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27.4 buffs and changes
- The Synoid Simulor can be acquired by reaching the Rank of Genius with Cephalon Suda, and spending 125,000 to purchase. As with all Syndicate Weapons, the Synoid Simulor cannot be chosen as the free offering upon ranking up to Genius rank.
- Syndicate weapons can also be acquired via Trading, but only for unranked copies without Forma and Orokin Catalyst installed.
- Players must have a Mastery Rank of at least 12 to acquire the Synoid Simulor, either through trading or through the Syndicates themselves.
This weapon deals Magnetic damage.
- Innate Magnetic damage – effective against shields.
- Orbs can be manually detonated to inflict an 8-meter area of effect with a guaranteed Electricity proc, dealing 75 Electricity damage at base and 300 Electricity at a full stack.
- Explosions do not inflict self-damage.
- Pinpoint accuracy.
- Innate , , and polarities.
- Innate Magnetic – less effective against health.
- Relatively short firing range of 12 meters.
- Direct impacts with the orbs with enemies do not deal any damage, they must be combined at least once to deal any damage.
- Extremely ammo inefficient; requires just 1 reloads to fully deplete all ammo reserves.
- Synoid Simulor, compared to Simulor:
- Additionally, Synoid Simulor can stack 4 orbs while Simulor can only stack 3.
- The Synoid Simulor fires small orbs of energy that will harmlessly bounce off enemies, allies, and environmental objects before floating to a stop mid-air. These floating orbs can be fired at each other, causing them to merge into a single larger orb. Each orb has a short pull radius that will attract any passing orbs to facilitate growth.
- Each added stack will also increase the orb's pull radius, allowing the larger orbs to pull other orbs from farther away.
- Stacking will increase the damage dealt by the recipient orb, both when merging with another orb and when manually detonated. The minimum base damage starts at 20 on the first stack, and maxes out at 50 after 4 stacks.
- Without obstructions, the orbs will travel relatively short distance before floating.
- Pressing the secondary fire button (default Electricity status to enemies in range. Any orbs that expire will also explode in similar fashion.
) will detonate any active orbs, causing them explode and inflict a guaranteed
- The Electricity status is unaffected by any other elements added to the weapon.
- Each orb will float in mid-air for 8 seconds. Stacking orbs will reset the timer on the recipient orb, thus an orb or singularity can be kept active as long as orbs are fed into them. Orbs will only disappear if their timer expires, or if they are manually detonated using secondary fire.
- Attempting to create a second singularity this way usually results in the destruction of the first.
- Being a weapon created by Cephalons, the Synoid Simulor has a similar design aesthetic to the Gammacor, with both being research devices that also double as weapons.
- The Synoid version replaces the holographic orb formed in its center with the Cephalon Suda emblem.
- The word 'Synoid' is likely a corruption of the word 'synod', which is an assembly of the clergy under a church, a reference to the word 'synapse', a biological term defining the gap between two neurons, or a shortening of 'sinusoid', an important concept in mathematics and science referring to a shape like a sine-wave.
Synoid Simulor Skins
- Simulor, the regular variant acquired from Cephalon Simaris.
- Synoid Gammacor, another weapon associated with Cephalon Suda.
- Synoid Heliocor, another weapon associated with Cephalon Suda.
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