The Dual Toxocyst is a pair of Infested sidearms oriented towards Puncture damage. Successfully achieving a headshot with this weapon temporarily grants it increased fire rate, additional Toxin damage, reduced recoil and infinite ammo. However, its initial recoil is very high and initial fire rate is very slow.
This weapon can be sold for 7,500.
Characteristics[]
- This weapon deals primarily Puncture damage.
- Landing a successful headshot grants the "Frenzy" buff, increasing fire rate by 150%, increases Ammo Efficiency by 100%, reduces recoil, and gains +100% Toxin damage. The buff lasts 3 seconds and can be refreshed on subsequent headshots.
- Innate and polarities.
Advantages over other Secondary weapons (excluding modular weapons):
- Very good ammo efficiency.
- Normal Attack (wiki attack index 1)
- Above average total damage (75)
- Very high status chance (37.00%)
- Above average disposition (●●●●● (1.35x))
- Incarnon Form (wiki attack index 2)
- High fire rate (4.500 attacks/sec)
- Very high status chance (43.00%)
- Above average disposition (●●●●● (1.35x))
- High crit multiplier (3.00x)
Disadvantages over other Secondary weapons (excluding modular weapons):
- High recoil without the innate buff active.
- Normal Attack (wiki attack index 1)
- Very low crit chance (5.00%)
- Very low reload speed (2.35 s)
- Below average magazine (12)
- Low ammo max (72)
- Very low fire rate (1.000 attacks/sec)
- Incarnon Form (wiki attack index 2)
- Low crit chance (11.00%)
- Very low reload speed (2.35 s)
- Low total damage (75)
- Low ammo max (72)
Acquisition[]
The Dual Toxocyst's blueprint can be researched from the Bio Lab in the dojo.
Manufacturing Requirements | |||||
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30,000 |
4 |
6,500 |
1,100 |
1 |
Time: 1 Day(s) |
Rush: 35 | |||||
Market Price: 175 | Blueprints Price:15,000 | ||||
Bio Lab Research3,000 | |||||
5,000 |
20 |
200 |
750 |
400 |
Time: 3 Day(s) |
Prereq: Acrid | |||||
x1 x3 x10 x30 x100 |
Notes[]
- Frenzy buff increases fire rate by 150%, doesn't consume ammo while firing, significantly reduces recoil, and gains +100% Toxin damage. The buff lasts for 3 seconds and can be refreshed.
- The buff triggers only on headshots, and not other weakspots, such as the backpacks of most MOA variants. Similarly, shooting weakspots generated by either Sonar or Detect Vulnerability in places other than heads will have no effect either.
- Headshots on corpses will not grant the buff.
- The fire rate bonus stacks multiplicatively after any equipped fire rate mods or fire rate bonuses. This can also be considered as applying to the base fire rate first before any additions.
- The +100% Toxin is additive with elemental mods, and will combine with elemental mods equipped on the weapon, ex. having Heated Charge or Scorch equipped will make the Dual Toxocyst deal Gas upon activating the buff.
- The Toxin bonus will take priority when combining with singular elements on Dual Toxocyst before other bonuses such as Shock Trooper.
- If the Dual Toxocyst is modded with a combined element such as Corrosive, the bonus toxin damage will be added to that element's damage.
- If the bonus is triggered or if it disappears, this weapon makes a noise that will alert nearby enemies. This noise cannot be reduced with Suppress or Hushed Invisibility.
- Triggering the buff with the last bullet of the magazine does not require the user to reload the weapon before shooting again because it stops consuming ammo, and therefore is an effective candidate for Synth Charge.
- The bonus Toxin damage is applied toward the "Toxin Mod Multiplier" for Toxin damage-over-time, as opposed to the base damage of the weapon where both initial damage and damage-over-time would simply double.View Status Proc Math List▾▾
- The buff triggers only on headshots, and not other weakspots, such as the backpacks of most MOA variants. Similarly, shooting weakspots generated by either Sonar or Detect Vulnerability in places other than heads will have no effect either.
A toxin mod multiplier determines Toxin proc damage per tick by Base Damage × (Toxin Mod Multiplier ÷ 2). For example, with Hornet Strike, Pathogen Rounds, Pistol Pestilence, Expel Grineer and the +100% "Frenzy" toxin bonus:
- Base Damage = 75 × (1 + 2.2) × (1 + 0.3) = 312
- Toxin Mod Multiplier = (1 + 0.9 + 0.6 + 1) × (1 + 0.3) = 4.55x
- Toxin Damage per tick = 312 × (4.55 ÷ 2) = 709.8
Incarnon Genesis[]
- Upon completion of The Duviri Paradox and Angels of the Zariman, and unlocking The Steel Path, players can earn Dual Toxocyst Incarnon Genesis from The Circuit's Steel Path to place on their Dual Toxocyst with the help of Cavalero in the Chrysalith. This Incarnon Genesis form grants it evolutions to a transformation and newfound strength.
Evolution[]
- Installing the Dual Toxocyst Incarnon Genesis requires 20 Pathos Clamps, 70 Yao Shrubs and 80 Eevani.
- When installed, the first Evolution tier is unlocked. The following Evolution tiers, their requirements for unlocking them, and their related perks, are shown below;
- Each challenge additionally grants 5,000 affinity to the weapon, affected by Affinity Boosters.
Evolution I[]
- Headshots charge Incarnon Transmutation; Alt Fire transmutes. Switching back will expend any remaining charge.
- Gain an Auto Fire mode and Ricochet.
- Incarnon Form becomes fully automatic with higher Critical Chance, Critical Multiplier, Status Chance, Fire Rate, significantly less Recoil, and shots now ricochet to 1 nearby enemy per shot within 5 meters of the main target.
- The ricochet prioritizes headshots and is capable of triggering Dual Toxocyst's Frenzy buff.
- Additional pellets generated via Multishot can ricochet into different targets.
- Ricochet rounds are affected by Galvanized Shot and the base damage values of both Evolution II perks.
- By using Punch Through every enemy hit with the main shot along the punch through line creates ricochet rounds.
- Enemies in a Ragdoll state cannot be hit by ricochet rounds so any grouping tool that isn't Magus Anomaly or Ensnare will prevent ricochet shots from hitting any of the other grouped targets.
- Incarnon Form becomes fully automatic with higher Critical Chance, Critical Multiplier, Status Chance, Fire Rate, significantly less Recoil, and shots now ricochet to 1 nearby enemy per shot within 5 meters of the main target.
- Mode switching is not instantaneous and has an animation equal to the weapon's reload speed.
- Incarnon Form is activated by filling the Incarnon Transmutation gauge that appears under the reticule by achieving headshots and then pressing the Alternate Fire button. 9 headshots will completely fill the gauge. A full gauge is not required to activate Incarnon Form.
- Charges generate only on headshots, and not other weakspots, such as the backpacks of most MOA variants. Similarly, shooting weakspots generated by either Sonar or Detect Vulnerability in places other than heads will have no effect either.
- Headshots on corpses do not build charges.
- Individual Multishot bullets can build charges.
- Instead of drawing ammunition from its reserves, the Dual Toxocyst's Incarnon Form uses a separate "magazine" with each charge producing 30 rounds to a maximum of 270. Once all ammunition is expended, the Dual Toxocyst reverts to its normal form.
- Incarnon Form's magazine is not affected by mods.
- Incarnon Form is not affected by Ammo Efficiency (such as Energized Munitions).
- Charges and Incarnon Form persists through all activities, such as holstering, bleedout, or being disarmed. However, charges and Incarnon Form are removed upon death.
- Swapping to and from Incarnon Form will fully reload the normal form's magazine.
Evolution II[]
- Unlock Challenge: Complete a solo mission with this weapon equipped.
- Perk 1: Carnage Reign:
- Increase Damage by +60.
- +33% Direct Damage per Status Type affecting the target.
- Perk 2: Fevered Frenzy:
- Increase Damage by +50.
- On Ability Cast: +5% Multishot. Stacks up to 20x.
- The multishot bonus stacks additively with multishot mods such as Barrel Diffusion.
- Transference can build stacks.
Evolution III[]
- Unlock Challenge: Kill 100 enemies with this weapon's Incarnon Form.
- Perk 1: Ready Retaliation:
- On Reload from Empty: +100% Reload Speed.
- Perk 2: Evolved Autoloader:
- +50% Magazine Reloaded/s when holstered.
- Perk 3: Marksman's Hand:
- -50% Weapon Recoil.
Evolution IV[]
- Unlock Challenge: Get 17 consecutive headshots.
- Challenge will reset from inflicting body shots or damage dealt from Companions. Status Effect damage does not reset the challenge.
- Hits landed from multishot count towards this challenge.
- Perk 1: Commodore's Fortune:
- Increase Critical Chance by +20%.
- Perk 2: Neurotoxin:
- On Headshot: +70% Toxin for 3s.
- Perk 3: Ripper Rounds:
- On Kill: +3 Punch Through for 7s.
Tips[]
- The headshot buff can completely counter the weapon's low innate fire rate and max ammo capacity.
- If modded with Gas, the gas clouds deals a tick of damage each second, each tick has a chance to refresh the "Frenzy" buff.
- Use of the increased zoom module Hawk Eye can make gaining the headshot buff easier, thus significantly increasing the weapon's damage outputs and versatility.
- The Scourge synergizes well with these pistols as the speargun can debuff enemies with Magnetize-like fields on their heads when thrown and left to allow it to recast its debuff at fixed intervals.
- The added Toxin damage when landing headshots makes the pistols deceptively effective against any shielded Corpus enemies.
- While under the effects of the triggered buff, the fast fire rate and unlimited ammo, combined with the low critical chance and average critical multiplier make rapid fire bodyshots more viable than aimed headshots.
- Hydraulic Crosshairs can be triggered at the same time as the buff, though the low base critical chance makes this mod of limited utility.
- Installing Steady Hands completely negates recoil while buff is active.
Trivia[]
- The Dual Toxocyst is the first infested dual pistol added to the game.
- Triggering the innate headshot buff or reloading the weapon will cause the Dual Toxocyst's barrel to open up like jaws, connected by infested tissue between its upper and lower parts.
Media[]
Patch History[]
Update 22.12 (2018-02-09)
- Mastery Rank increased from 8 to 11.
- Damage increased from 70 to 75.
- Status chance increased from 35% to 37%.
- Frenzy buff on headshot can now be refreshed while it’s active.
- Frenzy buff duration decreased from 6 to 3 secs.
Update: The Index Preview (2016-10-20)
- Changed condition from ‘Headshot’ to ‘On Hit’ for Dual Toxocysts in Conclave.
- Reduced buff duration of Dual Toxocysts from 6 to 3 seconds in Conclave.
Hotfix 18.10.6 (2016-05-06)
- Fixed the Dual Toxocyst getting ‘excited’ from Sentinel headshots.
Hotfix 18.8.2 (2016-04-13)
- Reduced the Dual Toxocyst’s ‘excited’ fire rate from 500% to the intended 150% in Conclave.
Update 18.8 (2016-04-06)
- Fixed the Dual Toxocyst getting ‘excited’ from elemental status effects.
Hotfix 18.6.2 (2016-03-22)
- Adjusted the audio FX on the Dual Toxocyst.
Hotfix 18.5.1 (2016-03-04)
- Adjusted the audio FX of the Dual Toxocyst.
Update 18.5 (2016-03-04)
- Introduced.
Last updated: Hotfix 22.19.1 (2018-05-03)
See Also[]
- Dual Toxocyst Incarnon Genesis, the Incarnon power-up for the Dual Toxocyst.
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