Being a slash-based weapon, the Twin Kohmak can cut corpses very easily, allowing a Nekros to maximize possible loot drops with Desecrate.
The Twin Kohmak fires an increasing number of pellets the longer it is fired, until it reaches its maximum pellet count of five pellets per shot. It will also consume 1.6667 (5/3) ammo per shot at maximum spool.
With its base magazine and fired from rest to full spool, the Twin Kohmak can effectively fire 49 shots, with one round left in the magazine. The number of shots per magazine can be increased by firing the Twin Kohmak slowly to prevent spool-up, allowing it to fire its maximum of 80 shots, but at the cost of effective damage.
The Twin Kohmak are capable of firing a single, unspooled shot even when fully spooled if the player taps the fire button instead of holding it down – this may be unintended as rapidly tapping the fire button seems to fire spooled shots instead.
Due to the crafting requirements including 2 Kohmak, without spending platinum, Twin Kohmak costs 110,000110,000, 4Detonite Injectors, 10,000Ferrite, 10,000Plastids and 3Formas. The lowest possible time spent crafting the Twin Kohmak is 60 hours, assuming the 3 Formas required are ready in advance.
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 23% to 69% (subsequent projectiles will have their individual status chance divided evenly by this value, as it was in the case before this update).