The Simulor is a Cephalon weapon that launches orbs of gravitational force. These orbs can be manipulated to produce either explosions or implosions, where stacking multiple orbs creates a vortex. Orbs can be manually detonated with Alternative Fire.
- This weapon deals damage, and shooting through orbs grants bonus damage.
- This weapon fires bouncing orbs that can merge for explosive damage, and will expire after 20 seconds.
- Merging increases the damage of subsequent explosions.
- Merging three orbs creates a singularity that deals damage over time and pulls items.
- Alternative fire detonates the orbs.
- Expired or detonated orbs explode, dealing damage.
- 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.
- High status chance.
- The orbs can be used as a damage buffer by shooting through them.
- Detonation nature of the weapon allows for setting up traps for your enemies.
- Slow reload speed.
- Low critical chance.
- Direct impacts with the orbs with enemies do not deal any damage, and must be combined at least once to deal any damage.
- Explosion inflicts self-stagger.
- Extremely ammo inefficient; requires just 6 reloads to fully deplete all ammo reserves.
- Simulor (Orb Explosion), compared to Synoid Simulor (Orb Explosion):
- Lower base damage per projectile (200 vs. 240)
- Lower total damage (200 vs. 240)
- Lower base critical chance (12% vs. 14%)
- Lower base status chance (30% vs. 35%)
- Lower average damage per shot (224 vs. 273.6)
- Lower burst DPS (672 vs. 911.09)
- Lower sustained DPS (316.24 vs. 643.31)
- Lesser max damage reduction at ending falloff distance (0.6x vs. 1x)
- Lower fire rate (3 round(s)/sec vs. 3.33 round(s)/sec)
- Smaller magazine (8 round(s) vs. 16 round(s))
- Smaller max ammo capacity (72 round(s) vs. 96 round(s))
- Slower reload time (3 s vs. 2 s)
- Different polarities ( vs. )
- Lower Mastery Rank required (5 vs. 12)
- Higher disposition (1.2 vs. 1.15)
- Lack of an innate Entropy effect
The Simulor's blueprint can be purchased from Cephalon Simaris for 75,000.
|Time: 12 hrs|
|Market Price: 210||Blueprints Price:75,000|
- Only 4 separate orbs may be deployed at one time, including singularities.
- Orbs fired will harmlessly bounce off of enemies, allies, and terrain before floating to a stop mid-air. Each orb has a short pull radius that will attract other orbs.
- Orbs will merge on contact, growing larger and producing an explosion with a guaranteed proc. The pull radius also increases on merge.
- Merging will increase the damage dealt by the recipient orb, both when merging and on manual detonation.
- Without obstructions, the orbs will travel a distance of 12 meters before floating. Bouncing halves their velocity and potential distance.
- Energy orb travel distance is affected by projectile speed.
- Merged orbs will expire after 20 seconds. Merging orbs will reset the timer.
- Alternative Fire will detonate all active orbs.
- Orbs will explode on detonation or expiration, inflicting a guaranteed status proc.
- Explosion has linear damage falloff from 100% to 40% from central impact.
- Stacking 3 orbs together will create a gravitational singularity that will deal damage-over-time to enemies that pass through it, with no status chance.
- Max number of active vortexes is 3. When the maximum vortex count is reached, Simulor will default to single-shot orbs with reduced lifetime.
- Singularities will block enemy fire that crosses through the center.
- The singularity will also pull any pickups and corpses toward it.
- 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 66%n (with n being the number of orbs the shot passes through) of their base damage, reducing damage.
- Firing through an unstacked orb will grant +100% damage, a double-stacked orb will grant +300% damage, a triple stacked orb will grant +400% damage, and a fully stacked orb will grant +500% damage. Buff stacks with multiple orbs.
- Shots fired through orbs will gain additional +25% × n flat critical chance, unaffected by critical chance mods (with n being the number of orbs the shot passes through).
- Shots fired through the orb will also receive a 25% increase to critical damage, additive to critical damage mods. This applies only once.
- Merging will increase the damage dealt by the recipient orb, both when merging and on manual detonation. The minimum base damage starts at 50 on the first stack, and maxes out at 150?Confirmation needed after 4 stacks.
- Energy orb travel distance is affected by abilities that influence Projectile Speed, such as 's augment. Faster Projectile Speed will result in a longer travel distance before stopping.
- Multishot will create duplicate orbs, however, due to the Simulor's perfect accuracy the second orb will be merged with the original orb.
- Punch Through mods will make the orbs penetrate through enemies and objects within their listed depth. If the object is thicker than the punch through's depth, the orbs will simply bounce off the object on contact.
- The electricity damage gained from shooting through an orb does not merge with other elements.
- 's does not not stack with the critical damage buff of shooting through an orb. The entity that the bullet first passes through is the only thing that will buff the bullet's critical damage.
- Increasing projectile travel distance using can be used to shoot orbs further out, allowing singularities to be set up at longer distances. This may be counterproductive however, as it causes singularities to become increasingly less controllable, potentially overshooting their intended targets or bouncing out of reach. Depending on how the Simulor is intended to be used, consider using to adjust Jet Stream's Projectile Speed bonus to a manageable level.
- Combining projectiles have a larger blast radius (~5m vs ~7m) and deal significantly more damage (~60 vs ~170) than detonating orbs, making orb combination a primary source of damage.
- Detonating orbs manually can be used for crowd control, as their guaranteed status can stun enemies even if they don't deal enough damage to kill them.
- When used in tandem with , projectiles fired by holograms can combine with each other and the original projectile from . When the ability is fully ranked, three projectiles are fired at once and, provided that they do not bounce off of obstacles, they will often immediately combine to form a singularity and deal the merge damage several times.
- Attempting to create a second singularity this way usually results in the destruction of the first.
- Any projectiles that were fired by a hologram will explode when the hologram expires.
- The Simulor is the first Syndicate weapon to be sold from its affiliated Syndicate with a blueprint, not the weapon itself. Second being .
- It is the first primary Syndicate weapon to be released.
- It is also the first weapon to be released for Cephalon Simaris.
- It is also the only Syndicate weapon that may be purchased from the Market for Platinum.
- It is also the first Syndicate weapon to be improved by another Syndicate, resulting in the .
- Being a weapon created by Cephalons, the Simulor has a similar design aesthetic to the , with both being research devices that also double as weapons.
- , the Cephalon Suda variant.
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