '''2''', capping at rank '''40''' after '''5''' polarizations, granting the weapon additional mod capacity.
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*Comes with an additional bonus {{Icon|Proc|Impact|Text}}, {{Icon|Proc|Heat|Text}}, {{Icon|Proc|Cold|Text}}, {{Icon|Proc|Electricity|Text}}, {{Icon|Proc|Toxin|Text}}, {{Icon|Proc|Magnetic|Text}}, or {{Icon|Proc|Radiation|Text}} damage, based on the Kuva Lich's progenitor Warframe.
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'''Disadvantages:'''
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*Low {{Icon|Proc|Impact|Text}} and {{Icon|Proc|Puncture|Text}} damage &ndash; less effective against [[shield]]s and [[armor]].
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*Has linear damage falloff from 100% to 6.25% from 13m to 26m target distance (distances are affected by [[Projectile Speed]]).
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*Requires a spool-up of 5 shots before optimal [[fire rate]] is achieved.
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*Poor ammo efficiency; consumes 4 shells per shot at full spool.
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*Very low [[accuracy]] at full spool.
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{{WeaponComparison|Kohm}}
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==Acquisition==
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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.
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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.
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==Notes==
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*As with all [[Kuva (Variant)|Kuva]] weapons, 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 [[Kuva Lich]] carrying it has been vanquished.
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*The weapon will have a prefix of the name of the [[Kuva Lich]] it was acquired from (e.g. Odizrigg Agekk Kuva Kohm).
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*The weapon's max [[rank]] caps at '''40''' after '''5''' [[polarization]]s (max rank increases by 2 per [[Forma]] added).
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**Additional polarizations can be added when the weapon reaches its new max rank at that polarization level.
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**Each additional rank also gives Mastery Rank Experience, giving '''4,000''' points in total.
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**[[Mod]] capacity scales with the additional ranks, and can reach a total of '''80''' at rank 40 with an [[Orokin Catalyst]] installed.
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***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.
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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.
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*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}}
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==Bugs==
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*The arsenal does not display the damage, multishot, and status chance after spool-up.
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==Trivia==
 
==Trivia==
 
*The [[Grineer Language|Grineer text]] on the side of its barrel {{GrineerScript|VANDALIZER}} translates to "Vandalizer".
 
*The [[Grineer Language|Grineer text]] on the side of its barrel {{GrineerScript|VANDALIZER}} translates to "Vandalizer".
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==Media==
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<gallery type="slideshow" widths="600" position="center">
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Kuva Kohm 1.png|Kuva Kohm as shown in the arsenal
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Kuva Kohm 2.png
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</gallery>
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<gallery position="center" widths="300" spacing="small">
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Kuva Kohm Build 2020 (Guide) - The Meat Shredder
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</gallery>
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==Patch History==
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{{Scrollbox/Article|
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{{ver|27.2}}
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;Greater than 100% Status having meaning:
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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.
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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.
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*(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).
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{{ver|26}}
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*Introduced.
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}}
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{{ver/Lu|26}}
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==See also==
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*{{Weapon|Kohm}}, the normal counterpart of this weapon.
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{{WeaponNav}}
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[[es:Kohm Kuva]]
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[[Category:Update 26]]

Revision as of 23:43, 27 November 2020

The Kuva Kohm variant has a higher fire rate than the original. For every shot fired in succession the Kuva Kohm releases an additional bolt and grows more lethal.

The Kuva Kohm is the Kuva variant of the Kohm Kohm auto-spool shotgun, with increased critical chance, status chance, and fire rate, but with steeper damage falloff and lower magazine.

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.
  • Innate multishot that increases with auto-spool, each consecutive shot adds an additional pellet, up to a maximum of 12 pellets in total.
  • 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 Speed).
  • Requires a spool-up of 5 shots before optimal fire rate is achieved.
  • Poor ammo efficiency; consumes 4 shells per shot at full spool.
  • Very low accuracy at full spool.

Comparisons:

  • KuvaKohm Kuva Kohm (Fully Spooled), compared to Kohm Kohm (Fully Spooled):

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.

Notes

  • As with all Kuva weapons, 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 Kuva Lich carrying it has been vanquished.
  • 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*
DmgImpactSmall64 Impact BaruukIcon272 BaruukDanteIcon272 DanteGaussIcon272 GaussGrendelIcon272 GrendelRhinoIcon272 RhinoSevagothIcon272 SevagothWukongIcon272 WukongZephyrIcon272 Zephyr
DmgFireSmall64 Heat ChromaIcon272 ChromaEmberIcon272 EmberInarosIcon272 InarosKullervoIcon272 KullervoNezhaIcon272 NezhaProteaIcon272 ProteaVaubanIcon272 VaubanWispIcon272 Wisp
DmgColdSmall64 Cold FrostIcon272 FrostGaraIcon272 GaraHildrynIcon272 HildrynRevenantIcon272 RevenantStyanaxIcon272 StyanaxTitaniaIcon272 TitaniaTrinityIcon272 Trinity
DmgElectricitySmall64 Electricity BansheeIcon272 BansheeCalibanIcon CalibanExcaliburIcon272 ExcaliburGyreIcon272 GyreLimboIcon272 LimboNovaIcon272 NovaValkyrIcon272 ValkyrVoltIcon272 Volt
DmgToxinSmall64 Toxin AtlasIcon272 AtlasDagathIcon272 DagathIvaraIcon272 IvaraKhoraIcon272 KhoraNekrosIcon272 NekrosNidusIcon272 NidusOberonIcon272 OberonSarynIcon272 Saryn
DmgMagneticSmall64 Magnetic CitrineIcon272 CitrineHarrowIcon272 HarrowHydroidIcon272 HydroidLavosIcon272 LavosMagIcon272 MagMesaIcon272 MesaXakuIcon272 XakuYareliIcon272 Yareli
DmgRadiationSmall64 Radiation AshIcon272 AshEquinoxIcon272 EquinoxGarudaIcon272 GarudaLokiIcon272 LokiMirageIcon272 MirageNyxIcon272 NyxOctaviaIcon272 OctaviaQorvexIcon272 QorvexVorunaIcon272 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 Grineer VGrineer AGrineer NGrineer DGrineer AGrineer LGrineer IGrineer ZGrineer EGrineer R translates to "Vandalizer".

Media

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 Kohm, the normal counterpart of this weapon.