Well, I found and fixed the problem, its ready for you to implement in the next update.
Namely, it was indeed connected to the way the Invocation Launcher deals damage, but not quite like I thought. Its simply just what is basically a typo in the section of weapon_data.csv for the secondary projectile spawned by the explosion of the primary one.
This is how it looks normally right now (only spoilered, since the code block doesnt let me format it the way I want):
Spoiler
name,id,tier,rarity,base value,range,damage/second,damage/shot,emp,impact,turn rate,OPs,ammo,ammo/sec,reload size,type,energy/shot,energy/second,chargeup,chargedown,burst size,burst delay,min spread,max spread,spread/shot,spread decay/sec,beam speed,proj speed,launch speed,flight time,proj hitpoints,autofireAccBonus,extraArcForAI,hints,tags,groupTag,tech/manufacturer,for weapon tooltip>>,primaryRoleStr,speedStr,trackingStr,turnRateStr,accuracyStr,customPrimary,customPrimaryHL,customAncillary,customAncillaryHL,noDPSInTooltip,number
# SPAWNED,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
,ora_invoked,,,,400,,100,,100,0,10,,,,ENERGY,,,,,,,0,0,0,0,,1000,,,100,,,SYSTEM,,,,,,,,,,,,,,,
The bold part is the important stuff. It seems like you put the number in the wrong place (or made a double comma or something).
Simply adding another 100, or moving the one from impact to emp, does the trick, like so:
Spoiler
# SPAWNED,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
,ora_invoked,,,,400,,100,100,100,0,10,,,,ENERGY,,,,,,,0,0,0,0,,1000,,,100,,,SYSTEM,,,,,,,,,,,,,,,
Happy to be of service!