The Mutalist Quanta is an Infested fused Quanta with a rapid-fire function in place of the Quanta's continuous beam. Like its normal version, the Mutalist Quanta possesses a unique Alternate Fire that shoots infested orbs that strengthens bullets that pass through it and can explode.
Characteristics[]
- This weapon deals primarily Puncture damage, and the orb deals Radiation and Toxin damage.
- Primary fire shoots bullets in an automatic fashion.
- Alternate Fire releases a large orb that travels a short distance, then stays for 9 seconds before exploding in an 8 meter radius, consuming 5 ammo per orb.
- Shots through the orb deal increased Electricity damage with increased critical chance and critical multiplier. Firing through more than one orb will accumulate some of these effects.
- Can benefit from Firestorm ( Primed).
- Explosion inflicts self-stagger.
- Explosion can be parried.
Advantages over other Primary weapons (excluding modular weapons):
- Can use the Mutalist Quanta-exclusive Bursting Mass mod.
- Normal Attack (wiki attack index 1)
- Above average magazine (60)
- Above average ammo max (540)
- High fire rate (10.00 attacks/sec)
- Very high disposition (●●●●● (1.50x))
- Infested Orb (wiki attack index 2)
- Very high fire rate (10.00 attacks/sec)
- Above average ammo max (540)
- Very high status chance (100.00%)
- Very high disposition (●●●●● (1.50x))
- Orb Explosion (wiki attack index 3)
- Above average magazine (60)
- Above average fire rate (10.00 attacks/sec)
- High ammo max (540)
- High status chance (39.00%)
- Very high disposition (●●●●● (1.50x))
Disadvantages over other Primary weapons (excluding modular weapons):
- Alternate Fire:
- Explosion has a headshot multiplier of 1x and cannot trigger headshot conditions.
- Explosion has linear Damage Falloff from 100% to 50% from central impact.
- Normal Attack (wiki attack index 1)
- Very low crit chance (2.50%)
- Low reload speed (3.00 s)
- Very low total damage (25)
- Low status chance (15.00%)
- Very low crit multiplier (1.50x)
- Infested Orb (wiki attack index 2)
- Very low active falloff slope (-infm/%)
- Very low crit chance (0.00%)
- Very low maximum falloff distance (2.0 m)
- Low reload speed (3.00 s)
- Very low total damage (20)
- Very low crit multiplier (0.00x)
- Orb Explosion (wiki attack index 3)
- Very low active falloff slope (8.8m/%)
- Low crit chance (5.00%)
- Low maximum falloff distance (4.4 m)
- Low reload speed (3.00 s)
- Below average total damage (100)
- Very low crit multiplier (1.50x)
See WARFRAME Wiki:Stat Comparison/Percentiles for more details.
Comparisons:
- Mutalist Quanta (Normal Attack), compared to Quanta (Beam):
- Higher base damage per projectile (25.00 vs. 10.00)
- Higher Impact damage ( 2.5 vs. 0)
- Higher Puncture damage ( 15 vs. 0)
- Higher Slash damage ( 7.5 vs. 0)
- Lower Electricity damage ( 0 vs. 10)
- Higher total damage (25 vs. 20)
- Lower base critical chance (2.50% vs. 16.00%)
- Lower base critical multiplier (1.50x vs. 2.20x)
- Lower base status chance (15.00% vs. 24.00%)
- Higher average damage per tap (25.31 vs. 23.84)
- Lower burst DPS (253.12 vs. 286.08)
- Lower sustained DPS (168.75 vs. 238.4)
- Lower fire rate (10.00 attacks/sec vs. 12.00 attacks/sec)
- Lower multishot (1 vs. 2)
- More ammo cost per shot (1 vs. 0.5)
- Less shots per magazine (60 vs. 120)
- Slower reload time (3.00 s vs. 2.00 s)
- Lower Mastery Rank required (2 vs. 4)
- Higher disposition (●●●●● (1.50x) vs. ●●●●● (1.40x))
- Higher base damage per projectile (25.00 vs. 10.00)
- Mutalist Quanta (Normal Attack), compared to Quanta Vandal (Beam):
- Higher base damage per projectile (25.00 vs. 13.00)
- Higher Impact damage ( 2.5 vs. 0)
- Higher Puncture damage ( 15 vs. 0)
- Higher Slash damage ( 7.5 vs. 0)
- Lower Electricity damage ( 0 vs. 13)
- Lower total damage (25 vs. 26)
- Lower base critical chance (2.50% vs. 22.00%)
- Lower base critical multiplier (1.50x vs. 2.40x)
- Lower base status chance (15.00% vs. 45.00%)
- Lower average damage per tap (25.31 vs. 34.00)
- Lower burst DPS (253.12 vs. 408.09)
- Lower sustained DPS (168.75 vs. 359.55)
- Lower fire rate (10.00 attacks/sec vs. 12.00 attacks/sec)
- Lower multishot (1 vs. 2)
- Smaller magazine (60 vs. 80)
- More ammo cost per shot (1 vs. 0.5)
- Less shots per magazine (60 vs. 160)
- Smaller max ammo capacity (540 vs. 560)
- Slower reload time (3.00 s vs. 1.80 s)
- Different polarities ( vs. )
- Lower Mastery Rank required (2 vs. 10)
- Higher disposition (●●●●● (1.50x) vs. ●●●●● (1.40x))
- Higher base damage per projectile (25.00 vs. 13.00)
Acquisition[]
The Mutalist Quanta's blueprint can be researched from the Bio Lab in the dojo.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
30,000 |
Mutagen Mass 5 |
Nano Spores 15,000 |
Circuits 1,200 |
Forma 1 |
Time: 1 Day(s) |
Rush: 35 | |||||
Market Price: 225 | Blueprints Price:50,000 | ||||
Bio Lab Research3,000 | |||||
5,000 |
Mutagen Sample 30 |
Circuits 400 |
Nano Spores 4,000 |
Ferrite 800 |
Time: 3 Day(s) |
Prereq: Embolist | |||||
x1 x3 x10 x30 x100 |
Alternate Fire Mechanics[]
- Shoots a large, Infested orb that travels a short distance, stops, then explodes after 9 seconds. Additional orbs will gravitate together similar to Simulor's orbs.
- Orbs can be stacked up to 3 times.
- Launching an orb costs 5 ammo per orb.
- Shots fired through the orb receive certain buffs and effects. Firing through more than one orb will accumulate some of these effects.
- Shots fired through the orb deal additional +100% × n Electricity damage (with n being the number of orbs the shot passes through).
- Electricity granted by shooting trough Mutalist Mass will not fuse with other elements.
- Stacking orbs will grant more damage. A double-stacked orb grants +366% × n Electricity damage. A fully stacked orb grants +500% × n Electricity damage.
- Bonus Electricity does not combine with modded elements.
- Shots fired through uncombined orbs will gain additional +25% × n critical chance, unaffected by critical chance mods. Combined orbs will only provide +25% critical chance.
- Shots fired through the orb will also receive a 25% increase to critical damage, unaffected by critical damage mods. This will not apply more than once with multiple orbs.
- Volt's Electric Shield does not not stack with the critical damage buff. The entity that the bullet first passes through is the only thing that will buff the bullet's critical damage.
- Shots fired through the orb deal 66%n of their base damage, effectively reducing damage.
- Shots fired through the orb deal additional +100% × n Electricity damage (with n being the number of orbs the shot passes through).
- Orbs deal 20 Radiation damage every second along with modded elemental damage within their 2 meter diameter with a 100% status chance.
- Cannot proc critical hits, even with flat chance bonuses.
- Not affected by status chance bonuses.
- Orbs explode after 9 seconds dealing Toxin damage in an 8 meter radius.
- Despite the status chance displaying 0% for the orbs, the explosions actually do cause procs to their targets, with a 39% status chance that is affected by mods.
- Explosion radius scales with orb stacks: 4.4m/6.4m/8.4m at 1/2/3 stacks respectively.
- Explosion damage scales with orb stacks, up to 3x when fully stacked, resulting in 300 Toxin damage.
- Explosion inflicts self-stagger.
- Explosion can be parried.
- Orbs block enemy fire, such as Bombard rockets, from passing through.
- Orbs bounce off solid objects and can be moved around using melee attacks, allowing the mass to be thrown into multiple enemies after coming to a stop.
- Multishot will fire orbs pre-stacked, similar to Stug and Simulor projectiles.
- Other than projectile weapons, the following things have special interactions with Mutalist Quanta orbs.
- The Operator's Void Beam and Amps will gain additional Electricity damage and critical chance.
- Fireball, Freeze, Antimatter Drop and various other abilities with projectiles that can pass through the orbs will gain Electricity damage and the ability to critically hit.
- The orbs can be shot into Mag's bubble, allowing them to circle around the center, boost the damage of incoming projectiles, and deal damage and proc status effects on its own. Multishot values above 200% (only possible with a riven) allow the orbs to split, doubling damage and status application.
- Exalted Blade's waves are not affected by Mutalist Quanta orbs.
- Exalted Blade's waves will push the orbs around and will not receive any bonuses.
- Glaives and Sigma & Octantis shield can not pass through the bubble.
Last updated: Hotfix 24.3.1 (2019-02-27)
Notes[]
- With both barrels rotating while firing, the weapon can block the player's vision when engaging targets.
- Fully stacked orbs are not attracted to other orbs.
- Temporary buffs such as Vigorous Swap, Arcane Rage and Roar must be active at the time of the orb's explosion to apply, not when the orb is launched.
Tips[]
- Heavy Caliber seems to have very little effect on the Mutalist Quanta's accuracy, making it a viable option for increasing the weapon's damage output.
- Placing orbs in corridors or near chokepoints helps maximize the effectiveness of their boost.
- The innate polarity matches Primed Cryo Rounds and Hammer Shot.
- Enemies become confused and attack one another when they touch the orb, making it useful for crowd control.
- Orbs will immediately explode when impacting Blunts, Bulwarks, Decoys, Molts, and Ramparts, allowing players to instantly deal high amounts of damage.
- While modding for additional critical chance is not recommended as the boost from the orbs does not take mods into account, modding for critical damage is recommended as the orbs allow weapons to critically hit more often.
- Orbs can increase the critical chance of weapons to the point where they can deal orange and red crits, but the effectiveness is offset by the reduction to base damage.
- Combining orbs together will not refresh their duration. Avoid combining orbs if one has been out for a while to conserve ammo.
- Due to the erratic physics of the orbs and the threat of them being thrown around by allied and enemy melee attacks, it can be difficult to line up an orb 'stack' to effectively shoot through. Consider getting to higher ground and/or letting an ally distract enemies for you to avoid the threat of your orbs being moved away by melee units.
Bugs[]
- Infested orbs will add a critical chance bonus to Zenistar discs and bonus damage to direct disc impacts, but will also lower the AoE damage of the disc, resulting in lower and lower damage despite eventually being able to get red crits.
- The added electricity damage seems to combine with other single elements and elements comprised of Electricity damage on projectile secondaries and the weapon itself, but not on continuous or hitscan secondaries.
- Infested orbs tend to visually glitch when coming together in large quantites.
- In Captura, when slow motion is enabled or the player is in the War Within Choice scene, the Mutalist Quanta's arms will not rotate properly when firing; they will jerk to the side slightly between shots but move back to their neutral position by the time another shot is fired.
- Since an unknown update, the warped orange 'cube' that once appeared around the infested bubbles no longer renders.
- Mirage's Hall of Mirrors ability will not create additional orbs from the alt-fire.
Trivia[]
- The word Mutalist may refer to Mutualism, which is a sector in biology which refers to how two different species interact with each other where each individual benefits. Alternatively, it may simply be derived from mutate.
- "Muta" is a form of the Latin verb mūtāre, which means "to alter/to change".
- The word Quanta is plural for Quantum, used in Physics as a measure of the smallest minimum constituent of any object, ex. a Photon is the smallest quantity of light.
- The weapon has a non-static model; the weapon's arms will rotate when firing and the Infested growth moves at all times as well.
- The weapon's arms will continuously rotate faster the longer the user holds down the trigger. This doesn't affect the rate of fire, however.
- While reloading, the Infested growth on top of the weapon will eject the spent energy cell and throw it away while the player inserts a new one.
- This was the first weapon to repurpose the Zoom key into a separate Alternate Fire key that results in a completely different attack and also the first weapon to possess a separate secondary fire mode that is not engaged via charging.
- This weapon is the third hybrid weapon in the game, incorporating both Corpus and Infested characteristics, after the Orokin/Grineer Seer and the Infested/Grineer Torid.
- The weapon's projectiles appear to fire from the infested growth. Since the weapon rotates, the projectiles converge in a spiraling pattern toward the player's crosshair.
- Oddly enough, the Infestation of the weapon resulted in the arms rotating when firing, normal shots turning into individual energy bursts that deal physical damage instead of electricity and the Quanta cubes being replaced by Infested orbs.
- The Mutalist Quanta's projectile model is identical to the Paracyst's and Torid's, being a chitinous brown-violet pod with a number of large, yellow, barnacle-like 'tubes' coming from it. This can easily be seen in Captura by pausing the time and zooming in on one of the projectiles.
- Interestingly, the energy color for both the primary and secondary firing modes is orange and is unaffected by the chosen energy color.
Media[]
Patch History[]
Update 27.4 (2020-05-01)
- Fixed Vauban’s Flechette Orb being destroyed if thrown into a Mutalist Quanta orb.
Update 24.3 (2019-02-27)
- Changed the Mutalist Quanta Alt Fire damage type from Electricity to Toxin and slightly increased the Explosion Range from 6m to 8m.
Update 20.6 (2017-05-24)
- Removed unintended 25 Impact damage AOE when Mutalist Quanta orb expires (it still does 100 Electrical damage). The Impact damage never scaled with Mods and would only have hit if the target was inside the orb.
Hotfix 20.2.3 (2017-04-19)
- Reduced the Rift Stasis weight of the Mutalist Quanta stackable projectile.
Hotfix 20.0.2 (2017-03-24)
- Fixed Mutalist Quanta projectiles not scaling when stacked.
Update 20.0 (2017-03-24)
- Mutalist Quanta orbs can now stack.
Update 19.4.2 (2016-12-20)
- Increased Mutalist Quanta riven disposition.
Update 18.11 (2016-05-11)
- Fixed the Mutalist Quanta store icon being too small.
Update 18.5 (2016-03-04)
- PBR update.
Hotfix 17.0.5 (2015-08-07)
- Fixed the muzzle flash of the Mutalist Quanta blocking field of vision too much.
Update 14.9 (2014-10-01)
- Fixed an issue where the Mutalist Quanta could be completely reloaded at the start of the animation, the animation must now complete before all ammo is reloaded.
Hotfix 14.0.11 (2014-07-30)
- Reduced the damage multipliers across multiple weapons in an effort to provide a more balanced playing field across all weapons. Details of these weapons involved:
- Damage multipliers for the Amprex, Brakk, Drakgoon, Karak, Hind, Marelok, Mutalist Quanta, Tysis, AkLato, Burston Prime, Lato, Braton, Tetra, Tigris all normalized (no more arbitrary multipliers).
Hotfix 14.0.5 (2014-07-21)
- Performance Improvements for Mirage + Hall of Mirrors and Angstrum, Ogris, Penta, and Mutalist Quanta, and Stug.
Update 14.0 (2014-07-18)
- Fixed issue with Mutalist Quanta dealing friendly fire damage.
Hotfix 13.9.3.1 (2014-07-11)
- Fixed Clients being unable to deal damage when shooting through Mutalist Quanta orb.
Update 13.9 (2014-06-25)
- Fixed an issue with the alt fire on the Mutalist Quanta being duplicated by Nyx's Absorb ability.
Update 13.8 (2014-06-19)
- Introduced.
Last updated: Hotfix 23.2.1 (2018-08-03)
See Also[]
Research • Clan • Dojo | ||||||||||||||||||||||||||||||
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