Uncharged weaknesses only do like 2 to 3 damage. it seems to be pretty much tailored for charged weapons, which i don't like as, apart from the fact that it makes it visually harder to pinpoint the weakness, the head parts require either the uppercut or the double jump and Stellar Primate's weapon, while the dive kick and the subtank in Stellar Primate's stage require beating Tundrion Bear
I wondered if that was the case! Yeah, that seems like poor design. When I can just charge shot for similar damage output (and not even find the helmet for most of the game), then that makes it so weaknesses are pretty much pointless. Especially when boss weapons have limited use and my buster has infinite.