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Fluctus has the nice bonus of being able to punch through and keep on going, so while you'd hit the foreleg the wave would continue through and depending on your aim hit one or more actual damageable hitboxes. Shooting the foot, for example, didn't seem to have any effect. You needed to aim for the segment of the leg between the "knee" and the "body". Unless they changed it with the last patch, no. *grumble grumble stupid hitboxes grumble stupid punchthrough grumble* Wait, I just read that you can shoot any part of Profit Taker's legs with your archgun during the phases where they're vulnerable? Is that true? Is the Fluctus (the only arch-gun I currently have a gravimag on, naturally) seriously that broken?īecause that makes way more sense that having to aim at the joint between the legs and the body, which is super hard to hit when Profit Taker is flailing about, but it always registers 0 damage hits when I don't.
WARFRAME FLUCTUS MOD
If you do want to try a mod, though, I'd suggestĪs it does the same thing as the mutations but gives you a 5% chance to super-crit (turning a non crit into a yellow or a yellow crit into an orange one, and so on).īut even then, if you're using a mod for that, you're doing less damage per shot (compared to having a damage mod in its place), which means you're using more ammo to kill the same enemies. So while you can try various things, the best thing to do is to just switch to your secondary when you run out of ammo with your Kohm, which shouldn't happen too often outside of survivals. But every single ammo pack will refill the entire thing, making it work indefinitely.
WARFRAME FLUCTUS UPGRADE
There's a pistol version of the Kohm, the Kohmak, which you can upgrade to the Twin Kohmak, and it has a very tiny ammo supply. While Ammo Mutations will let you also pick up non shotgun ammo packs at a reduced return-rate, the rate for the Kohm will still be garbage.
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So while you can fire a Kohm forever, when you do run out of ammo, the ammo packs you pick up supply a very piddly amount.
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These numbers are independent and are each assigned by a different team of drunk monkeys. Weapons have two stats: one is the total ammo capacity, the other is how much ammo an ammo drop supplies.
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The bad news is that it won't be the end of your ammo woes. So you'll get this mod accidentally, when you don't want it, all the time, which is why any of us in the clan would give it to you freely.
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