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Incarnon forms and evolutions - Extremely extensive list of suggestions to refine them, and especially to give improved evolution choice!


Azamagon
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In general, Incarnon weaponry has been a massive breath of fresh air. But, some of the forms could need some adjustments (or outright additions, in the case of most of the melee ones), and many Evolution choices are generally dead choices, leaving you with basically no choice at all.

Let's dive right in:

General changes / thoughts / severe bugs in need of fixing:

  • EDIT: Ranged Incarnons now all gain a little bit of Incarnon charge with bodyshots - This is both for QoL in this often chaotic game, and to slightly depopularize the Torid a bit. The amount is all individualized, but the fullauto hitscan weapons generally gain the least from bodyshots.
  • EDIT: Melee Incarnon "meter" no longer falls off when combo points are lost - Melee now also have a meter which needs to be built. It is still linked to combo gain and still has the same values required, but due to being a seperate meter, it no longer drops off if your combo points are lost. They still require a full meter to activate though. Also, when the melee Incarnon form expires, your current combo points you might have is immediately added to the next meter (meaning things like initial combo points are still very useful for quicker Incarnon reactivation)
  • Warframe and Evolution choices - In regards to the Genesis Incarnons, at least one choice on tier 2 needs to be applicable to all Warframes (i.e. not ignoring that Nidus/Inaros exists with no shields, or that Hildryn/Lavos has no energy etc).
  • Evolutions currently only affecting the base weapon - I've tried to make all of the evolutions affect BOTH the base weapon AND its Incarnon form (generally to remove "dead choices"). In some cases, it doesn't apply directly to the Incarnon form, but it aids getting INTO the Incarnon form instead.
  • Strict requirements - I've tried to ease up some overly restrictive choices (like "no primary equipped" etc, which is a VERY strict requirement), along with making some of them more "segmented". For example, instead of requiring 450+ armor, you now get a tenth of the bonus per every 45 armor.
  • Bugged damage output with Evolutions and Incarnon forms - While there are a bunch of bugs present with the Incarnons, there is two in particular that needs to be fixed:
    1. The passive damage boost (among others) which is granted from many of the tier 2 evolutions of the Genesis Incarnons, do NOT benefit from a lot of mods and even other evolutions, such as Galvanized Savvy etc. This makes those mods/evolutions far weaker than they should be, and really needs to be fixed.
    2. The explosive component of several Incarnon forms currently do NOT benefit from multishot. This obviously needs to be fixed too.
  • Ragdoll and Ricochet - Currently, ricochet effects (like Lato/Bronco Incarnons etc) do NOT always jump over to an enemy if that enemy is ragdolled or knocked down. This bug also seriously needs fixing.
  • Melee Incarnon forms - I've tried to suggest for all Incarnon melee weapons to have some extra quirks to spice up their gameplays. The inspiration for this is Innodem, which currently has 3 notable special effects: The survival buffs granted from finishers, the airborne projectiles, and greatly extended melee range. I'm aiming for all the melee weapons to have at least 2 special effects, which hopefully can give them more playstyle variety than now.

Some terminology:

  • When I for example say "2A", I am meaning Evolution tier 2, choice 1 (i.e. choice A).
  • Generally, changes and additions are bolded

Braton

  • Incarnon form:
    • Non-incarnon bodyshots grant 1,5 Incarnon ammo (Comparison: Headshots grant 10 ammo).
    • Rate of fire increased to 7,5/7/7/8,5 (Braton/MK-1/Vandal/Prime), up from 5/5/4,67/5,67
  • 1 - Incarnon form tier:
    • This also passively boosts the weapon's ammo reserves to 1000/1000/1125/1050 (Braton/MK-1/Vandal/Prime).
      • Was added as a little bonus, making room to change the Mercenary Chamber evolution into something else.
  • 2A - Daring Reverie:
    • Passive damage bonus remains untouched. However, the "On channel" bonus is changed like this:
      • With channeled ability or buff ability active, gain +30/22/38/34 damage (Braton/MK-1/Prime/Vandal) and +50% ammo efficiency.
        • A "buff ability" is anything that has a duration on yourself (Roar, Invisibility etc) or a buffing icon, including indefinitely lasting ones like Inaros' Scarab Swarm armor buff, Ember's Immolation etc, or other UI-unique buffs such as Hydroid's Plunder etc.
  • 2B - Munitions Grit:
    • Reworked a bit:
      • Increase damage by +14/20/2/8 (Braton/MK1/Prime/Vandal). Increase base multishot by +1,0x. However, all shots now cost 2 ammo (fully functional for both the base gun and the Incarnon form).
        • This rework gives the evolution a similarly bursty power boost, but without absolutely demolishing the ammo economy.
  • 3A - Mercenary Chamber:
    • Changed into Clockwork Onslaught - Increases reloadspeed by +60% and rate of fire by +10%.
  • 3C - Gunsmoke Pick Up:
    • Reduced from 10% to 5% ammo restored on punchthrough hits. Additionally, in Incarnon mode, if at least 2 enemies are hurt by its explosion, it also has a 20% chance to restore 5% of the ammopool.
      • The ammo restoration nerf is due to the increased base ammo suggested to be provided passively by evolution tier 1.
      • Note: Of course, Incarnon mode can also restore ammo via punchthrough as normal, the restoration via multi-target explosions is just an addition. The point of this suggested addition is to make sure that modding for punchthrough isn't necessary for this evolution to even function - simply shooting into crowds with Incarnon mode will be enough to make use of it.

Lato

  • Incarnon form:
    • Max Incarnon ammo increased to 48 (from 24), and ammo gained per charge is increased to 6 (from 4).
    • Non-incarnon bodyshots grant 1 Incarnon ammo (Comparison: Headshots grant 6 ammo).
    • Status chance increased to 9/15/22% (Lato/Vandal/Prime), up from 6/10/15%.
  • 1 - Incarnon form tier:
    • This also passively boosts the weapon's crit chance by 10/2/2% (Lato/Vandal/Prime) and status chance by 9/5/2% (Lato/Vandal/Prime) (both for the base weapon and its Incarnon form).
      • This is to make the tier 4 choices actually be more of a choice, and also to make the weapon better in general.
  • 2A - Haven Foray:
    • Passive damage bonus remains untouched. However, the "With overshields" bonus is changed like this:
      • With max health, gain +12/12/10 damage (Lato/Vandal/Prime). With overshields or overguard, gain +28/28/24 damage (Lato/Vandal/Prime). These bonuses stack.
        • This means you can get benefit with this Evolution using any Warframe, but those capable of overshielding or overguarding remain the stronger choices.
  • 2B - Reified Bane:
    • Passive damage bonus remains untouched. However, the "From empty reload" is changed like this:
      • On reload from empty magazine, or on Incarnon transformation with max charges, gain +30/30/24 damage (Lato/Vandal/Prime).
        • With this, the Incarnon can benefit from the damageboost as well.
  • 3B - Marksman's Gain:
    • Buffed to 100% chance to gain the ammo efficiency bonus. Headshots while in Incarnon form instead provides a 100% chance to boost ricochet range by 50% for 6 seconds (this range boost benefits the triggering headshot too).
      • This gives it a bonus to both base form and Incarnon form.
  • 3C - Exact Penance:
    • Tweaked; On kill it has a 50/50 chance to either instantly reload the gun OR to gain +1 Incarnon charge (i.e. +6 Incarnon ammo).
      • Neither of these will work while in Incarnon form, but the Incarnon charge up will help you to get INTO Incarnon form quicker.
  • 4A - Survivor's Edge:
    • Values tweaked: Reduced values to +12/8/4% crit chance and still 12/12/10% status chance (Lato/Vandal/Prime). (From 20/6/4% crit)
  • 4B - Deathtrap Trigger:
    • Values tweaked: Reduced values to +34/28/20% crit chance and 2,2/1,6/1,3x (Lato/Vandal/Prime). (From 50/38/30% chance and 3,2/2,6/2,3x multi). However, each kill now also extends the buff duration by 1 second. Furthermore, also gain the bonuses for 4 seconds when swapping from melee and upon transforming into its Incarnon form.
      • Changed to be less powerful, but easier to trigger and maintain.

Paris

  • Incarnon form:
    • Now remains SILENT in Incarnon form
    • Max Incarnon ammo increased to 30 (from 20), but ammo gained per charge remains at 5.
    • Non-incarnon bodyshots grant 1 Incarnon ammo (Comparison: Headshots grant 5 ammo).
    • On top of infinite ENEMY punchthrough, it also gains 1 meter TERRAIN punchthrough.
  • 2A - Deadly Pace:
    • Passive damage bonus remains untouched. However the sprint speed bonus is changed like this:
      • For every 0,05 sprint speed past 0,8 sprint speed, gain +10% rate of fire and +2,5% multishot. Max bonus at sprint speed of 1,2 (which is 80% fire rate and 20% multishot).
        • The multishot was added to give it a smudge of an actual damage output boost.
  • 2B - Guardian's Might:
    • Passive damage bonus remains untouched. However the "With overshields" bonus is changed like this:
      • With max health, gain +16/12/22 damage (Paris/MK-1/Prime). With overshields or overguard, gain +36/28/52 damage (Paris/MK-1/Prime). These bonuses stack. Charged shots and Incarnon mode has doubled benefit.
        • This means you can get benefit with this Evolution using any Warframe, but those capable of overshielding or overguarding remain the stronger choices.
  • 3A - Ardent Trigger:
    • The fire rate buff can also now be triggered while in Incarnon form, via its infinite body punchthrough.
  • 3B - Marksman's Focus:
    • In addition to zoom reduction, it also increases movement speed while aiming by 20%.
      • Further emphasizes the "agile" style, and gives it more than just minor QoL (as movespeed while aiming can indirectly help you survive via moving out of attacks etc)
  • 4A - Vicious Promise:
    • Tweaked into this instead:
      • Gain +20% critical chance and +1x crit multipler versus enemies which have 50% or higher health plus shields.
        • While the values are weaker (current values = +40% critchance, +2x crit multi), the requirement is far more lenient (compared to "undamaged enemies"). Note that you still get full benefit throughout an enemy's entire Overguard!
  • 4C - Striking Succession:
    • Duration increased to 5 seconds. Charged shots gain double benefit (so, +30 damage per stack, for a max of +120 damage). Incarnon shots count as charged shots.
       

Skana

  • Incarnon form:
    • The finisher-stun effect is beefed up like this:
      • On Incarnon transformation, or on any finisher (i.e. not only rear finishers, but also frontal, ground and even Mercy finishers), stun and blind all enemies for 6 seconds within 10 meters. Furthermore, finishers in Incarnon form also grant +200 Overguard (bonus capped at 1200 Overguard).
    • Additionally, Incarnon heavy attacks also add a quick wall of blades, slashing at all enemies in a cone in front of you. Its forward range is the same as the heavy attack itself but the wall's verticality and width is bigger. It deals damage 3 times in very quick succession, each hit dealing 30% of heavy attack damage and has guaranteed slash-procs.
  • 1 - Incarnon form tier:
    • This also passively boosts the weapon's crit chance by 14/4/4% (Skana/Prisma/Prime) and status chance by 4% (both for the base weapon and its Incarnon form).
      • This is mainly to make the weapon generally better.
  • 2A - Guardian's Promise:
    • Passive damage bonus remains untouched. However the "With overshields" bonus is changed like this:
      • With max health, gain +30% heavy attack efficiency. With overshields or overguard, gain +50% heavy attack efficiency. These bonuses stack.
        • This means you can get benefit with this Evolution using any Warframe, but those capable of overshielding or overguarding remain the stronger choices.
  • 2B - Wartime Nerve:
    • Slightly tweaked: The +9 combo bonus is now simply granted on the first hit on an enemy with your Skana, as long as it is not a heavy attack (rather than requiring the enemy to be completely undamaged).
  • 3A - Orokin Reach:
    • Increased from +0,4 to +1,0 meter range bonus.
  • 3B - Resolute Force:
    • Increased from +6 to +10 seconds combo duration. In addition, also grants +10% combo count chance.
  • 4A - Survivor's Edge:
    • Values tweaked: Grants +15/15/10% crit chance (Skana/Prisma/Prime) and +10/10/8% status chance (Skana/Prisma/Prime). (From 12/12/2% crit and 10/10/4% status).
  • 4B - Elemental Excess:
    • Values tweaked: Grants +25/25/20% status chance (Skana/Prisma/Prime). (From 30/20/10% status)
  • 4C - Absolute Valor:
    • Values tweaked: Grants +25/18/15% crit chance (Skana/Prisma/Prime). (From 25/25/4% crit)

Kunai

  • Base weapon stats:
    • Kunai's critical multiplier is increased from 1,6x to 2,0x
  • Kunai's augment Stockpiled Blight:
    • Now also increases Incarnon mode max charge by 40%!
  • Incarnon form:
    • Max Incarnon ammo increased to 40 (from 20). Charge per headshot remains at 5.
    • Non-incarnon bodyshots grant 1 Incarnon ammo (Comparison: Headshots grant 5 ammo).
    • Projectile speed also boosts its homing and turning speed.
  • 1 - Incarnon form tier:
    • This also passively boosts the weapon's crit chance by 12% and status chance by 12% (both for the base weapon and its Incarnon form).
      • This is to make the tier 4 choices actually be more of a choice, and also to make the weapon better in general.
  • 2B - Sage's Resolve:
    • Passive damage bonus remains untouched. However, the "On channel" bonus is changed like this:
      • With channeled ability or buff ability active, gain +100% multishot.
        • A "buff ability" is anything that has a duration on yourself (Roar, Invisibility etc) or a buffing icon, including indefinitely lasting ones like Inaros' Scarab Swarm armor buff, Ember's Immolation etc, or other UI-unique buffs such as Hydroid's Plunder etc.
  • 3B - Extended Volley:
    • In addition, also grants +20% max Incarnon charge.
      • This raises Incarnon max ammo from 40 to 48.
  • 3C - Rapid Reinforcement:
    • Renamed "Clockwork Onslaught" - Grants +100% reload speed, and now also adds +15% rate of fire.
  • 4A - Deathtrap Trigger:
    • Values tweaked: Reduced to +28/30% crit chance and +1x/1x critmulti (Kunai/MK-1) (From +40/42% chance and +1,4/1x multi). However, each kill now also extends the buff duration by 1 second. Furthermore, also gain the bonuses for 4 seconds when swapping from melee and upon transforming into its Incarnon form.
      • Changed to be less powerful, but easier to trigger and maintain.
  • 4B - Accelerating Volley:
    • Stack duration increased to 2 seconds (up from 0,5 seconds). In addition, each stack also grants +20% damage (meaning, max +100% damage).
  • 4C - Survivor's Edge:
    • The status bonus is no longer split between the 2 multishot of the Incarnon form.

Boar

  • Incarnon form:
    • Non-incarnon bodyshots grant 0,5 Incarnon ammo (Comparison: Headshots grant 3 ammo).
    • One beam in Incarnon mode always hits where you aim, the others still latch on as they do now
  • 1 - Incarnon form tier:
    • This also passively boosts the weapon's crit chance by 10% (both for the base weapon and its Incarnon form).
      • This is to make the tier 4 choices actually be more of a choice.
  • 2A - Reified Bane:
    • Passive damage bonus remains untouched. However, the "From empty reload" is changed like this:
      • On reload from empty magazine, or on Incarnon transformation with max charges, gain +30/30/24 damage (Lato/Vandal/Prime).
        • With this, the Incarnon can benefit from the damageboost as well.
  • 2B - Fortress Salvo:
    • Passive damage bonus remains untouched. However, the armor-requirement bonus is changed like this:
      • For every 45 armor on your Warframe, gain +0,4 meter punchthrough. Max bonus at 450 armor (which is +4 meter punchthrough).
  • 3A - Ready Retaliation:
    • In addition, also grants +100% reload speed (which affects transformation speed) when transforming into Incarnon form at full charge.
      • This does NOT stack with the bonus at empty magazine.
  • 3B - Mercenary Chamber:
    • In addition to its ammo bonus, it also increases the Incarnon charge gained from bodyshots by 50% (making it 0,75 Incarnon ammo per pellet).
  • 4B - Critical Parallel:
    • Reduced from +20% crit chance to +10% crit chance. Crit multiplier remains at 0,5x critmulti.
  • 4C - Survivor's Edge:
    • Reduced from +10% crit chance to +6% crit chance. The status chance bonus values are unchanged, but they are no longer split between multishot values.

Gammacor

  • Incarnon form - Completely reworked:
    • Now shoots 3 beams (instead of lobbing a vaccuum-bomb) in a fully automatic fashion, similarly to its non-Incarnon mode. The three beams behave like this:
      • One beam hits perfectly in the centre with perfect aim (just like its non-Incarnon mode).
      • The 2 other beams also shoot straight forward, but are distanced away a bit from the centre beam, while also rotating around the centre beam in a clockwise manner, overall sort of "thickening" the attack's size.
        • Aiming down sights will narrow down the 2 rotating beams' distance from the centre beam, so that they practically all hit at the same spot.
      • Each beam has a different base damage: The centre beam deals Magnetic damage, while the 2 rotating beams deal Cold and Electric, respectively. These can be modified by elemental mods, of course.
        • For example, adding Toxin damage makes the centre beam deal Magnetic+Toxin, while the Cold beam would instead deal Viral damage, and the Electric beam instead deals Corrosive damage.
      • Each of the 3 beams deal damage individually, so hitting all 3 beams on the same target deals 3 times as much damage (ignoring elemental bonuses etc).
      • Asides from the elemental types, each of the 3 beams otherwise have the same stats:
        • (Gammacor vs Synoid stats): 16/20 base damage, 15/25% crit chance, 1,8x/2,0x crit multiplier, 24/30% status chance, 12 rate of fire, 40 meter range and 1 meter punchthrough.
    • Max Incarnon ammo increased to 240 (from 15), and Incarnon charge per headshot increased to 12 (up from 1).
    • Non-incarnon bodyshots grant 2 Incarnon ammo (Comparison: Headshots grant 12 ammo)
  • 1 - Incarnon form tier:
    • This also passively boosts the weapon's crit chance by 9% (both for the base weapon and its Incarnon form).
      • This is to make the tier 4 choices actually be more of a choice, and also to make the weapon better in general.
  • 2A - Sage's Resolve:
    • Passive damage bonus remains untouched. However, the "On channel" bonus is changed like this:
      • With channeled ability or buff ability active, gain +50% multishot (up from 25% multishot).
        • A "buff ability" is anything that has a duration on yourself (Roar, Invisibility etc) or a buffing icon, including indefinitely lasting ones like Inaros' Scarab Swarm armor buff, Ember's Immolation etc, or other UI-unique buffs such as Hydroid's Plunder etc.
  • 2B - Infused Shots:
    • Passive damage bonus remains untouched. However the energy spent bonus is changed like this:
      • On 25 energy spent (or 100 shields with Hildryn, or on any ability cast for Lavos), gain 5 damage and 0,5 meter punchthrough for the base gun for 10 seconds. Stacks 4x.
        • This not only makes it more useable with more Warframes, but also gives it an improved multitarget niche with the bonus punchthrough.
  • 3A - Evolved Autoloader:
    • In addition, it also increases the Incarnon charge gained from bodyshots by 50% (making it 3 Incarnon ammo per shot).
      • Current bonus does NOTHING for Incarnon form. This bonus at least help you to get INTO Incarnon form quicker.
  • 3C - Extended Volley:
    • In addition, also grants +20% max Incarnon charge.
      • This raises Incarnon max ammo from 240 to 288.

Angstrum

  • Incarnon form:
    • The Incarnon projectiles now also explode on every hit, dealing an additional 15/20 (Angstrum/Prisma) Heat damage in a 2,5 meter AoE radius. Has minimal falloff (-20%).
      • Note that while this sounds like a very puny amount of AoE damage, these values are quite heavily boosted by damagebonuses of the tier 2 evolutions.
    • Projectile speed also boosts its homing and turning speed.
  • 1 - Incarnon form tier:
    • This also passively boosts the weapon's crit chance by 2% and increases ammo reserves by +9. (both for the base weapon and its Incarnon form - note that the ammo only affects the base gun though).
      • Was added as a little bonus, while also making room to change the Hitman's Hoard evolution into something else.
  • 2A - Haven Foray:
    • Passive damage bonus remains untouched. However, the "With overshields" bonus is changed like this:
      • With max health, gain +15 damage. With overshields or overguard, gain +35 damage. These bonuses stack.
        • This means you can get benefit with this Evolution using any Warframe, but those capable of overshielding or overguarding remain the stronger choices.
  • 2B - Paladin Virtue:
    • Passive damage reduced from +75 to +50. However the "700 max energy" bonus is changed like this:
      • For every 70 max energy, gain +0,05x critical multiplier. Max bonus at 700 max energy (which is +0,5x critical multiplier).
  • 3C - Hitman's Hoard
    • Reworked: Now named Hitman's Focus: Reduces recoil by 50%. Also reduce spread by 50% when aiming down sights.
      • Since the ammobonus was simply added as a passive benefit to evolution 1.

Gorgon

  • Incarnon form - Completely reworked:
    • Now shoots like a machine gun (like it's normal form), with 1 homing ricochet (similar to Lato/Bronco/Dual Toxocyst Incarnons), and 2x base multishot. It also has a slight windup before reaching maximum rate of fire, just like its normal form, and also similarly low accuracy.
      • The current Incarnon effect, a delayed explosive rocket, is just way too different from its normal form. That delayed rocket explosion would fit better for a future Incarnon on a weapon like Zakti Prime, which already has a delayed explosive attack.
    • Max Incarnon ammo increased from 20 to 240, and Incarnon charge per headshot increased from 0,66 to 12.
    • Non-incarnon bodyshots grant 2 Incarnon ammo (Comparison: Headshots grant 12 ammo).
    • Its other stats are changed like this (for Gorgon/Wraith/Prisma repectively):
      • ~40 damage, 2x base multishot, 13/14/15 rate of fire, 25/25/33% critical chance, 2,1/2,1/2,4x critical damage, 19/27/22% status chance.
    • Some suggested interaction for the Incarnon form with the Metamorphic Magazine augment:
      • The augment also adds +25% Max Incarnon ammo!
        • This would raise its max Incarnon ammo from 240 to 300.
  • 1 - Incarnon form tier:
    • This also passively boosts the weapon's crit chance by 5% and status chance by 5% (both for the base weapon and its Incarnon form).
      • This is to make the tier 4 choices actually be more of a choice, and also to make the weapon better in general.
  • 2A - Hunter's Mantra:
    • Passive damagebonus remains untouched. However, the "On channel" bonus is changed like this:
      • With channeled ability or buff ability active, gain +3 meter punchthrough. Also, with a channeled ability or buff ability active, gain +40% accuracy while aiming down sights
        • A "buff ability" is anything that has a duration on yourself (Roar, Invisibility etc) or a buffing icon, including indefinitely lasting ones like Inaros' Scarab Swarm armor buff, Ember's Immolation etc, or other UI-unique buffs such as Hydroid's Plunder etc.
        • The accuracy bonus now requires the channeled/buff ability AND aiming down sights - the spread being variable on command can be handy.
  • 2B - Hoplite Virtue:
    • Renamed "Renewed Strength". Passive damage bonus remains untouched. However, the "On shieldbreak" bonus is changed like this:
      • On shieldbreak, or upon picking up a health or energy orb, gain +13/8/8 damage (Gorgon/Wraith/Prisma) for 8 seconds.
  • 3A - Resonant Restore:
    • Replaced with Looming Swiftness, which does the following: Increases rate of fire by 10% and removes the wind-up, giving you max rate of fire instantly.
      • With the suggested Incarnon rework also having wind-up, it would mean this evolution would fully benefit both the regular form and the Incarnon form.

Anku

  • Incarnon form:
    • In addition to current effects, on kill, a homing soul-projectile is launched from the killed enemy. The projectile travels through walls, deals 100% melee damage, grants 1 combo point and produces a guaranteed cold status effect on the enemy.
  • 1 - Incarnon form tier:
    • This also passively boosts the weapon's crit chance by 5% and status chance by 10% (both for the base weapon and its Incarnon form).
      • This is to make the tier 4 choices actually be more of a choice, and also to make the weapon better in general.
  • 2A - Edge of Justice:
    • Passive damage bonus remains untouched. However, the "With melee equipped" bonus is changed like this:
      • For every enemy within 10 meters, gain +8% attack speed. Max +40% attack speed.
  • 2B - Guardian's Promise:
    • Passive damage bonus remains untouched. However the "With overshields" bonus is changed like this:
      • With max health, gain +30% heavy attack efficiency. With overshields or overguard, gain +50% heavy attack efficiency. These bonuses stack.
        • This means you can get benefit with this Evolution using any Warframe, but those capable of overshielding or overguarding remain the stronger choices.
  • 3B - Swordman's Celerity:
    • Renamed "Fighter's Celerity". Requirement revamped: Grants the +20% movement speed by simply having the Anku in your hands (wether that is by fully melee equipping it or by simply quick melee equipping, doesn't matter).

Bo

  • Base weapon stats:
    • All the Bo weapons' damage distributions are changed: From 90% impact and 10% puncture to -> 65% impact, 25% slash, 10% puncture
      • This is to make Flashing Bleed (4A) feel less necessary.
  • Incarnon form:
    • In addition to current effects, slide attacks launches a "Storm Wheel" attack, which is basically an electric wind-replica of the staff, launched in the aimed direction. This wind wheel pierces all enemies, but bounces on terrain up to 6 times. The wind wheel has an 8 second cooldown, and this cooldown is reduced by 0,5 seconds for every kill with the Bo (not counting Storm Wheel kills).
      • The Storm Wheel deals 200% modded slide attack damage (same damage distributions, status, crit etc), grants 5 combo per enemy hit and produces a guaranteed electric status on each enemy hit, regardless of modding.
    • Followthrough is also increased to 0,9 in Incarnon form! (From its very meager 0,5x)
  • 1 - Incarnon form tier:
    • This also passively boosts the weapon's crit chance by 4% and status chance by 4% (both for the base weapon and its Incarnon form).
      • This is mainly to make the weapon better in general.
  • 2A - Stalwart Oak:
    • Passive damage bonus remains untouched. However, the armor-requirement bonus is changed like this:
      • For every 45 armor on your Warframe, gain +3 parry angle and +30% combo count chance while blocking. Max bonus at 450 armor (which is +30 parry angle and +300% block combo chance).
  • 2B - Swordsman's Flourish:
    • Renamed "Fighter's Flourish". Passive damage bonus remains untouched. However, the "With melee (fully) equipped" bonus is revamped like this:
      • For every enemy within 10 meters, gain +20% combo count chance. Max +100% combo chance bonus.
  • 3C - Swordsman's Celerity:
    • Renamed "Fighter's Celerity". Requirement revamped: Grants the +20% movement speed by simply having the Bo in your hands (wether that is by fully melee equipping it or by simply quick melee equipping, doesn't matter).
  • 4A - Flashing Bleed:
    • Trigger chance has been increased to 100%.
  • 4B - Subtle Force:
    • Values tweaked: Grants +12/15/10% crit chance (Bo/MK-1/Prime) and +12/15/10% status chance (Bo/MK-1/Prime). (From 12/15/6% for both crit and status chance).

Latron

  • Incarnon form - Reworked a bit (Note that the Latrons' current Incarnon form effect is, more or less, given to Torid instead):
    • This now instead shoots basic hitscan bullets with homing richochet (like the Incarnons for Lato, Bronco and Dual Toxocyst). These Incarnon shots would hit a whole bunch harder than the base gun, with similar crit and status stats as its current Incarnon form.
      • Stat changes are as follows (for Latron/Wraith/Prime respectively):
        • 178/180/200 damage (now as roughly even IPS damage, with no Heat damage anymore). Is now hitscan (meaning, it no longer has a projectile, it hits instantly). Ricochets homingly towards up to 3 different enemies, which are within 9 meters of each other. Now has a bit of recoil, but not as strong as on its normal form.
          • All other stats (like crit chance, status chance, fire rate etc), remain the same as its current Incarnon form.
    • Incarnon charge remains the same (40 max ammo, 5 per headshot).
    • Non-incarnon bodyshots grant 1 Incarnon ammo (Comparison: Headshots grant 5 ammo).
  • 3B - Extended Volley:
    • In addition, also grants +20% max Incarnon charge.
      • This raises Incarnon max ammo from 40 to 48.
  • 3C - Marksman's Focus:
    • In addition to zoom reduction, it also increases movement speed while aiming by 20%.
      • Further emphasizes the "agile" style, and gives it more than just minor QoL (as movespeed while aiming can indirectly help you survive via moving out of attacks etc)

Furis

  • Incarnon form:
    • Non-incarnon bodyshots grant 2 Incarnon ammo (Comparison: Headshots grant 14 ammo).
  • 1 - Incarnon form tier:
    • This also passively boosts the weapon's ammo reserves to 420 (this only applies to the base weapon).
      • This is to make the weapon better in general.
  • 2A - Haven Foray:
    • Passive damage bonus remains untouched. However, the "With overshields" bonus is changed like this:
      • With max health, gain +9 damage. With overshields or overguard, gain +21 damage. These bonuses stack.
        • This means you can get benefit with this Evolution using any Warframe, but those capable of overshielding or overguarding remain the stronger choices.
  • 2B - Stormburst:
    • Renamed "Starburst". Passive damage bonus remains untouched. However, the electricity-related bonus is revamped like this:
      • On hitting enemies affected by any base elemental (i.e. Heat/Electric/Cold/Toxin) status proc, gain +10% multishot for 4 seconds. Stacks up to 10x.
  • 3A - Practiced Grip:
    • Renamed "Void's Reach": Still grants 50% accuracy, but also grants +8 meter range for Incarnon form.
      • Added, because the accuracy bonus is useless for the Incarnon form, while the added range could definitely help.
  • 3B - Extended Volley:
    • In addition, also grants +20% max Incarnon charge.
      • This raises Incarnon max ammo from 280 to 336.
  • 3C - Executioner's Fortune:
    • In addition, on headshot you have a 100% chance to gain +5% rate of fire for 2 seconds. Stacks 10 times.
      • This basically just merges the old Headcracker (Evolution 4A) into this evolution. It also makes this evolution grant something useful for Incarnon form as well.
  • 4A - Headcracker:
    • Reworked: Now simply provides +100% headshot damage.
  • 4B - Prelude of Might:
    • Crit chance treshold increased from 40% to 50%.

Furax

  • Incarnon form:
    • The fire effect on heavy slams now also drag in enemies from a 10 meter radius for 1 second.
    • Every 4th melee hit also creates a fiery explosion around the impact point. The explosion has base heat-damage, deals 150% of base melee damage (and is of course fully moddable), in a 4 meter radius with no falloff and guarantees a heat status-proc on all affected targets (regardless of modding). The explosion also adds 1 combo point per target struck - even if it occurs from a heavy attack (but is added AFTER combo points have been consumed from the heavy attack).
  • 1 - Incarnon form tier:
    • This also passively boosts the weapon's status chance by 15% (both for the base weapon and its Incarnon form).
      • This is to make the tier 4 choices actually be more of a choice, and also to make the weapon better in general.
  • 2A - Swordsman's Flourish:
    • Renamed "Fighter's Flourish". Passive damage bonus remains untouched. However, the "With melee (fully) equipped" bonus is revamped like this:
      • For every enemy within 10 meters, gain +20% combo count chance. Max +100% combo chance bonus.
  • 2B - Kill Joy:
    • Enemy proximity range for the buff(s) to trigger has been increased from 6 to 10 meters.
  • 4A - Flashing Bleed:
    • Trigger chance has been increased from 40% to 100%.
  • 4B - Kinetic Killer:
    • Reworked slightly, into this:
      • Upon a slide attack hit, base critical multiplier is raised by 1x for all attacks, for 10 seconds. This crit bonus applies to the triggering slide attack as well
        • Changed like this to counter slide-spam, and instead encouraging varied attacks.
  • 4C - Absolute Dominion:
    • Values tweaked: Grants +24/22/18% status chance (Furax/MK-1/Wraith). (From 24/22/14% status)

Strun

  • Incarnon form:
    • Non-incarnon bodyshots grant 0,33 Incarnon ammo (Comparison: Headshots grant 2 ammo).
    • Potential change: Incarnon base multishot increased to 5 (from 1), but compensated by reducing damage and status chance per projectile to 1/5th of their current values (and the status benefit from the tier 4 status evolutions would then also be reduced to 1/5th).
      • This could be a potential change to make the Incarnon form still feel "shotgunny" without relying on too much multishot bonuses from things like mods and Arcanes.
  • 2A - Tenno Targeting:
    • Passive damage bonus remains untouched. However, the "On channel" bonus is changed like this:
      • With channeled ability or buff ability active, gain +4 meter punchthrough, but Incarnon form gains +1 meter explosion radius (instead of punchthrough).
        • A "buff ability" is anything that has a duration on yourself (Roar, Invisibility etc) or a buffing icon, including indefinitely lasting ones like Inaros' Scarab Swarm armor buff, Ember's Immolation etc, or other UI-unique buffs such as Hydroid's Plunder etc.
  • 3B - Galvanized Reload:
    • Renamed "Rerouted Reload". Effect slightly altered:
      • When hitting an enemy affected by Electricity or Puncture status, you have a 40% chance to restore 1 ammo into the magazine. In addition, it also increases the Incarnon charge gained from bodyshots by 50% (making it 0,5 Incarnon ammo per pellet).
        • With Puncture procs added to the requirement, you can now innately benefit from this pseudo-magsize bonus. Also, while it doesn't have something to help you in Incarnon form, the bodyshots granting more Incarnon charge can help you get INTO Incarnon form more quickly.
        • The suggested "bodyshots get bonus Incarnon charge" effect would NOT require any status effect on the enemy, this bonus would always be active.

Lex

  • Incarnon form:
    • Non-incarnon bodyshots grant 0,33 Incarnon ammo (Comparison: Headshots grant 2 ammo).
    • Incarnon mode's crit chance reduced from 30/35% to 25/30% (Lex/Prime) and status chance is reduced from 22/44% to 22/39%.
      • Don't worry, this is all counteracted by the passive bonuses on tier 1.
  • 1 - Incarnon form tier:
    • This also passively boosts the weapon's critical chance by 5% and status chance by 5% (both for the base weapon and its Incarnon form).
      • This is to make the tier 4 choices actually be more of a choice (as they are adjusted down). Since the Incarnon form was reduced in crit and status chance, it also mainly helps the base gun shine more.
  • 2A - Hoplite Virtue:
    • Renamed "Renewed Strength". Passive damage bonus remains untouched. However, the "On shieldbreak" bonus is changed like this:
      • On shieldbreak, or upon picking up a health or energy orb, gain +80 damage for 8 seconds.
  • 2B - Trusty Sidearm:
    • Passive damage bonus remains untouched. However, the "On channel" bonus is changed like this:
      • With channeled ability or buff ability active, gain +60% ammo efficiency and +30% fire rate.
        • A "buff ability" is anything that has a duration on yourself (Roar, Invisibility etc) or a buffing icon, including indefinitely lasting ones like Inaros' Scarab Swarm armor buff, Ember's Immolation etc, or other UI-unique buffs such as Hydroid's Plunder etc.
        • The fire rate was added so it has a benefit for Incarnon form (as ammo efficiency does nothing for it).
  • 3A - Lex Talionis:
    • In addition, also grants +10% projectile speed per stack (so max +40% projectile speed).
      • This is obviously far more useful for the Incarnon form, in contrast to the ammo efficiency which is only useful for the base form.
  • 3B - Extended Volley:
    • In addition, also grants +20% max Incarnon charge.
      • This raises Incarnon max ammo from 20 to 24.
  • 3C - Ready Retaliation:
    • In addition, also grants +100% reload speed (which affects transformation speed) when transforming into Incarnon form at full charge.
      • This does NOT stack with the bonus at empty magazine.
  • 4A - Executioner's Dawn:
    • No longer has an "on equip" requirement, nor a duration - It is now just simply +100% headshot damage. And this bonus SHOULD work with the Incarnon form too.
  • 4B - Elemental Balance:
    • Reduced from +40/30% status chance (Lex/Prime) to +35/25% status chance.
  • 4C - Critical Parallel:
    • Reduced from +20/19% crit chance (Lex/Prime) and +0,4x critmulti, to +15/14% crit chance and +0,2x critmulti.

Magistar

  • Base weapon stats:
    • All the Magistar weapons' damage distributions are changed: From 80% impact, 15% puncture, 5% slash to -> 50% impact, 25% puncture, 25% slash.
      • This is to make Flashing Bleed (4A) feel less necessary.
  • Incarnon form:
    • The 50% wind up speed bonus is changed to 50% heavy attack efficiency instead.
    • In addition, heavy slams now impale enemies with stone spikes if they are caught in its slam radius, greatly enhancing the damage of the heavy slam.
      • These spikes add damage equal to 100% of modded heavy attacks, along with having a forced slash-proc. However, this stone spike attack has a 12 second cooldown, and Magistar kills which are not made by the stone spike attack reduces its cooldown by 0,5 seconds.
    • The secret passive lifesteal bonus which is granted for Sancti Magistar Incarnon is now ALSO given to the regular Magistar Incarnon.
  • 2A - Crushing Verdict:
    • Passive damage bonus remains untouched. However, the "On channel" bonus is changed like this:
      • With channeled ability or buff ability active, gain +100% follow through.
        • A "buff ability" is anything that has a duration on yourself (Roar, Invisibility etc) or a buffing icon, including indefinitely lasting ones like Inaros' Scarab Swarm armor buff, Ember's Immolation etc, or other UI-unique buffs such as Hydroid's Plunder etc.
  • 2B - Edge of Justice:
    • Passive damage bonus remains untouched. However, the "With melee equipped" bonus is changed like this:
      • For every enemy within 10 meters, gain +8% attack speed. Max +40% attack speed.
  • 3C - Swift Break:
    • Buffed from 50% to +60% heavy attack windup speed
  • 4A - Flashing Bleed:
    • Trigger chance has been increased from 50% to 100%.
  • 4C - Critical Parallel:
    • Critmultiplier reduced from 1,0x to 0,3x for regular Magistar
      • It is oddly way higher than the Sancti version.

Boltor

  • Incarnon form:
    • Non-incarnon bodyshots grant 1,33 Incarnon ammo (Comparison: Headshots grant 8 ammo).
    • Incarnon mode now grants 0,6 meter punchthrough for all Boltor variants (this is currently only granted to the Telos variant).
  • 1 - Incarnon form tier:
    • This also passively boosts the weapon's critical chance by 5/1/5% (Boltor/Telos/Prime) and status chance by 5/5/1% (both for the base weapon and its Incarnon form).
      • This is to make the tier 4 choices actually be more of a choice.
  • 2A - Hunter's Mantra:
    • Passive damagebonus remains untouched. However, the "On channel" bonus is changed like this:
      • With channeled ability or buff ability active, gain +4 meter punchthrough. Also, with a channeled ability or buff ability active, gain +40% accuracy while aiming down sights
        • A "buff ability" is anything that has a duration on yourself (Roar, Invisibility etc) or a buffing icon, including indefinitely lasting ones like Inaros' Scarab Swarm armor buff, Ember's Immolation etc, or other UI-unique buffs such as Hydroid's Plunder etc.
        • The accuracy bonus now requires the channeled/buff ability AND aiming down sights - the spread being variable on command can be handy.
  • 2B - Crimson Overture:
    • In additon, also grants +1 Incarnon charge (i.e. 8 Incarnon ammo) on kill.
      • Added due to the ammo efficiency doing nothing for the Incarnon form. While this addition doesn't aid the Incarnon form either, it does help to get INTO the Incarnon form more quickly.
  • 3B - Extended Volley:
    • In addition, also grants +20% max Incarnon charge.
      • This raises Incarnon max ammo from 160 to 192.
  • 4A - Elemental Balance:
    • Values tweaked: Grants +20/15/18% status chance (Boltor/Telos/Prime). (From 20/20/18% status chance)
  • 4B - Survivor's Edge:
    • Values tweaked: Grants +8/4/7% crit chance (Boltor/Telos/Prime) and stays at 8/4/10% status chance. (From 8/4/10% crit chance)
  • 4C - Commodore's Fortune:
    • Values tweaked: Grants +12/6/11% crit chance (Boltor/Telos/Prime). (From 12/6/14% crit chance)

Bronco

  • Incarnon form:
    • Max Incarnon ammo buffed to 40 (from 20), along with increasing its Incarnon charge gained per headshot to 2 (from 0,5).
    • Non-incarnon bodyshots grant 0,5 Incarnon ammo (Comparison: Headshots grant 2 ammo).
  • 1 - Incarnon form tier:
    • This also passively boosts the weapon's critical chance by 14% and reduces base reloadtime by 0,2/0,8 seconds (Bronco/Prime). (both for the base weapon and its Incarnon form).
      • This is to make the tier 4 choices actually be more of a choice, and to buff the weapon in general.
  • 2A - Speeding Bullet:
    • Passive damage bonus remains untouched. However the sprint speed bonus is changed like this:
      • For every 0,05 sprint speed past 0,8 sprint speed, gain +7,5% projectile speed and 5% multishot. Max bonus at sprint speed of 1,2 (which is +60% projectile speed and +40% multishot).
  • 2B - Infused Shots:
    • Passive damage bonus remains untouched. However the energy spent bonus is changed like this:
      • On 25 energy spent (or 100 shields with Hildryn, or on any ability cast for Lavos), gain 10/9 damage (Bronco/Prime) and 0,5 meter punchthrough for 10 seconds. Stacks 4x.
  • 3C - Extended Volley:
    • In addition, also grants +20% max Incarnon charge.
      • This raises Incarnon max ammo from 40 to 48.
  • 4A - Enough for Everyone:
    • Tweaked like this:
      • Gain +20% ammo efficiency, and +10% more ammo efficiency for every enemy within 10 meters. Max 80% efficiency. Incarnon mode passively gains (i.e. without any requirements) +100% ricochet range.
        • This makes the requirement far less restrictive. Also, since the Incarnon mode cannot benefit from ammo efficiency, the greatly added ricochet range might make it a bit more competitive choice.
  • 4B - Commodore's Fortune:
    • Reduced from 15% to 10% critchance.

Ceramic Dagger

  • Incarnon form:
    • The spectral dagger explosions launched from heavy attacks no longer staggers the player.
    • In addition, upon equipping the dagger (via quick melee or full melee mode, doesn't matter), you gain the "Hidden Blade" buff, which grants +30% attack speed for 5 seconds.
  • 1 - Incarnon form tier:
    • This also passively boosts the weapon's critical chance by 15% and status chance by 5%. (both for the base weapon and its Incarnon form).
      • This is to make the tier 4 choices actually be more of a choice, and to buff the weapon in general.
  • 2A - Gun and Blade:
    • In addition, also gains initial combo stacks from Secondary kills.
      • Turning a bug into a feature!
  • 2B - Breacher's Opportunity:
    • Passive damage bonus remains untouched. However, the "On shieldbreak" bonus is changed like this:
      • On shieldbreak, or upon picking up a health or energy orb, gain +80 damage for 8 seconds.
  • 4A - Red Right Hand:
    • Tweaked like this:
      • When attacking with Ceramic Dagger from Primary or Secondary, gain +1,5x crit multiplier for 5 seconds (rather than just a 2x crit multi on the first hit).
        • This makes it far more flexible and powerful. Potentially the strongest choice, even - but imo it should be, since it's a brief and conditional effect, compared to the constant bonuses of 4B and 4C.
  • 4C - Absolute Valor:
    • Reduced from 30% to 15% critchance.

Torid

  • Incarnon form - Major rework (TL;DR: Now functions more like current Latron Incarnon, while Atomos gets Torid's current Incarnon mechanics instead):
    • Instead of a beamgun, the Torid Incarnon now launches explosive bouncy toxic bombs (more like current Latron Incarnon), with each bounce leaving toxic clouds in their wake (more alike its normal form).
      • Stats are changed like this:
        • ~50 direct damage and ~100 area of effect damage (both forms dealing pure Toxin). 2,5 rate of fire and semiauto trigger. Can bounce on terrain or enemies up to 6 times. On each bounce a toxic cloud is spawned! Each explosion and all Incarnon toxic clouds have a 4 meter radius for their areas of effect. The Incarnon projectiles have no arc, and the projectile speed is similar to the normal Torid shots.
          • Crit chance, critical damage and status chance all remain the same as current Torid Incarnon. The Incarnon's lingering cloud damage is also identical to those of its normal form.
    • Max ammo reduced to 40 (from 170). Each charge now only grants 4 ammo (from 37), still regardless if it is a bodyshot or headshot.
  • 1 - Incarnon form tier:
    • This also passively boosts the weapon's critical chance by +8%. (both for the base weapon and its Incarnon form).
      • This is to make the tier 4 choices actually be more of a choice, as the power of the crit chance evolutions have all been reduced.
  • 2A - Final Fusilade:
    • Reworked: Increases damage by 51. Every fifth shot grants +1 multishot (base multishot?).
      • Works for both normal and Incarnon form as expected. Normal mode and Incarnon mode have seperate counters for their multishot bonus attack, and is memorized seperately too.
  • 2B - Plentiful Mayhem:
    • Reworked: Now named Plagueheart Remains: Increases damage by 51. Increases lingering toxic cloud duration by 1 second per 150 current health. Max 5 second bonus (achived with 750 health).
      • Fully works for both normal and Incarnon form.
  • 3B - Renewed Horror:
    • Reworked: Now named Grim Contamination: Increases rate of fire by 20%.
  • 3C - Extended Volley:
    • Reduced from +9 to +5 magsize. In addition, also grants +20% max Incarnon charge.
      • This raises Incarnon max ammo from 40 to 48.
  • 4A - Commodore's Fortune:
    • Reduced from +20% to +12% critchance.
  • 4B - Survivor's Edge:
    • Reduced from +15% to +7% critchance (bonus to status chance untouched).

Dual Toxocyst

  • Frenzy bonus:
    • Frenzy, the bonus you get on headshots with the Dual Toxocyst, has it fire rate bonus changed: It now adds +1,5 base rate of fire, instead of +150% fire rate.
      • This makes no difference for the normal gun (as the bonus will have the exact same effect), but for the Incarnon form, this is a big fire rate reduction. Here are the comparisons:
        • Normal form - Current rate of fire goes from 1 to 2,5. With this suggestion, it still goes from 1 to 2,5.
        • Incarnon form - Current rate of fire goes from 4,5 to 11,25. With this suggestion, it goes from 4,5 to just 6.
        • This means that, while you get far less burst rate of fire in Incarnon form with Frenzy active, modding for fire rate (to help the normal form get headshots more quickly) won't make the Incarnon form go over-the-top wild in its fire rate either. It also makes it easier to not waste ammo, something that happens far too easily with the current iteration, if you mod for any form of fire rate (remember: The current Frenzy fire rate buff is a seperate multiplicative bonus, which is why it goes so wild).
  • Incarnon form:
    • Non-incarnon bodyshots grant 5 Incarnon ammo (Comparison: Headshots grant 30 ammo).
  • 1 - Incarnon form tier:
    • This also passively boosts the weapon's critical chance by 12%. (both for the base weapon and its Incarnon form).
      • This is to make the tier 4 choices actually be more of a choice.
  • 2A - Carnage Reign:
    • Damage per status increased from +33% to +40%
  • 3A - Ready Retaliation:
    • In addition, also grants +100% reload speed (which affects transformation speed) when transforming into Incarnon form at full charge.
      • This does NOT stack with the bonus at empty magazine.
  • 3B - Evolved Autoloader:
    • In addition, bodyshots provides 50% more Incarnon charge (increasing the Incarnon ammo gained per bodyshot from 5 to 7,5).
      • Current bonus does NOTHING for Incarnon form. This bonus at least help you to get INTO Incarnon form quicker.
  • 3C - Marksman's Hand:
    • In addition, gain +50% accuracy when aiming down sights.
  • 4A - Commodore's Fortune:
    • Reduced from +20% to +8% crit chance.
  • 4B - Neurotoxin:
    • Revamped: Now grants +70% toxin with no requirements. Furthermore, creates guaranteed toxin-status on headshots, regardless of modding.
  • 4C - Ripper Rounds:
    • Kill requirement and timer removed; It simply grants +3 meter punchthrough at all times now!

Dual Ichor

  • Incarnon form
    • The toxic clouds spawned on kills now also slow down enemies by 20%.
    • When the Dual Ichor is held (via quick melee or full melee mode, doesn't matter) and is in Incarnon mode, it now also provides the Mending Heart buff, which regenerates 10 health every second.
      • When you are missing health, heart-like structure on the Dual Ichor's handles start beating faster and eminate a soothing energy glow.
  • 1 - Incarnon form tier:
    • This also passively boosts the weapon's status chance by 10%. (both for the base weapon and its Incarnon form).
      • This is to make the tier 4 choices actually be more of a choice
  • 3A - Orokin Reach:
    • Increased from +0,6 to +1 meter range.
  • 3B - Resolute Force:
    • Increased from +6 to +10 combo duration. In addition, also grants +10% combo count chance.
  • 4A - Absolute Valor:
    • Reduced from +34% to +24% status chance.
  • 4B - Poison Parasite:
    • Revamped and renamed into Parasitic Hunger: On kill, gain 33 health per second and +33% Toxin damage for 9 seconds.
  • 4C - Universal Readiness:
    • Picking up ammo now also pauses the combo duration's decay for 15 seconds! Furthermore, on melee kill, your next Primary or Secondary reload gains +100% reload speed bonus.

Miter

  • Incarnon form:
    • Max Incarnon ammo increased to 40 (from 20). Each headshot still only grants 5 Incarnon ammo.
    • Non-incarnon bodyshots grant 1 Incarnon ammo (Comparison: Headshots grant 5 ammo).
    • Crit chance is reduced from 20% to 12%
      • Don't worry, this is compensated for on tier 1 with its new passive bonus, along with tier 4 having their values adjusted.
    • Projectile speed also boosts its homing and turning speed.
  • 1 - Incarnon form tier:
    • This also passively boosts the weapon's crit chance by 18%. (both for the base weapon and its Incarnon form).
      • This, along with the changes on tier 4, would make it so there's now a genuine choice among the tier 4 evolutions.
  • 2A - Swift Sawblades:
    • Passive damagebonus remains untouched. However, the "On channel" bonus is changed like this:
      • With channeled ability or buff ability active, gain +70% fire rate.
        • A "buff ability" is anything that has a duration on yourself (Roar, Invisibility etc) or a buffing icon, including indefinitely lasting ones like Inaros' Scarab Swarm armor buff, Ember's Immolation etc, or other UI-unique buffs such as Hydroid's Plunder etc.
  • 2B - Plentiful Mayhem:
    • Reworked: Now Raging Collision: Increases damage by 57. Each time a sawblade bounces off something (be it enemy or terrain) or punches through an enemy, that blade deals +20% damage. Max +100% damage bonus.
      • Fully works for all firing modes, for both the regular gun and the Incarnon form.
  • 3B - Ready Retaliation:
    • In addition, also grants +100% reload speed (which affects transformation speed) when transforming into Incarnon form at full charge.
      • This does NOT stack with the bonus at empty magazine.
  • 3C - Mercenary Chamber:
    • In addition to its ammo bonus, it also increases the Incarnon charge per bodyshot by 50% (increasing it from 1 to 1,5).
  • 4A - Sawblade Storm:
    • The supercharge for this effect is now affected by fire rate buffs. In addition, grants +1,5 meter explosion radius for Incarnon form.
      • Added the explosion radius bonus, because this evolution has zero effect on Incarnon form otherwise.
  • 4B - Commodore's Fortune:
    • Reduced from +22% to +12% crit chance.
  • 4C - Critical Parallel:
    • Reduced from +12% to +6% crit chance. Status chance remains at +12%.

Atomos

  • Incarnon form - Completely reworked (TL;DR: Turns into a fiery version of what the current Torid Incarnon is, ie an AoE-beam with a target-chaining effect):
    • Now fires a beam (instead of lobbing bombs), which deals its damage in an area-of-effect on impact, as well as chaining towards up to 4 other enemies from that area of effect.
      • Stats are changed like this:
        • 70 damage (purely as Heat), 23% crit chance, 3x crit multiplier, 41% status chance, 8 rate of fire, held (full auto) triggertype, 3 meter area of effect radius, 18 meter beam range, max 4 targets it can chain to, 7 meter chain beam range, 75% damage dealt to chained targets
    • Max Incarnon ammo increased to 180 (from 21), and ammo gained per charge is increased to 10 (from 1).
    • Non-incarnon bodyshots grant 0,75 Incarnon ammo (Comparison: Headshots grant 10 ammo).
      • Note: This also functions with the chaining beams, further boosting Incarnon charge up speed if you can strike more targets! That is also why it has the lowest bodyshot charge (compared to its headshot charge) value of all Incarnons.
  • 1 - Incarnon form tier:
    • This also passively boosts the weapon's crit chance by 6%. (both for the base weapon and its Incarnon form).
      • This is to make the tier 4 choices actually be more of a choice
  • 2A - Paladin Virtue:
    • Passive damage bonus remains untouched. However the "700 max energy" bonus is changed like this:
      • For every 70 max energy, gain +0,1x critical multiplier. Max bonus at 700 max energy (which is +1x critical multiplier).
  • 2B - Hoplite Virtue:
    • Renamed "Renewed Strength". Passive damage bonus remains untouched. However, the "On shieldbreak" bonus is changed like this:
      • On shieldbreak, or upon picking up a health or energy orb, gain +30 damage for 8 seconds.
  • 3B - Mercenary Chamber:
    • In addition, you also gain +33% more Incarnon ammo from bodyshots. (Increases Incarnon ammo per bodyshot from 0,75 to 1).
      • Yes, this also boosts the charge up from the chaining beams.
  • 3C - Resonant Restore:
    • Changed into Clockwork Onslaught - Increases reloadspeed by +60% and rate of fire by +15%.
  • 4B - Commodore's Fortune:
    • Reduced from +19% to +13% crit chance.
  • 4C - Survivor's Edge:
    • Reduced from +10% to +6% crit chance. Status chance remains at +12%.

Ack and Brunt

  • Incarnon Form:
    • The spectral axe explosions launched from air/slide attacks no longer staggers the player.
    • With any Ack and Brunt kill, you gain +1 "Axe Power" charge, max 10 stacks. Each charge adds +50% damage for your next Spectral Axe throw (i.e. max +500% bonus at max stacks), but each throw only consumes ONE charge each!
      • With each Axe Power charge, the blade glows more and more with shimmering, ghostly energy.
    • Furthermore, the Ack and Brunt in Incarnon form can also absorb damage by blocking physical damage (not just elemental) and when attacking with stored damage, now the absorption damage bonus lasts for 4 seconds after attacking. Each time you block to absorb more damage and attack again, this creates a new seperate 4 second timer, which stacks with previous one(s).
  • Ack & Brunt's augment Electromagnetic Shield:
    • This mod now also boosts the damage absorbtion value by +25% per rank (for a total of +150% at max rank).
  • 1 - Incarnon form tier:
    • This also passively boosts the weapon's crit chance by 4% and status chance by 10%. (both for the base weapon and its Incarnon form).
      • This is to make the tier 4 choices actually be more of a choice.
  • 2A - Templar's Wrath:
    • Passive damage bonus remains untouched. However, the armor-requirement bonus is changed like this:
      • For every 45 armor on your Warframe, gain +7% heavy attack efficiency. Max bonus at 450 armor (which is +70% heavy attack efficiency).
  • 2B - Shieldmaiden's Rush:
    • Passive damage bonus remains untouched. However, the "On shieldbreak" bonus is changed like this:
      • On shieldbreak, or upon picking up a health or energy orb, gain +300% block combo chance for 12 seconds.
  • 3A - Oroking Reach:
    • Increased from +0,7 to +1 meter range.
  • 4B - Absolute Valor:
    • Reduced from +17% to +14% crit chance.
  • 4C - Versatile Creed:
    • Reduced from +9% to +7% crit chance. Status chance remains at +9%.

Soma

  • Incarnon form - some noticeable stat tweaks:
    • Now also has a wind-up to reach max rate of fire, just like the normal form.
    • Max Incarnon ammo increased from 200 to 300, and Incarnon charge per headshot increased from 10 to 15.
    • Non-incarnon bodyshots grant 2,5 Incarnon ammo (Comparison: Headshots grant 15 ammo).
    • Its other stats are changed like this (for Gorgon/Wraith/Prisma repectively):
      • 12 damage (down from 18), 6x base multishot (down from 8), 15 rate of fire (up from 7), 40% critical chance (up from 10%), 3x critical damage (down from 3,4x), 10% status chance per bullet (up from 3%).
    • Non-incarnon bodyshots grant 1,5 Incarnon ammo (Comparison: Headshots grant 10 ammo).
  • 2A - Fortress Salvo:
    • Passive damage bonus remains untouched. However, the armor-requirement bonus is changed like this:
      • For every 45 armor on your Warframe, gain +0,4 meter punchthrough. Max bonus at 450 armor (which is +4 meter punchthrough).
  • 2B - Fortifying Bloodshed:
    • Passive damage bonus remains untouched. However, the "on bleed kill" requirement is changed to "on status damage kill".
  • 3A - Kinetic Battle
    • Reworked into Hitman's Focus: Reduces recoil by 50%. Also reduce spread by 50% when aiming down sights.
      • This makes option 3B (Practiced Grip) quite obsolete, so it is also changed.
  • 3B - Practiced Grip
    • Replaced with Looming Swiftness, which does the following: Increases rate of fire by 10% and removes the wind-up, giving you max rate of fire instantly.
      • With the suggested Incarnon tweaks now also giving it a wind-up, it would mean this evolution would fully benefit both the regular form and the Incarnon form.
  • 4A - Fresh Havoc:
    • Tweaked its bonus to this:
      • For every 5 bullets expended, gain +0,1 base damage on a completed reload or upon a completed Incarnon transformation. The bonus maxes after 600 bullets are reloaded (which grants +12 base damage, which is the exact same maximum bonus as now).
        • Changed both due to the huge magazine it has (meaning it takes a LONG time before you see benefits) and to make sure that rivens with -Magsize are no longer an additional benefit of sorts (at least if your main useage is with the Incarnon form).
        • It would also play way nicer with its Incarnon useage.

Vasto

  • Incarnon form - Get ready for some big suggestion-changes!
    • Max Incarnon ammo increased to 60 (from 24), and gain 6 Incarnon ammo per charge (up from 3).
    • Non-incarnon bodyshots grant 1 Incarnon ammo (Comparison: Headshots grant ammo).
    • Recoil is reduced to be slightly lower than the base gun.
    • Damage dropoff is entirely removed.
    • Status chance buffed from 2,67/6,67% to 20/30% (Vasto/Prime).
    • Now has a "Quickshot" feature: The aiming reticle / crosshairs is slightly bigger than usual, and if an enemy is in the crosshairs and within 20 meters range, your shots will autoaim at the enemy when you shoot ("Mesa at home", if you will). If the requirements aren't met, it will simply shoot straight forward as normal.
    • Zooming is now available, and will also completely disable the above Quickshot feature while aiming. The zoom level is slightly lower than normal though.
  • 1 - Incarnon form tier:
    • This also passively boosts the weapon's crit chance by 6% (both for the base weapon and its Incarnon form).
      • This is to make the tier 4 choices actually be more of a choice
  • 2A - Lone Gun:
    • Reworked, and now reads like this:
      • Damage is increased by 106/64 (Vasto/Prime) and magsize is increased by 6. However, you lose 8 damage for every enemy that is within 6 meters. You can max lose  40 damage (i.e. minimum bonus is then 66/24 damage (Vasto/Prime).
        • Old requirement (not being able to use a primary weapon) is simply a bad restriction, however the magsize bonus is also smaller to compensate for not having ANY restriction on the bonus at all.
  • 2B - Deathtrap Trigger:
    • Stats and interactions tweaked quite heavily, making it look like this:
      • Damage is increased by 66/24 (Vasto Prime). On equip from primary or melee, as well as upon transforming into Incarnon form, gain +15% critical chance and +1,2/0,8x critical multiplier for 4 seconds. However, each kill now also extends the buff duration by 1 second.
        • Overall, changed to be less powerful, but is easier to trigger and maintain.
  • 3A - Extended Volley:
    • In addition, also grants +20% max Incarnon charge.
      • This raises Incarnon max ammo from 60 to 72.
  • 3C - Awakened Readiness:
    • Buffed to 50% reload/second, and additionally increases bodyshots Incarnon charge up by 50% (Increases the Incarnon charge per bodyshot from 1 to 1,5).
      • Current bonus does NOTHING for Incarnon form. These bonuses at least help you to get INTO Incarnon form quicker.
  • 4B - Survivor's Edge:
    • The status chance bonus is no longer split between the 6 shots in Incarnon mode.
  • 4C - Reaper's Plenty:
    • Heavily tweaked:
      • On headshot, gain 50% (down from 100%) ammo efficiency and +0,5 base multishot for 6 seconds. Passively (i.e. without any headshot requirements etc), also gain +3 meter punchthrough
        • This may seem very powerful, but remember that the 4A and 4B choices are very powerful (high crit or crit/status) and they are entirely passive, while Reaper's Plenty requires headshots to fully benefit.

Nami Solo

  • Incarnon form:
    • In addition to current effects, slide attacks produce a "Ghastly Tsunami" attack, which is basicly a wide and far-travelling ethereal water wave, traversing across terrain similar to Frost's Ice Wave. This water wave pierces all enemies, and has an 8 second cooldown, and this cooldown is reduced by 0,5 seconds for every kill with the Nami Solo (not counting kills with the Ghastly Tsunami).
      • The Ghastly Tsunami wave deals 100% modded slide attack damage, knocks down all enemies, procs 1 Cold status on them and grants 5 combo per enemy struck.
    • Furthermore, the Incarnon form also boosts the weapon's followthrough to 1!
  • 1 - Incarnon form tier:
    • This also passively boosts the weapon's crit chance by 7% (both for the base weapon and its Incarnon form).
      • This is to make the tier 4 choices actually be more of a choice.
  • 2B - Master's Flourish:
    • The heal-on-finisher now includes ground finishers.
  • 3A - Lone Blade:
    • Reworked into "Surging Blade". Now instead grants +20% movement speed when the weapon is equipped (wether that is by fully melee equipping it or by simply quick melee equipping, doesn't matter).
      • This was reworked for two reasons: First, it was by far the strongest choice on this tier to the point that it was hard to ever really use 3B or 3C, and secondly because the effect of having perfect followthrough was instead suggested to be added as an effect to the Incarnon form.
  • 3C - Resolute Force:
    • Increased from +6 to +10 combo duration. In addition, also grants +10% combo count chance.
  • 4A - Absolute Valor:
    • Reduced from +21% to +14% crit chance.
  • 4B - Versatile Creed:
    • Reduced from +14% to +7% crit chance. Status chance remains at +14%.

Burston

  • Incarnon form:
    • Trigger changed from full auto to burst-auto, now always firing in multiples of 3 - but the fire rate overall is unchanged.
      • Mostly a thematic change to also keep the Incarnon form using a form of burstfire, overall only really amounting to a nerf to its ammo management.
    • Non-incarnon bodyshots grant 5 Incarnon ammo (Comparison: Headshots grant 30 ammo).
  • 1 - Incarnon form tier:
    • This also passively boosts the weapon's crit chance by 10% (both for the base weapon and its Incarnon form).
      • This is to make the tier 4 choices actually be more of a choice
  • 2A - Forceful Finality:
    • Passive damage bonus remains untouched. However, the multishot on last burst is reworked like this:
      • The last attack of a burst (i.e. the 3rd shot) has +0,5x base multishot.
        • Since the Incarnon form was changed to burst-auto, it can now fully benefit too.
  • 2B - Fortress Salvo:
    • Passive damage bonus remains untouched. However, the armor-requirement bonus is changed like this:
      • For every 45 armor on your Warframe, gain +0,2 meter punchthrough. Max bonus at 450 armor (which is +2 meter punchthrough).
  • 3A - Extended Volley:
    • In addition, also grants +20% max Incarnon charge.
      • This raises Incarnon max ammo from 600 to 720.
  • 3B - Ready Retaliation:
    • In addition, also grants +100% reload speed (which affects transformation speed) when transforming into Incarnon form at full charge.
      • This does NOT stack with the bonus at empty magazine.
  • 4A - Reaver's Rapture:
    • Increased to +40% per stack.
      • Due to Incarnon form being changed to burst-auto, this evolution can now fully function in Incarnon form too.
  • 4B - Absolute Valor:
    • Reduced from +22% to +12% crit chance.

Zylok

  • Incarnon form:
    • Now has max 40 Incarnon charge, up from 12, and gain 4 Incarnon ammo per headshot, up from 1.
    • Non-incarnon bodyshots grant 0,66 Incarnon ammo (Comparison: Headshots grant 4 ammo).
    • Instead of having a single charged up big boom attack, here's a revamp suggestion to make the Incarnon form more desirable:
      • Trigger changed from Charge to Duplex.
      • Damage reduced from 400 impact (on direct hit), 600 heat (aoe) to 145 impact + 245 heat (Regular Zylok) or 215 impact + 285 heat (Zylok Prime)
      • Recoil reduced from very high, to same as base gun.
      • Fire rate increased from 1 to 1,2 (as well as no charge time!)
    • Multishot now benefits the explosive component (this is a general issue with lots of the Incarnon explosions)
  • 1 - Incarnon form tier:
    • This also passively boosts the weapon's crit chance by 18% (both for the base weapon and its Incarnon form).
      • This is to make the tier 4 choices actually be more of a choice, and to make the weapon better in general.
  • 2A - Precision's Payoff:
    • Passive damage bonus is unchanged. However, the "burst headshots" is revamped like this:
      • On headshot, gain +1,5/3 damage (Zylok/Prime). Stacks up to 30x. The damageboost is no longer lost on reload or Incarnon transformation. The stacks are, however, lost on death.
  • 2B - Mauler's Mayhem:
    • Completely revamped like this:
      • Increase damage by 90/60. On kill, gain +0,2 meter punchthrough for the base gun and +0,1 meter explosion radius for the Incarnon form. Stacks up to 20x (which equals to 4 meter punchthrough and 2 meter explosion radius at max stacks). Stacks are only lost on death.
  • 3A - Extended Volley:
    • In addition, also grants +20% max Incarnon charge.
      • This raises Incarnon max ammo from 40 to 48.
  • 3B - Rapid Reinforcement:
    • Changed into Clockwork Onslaught - Increases reloadspeed by +60% and rate of fire by +15%.
  • 4A - Survivor's Edge:
    • Values changed to +8/8% crit chance and +20/20% status chance (Zylok/Prime) (From +20/22% crit and +20/16% status chance).
  • 4B - Commodore's Fortune:
    • Values reduced to +16/16% crit chance (Zylok/Prime) (From +32/30% crit chance).

Sibear

  • Base form:
    • The base weapon's unique trait (the +50% status chance buff on heavy attacks, which I will now call "Glacial Might") is buffed to 8 seconds (up from 4).
  • Incarnon form:
    • Heavy attacks also launches 7x icicles, shot out in a horizontal fan. The icicles have base Cold, Slash and Puncture damage (split 33/33/33) and the total damage is 25% of the heavy attack's modded damage for each icicle, and they each have 1 meter punchthrough.
    • Its allegedly intended "ice fields" need a visual representation. The ice field could also get extended duration equal to this: 4 seconds at base, +1 second more per additional combo multiplier (so max 16 seconds).
  • 1 - Incarnon form tier:
    • This also passively boosts the weapon's crit chance by 14% (both for the base weapon and its Incarnon form).
      • This is to make the tier 4 choices actually be more of a choice, and to make the weapon better in general.
  • 2B - Thane's Wrath;
    • Passive damage bonus remains untouched. However, the armor-requirement bonus is changed like this:
      • For every 45 armor on your Warframe, gain +4 damage. Max bonus at 450 armor (which is +40 damage).
  • 3C - Resolute Force:
    • Increased from +6 to +10 combo duration. In addition, also grants +10% combo count chance.
  • 4A - Mounting Avalanche:
    • Heavily tweaked. Now suggested to look like this:
      • On kill, gain +15 initial combo for 20 seconds. Stacks 4x. Furthermore, also passively buffs the weapon's unique trait (nicknamed Glacial Might) duration by +12 seconds (for a total of 20 seconds).
  • 4B - Absolute Valor:
    • Reduced to +12% critical chance (from 25%)
  • 4C - Red Right Hand:
    • Renamed: "Sudden Blizzard". It is tweaked like this:
      • When attacking with Sibear from your Primary or Secondary weapon, gain +1,5x crit multiplier for 8 seconds (rather than just a 2x crit multi on the first hit).
        • This makes it far more flexible and powerful, despite the crit multiplier reduction.

Dread

  • Incarnon form:
    • Now remains SILENT in Incarnon form
    • Max Incarnon ammo increased to 30 (from 20), but ammo gained per charge remains at 5.
    • Non-incarnon bodyshots grant 1 Incarnon ammo (Comparison: Headshots grant 5 ammo).
    • On top of infinite ENEMY punchthrough, it also gains 1 meter TERRAIN punchthrough.
  • 2A - Hitman's Opportunity:
    • Passive damage bonus remains untouched. The damage towards targets below 50% health is now retroactive (i.e. damage over time effects will deal more damage when the treshold is met), and the damage bonus is now a seperate TOTAL damage multiplier, but the bonus is reduced to +50% (from +100%).
  • 2B - Stalker's Resentment:
    • Passive damage increased from 50 to 70. The "With Hate and Despair equipped" requirement is tweaked like this:
      • On hit: Increase damage by 10 and fire rate by 10%. Stacks up to 3x. With Hate equipped, gain +1x max stack. With Despair equipped, gain +1x max stack. These effects can stack (meaning, max stacks can be raised to 5x if you equip all 3 Stalker weapons). Charged shots and Incarnon attacks gain doubled benefit from the damageboost. Resets on missed shots.
        • This makes the evolution useable on its own, and the "Stalker equipment" requirement becomes far more lenient, but it is still desireable to equip all 3 weapons for the maximized bonus effect.
  • 3A - Swift Deliverance:
    • Increased from 30% to 60% projectile speed bonus.
  • 3B - Marksman's Focus:
    • In addition to zoom reduction, it also increases movement speed while aiming by 20%.
      • Further emphasizes the "agile" style, and gives it more than just minor QoL (as movespeed while aiming can indirectly help you survive via moving out of attacks etc)
  • 3C - Hitman's Hoard:
    • In addition to its ammo bonus, it also increases the Incarnon charge gained from bodyshots by 50% (making it 1,5 Incarnon ammo per arrow).

Despair

  • Incarnon form:
    • Max Incarnon ammo increased to 40 (from 20), but still only gain 5 Incarnon ammo per charge.
    • Non-incarnon bodyshots grant 1 Incarnon ammo (Comparison: Headshots grant 5 ammo).
  • 1 - Incarnon form tier:
    • This also passively boosts the weapon's crit chance by 10%, its critical multiplier by 0,4x and its status chance by 10% (both for the base weapon and its Incarnon form).
      • This is to make the tier 4 choices actually be more of a choice, and to make the weapon better in general.
  • 2B - Stalker's Vendetta:
    • Passive damage bonus remains untouched. The "With Dread and Hate equipped" requirement is heavily tweaked, making the evolution look like this:
      • Increases damage by 50. On firing, gain +20% multishot for 3 seconds. Stacks up to 3x. With Dread equipped, gain +1x max stack. With Hate equipped, gain +1x max stack. These effects can stack (meaning, with all the Stalker gear, you raise the max amount of stacks to 5x, and thus also the max multishot bonus to +100%).
        • This makes the evolution useable on its own, and the "Stalker equipment" requirement becomes far more lenient, but it is still desireable to equip all 3 weapons for the maximized bonus effect.
  • 3A - Marksman's Focus:
    • In addition to zoom reduction, it also increases movement speed while aiming by 20%.
      • Further emphasizes the "agile" style, and gives it more than just minor QoL (as movespeed while aiming can indirectly help you survive via moving out of attacks etc)
  • 3C - Rapid Reinforcement:
    • Renamed "Clockwork Onslaught" - Grants +100% reload speed, and now also adds +15% rate of fire.
  • 4B - Survivor's Edge:
    • Reduced from +12% to +8% crit chance. Status chance remains at +12%.
  • 4C - Critical Parallel:
    • Reduced from +18% to 14% crit chance, and from +0,4x to +0,2x crit multiplier.

Hate

  • Incarnon form:
    • In addition, on heavy attack or heavy slam, spawn an "Orbital Blade ". The Orbital Blade is a spectral blade, similar looking to the blade-component of Hate.
      • The Orbital Blade revolves around you 2 times per second. It deals 25% of modded melee damage (basic melee, not heavy melee), and has a 25% combo count chance, otherwise with the same stats (crit, status etc) as regular attacks. The blade lingers for 3 seconds, +1 second per combo multiplier (meaning max 15 seconds on a heavy attack with a 12x combo multiplier). The Orbital Blade can be refreshed, but only with heavy attacks which would produce a longer lasting Orbital Blade than the current one's remaining duration.
  • 2A - Swordsman's Flourish:
    • Renamed "Fighter's Flourish". Passive damage bonus remains untouched. However, the "With melee equipped" bonus is revamped like this:
      • For every enemy within 10 meters, gain +20% combo count chance. Max +100% combo chance bonus.
  • 2B - Stalker's Legacy:
    • The "With Dread and Hate equipped" requirement is tweaked, making this evolution look like this:
      • Increases damage by 30 and grants +20 Initial combo. With Dread equipped, gain +10 Initial combo. With Despair equipped, gain +10 Initial combo. These effects can stack (meaning, with all the Stalker gear, you raise the Initial combo to 40, up from current 30).
        • This makes the evolution useable on its own, and the "Stalker equipment" requirement becomes far more lenient, but it is still desireable to equip all 3 weapons for the maximized bonus effect.
  • 3A - Orokin Reach:
    • Increased from +0,7 to +1 meter range.
  • 3C - Resolute Force:
    • In addition, also grants +10% combo count chance.

 

Now, for the original Incarnon weapons:

Praedos

  • Incarnon form:
    • In addition, now has a slide attack special attack, called "Cleaving Storm": On slide attack, create a huge horizontal energy blade all around you, which essentially adds +6 meters range to your slide attack and allows the slide attack to hit through terrain, but it has an 8 second cooldown. Kills with the Praedos NOT via the Cleaving Storm attack reduces this cooldown by 0,5 seconds.
      • The Cleaving Storm attack also causes 2x slide attack damage.
  • 3B - Reaching Lunge:
    • Revamped:
      • Slide attacks now have +1 meter range, and upon a slide attack, all other melee attacks gain +1 meter range for 10 seconds.
  • 5C - Universal Readiness:
    • Picking up ammo now also pauses the combo duration's decay for 15 seconds! Furthermore, on melee kill, your next Primary or Secondary reload gains +100% reload speed bonus.

Innodem

  • Incarnon form:
    • The launched Air Blades now bounce up to two times on terrain.
  • 2A - Orokin Reach:
    • Increased from +0,5 to +1 meter range.
  • 3B - Skyborne Lunge:
    • Tweaked into this:
      • Aerial attacks have +1 meter range and +200% combo chance. Also increases Incarnon form's launched Air Blades projectile speed by +50%.
  • 3C - Blade Twister:
    • Also grants +25% finisher speed.
  • 4B - Swooping Lunge:
    • Each stack now lasts 30 seconds (up from 10).
  • 5A - Blood Anointed:
    • Renamed "Brutal Display". Merged with Stunning Brutality, meaning it now does this:
      • On finisher: Stun all aware enemies in a 10 meter radius and grants +40% heavy attack efficiency for 40 seconds.
  • 5B - Stunning Brutality:
    • Entirely reworked into "Bloodwing". This evolution does this:
      • Gain +30% aimglide duration. While in midair, 10% of all Innodem damage done is stored. Upon touching the ground, the stored damage is released in a 10 meter radius as Blast damage. Each enemy hit by the explosion grants +1 combo count.
  • 5C - Armed Inspiration:
    • Picking up ammo now also pauses the combo duration's decay for 15 seconds! Furthermore, on melee kill, your next Primary or Secondary reload gains +100% reload speed bonus.

Felarx

  • Incarnon form:
    • Non-incarnon bodyshots grant 0,33 Incarnon ammo (Comparison: Headshots grant ammo).
    • Due to being a generally worse gun in Incarnon form, the following stats are changed:
      • Multishot increased to 4 (from 1)
      • Damage per projectile reduced to 190 (66/33% Radiation/Slash, instead of Radiation/Impact), meaning total damage is increased to 760 (from 600) when multishot is considered. This plus the multishot gives it the same damage as the normal gun's damage output.
      • Fire rate increased to 3 (from 1) - same as the base gun's fire rate.
      • Trigger changed to fullauto (from semiauto)
      • Recoil is reduced to be the same as the base shotgun
  • 2A - Attuned Accuracy:
    • In addition to the accuracy bonus while aiming, this also grants +50% projectile speed at all times (no need to aim for this speed bonus, it is always active).
      • Basically, it is merged with 2C, Frictionless Flight. This was done because the accuracy bonus is entirely useless for the Incarnon form.
  • 2B - Kinetic Baffle:
    • The recoil bonus no longer requires aiming down sights.
  • 2C - Frictionless Flight:
    • Entirely reworked into "Owl's Hunt". Now instead grants +50% movement speed while aiming or sliding, as well as +50% aimglide duration.
      • Had to make something new, due to merging 2A with 2C.
  • 3A - Dual-Mode Chamber:
    • The projectilespeed bonus mode also grants +25% ammo efficiency.
      • The projectile speed is not that great for the base shotgun, but ammo efficiency would be useful. And, for the Incarnon mode, the projectile speed is great, but ammo efficiency does nothing - meaning this mode now does something useful for BOTH forms.
  • 3B - Evolved Autoloader:
    • Also causes manual reloads to load 2 shells per reload cycle. Furthermore, bodyshots provide +50% Incarnon charge (Increases the Incarnon charge per bodyshot from 0,33 to 0,5).
      • Seems like a bunch of bonuses, but let's break them down:
        • 2 shells per reload cycle is to let those that enjoy the awesome reload animation to still be seen, even if its autoloading-on-holstering is still a bunch more effective.
        • The bodyshot Incarnon charge bonus is to give an indirect bonus to Incarnon mode, i.e. by making it faster to go into the form.
  • 4A - Brutal Edge:
    • Stats remain the same, but it now counts as BASE crit/status chance changes, just like it does with similar Genesis Incarnon evolutions.
  • 4C - Wracking Wrath:
    • Stats remain the same, but it now counts as BASE crit/status chance changes, just like it does with similar Genesis Incarnon evolutions.
  • 5A - Devastating Attrition:
    • Also prevents external crit-chance buffs from applying to the weapon, including Puncture-procs.
  • 5B - Ruptured Plenitude:
    • Reworked into "Overwhelming Rupture". It does the following:
      • On critical hit and/or status proc: Gain +100% damage bonus for 5 seconds. Stacks up to 10x. Each expiration removes 2 stacks.
        • This bonus would stack additively with Serration etc.
  • 5C - Agile Executor:
    • Reworked into "Unrelenting Executor". It does the following:
      • Projectiles now bounce on terrain, up to 3 times (thus disables all TERRAIN punchthrough). Furthemore, gain +50% ammo efficiency and +2x (base) critical damage when aiming, aimgliding or sliding.
        • Gives you a more powerful way to utilize the projectiles, with bounces (perfect when airborne and aim gliding, notably) and crit damage bonuses. Would synergize quite nicely with the new suggested 2C, Owl's Hunt!

Phenmor

  • Incarnon form:
    • Non-incarnon bodyshots grant 6 Incarnon ammo (Comparison: Headshots grant 34 ammo).
  • 3A - Retribution's Vessel:
    • In addition, also grants +20% max Incarnon charge.
      • This raises Incarnon max ammo from 408 to 490.
  • 3B - Ready Retaliation:
    • In addition, also grants the +100% reload speed bonus for 6 seconds when transforming into Incarnon form at full charge.
  • 3C - Executioner's Fortune:
    • In additon, on kill in Incarnon form, regain some of the "wind down" fire rate.
  • 4A - Survivor's Edge:
    • Stats remain the same, but it now counts as BASE crit/status chance changes, just like it does with similar Genesis Incarnon evolutions.
  • 4C - Elemental Excess:
    • Stats remain the same, but it now counts as BASE crit/status chance changes, just like it does with similar Genesis Incarnon evolutions.
  • 5A - Devouring Attrition:
    • Also prevents external crit-chance buffs from applying to the weapon, including Puncture-procs.
  • 5B - Spiteful Defilement:
    • Reworked: Per status effect on enemy, deal +40% base critical damage. Stacks max 3x.
  • 5C - Lingering Judgment:
    • Now simply grants +100% (up from 50%) headshot damage - with no requirements or timers attached anymore.
      • A more sensical renaming could be in order. Simply "Executioner's Judgment", perhaps?

Laetum

  • Base gun:
    • Its attacks also create an AoE effect.
      • Deals 60 damage, purely as Blast, 2 meter radius - Otherwise same stats as direct damage (crit, status etc).
  • Incarnon form:
    • Non-incarnon direct hit bodyshots grant 3 Incarnon ammo (Comparison: Headshots grant 18 ammo).
  • 3B - Awakened Readiness:
    • In addition, direct hit bodyshots grant 33% more Incarnon charge! (Increases Incarnon charge per bodyshot from 3 to 4).
  • 3C - Feather of Justice:
    • In addition, in Incarnon mode, you gain +20% fire rate when aiming or sliding.
      • Since ammo efficiency does nothing for Incarnon mode.
  • 4C - Elemental Excess:
    • Stats remain the same, but it now counts as BASE crit/status chance changes, just like it does with similar Genesis Incarnon evolutions.
  • 5A - Devouring Attrition:
    • Also prevents external crit-chance buffs from applying to the weapon, including Puncture-procs.
  • 5B - Reaper's Plenty:
    • Heavily tweaked:
      • On headshot, gain 50% (up from 40%) ammo efficiency and +0,5 base multishot for 6 seconds. Passively (i.e. without any headshot requirements etc), also gain +50% AoE radius.
        • This may seem very powerful, but remember that the 5A and 5C choices are very powerful options and they are almost entirely passive, while Reaper's Plenty requires headshots to fully benefit.
  • 5C - Overwhelming Attrition:
    • Tweaked to make it less weird:
      • On critical hit and/or status proc: Gain +200% damage, lasts 10 seconds, stacks 6x. Each expiration removes 2 stacks.

 

Aaaaand that's it!

This took me QUITE a while to write up, so please read through it carefully and give me your opinions! And please tell me if you spotted any errors. Now it's off to bed for some much needed rest!

Edited by Azamagon
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While I'm not going to read all of that, what I've seen looks pretty good. Maybe DE should hire you, because you clearly put much more effort into thinking about these than DE did themselves. They just slapped stuff together, didn't even test half of it, and put in into the game as throwaway content.

It's not like they are going to go back and fix or update this stuff, they already moved on.

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1 hour ago, Azamagon said:
    •  
  • 5B - Stunning Brutality - Entirely reworked into "Bloodwing". This evolution does this:
    • Gain +30% aimglide duration. While in midair, 10% of all Innodem damage done is stored. Upon touching the ground, the stored damage is released in a 10 meter radius as Blast damage. Each enemy hit by the explosion grants +1 combo count.

Little bit of everything but nothing major/good.

Aimglide 30% is like you glide longer... but gravity still pulls you down so it doesn't matter. And it's still small amount.

Blast damage... isn't great.

1 combo... so hit 5 enemies get 5 combo... yeah, useless.

 

1 hour ago, Azamagon said:

5C - Armed Inspiration - Picking up ammo now also pauses the combo duration's decay for 15 seconds! Furthermore, on melee kill, your next Primary or Secondary reload gains +100% reload speed bonus.

Much more powerful than previous one.

1 hour ago, Azamagon said:
  • Aerial attacks have +1 meter range and +200% combo chance. Also increases Incarnon form's launched Air Blades projectile speed by +50%.

I guess it will incentivize aerial combat little more.

 

 

 

 

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16 hours ago, Traumtulpe said:

While I'm not going to read all of that, what I've seen looks pretty good. Maybe DE should hire you, because you clearly put much more effort into thinking about these than DE did themselves. They just slapped stuff together, didn't even test half of it, and put in into the game as throwaway content.

It's not like they are going to go back and fix or update this stuff, they already moved on.

Thanks ^_^

And actually, my suggestions (with a few exceptions) are generally just "repairing what is there". If I could REALLY dig into them, I'd do even bigger changes to a few of the evolutions so they fit each weapon even better.

I do hope they haven't entirely moved along though, as Incarnons are such a creative goldmine for fixing up weapons.

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16 hours ago, quxier said:

1) Little bit of everything but nothing major/good.

Aimglide 30% is like you glide longer... but gravity still pulls you down so it doesn't matter. And it's still small amount.

Blast damage... isn't great.

1 combo... so hit 5 enemies get 5 combo... yeah, useless.

 

2) Much more powerful than previous one.

3) I guess it will incentivize aerial combat little more

1) Aimglide bonus helps repel the gravity a bit though.

Making it Blast was intentional, as the damage output of the air daggers can get pretty nuts, and i didn't want this evolution to be too overpowered.

Hmm, yeah 1 combo per target is indeed quite low. I'll increase it a little.

2) You mean compared to its current iteration, or compared to Bloodwing?

3) Yup, that was the idea. I wanted to make the evolutions tie in a bit more to its various incarnon effects.

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27 minutes ago, Azamagon said:
16 hours ago, quxier said:

1) Little bit of everything but nothing major/good.

Aimglide 30% is like you glide longer... but gravity still pulls you down so it doesn't matter. And it's still small amount.

Blast damage... isn't great.

1 combo... so hit 5 enemies get 5 combo... yeah, useless.

 

2) Much more powerful than previous one.

3) I guess it will incentivize aerial combat little more

1) Aimglide bonus helps repel the gravity a bit though.

"A little" means nothing. I've tried one of aim glide duration mods... those are not very useful without Gravity. And you want even less %. To be honest you would need gravity + aimglide and make aimglide like +50%.

29 minutes ago, Azamagon said:

2) You mean compared to its current iteration, or compared to Bloodwing?

I meant about your previous suggestion about 5b of Innodem. Pausing combos is much more useful than 30% aimglide. MUCH MORE.

 

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On 2023-11-06 at 6:28 PM, quxier said:

1) "A little" means nothing. I've tried one of aim glide duration mods... those are not very useful without Gravity. And you want even less %. To be honest you would need gravity + aimglide and make aimglide like +50%.

2)I meant about your previous suggestion about 5b of Innodem. Pausing combos is much more useful than 30% aimglide. MUCH MORE.

 

1) I'll consider increasing the value and add reduced gravity.

2) Well, that's a dishonest comparison though. You get aimglide and a combo-building plus potentially potent explosion on landing, based on damage dealt. Yes, the aimglide needs improvement, as does the combo benefit, but it is an overall damage-boosting evolution.

In contrast, combo pausing, combo from ammo and some reloadspeed on melee kill are all utilities - powerful ones, sure - but with no direct damage improvement.

So, with a few values tweaked, I think they can definitely compete.

Edited by Azamagon
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18 hours ago, Azamagon said:

2) Well, that's a dishonest comparison though. You get aimglide and a combo-building plus potentially potent explosion on landing, based on damage dealt. Yes, the aimglide needs improvement, as does the combo benefit, but it is an overall damage-boosting evolution.

In contrast, combo pausing, combo from ammo and some reloadspeed on melee kill are all utilities - powerful ones, sure - but with no direct damage improvement.

So, with a few values tweaked, I think they can definitely compete.

With Blood rush & Weeping angel mods you can get (near) max combo damage benefit with almost no downsides. 30% aimglide with no gravity, like 5 combos (5 enemies affected) and some "boom" on landing is much less powerful. Imagine getting ~5x critical on constant with Blood rush. With 15% crit base, 15%*5=75%. It's ~2x more damage all the time

On other hand you get X% stored damage released on land. The problem is you are attacking so you are less likely to get more enemies on landing. And there is 10 meter radius. If it were something that you can control, like "get n% damage on aerial attacks, next (heavy)slam has increased radius/fallof + increased damage" then it would be better.

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13 minutes ago, quxier said:

With Blood rush & Weeping angel mods you can get (near) max combo damage benefit with almost no downsides. 30% aimglide with no gravity, like 5 combos (5 enemies affected) and some "boom" on landing is much less powerful. Imagine getting ~5x critical on constant with Blood rush. With 15% crit base, 15%*5=75%. It's ~2x more damage all the time

On other hand you get X% stored damage released on land. The problem is you are attacking so you are less likely to get more enemies on landing. And there is 10 meter radius. If it were something that you can control, like "get n% damage on aerial attacks, next (heavy)slam has increased radius/fallof + increased damage" then it would be better.

Oooh, I like that! I'll change it into something like that! :)

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  • 1 month later...

Two major additions:

  • Ranged Incarnons now all gain a little bit of Incarnon charge with bodyshots - This is both for general QoL in this often chaotic game, but also to slightly depopularize the Torid a bit. The amount gained per bodyshot is all individualized, but the fullauto hitscan weapons generally gain the least from bodyshots (like 1/6th or so of a headshot).
  • Melee Incarnon "meter" no longer falls off when combo points are lost - Melee Incarnons now also have a meter which needs to be built. Building this meter is still linked to combo gain and still has the same values required - however, due to being a seperate meter, the chance to go into Incarnon mode is no longer lost if your combo points are lost. They still require a full Incarnon meter to activate though. Also, when the melee Incarnon form expires, your current combo points you might have is immediately added to the next meter (meaning things like initial combo points are still very useful for quicker Incarnon reactivation).
Edited by Azamagon
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  • 2 months later...

Please, DE, for the love of god, make s*** like the Atomos evolutions less restrictive. I can't run 700+ Energy or shields on every Warframe, come on...

Edited by sh0shin
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Major updates!
A quick "TL;DR" of the changes I've made are listed below. For more numbers and details, please check the first post.

Primaries:

  • Braton - The evolution which consumes ammo from multishot reworked, now instead always simply doubling the ammocost per bullet AND doubling the base multishot.
  • Paris + Dread Incarnon - They both now remain SILENT in Incarnon mode.
  • Gorgon Incarnon - Now functions more like its base version: A fully automatic wind-up machine gun, but with 2x base multishot and 1 homing ricochet.
    • Also, the evolution which gives a bigger mag on empty reload now instead gives a slight rate of fire boost, alongside removing the windup.
  • Latron Incarnon - Now functions more like Lato/Bronco/Dual Toxocyst Incarnon, shooting homing ricochet bullets (3 ricochets though!).
  • Strun Incarnon - Now has 5 base multishot (up from 1), but has 1/5th the damage per projectile to compensate. You know, to make it feel more "shotgunny".
  • Torid Incarnon - Now functions more like current Latron Incarnon, with bouncy toxic explosions. Each explosion leaves lingering clouds too!
    • Also, its evolution which consumes ammo from multishot reworked, now instead giving a duration bonus to the lingering clouds, based on current health amount.
  • Miter - The evolution which consumes ammo from multishot is reworked, now instead giving increasing damage to the shot for every ricochet/punchthrough it does.
  • Soma Incarnon - Stats adjusted: Buffs to Incarnon charge, status chance, rate of fire and most notably to crit chance (from 10% to 40%) - but with the cost of some reductions to damage and multishot, and now also has a windup to reach max rate of fire.
    • Also, the evolution which gives improved accuracy instead gives a slight rate of fire boost, alongside removing the windup.
      • The accuracy bonus was instead merged with the recoil evolution (however, the accuracy bonus is only granted when aiming down sights, so you can adjust its accuracy on the fly).
  • Burston Incarnon - Now shoots in burstauto (still the same rate of fire overall, just a bit of a nerf in the ammo management department).

Secondaries:

  • Gammacor Incarnon - Now instead shoots 3 straight-forward-going beams; one beam has pinpoint aim and deals Magnetic damage, while the 2 other beams rotate around the middle one a bit further out, while also instead dealing Cold and Electric damage respectively.
  • Atomos Incarnon - Now functions more like current Torid Incarnon, shooting a fiery AoE-beam with chaining effects.
  • Vasto Incarnon - Among many buffs, a way higher Incarnon charge and a minor "autoaim" feature within 20 attack range (an autoaim which can be turned off by zooming).
  • Zylok Incarnon - Now has a Duplex trigger (instead of charge-trigger) and much more Incarnon charge.
  • Despair - The evolution which requires Dread+Hate and consumes ammo from multishot is reworked, now instead granting a temporary stacking multishot bonus upon firing, which becomes more stackable if equipping Dread and/or Hate.

Melee:

  • The melee weapon adjustments are still a work in progress.
Edited by Azamagon
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