- Innate damage – effective against Alloy Armor, Robotic, and Infested Sinew.
- Very high status chance.
- Good critical chance.
- Pinpoint accuracy.
- Fast reload speed.
- Kills with this weapon releases an energy tendril that can home-in on enemies close to the targeting reticle, up to a maximum of 4 tendrils.
- Tendrils lock on to enemies within 40 degrees of the reticule. Tendrils will stay locked on until enemies are 60 or more degrees away from the reticule.
- Innate damage – less effective against Shielded, Infested, and Fossilized.
- Damage ramps up from 20% to 100% over 0.6 seconds when firing. After firing stops for 0.8 seconds, the damage decays back to 20% over 2 seconds.
- Below average critical multiplier.
- Very inefficient ammo economy.
- Limited range of 20 meters for both the main beam and the tendrils.
- Tendrils disappear upon reloading.
|Time: 24 hrs|
|Market Price: 175||Blueprints Price:15,000|
|Energy Lab Research 5,000|
|Time: 72 hrs|
|x1 x3 x10 x30 x100|
- Kills must be from the main beam in order to generate tendrils; kills from the tendrils themselves will not count.
- Tendrils base damage is half of the main beam, and they can score critical hits and status effects independent of it.
- Tendrils homing in on the main beam's target are only cosmetic, and don't deal any additional damage or status effects.
- Tendril range is affected by .
- As the tendrils only disappear upon reloading, the Synth Mod Set or can be used to replenish the Ocucor's magazine simply by holstering, keeping the tendrils active for longer periods.
- The tendrils deal 50% bonus damage; when all 4 tendrils are active and there are enough targets around, the weapon's output damage is effectively 3 times what it normally is. This makes the Ocucor ideal for dealing with large crowds of enemies, such as Infested. It also means that the tendrils constitute a large portion of the damage output when not focusing a single target; thusly, mods like or similar are excellent at maintaining it's high damage output.
- Keep in mind that if the reload process even begins, or if the magazine reaches zero, the tendrils will still reset. Even if the reload is canceled or the weapon is holstered after the magazine has been emptied, but before reloading, the tendrils will still reset.
- Tendrils often hit enemies in the head and can activate , massively increasing the Ocucor's ammo efficiency and time between reloads.
- is ideal on this weapon; it can apply its health damage increase effect to up to 5 enemies at once, and DPS them down simultaneously. Combine this with for crowd control and AoE splash damage, or for extra DPS. Combining both also allows this weapon to create chaos by spreading procs around.
- The Sentient component of this weapon appears to be a modified Shwaak Prism, particularly with the "arm" that connects the Prism to a given Amp removed. The energy tendrils themselves however are more similar to the Klebrik Scaffold.
- Though Ocucor is a secondary firearm, there is a ring that looks similar to Jai Link attached to it. This aesthetic is shared with .
- The Ocucor's name, like the Battacor, seems to be a portmanteau, incorporating Oculyst (a Sentient enemy) and the suffix -cor, seen in some other Corpus weapons.
Last updated: Hotfix 24.0.5 (2018-11-12)
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