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{{Codex|Overcome with Infestation, this bow's arrows now spread poisonous contagion to any surface they hit.}}
 
{{Codex|Overcome with Infestation, this bow's arrows now spread poisonous contagion to any surface they hit.}}
The '''{{PAGENAME}}''' is an [[Infested]] [[Cernos]], possessing a lower critical chance in exchange for a significant increase in status chance. The bow also releases {{Icon|Proc|Toxin|Text}} spores that follow arrow impacts, producing lingering damaging clouds.
+
The '''{{PAGENAME}}''' is an [[Infested]] {{Weapon|Cernos}}, possessing a lower [[critical chance]] in exchange for a significant increase in [[status chance]]. The bow also releases {{Icon|Proc|Toxin|Text}} spores that follow arrow impacts, producing lingering damage clouds.
   
 
This weapon can be sold for {{cc|8,500}}.
 
This weapon can be sold for {{cc|8,500}}.
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*High {{Icon|Proc|Impact|Text}} damage – effective against [[shield]]s.
 
*High {{Icon|Proc|Impact|Text}} damage – effective against [[shield]]s.
 
*Spore clouds have innate {{Icon|Proc|Toxin|Text}} damage – effective against [[Ferrite Armor]] and [[Flesh]] and bypasses [[Shielded]] and [[Proto Shield]]s.
 
*Spore clouds have innate {{Icon|Proc|Toxin|Text}} damage – effective against [[Ferrite Armor]] and [[Flesh]] and bypasses [[Shielded]] and [[Proto Shield]]s.
*Decent [[Critical Hit|critical]] chance on charged shots.
+
*Decent [[critical chance]] on charged shots.
*Second highest [[Status Effect|status]] chance of all bows, behind [[Daikyu]].
+
*Highest [[status chance]] of all bows.
**Can reach 100% status chance with just two of either {{M|Thermite Rounds}}, {{M|Rime Rounds}}, {{M|High Voltage}}, or {{M|Malignant Force}}.
+
**Can reach 100% [[status chance]] with just two of the following: {{M|Thermite Rounds}}, {{M|Rime Rounds}}, {{M|High Voltage}}, or {{M|Malignant Force}}.
 
*Arrow impacts spawns a small {{Icon|Proc|Toxin|Text}} cloud that deals damage and has a chance to apply a {{Icon|Proc|Toxin|Text}} proc every second for 10 seconds.
 
*Arrow impacts spawns a small {{Icon|Proc|Toxin|Text}} cloud that deals damage and has a chance to apply a {{Icon|Proc|Toxin|Text}} proc every second for 10 seconds.
 
*Pinpoint [[accuracy]] when aiming ({{Key|RMB}}).
 
*[[Silent]].
 
*[[Silent]].
 
*On kill, bodies will follow the arrow that killed them, damaging enemies in their path and pinning the corpse to walls.
*Pinpoint accuracy when aiming.
 
 
*Innate {{Icon|Pol|Bar}} polarity.
*On kill, bodies will follow the arrow that killed them, damaging anyone in their path and pinning the corpse to walls.
 
 
*Can use the bow-exclusive {{M|Thunderbolt}} mod.
 
*Can use the bow-exclusive {{M|Thunderbolt}} mod.
  +
*[[Fire rate]] mods apply double their bonuses.
*Has a {{Icon|Pol|Bar}} polarity.
 
   
 
'''Disadvantages:'''
 
'''Disadvantages:'''
 
*Low {{Icon|Proc|Puncture|Text}} and {{Icon|Proc|Slash|Text}} damage – less effective against [[armor]] and [[health]].
 
*Low {{Icon|Proc|Puncture|Text}} and {{Icon|Proc|Slash|Text}} damage – less effective against [[armor]] and [[health]].
 
*Spore clouds have innate {{Icon|Proc|Toxin|Text}} damage – less effective against [[Machinery]], [[Robotic]]s, and [[Fossilized]].
 
*Spore clouds have innate {{Icon|Proc|Toxin|Text}} damage – less effective against [[Machinery]], [[Robotic]]s, and [[Fossilized]].
*Arrows have a travel time with slight arcing.
+
*Arrows have travel time with slight arcing.
*Lowest critical chance of all bows.
+
*Lowest [[critical chance]] of all bows.
 
*Draws from the rare sniper ammo pool.
 
*Draws from the rare sniper ammo pool.
 
*Spore clouds will alert enemies, despite the weapon being silent.
 
*Spore clouds will alert enemies, despite the weapon being silent.
 
*Spore clouds appear as a second projectile shortly after the arrow impact, slightly delaying its presence.
 
*Spore clouds appear as a second projectile shortly after the arrow impact, slightly delaying its presence.
 
*Spore clouds will follow arrow impacts even on ragdolled corpses.
 
*Spore clouds will follow arrow impacts even on ragdolled corpses.
 
'''Comparisons:'''
 
{{WeaponComparison|Cernos}}
 
{{WeaponComparison|Rakta Cernos}}
 
{{WeaponComparison|Cernos Prime}}
 
   
 
==Notes==
 
==Notes==
*On hitting an enemy or an object, the Mutalist Cernos's spore will create a small {{Icon|Proc|Toxin|Text}} cloud that deals damage  every second to any enemy within its radius. This cloud lasts for 10 seconds.
+
*Upon hitting an enemy or an object, the Mutalist Cernos's spore will create a small {{Icon|Proc|Toxin|Text}} cloud that deals damage  every second to any enemy within its radius. This cloud lasts for 10 seconds.
 
**The spore cloud deals 5 {{Icon|Proc|Toxin|Text}} damage per second modified by any base damage and elemental damage mods installed on the weapon.
 
**The spore cloud deals 5 {{Icon|Proc|Toxin|Text}} damage per second modified by any base damage and elemental damage mods installed on the weapon.
 
**The cloud's primary damage is of the same damage type(s) as the elements installed on the weapon, with the innate {{Icon|Proc|Toxin|Text}} damage combining with them last, similarly to other pure elemental weapons.
 
**The cloud's primary damage is of the same damage type(s) as the elements installed on the weapon, with the innate {{Icon|Proc|Toxin|Text}} damage combining with them last, similarly to other pure elemental weapons.
 
**Each tick from the cloud has a chance to proc {{Icon|Proc|Toxin|Text}} as well as any modded elemental status effect, with each stack displayed separately to the cloud's larger primary damage ticks.
 
**Each tick from the cloud has a chance to proc {{Icon|Proc|Toxin|Text}} as well as any modded elemental status effect, with each stack displayed separately to the cloud's larger primary damage ticks.
 
**The forced {{Icon|Proc|Toxin|Text}} proc damage over time is calculated as normal; 50% of the spore's base damage adjusted by base damage mods, plus the {{Icon|Proc|Toxin|Text}} damage bonus from mods. Unmodified this is 2.5 {{Icon|Proc|Toxin|Text}} damage per second stacks (displayed rounded down) in addition to the cloud's primary damage ticks. Since {{Icon|Proc|Toxin|Text}} procs last 8 seconds, and the proc is refreshed every second of the 10 second cloud duration, the {{Icon|Proc|Toxin|Text}} proc duration will last a maximum of 18 seconds from the initial spore cloud damage tick.
 
**The forced {{Icon|Proc|Toxin|Text}} proc damage over time is calculated as normal; 50% of the spore's base damage adjusted by base damage mods, plus the {{Icon|Proc|Toxin|Text}} damage bonus from mods. Unmodified this is 2.5 {{Icon|Proc|Toxin|Text}} damage per second stacks (displayed rounded down) in addition to the cloud's primary damage ticks. Since {{Icon|Proc|Toxin|Text}} procs last 8 seconds, and the proc is refreshed every second of the 10 second cloud duration, the {{Icon|Proc|Toxin|Text}} proc duration will last a maximum of 18 seconds from the initial spore cloud damage tick.
  +
**The cloud itself is '''not''' affected by status duration mods like {{M|Continuous Misery}}, but the cloud's procs of {{Icon|Proc|Toxin|Text}}, {{Icon|Proc|Fire|Text}} or {{Icon|Proc|Gas|Text}} of course are.
*While the cloud effect is similar to the [[Torid]], the clouds are smaller and can sometimes spread between enemies.
+
*While the cloud effect is similar to the {{Weapon|Torid}}, the clouds are smaller and can sometimes spread between enemies.
*Spore clouds are affected by [[Multishot]].
+
*The number of spore clouds are affected by [[Multishot]].
  +
*For charged shots, the spore's [[critical chance]] and [[critical multiplier]] will be boosted, keep the same as the arrow's values. However, the spore's base damage is unaffected by charging.
  +
*Altering the projectile flight speed will affect both the arrow and the spore, including {{M|Terminal Velocity}}, {{M|Jet Stream}} and possible [[Riven Mods]]' stats.
   
 
==Tips==
 
==Tips==
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*The continuous damage dealt by spore clouds is quite effective at in taking down [[Nullifier Crewman|Nullifier]] and [[Eximus|Arctic Eximus]] shields faster compared to other bows, on top of dealing direct damage to the shielded enemy's health.
 
*The continuous damage dealt by spore clouds is quite effective at in taking down [[Nullifier Crewman|Nullifier]] and [[Eximus|Arctic Eximus]] shields faster compared to other bows, on top of dealing direct damage to the shielded enemy's health.
 
*Any arrow that procs {{M|Thunderbolt}}'s explosion will '''not''' result in a spore being fired, making its usage ill-advised.
 
*Any arrow that procs {{M|Thunderbolt}}'s explosion will '''not''' result in a spore being fired, making its usage ill-advised.
  +
**Likewise, arrows landed on an ally or any containers (including resource deposits) will '''not''' have a spore followed, a significant difference from {{Weapon|Torid}}.
*Mods that add sufficient [[Punch Through]] will often result in the spore landing well behind a targeted enemy. While this may allow the Mutalist Cernos to deal with cameras, turrets, and other stationary destructibles or objects from behind obstructions, it is suggested that such mods be avoided, as the downsides far outweigh the benefits of such.
+
*Mods that add sufficient [[Punch Through]] will often result in the spore landing well behind a targeted enemy. While this may allow the Mutalist Cernos to deal with cameras, turrets, and other stationary destructibles or objects from behind obstructions, it is suggested that such mods be avoided, as the downsides far outweigh the benefits.
*Unlike the [[Torid]]'s projectile, the spores will attach to a [[Nullifier Crewman|Nullifier]] bubble (or Arctic Eximus Globe) at the point of impact, continuously applying damage and shrinking the bubble. This makes the bow an efficient means of combating Nullifiers in Bow-only  [[Corpus]] Sorties.
+
*Unlike the {{Weapon|Torid}}'s projectile, the spores will attach to a [[Nullifier Crewman|Nullifier]] bubble (or Arctic Eximus Globe) at the point of impact, continuously applying damage and shrinking the bubble. This makes the bow an efficient means of combating Nullifiers in Bow-only  [[Corpus]] Sorties.
*In regards to [[Riven Mods]], the Mutalist Cernos is considered separate from the rest of the [[Cernos]] family and cannot use Cernos Rivens; they must be specifically for the Mutalist Cernos.
+
*In regards to [[Riven Mods]], the Mutalist Cernos is considered separate from the rest of the {{Weapon|Cernos}} family and cannot use Cernos Rivens; they must be specifically for the Mutalist Cernos.
   
 
==Bugs==
 
==Bugs==
*Similar to a bug previously present on the [[Torid]], the clouds that stick to enemies after getting shot with an arrow will sometimes do no damage to that enemy.
+
*Similar to a bug previously present on the {{Weapon|Torid}}, the clouds that stick to enemies after getting shot with an arrow will sometimes do no damage to that enemy.
   
 
==Media==
 
==Media==
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185-weapTease.png|18.5 Hub's Weapon Teaser
 
185-weapTease.png|18.5 Hub's Weapon Teaser
 
</gallery>
 
</gallery>
  +
 
<gallery widths="300" position="center" pacing="small" hideaddbutton="true">
 
<gallery widths="300" position="center" pacing="small" hideaddbutton="true">
 
<!--Videos go here-->
 
<!--Videos go here-->
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==Patch History==
 
==Patch History==
 
{{Scrollbox/Article|
 
{{Scrollbox/Article|
  +
{{ver|25.7}}
  +
*Normalized quick shots to have the same critical chance/damage and status chance as charged shots.
  +
*While reviewing Bow stats the team has also refreshed all their FX (including the Lenz)!
  +
*Quick Shot increased from 120 to 205
  +
*Charged Shot increased from 225 to 410
  +
*Aim Zoom decreased from 2.23x to 2x
  +
 
{{ver|22.12}}
 
{{ver|22.12}}
*Mastery Rank increased from 5 to 7
+
*Mastery Rank increased from 5 to 7.
*Charge speed increased from 1 to 0.5 secs
+
*Charge speed increased from 1s to 0.5s.
*Status chance increased from 45% to 49%
+
*Status chance increased from 45% to 49%.
*Status chance per tick now uses weapon's own status chance (not mentioned in patch note)
+
*Status chance per tick now uses weapon's own status chance. (Undocumented)
*Slightly faster tick rate (not mentioned in patch note)
+
*Slightly faster tick rate. (Undocumented)
   
 
{{ver|18.5}}
 
{{ver|18.5}}
*Introduced
+
*Introduced.
 
 
}}
 
}}
  +
  +
==See also==
  +
*{{Weapon|Cernos}}, the normal counterpart.
  +
*{{Weapon|Rakta Cernos}}, the [[Red Veil]] custom counterpart.
  +
*{{Weapon|Cernos Prime}}, the [[prime]]d counterpart.
  +
 
{{WeaponNav}}
 
{{WeaponNav}}
 
[[de:Mutalist Cernos]]
 
[[de:Mutalist Cernos]]
[[es:Cernos Mutalítica]]
+
[[es:Cernos mutalítica]]
 
[[Category:Update 18]]
 
[[Category:Update 18]]
 
[[Category:Primary Weapons]]
 
[[Category:Primary Weapons]]

Revision as of 06:02, 5 October 2019

Overcome with Infestation, this bow's arrows now spread poisonous contagion to any surface they hit.

The Mutalist Cernos is an Infested Cernos Cernos, possessing a lower critical chance in exchange for a significant increase in status chance. The bow also releases Script error: The function "Proc" does not exist. spores that follow arrow impacts, producing lingering damage clouds.

This weapon can be sold for Credits64 8,500.


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
15,000
Cernos
1
Plastids
1,400
Cryotic
1,200
NanoSpores
2,300
Time: 12 Hour(s)
Rush: PlatinumLarge 45
MarketIcon Market Price: PlatinumLarge 250 Blueprint2 Blueprints Price:Credits20,000

Characteristics

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

Advantages:

  • High Script error: The function "Proc" does not exist. damage – effective against shields.
  • Spore clouds have innate Script error: The function "Proc" does not exist. damage – effective against Ferrite Armor and Flesh and bypasses Shielded and Proto Shields.
  • Decent critical chance on charged shots.
  • Highest status chance of all bows.
  • Arrow impacts spawns a small Script error: The function "Proc" does not exist. cloud that deals damage and has a chance to apply a Script error: The function "Proc" does not exist. proc every second for 10 seconds.
  • Pinpoint accuracy when aiming (RMB ).
  • Silent.
  • On kill, bodies will follow the arrow that killed them, damaging enemies in their path and pinning the corpse to walls.
  • Innate Script error: The function "Pol" does not exist. polarity.
  • Can use the bow-exclusive Mod TT 20px Thunderbolt mod.
  • Fire rate mods apply double their bonuses.

Disadvantages:

  • Low Script error: The function "Proc" does not exist. and Script error: The function "Proc" does not exist. damage – less effective against armor and health.
  • Spore clouds have innate Script error: The function "Proc" does not exist. damage – less effective against Machinery, Robotics, and Fossilized.
  • Arrows have travel time with slight arcing.
  • Lowest critical chance of all bows.
  • Draws from the rare sniper ammo pool.
  • Spore clouds will alert enemies, despite the weapon being silent.
  • Spore clouds appear as a second projectile shortly after the arrow impact, slightly delaying its presence.
  • Spore clouds will follow arrow impacts even on ragdolled corpses.

Notes

  • Upon hitting an enemy or an object, the Mutalist Cernos's spore will create a small Script error: The function "Proc" does not exist. cloud that deals damage  every second to any enemy within its radius. This cloud lasts for 10 seconds.
    • The spore cloud deals 5 Script error: The function "Proc" does not exist. damage per second modified by any base damage and elemental damage mods installed on the weapon.
    • The cloud's primary damage is of the same damage type(s) as the elements installed on the weapon, with the innate Script error: The function "Proc" does not exist. damage combining with them last, similarly to other pure elemental weapons.
    • Each tick from the cloud has a chance to proc Script error: The function "Proc" does not exist. as well as any modded elemental status effect, with each stack displayed separately to the cloud's larger primary damage ticks.
    • The forced Script error: The function "Proc" does not exist. proc damage over time is calculated as normal; 50% of the spore's base damage adjusted by base damage mods, plus the Script error: The function "Proc" does not exist. damage bonus from mods. Unmodified this is 2.5 Script error: The function "Proc" does not exist. damage per second stacks (displayed rounded down) in addition to the cloud's primary damage ticks. Since Script error: The function "Proc" does not exist. procs last 8 seconds, and the proc is refreshed every second of the 10 second cloud duration, the Script error: The function "Proc" does not exist. proc duration will last a maximum of 18 seconds from the initial spore cloud damage tick.
    • The cloud itself is not affected by status duration mods like Mod TT 20px Continuous Misery, but the cloud's procs of 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. of course are.
  • While the cloud effect is similar to the Torid Torid, the clouds are smaller and can sometimes spread between enemies.
  • The number of spore clouds are affected by Multishot.
  • For charged shots, the spore's critical chance and critical multiplier will be boosted, keep the same as the arrow's values. However, the spore's base damage is unaffected by charging.
  • Altering the projectile flight speed will affect both the arrow and the spore, including Mod TT 20px Terminal Velocity, Mod TT 20px Jet Stream and possible Riven Mods' stats.

Tips

  • The Mutalist Cernos is ill suited for stealth missions, as enemies that are damaged by lingering toxin clouds will be immediately alerted to the Tenno's presence.
  • Multiple spore clouds can be a hindrance as they may obscure the player's vision.
  • The continuous damage dealt by spore clouds is quite effective at in taking down Nullifier and Arctic Eximus shields faster compared to other bows, on top of dealing direct damage to the shielded enemy's health.
  • Any arrow that procs Mod TT 20px Thunderbolt's explosion will not result in a spore being fired, making its usage ill-advised.
    • Likewise, arrows landed on an ally or any containers (including resource deposits) will not have a spore followed, a significant difference from Torid Torid.
  • Mods that add sufficient Punch Through will often result in the spore landing well behind a targeted enemy. While this may allow the Mutalist Cernos to deal with cameras, turrets, and other stationary destructibles or objects from behind obstructions, it is suggested that such mods be avoided, as the downsides far outweigh the benefits.
  • Unlike the Torid Torid's projectile, the spores will attach to a Nullifier bubble (or Arctic Eximus Globe) at the point of impact, continuously applying damage and shrinking the bubble. This makes the bow an efficient means of combating Nullifiers in Bow-only  Corpus Sorties.
  • In regards to Riven Mods, the Mutalist Cernos is considered separate from the rest of the Cernos Cernos family and cannot use Cernos Rivens; they must be specifically for the Mutalist Cernos.

Bugs

  • Similar to a bug previously present on the Torid Torid, the clouds that stick to enemies after getting shot with an arrow will sometimes do no damage to that enemy.

Media

Mutalist Cernos Skins

Edit

Patch History

Update 25.7 (2019-08-29)

  • Normalized quick shots to have the same critical chance/damage and status chance as charged shots.
  • While reviewing Bow stats the team has also refreshed all their FX (including the Lenz)!
  • Quick Shot increased from 120 to 205
  • Charged Shot increased from 225 to 410
  • Aim Zoom decreased from 2.23x to 2x

Update 22.12 (2018-02-09)

  • Mastery Rank increased from 5 to 7.
  • Charge speed increased from 1s to 0.5s.
  • Status chance increased from 45% to 49%.
  • Status chance per tick now uses weapon's own status chance. (Undocumented)
  • Slightly faster tick rate. (Undocumented)

Update 18.5 (2016-03-04)

  • Introduced.

See also