Mutalist Quanta

The Mutalist Quanta is an fused with a rapid-fire function in place of the Quanta's continuous beam. Like its normal version, the Mutalist Quanta possesses a unique Alternate Fire that shoots infested orbs that strengthens bullets that pass through it and can explode.
==Characteristics==
*This weapon deals primarily damage, and the orb deals and damage.
*Primary fire shoots bullets in an automatic fashion.
*Alternate Fire releases a large orb that travels a short distance, then stays for 9 seconds before exploding in an 8 meter radius, consuming 5 ammo per orb.
**Shots through the orb deal increased damage with increased critical chance and critical multiplier. Firing through more than one orb will accumulate some of these effects.
**Can benefit from ().
**Explosion inflicts self-stagger.
**Explosion can be parried.
==Acquisition==
The Mutalist Quanta's blueprint can be researched from the Bio Lab in the dojo.
==Alternate Fire Mechanics==
*Shoots a large, Infested orb that travels a short distance, stops, then explodes after 9 seconds. Additional orbs will gravitate together similar to 's orbs.
**Orbs can be stacked up to 3 times.
**Launching an orb costs 5 ammo per orb.
*Shots fired through the orb receive certain buffs and effects. Firing through more than one orb will accumulate some of these effects.
**Shots fired through the orb deal additional damage (with n being the number of orbs the shot passes through).
***Electricity granted by shooting trough Mutalist Mass will not fuse with other elements.
***Stacking orbs will grant more damage. A double-stacked orb grants damage. A fully stacked orb grants damage.
***Bonus does not combine with modded elements.
**Shots fired through uncombined orbs will gain additional critical chance, unaffected by critical chance mods. Combined orbs will only provide +25% critical chance.
**Shots fired through the orb will also receive a increase to critical damage, unaffected by critical damage mods. This will not apply more than once with multiple orbs.
**'s does not not stack with the critical damage buff. The entity that the bullet first passes through is the only thing that will buff the bullet's critical damage.
**Shots fired through the orb deal of their base damage, effectively reducing damage.
*Orbs deal 20 damage every second along with modded elemental damage within their 2 meter diameter with a 100% status chance.
**Cannot proc critical hits, even with flat chance bonuses.
**Not affected by status chance bonuses.
*Orbs explode after 9 seconds dealing damage in an 8 meter radius.
**Despite the status chance displaying 0% for the orbs, the explosions actually do cause procs to their targets, with a 39% status chance that is affected by mods.
**Explosion radius scales with orb stacks: 4.4m/6.4m/8.4m at 1/2/3 stacks respectively.
**Explosion damage scales with orb stacks, up to 3x when fully stacked, resulting in 300 damage.
**Explosion inflicts self-stagger.
**Explosion can be parried.
*Orbs block enemy fire, such as Bombard rockets, from passing through.
*Orbs bounce off solid objects and can be moved around using melee attacks, allowing the mass to be thrown into multiple enemies after coming to a stop.
*Multishot will fire orbs pre-stacked, similar to and projectiles.
*Other than projectile weapons, the following things have special interactions with Mutalist Quanta orbs.
**The Operator's Void Beam and Amps will gain additional damage and critical chance.
**, , and various other abilities with projectiles that can pass through the orbs will gain damage and the ability to critically hit.
**The orbs can be shot into Mag's bubble, allowing them to circle around the center, boost the damage of incoming projectiles, and deal damage and proc status effects on its own. Multishot values above 200% (only possible with a riven) allow the orbs to split, doubling damage and status application.
**'s waves are not affected by Mutalist Quanta orbs.
***Exalted Blade's waves will push the orbs around and will not receive any bonuses.
**Glaives and shield can not pass through the bubble.
==Notes==
*With both barrels rotating while firing, the weapon can block the player's vision when engaging targets.
*Fully stacked orbs are not attracted to other orbs.
*Temporary buffs such as , and must be active at the time of the orb's explosion to apply, not when the orb is launched.
==Tips==
* seems to have very little effect on the 's accuracy, making it a viable option for increasing the weapon's damage output.
*Placing orbs in corridors or near chokepoints helps maximize the effectiveness of their boost.
*The innate polarity matches and .
*Enemies become confused and attack one another when they touch the orb, making it useful for crowd control.
*Orbs will immediately explode when impacting Blunts, Bulwarks, s, s, and Ramparts, allowing players to instantly deal high amounts of damage.
*While modding for additional critical chance is not recommended as the boost from the orbs does not take mods into account, modding for critical damage is recommended as the orbs allow weapons to critically hit more often.
*Orbs can increase the critical chance of weapons to the point where they can deal orange and red crits, but the effectiveness is offset by the reduction to base damage.
* Combining orbs together will not refresh their duration. Avoid combining orbs if one has been out for a while to conserve ammo.
*Due to the erratic physics of the orbs and the threat of them being thrown around by allied and enemy melee attacks, it can be difficult to line up an orb 'stack' to effectively shoot through. Consider getting to higher ground and/or letting an ally distract enemies for you to avoid the threat of your orbs being moved away by melee units.
==Bugs==
*Infested orbs will add a critical chance bonus to discs and bonus damage to direct disc impacts, but will also lower the AoE damage of the disc, resulting in lower and lower damage despite eventually being able to get red crits.
*The added electricity damage seems to combine with other single elements and elements comprised of damage on projectile secondaries and the weapon itself, but not on continuous or hitscan secondaries.
*Infested orbs tend to visually glitch when coming together in large quantites.
*In Captura, when slow motion is enabled or the player is in the War Within Choice scene, the Mutalist Quanta's arms will not rotate properly when firing; they will jerk to the side slightly between shots but move back to their neutral position by the time another shot is fired.
*Since an unknown update, the warped orange 'cube' that once appeared around the infested bubbles no longer renders.
*'s ability will not create additional orbs from the alt-fire.
==Trivia==
*The word Mutalist may refer to Mutualism, which is a sector in biology which refers to how two different species interact with each other where each individual benefits. Alternatively, it may simply be derived from mutate.
** "Muta" is a form of the Latin verb mūtāre, which means "to alter/to change".
*The word Quanta is plural for Quantum, used in Physics as a measure of the smallest minimum constituent of any object, ex. a Photon is the smallest quantity of light.
*The weapon has a non-static model; the weapon's arms will rotate when firing and the Infested growth moves at all times as well.
** The weapon's arms will continuously rotate faster the longer the user holds down the trigger. This doesn't affect the rate of fire, however.
**While reloading, the Infested growth on top of the weapon will eject the spent energy cell and throw it away while the player inserts a new one.
*This was the first weapon to repurpose the Zoom key into a separate Alternate Fire key that results in a completely different attack and also the first weapon to possess a separate secondary fire mode that is not engaged via charging.
*This weapon is the third hybrid weapon in the game, incorporating both Corpus and Infested characteristics, after the Orokin/Grineer and the Infested/Grineer .
*The weapon's projectiles appear to fire from the infested growth. Since the weapon rotates, the projectiles converge in a spiraling pattern toward the player's crosshair.
*Oddly enough, the Infestation of the weapon resulted in the arms rotating when firing, normal shots turning into individual energy bursts that deal physical damage instead of electricity and the Quanta cubes being replaced by Infested orbs.
*The Mutalist Quanta's projectile model is identical to the 's and 's, being a chitinous brown-violet pod with a number of large, yellow, barnacle-like 'tubes' coming from it. This can easily be seen in Captura by pausing the time and zooming in on one of the projectiles.
*Interestingly, the energy color for both the primary and secondary firing modes is orange and is unaffected by the chosen energy color.
==Media ==
MutalistQuantaCodex.png|Mutalist Quanta in Codex.
HL3confirmed.jpg|Mutalist Quanta orbs.
Mutalist Quanta 1.png|Mutalist Quanta as it appears in the arsenal
Mutalist Quanta 2.png
Tenno Reinforcements - Mutalist Quanta
Mutalist Quanta Buff Data (Bubble Damage Stacks)
Warframe Mutalist Quanta - Bursting Mass - Augment
Warframe - All Infested Weapon Reloads in 30 seconds (2013 - 2019)
==Patch History==
== See Also ==
*, the original Corpus weapon.
*, the fully Infested variant.
de:Mutalist Quanta
es:Quanta mutalítica
fr:Quanta Mutaliste
pt:Mutalist Quanta
ru:Муталист Кванта
Category:Infested
Category:Corpus
Category:Primary Weapons
Category:Update 13
Category:Weapons
Category:Research
Category:Radiation Damage Weapons
Category:Assault Rifle
Category:Electricity Damage
Category:Mutalist
Category:Puncture Damage Weapons
Category:Infested Weapons
Category:Electricity Damage Weapons
uk:Кванта-муталіст