Redrigoth Posted January 22 Share Posted January 22 (edited) Argonak: Perk 1: Incarnon form turns into a sniper with 30 charges. Increases enemy highlighting from 100m to 150m and highlights all enemies on screen while aiming. Multiplies punchthrough bonus by 15x. Enemies that can be reached with existing punchthrough are highlighted with emmissive color #1, and those that cannot be reached are highlighted with emmissive color #2. Alt fire lets you adjust zoom between 4 different levels(distributed across the 150m range) instead of returning to normal form. Reload button lets you return to normal form. Incarnon form is hitscan. Perk 2: +50 damage and +4 punchthrough and +1 final crit multiplier +50 damage and headshots cause the bullet to richochet to an enemy within 5m on normal form and 15m in incarnon form Perk 3: +50% zoom -30% zoom -50% recoil Perk 4: +20% crit chance +25% status chance +10% crit chance and 12% status chance Incarnon form stats: Damage: 200 IPS: 20%-60%-20% Crit chance: 48% Crit damage: 4 Status chance: 30% Fire rate: 2 Punchthrough: 3 Min combo: 1 Headshot bonus: +70% at all zoom levels ******************************************************************************************************************************************************************************** Acrid: Perk1: Incarnon form is a semi-auto gun that fires void-animated parasitic worms that burrow into enemies and fill them up with diseases before eventually causing them to rupture and spread the filth to nearby enemies on death. These projectiles do normal on hit damage with the usual status effect procs, but then they dig into the target and cause a damage over time effect equal to 1% max health and shield per second as true damage per shot(multishot and more shots add more stacks of this damage over time. It is also affected by viral.). The target also gains a stack of viral, toxin, and gas per second. Each projectile's effect lasts 10 seconds. If the target dies while under this effect, it explodes and applies 5 stacks of viral and gas and 10 stacks of toxin to other enemies in a 5m radius around the target(unaffected by fulmination). The toxin effect scales off of equipped toxin mods, even if they are in a combined element like corrosive, and off of other multipliers as usual. Each headshot grants 10 charges up to a maximum of 60 charges for incarnon form. Perk2: +60 damage. Gain +0.5 punchthrough per 15 kills with this weapon until the end of the mission. Stacks up to 4x. (all enemies the projectile passes through are affected by the damage over time effects) +40 damage. Gain +10% multishot every time you reload from empty until the end of the mission. Stacks up 6x for 60% multishot total Perk 3: +50% projectile speed +50% zoom +50% reload speed Perk 4: +20% crit chance +10% crit chance and +10% status chance +25% status chance Incarnon form stats: Damage: 200 IPS: 50%/40%/10% Crit chance: 15% Crit damage: 2.5x Status chance: 30% Fire rate: 4 Projectile speed: 85m/s Forced procs: Toxin, Viral, Gas Punchthrough: 0 Multishot: 1 Stug: Perk 1: Incarnon form changes this into a trap weapon. It fires mines that stick to the surface they hit and stay there for 60 seconds. When an enemy comes witin 3m of the mine, it explodes in an 7m radius cloud that deals damage upfront and applies 1 stacks of each element on the weapon. This cloud then remains for 10 seconds and continues to deal tick damage every 0.5 seconds and procs status as usual, and it is affected by multishot and crit. Mines explode after 60 seconds of not being stepped on and behave similarly to when they are triggered. Charges on body shots and can have 100 charges max. Innate corrosive damage type. Perk 2: +100 damage. Killing an enemy gives you a +20% damage per status effect that was on the enemy for 8 seconds. New buff overrides old buff +100 damage. Killing an enemy with 5 or more status effects gives you +500 armor and health buff that lasts for 10 seconds. Timer renews upon killing another enemy with 5 or more status effects Perk 3: +100% magnetic(acts like a mod) +100% gas +100% viral Perk 3: +30% crit chance +30% status chance +2 base blast radius (affects normal and incarnon blasts and clouds) Incarnon form stats: Damage (triggered explosion): 500 corrosive Damage (cloud tick): 50 Crit chance: 16% Crit damage: 2 Status chance: 70% Fire rate: 3 Blast radius: 7m ******************************************************************************************************************************************************************************** Convectrix: Perk 1: Incarnon form turns this into a plasma drill which is a low range beam weapon with high damage. Beam length is 3m, base damage is high, and it shreds 10% of max armor and shield per tick of damage. (can shred armor of anything unairu's 2 can). No aoe at end of beam. Can do headshots. Infinite punchthrough(wall and body). Incarnon form has a low amount of max charges but also gets charged up quickly. Holding the beam on an enemy head for 1 second is enough to fill the bar which has 100 charges. (the idea is to use normal form for the trash and switch to incarnon for priority targets or for the ocassional group kill with grouping abilities) Perk 2: +15 damage. Gain an additional +20 damage if armor is over 450 +10 damage. +40% multishot Perk 3: +2 beam range +100% reload speed +100 magazine Perk 4: +14% crit chance +35% status chance While firing the weapon, block all projectiles in a 35 degree cone in front of you for normal form and 90 degree cone in incarnon form Incarnon form stats: Damage: 240 IPS: 10%-10%-80% Crit chance: 33% Crit damage: 3 Status chance: 60% Multishot: 1 Fire rate: 10 Beam length: 3 Punchthrough: infinite ******************************************************************************************************************************************************************************** Ripkas: Perk 1: Incarnon form turns them into longer chainsaws with sharper blades +100% damage +50% heavy windup speed +2 range +20% parkour speed Perk 2: +100 damage, +50 armor, +50 heavy efficiency and +50% heavy windup speed +50 damage and guaranteed slash proc on undamaged enemies Perk 3: +7s combo duration +100% combo count chance +50% heavy efficiency Perk 3: +5% crit chance and +1.5 crit damage +17% crit chance and +17% status chance +35% status chance ******************************************************************************************************************************************************************************** Lecta: Perk 1: Incarnon form changes the whip to have 50% slash and 50% magnetic stats. It also allows the whip to call down a lightning strike on enemies struck by the heavy attack that has 400 electricity damage affected by damage mods, electricity mods, critical chance/damage mods, and combo. The lightning strike has a 2m aoe (no fall off) with forced electric proc on any enemies it hit by the lightning strike. +100% damage +50% heavy efficiency +40% attack speed +15% parkour (normal lecta/secura lecta) Perk 2: +70/30 damage and +0.25x follow-through +110/70 damage and when any enemy with an electric proc dies, gain an 8 second buff that gives you +50% shield recharge and -60% shield recharge delay Perk 3: +80% heavy windup speed +1 range +4s combo duration (normal lecta/secura lecta) Perk 4: +25/15% crit chance and 0.5% crit damage +25/15% status chance +18/10% crit and status chance One of these can be added to each week on the rotation ps: Remove the 2 shot limit on tenet diplos lock-on. Would make the gun more viable since as a high crit, low status, low damage, high fire rate, shots need to land for it to do any consistent damage without standing still and dying. Currently it is useless against steel path lv100+. It gets used for profit taker. Proper lock on enables mobility. Any aoe or strong single target far outperforms this gun. Edited March 6 by Redrigoth Added Acrid 3 Link to comment Share on other sites More sharing options...
Redrigoth Posted February 20 Author Share Posted February 20 (edited) Update: Added entry for Acrid Edited February 20 by Redrigoth Link to comment Share on other sites More sharing options...
Calinica Posted February 20 Share Posted February 20 How dare you mention the S word *Clutches pearl necklace* We don't speak about that monstrosity around here! 1 Link to comment Share on other sites More sharing options...
Aevire Posted February 26 Share Posted February 26 Argonak has an alt fire and can’t be incarnon but it’s also fine. If they made kuva argonak with marginally better stats it’d be meta. Going to choose to assume those stug perks are for unique status effects and not just status effects period. Huge fan of the lecta incarnon. Link to comment Share on other sites More sharing options...
Redrigoth Posted March 4 Author Share Posted March 4 On 2024-02-26 at 4:50 PM, Aevire said: Argonak has an alt fire and can’t be incarnon but it’s also fine. If they made kuva argonak with marginally better stats it’d be meta. Going to choose to assume those stug perks are for unique status effects and not just status effects period. Huge fan of the lecta incarnon. They can make a separate button for transformation and for alt-fire just like how 'reload' and 'interact' can be in one button or 2 separate ones. The stug perks act like the existing radiation mods. If your stug has base 500 corrosive damage and you pick the magnetic perk then it will have 500 corrosive and 500 magnetic. It is supposed to be a big burst trap weapon that also acts as a primer when the traps blow up. It would be used more for defense and camping rather than a regular run and shoot, although I guess you can just shoot a blob at a small group and them kill them with another weapon as you run around. Link to comment Share on other sites More sharing options...
MarakViri Posted March 5 Share Posted March 5 I like this. One weapon I want to see an Incarnon for, personally, is the Hystrix, where the selected Quill becomes the primary damage type of the Incarnon form (instead of changing no actual stats but giving a guaranteed status proc). Figured the odds of that are low since it's a Tenno faction weapon, has a Prime, and has an Alt-Fire mechanic already. I also wanted one for the Acrid and Stug, and both of your suggestions seem really good on that front. Convectrix might be a bit too good, since it has the mod that gives you functionally infinite Magazine if you don't hit anyone (outside of Incarnon, obviously). Link to comment Share on other sites More sharing options...
Redrigoth Posted March 6 Author Share Posted March 6 (edited) On 2024-03-04 at 9:38 PM, MarakViri said: I like this. One weapon I want to see an Incarnon for, personally, is the Hystrix, where the selected Quill becomes the primary damage type of the Incarnon form (instead of changing no actual stats but giving a guaranteed status proc). Figured the odds of that are low since it's a Tenno faction weapon, has a Prime, and has an Alt-Fire mechanic already. I also wanted one for the Acrid and Stug, and both of your suggestions seem really good on that front. Convectrix might be a bit too good, since it has the mod that gives you functionally infinite Magazine if you don't hit anyone (outside of Incarnon, obviously). Convectrix is not anywhere near being "too good". It doesn't matter if you have unlimited ammo if that ammo isn't doing any damage so its ammo drains while doing dps like anything else. That mod just helps its sweeping mechanic reduce ammo waste. The status chance is more value that the ammo gimmick. Also it is one of the least used weapons because it isn't that good. It mostly depends on stacking lots of slash procs so it can hurt grineer but it isn't very helpful against other factions. As a weapon dependent on status procs, it is not good vs mini-bosses or bosses since they limit or are immune to status effects. The idea behind the incarnon form is to fill in its weakness gap and enable it to do large upfront damage that can properly damage any faction or miniboss/boss and lets it scale in exchange for being turned into a pseudo-melee incarnon form. Its heavy damage is also offset by the fact you can only hit a few enemies at once due to its short range. You can nuke enemies with grouping but you can do that with plenty other weapons already so it is nothing new there. Due to its incarnon form's short range, it won't be the type of gun where you are always using the incarnon since it would be slow. Rather it would be more like "use normal form for the general trash and incarnon form to get rid of strong targets. Also gives you an option, although inconvenient, to kill things that normal form fails at killing. Forgot to add the number of charges but it wouldn't be too much. It would charge faster than other beams like gammacor but it would need frequent charging so the best use would for for deleting demolishers or acolytes or occasionally grouping enemies and blending them. Edited March 6 by Redrigoth Link to comment Share on other sites More sharing options...
Fred_Avant_2019 Posted March 7 Share Posted March 7 Le 06/03/2024 à 19:52, Redrigoth a dit : Convectrix is not anywhere near being "too good". I don't know about that one chief... a quick pass through the head of anything (about half a second) tends to result into a buttload of slash procs with this thing. It doesn't struggle to kill anything as it stands and considering incarnon forms come with a bunch of upgrades like faster reloads and all, it's a given it would become too good. Link to comment Share on other sites More sharing options...
Tankzilla Posted August 30 Share Posted August 30 This would be great. Using the acrid for a very long time and seeing it fall flat even with a riven is sad. Same with the argonak Link to comment Share on other sites More sharing options...
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