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{{UpdateMe|{{Ver|27.4}} buffs and changes}}
 
{{Top|Lotus|Cephalon Simaris|Simaris|Weapon|Weapons|Weapons}}
 
{{Top|Lotus|Cephalon Simaris|Simaris|Weapon|Weapons|Weapons}}
 
{{WeaponInfoboxAutomatic
 
{{WeaponInfoboxAutomatic
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{{Codex|Creates miniature gravitational singularities that can be used for scientific study or self-defense.}}
 
{{Codex|Creates miniature gravitational singularities that can be used for scientific study or self-defense.}}
 
The '''Simulor''' is a [[Cephalon]]-designed weapon obtainable from [[Cephalon Simaris]] that launches orbs of gravitational force. These orbs can be manipulated to produce either explosions or implosions.
 
The '''Simulor''' is a [[Cephalon]]-designed weapon obtainable from [[Cephalon Simaris]] that launches orbs of gravitational force. These orbs can be manipulated to produce either explosions or implosions.
{{BuildAutomatic|type=Weapon}}
 
   
 
==Characteristics==
 
==Characteristics==
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'''Advantages:'''
 
'''Advantages:'''
 
*Innate {{Icon|Proc|Magnetic|Text}} damage – effective against [[Shielded]] and [[Proto Shield]]s.
*High Status chance.
 
 
**Stacking orbs deals per stack damage of 50 {{Icon|Proc|Magnetic|Text}}, increasing to 150?<sup>Confirmation needed</sup> {{Icon|Proc|Magnetic|Text}} as additional stacks are added.
*Innate {{Icon|Proc|Magnetic|Text}} damage &ndash; effective against [[shields]].
 
  +
***Each time an orb is combined it staggers enemies away from the blast zone and deals area of effect damage to them.
**Stacking orbs deals per stack damage of 50 {{Icon|Proc|Magnetic|Text}}, increasing to 75 {{Icon|Proc|Magnetic|Text}} as additional stacks are added
 
*Orbs can be manually detonated to deal AoE {{Icon|Proc|Electricity|Text}} damage, dealing 75 {{Icon|Proc|Electricity|Text}} damage at base and 225 {{Icon|Proc|Electricity|Text}} at a full stack.
+
*Orbs can be [[Alternate Fire|manually detonated]] to inflict an area of effect with a guaranteed {{Icon|Proc|Electricity|Text}} [[proc]], dealing 100 {{Icon|Proc|Magnetic|Text}} damage at base and 400?<sup>Confirmation needed</sup> {{Icon|Proc|Magnetic|Text}} at a full stack.
  +
*Decent [[critical chance]].
**Explosions do not damage user.
 
  +
*Very high [[status chance]].
*Has a {{Icon|Pol|Bar}} and {{Icon|Pol|D}} polarity slot.
 
  +
*Pinpoint [[accuracy]].
  +
*Can use the {{M|Terminal Velocity}} mod.
  +
*Can benefit from {{M|Firestorm}} ({{M|Primed Firestorm|Primed}}), and {{M|Cautious Shot}}.
 
*Innate {{Icon|Pol|Bar}} and {{Icon|Pol|D}} polarities.
   
 
'''Disadvantages:'''
 
'''Disadvantages:'''
 
*Innate {{Icon|Proc|Magnetic|Text}} &ndash; less effective against [[Alloy Armor]].
*Short firing range.
 
*Long reload time.
+
*Very slow [[reload speed]].
 
*Relatively short firing range.
*{{Icon|Proc|Magnetic|Text}} deals 50% less damage to [[Alloy Armor]].
 
*Direct impacts with the orbs with enemies does not deal any damage, they must be combined at least once to deal any damage.
+
*Direct impacts with the orbs with enemies do not deal any damage, they must be combined at least once to deal any damage.
  +
*Explosion inflicts [[Stagger|self-stagger]].
  +
*Explosion has linear damage falloff from 100% to 40% from central impact.
  +
*Explosion range cannot be increased with {{M|Amalgam Furax Body Count}}.
  +
*Extremely ammo inefficient; requires just 6 reloads to fully deplete all ammo reserves.
   
  +
{{WeaponComparison|Synoid Simulor}}
'''Comparisons:'''
 
* Compared to the [[Synoid Simulor]]:
 
** Slower Projectile Speed; Shorter effective range.
 
** Higher Critical Chance (12% vs. 5%)
 
** Lower Status Chance (30% vs. 35%)
 
** Lower maximum stack damage (40.0 vs. 50.0)
 
** Smaller explosion radius.
 
** Lower vortex threshold (3 merges vs. 4 merges)
 
** Slower reload speed (3.0s vs. 2.0s).
 
** Slower fire rate (2.0/sec vs. 2.67/sec).
 
** Smaller magazine size (10 rounds vs. 15 rounds).
 
** Lower ammo capacity (60 rounds vs. 75 rounds).
 
** No additional {{Icon|Pol|V}} polarity.
 
** No innate Entropy.
 
   
 
==Acquisition==
 
==Acquisition==
*The Simulor's blueprint can be acquired from [[Cephalon Simaris]] for {{sc|75,000}}.
+
The Simulor's blueprint can be purchased from [[Cephalon Simaris]] for {{sc|75,000}}.
  +
 
{{BuildAutomatic|type=Weapon}}
  +
This weapon can be sold for {{cc|7,500}}.
   
 
==Notes==
 
==Notes==
*The 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.
+
*The 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.
**The act of merging orbs will cause them to explosively deal damage with a guaranteed {{Icon|Proc|Magnetic|Text}} [[Status Effect|status]], as well as staggering enemies away from the blast zone.
+
**The act of merging orbs will cause them to explosively deal damage with a guaranteed {{Icon|Proc|Magnetic|Text}} [[Status Effect|status]].
 
**Each added stack will also increase the orb's pull radius, allowing the larger orbs to pull other orbs from farther away.
 
**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 3 stacks.
+
**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 '''50''' on the first stack, and maxes out at '''150?'''<sup>Confirmation needed</sup> after 4 stacks.
**Without obstructions, the orbs will travel a distance of '''12''' meters before floating.
+
**Without obstructions, the orbs will travel a distance of '''12''' meters before floating.
  +
**Max number of active vortexes is 3.
**Energy orb travel distance is affected by abilities that influence [[Projectile Speed|projectile speed]], such as [[Zephyr|Zephyr's]] {{M|Jet Stream}} [[Warframe Augment Mods|augment]]. Faster projectile speed will result in a longer travel distance before stopping.
 
  +
***When the maximum number of active vortexes is reached, Simulor will default to single-shot orbs with reduced lifetime.
*Stacking 3 orbs together will create a gravitational singularity that will deal damage-over-time to enemies that pass through it, with each tick having a chance to deal status effects. The singularity will also pull any [[pickups]] and corpses toward it.
 
 
**Energy orb travel distance is affected by abilities that influence [[Projectile Speed]], such as {{WF|Zephyr}}'s {{M|Jet Stream}} [[Warframe Augment Mods|augment]]. Faster [[Projectile Speed]] will result in a longer travel distance before stopping.
 
*Stacking 3 orbs together will create a gravitational singularity that will deal damage-over-time to enemies that pass through it, with no chance to inflict status effects. The singularity will also pull any [[pickups]] and corpses toward it.
 
**The singularity will block any enemy fire that crosses through its center. However, this has no effect on its damage or duration.
 
**The singularity will block any enemy fire that crosses through its center. However, this has no effect on its damage or duration.
*Pressing the secondary fire button (default {{Key|MMB}}) will detonate any active orbs, causing them explode and inflict a guaranteed {{Icon|Proc|Electricity|Text}} status to enemies in range. Any orbs that expire will also explode in similar fashion.
+
*Pressing the secondary fire button (default {{Key|MMB}}) will detonate any active orbs, causing them to explode and inflict a guaranteed {{Icon|Proc|Electricity|Text}} status to enemies in range. Any orbs that expire will also explode in a similar fashion.
**The {{Icon|Proc|Electricity|Text}} status is unaffected by any other elements added to the weapon.
+
**The {{Icon|Proc|Electricity|Text}} 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.
+
*Each orb will float in mid-air for '''20''' 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.
*{{M|Split Chamber}} will create duplicate orbs, however due to the Simulor's perfect accuracy the second orb will be merged with the original orb.
+
*{{M|Split Chamber}} 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.
+
*[[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.
  +
*Shots fired through the orb receive certain buffs and effects. Firing through more than one orb will accumulate some of these effects.
*Oddly, the Simulor's projectiles will detonate on impact with an [[Infested Tumor]], Spore Culture or [[Grineer]] [[Blunt]]
 
  +
**Fired through an unstacked orb will grant '''+100%''' {{Icon|Proc|Electricity|text}} damage, a double-stacked orb will grant '''+300%''' {{Icon|Proc|Electricity|text}} damage, a triple stacked orb will grant '''+400%''' {{Icon|Proc|Electricity|text}} damage, and a fully stacked orb will grant '''+500%''' {{Icon|Proc|Electricity|text}} damage.
  +
***Buff stacks with multiple orbs.
  +
***Electricity granted by shooting through orb will <u>not</u> fuse with other elements.
  +
**Shots fired through orbs will gain additional {{MathText|+25% {{mul}} 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 {{MathText|25%}} increase to critical damage, additive to critical damage mods. This will not apply more than once with multiple orbs.
  +
**{{WF|Volt}}'s {{A|Electric Shield}} 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 {{MathText|66%{{exp|n}}}} (with '''n''' being the number of orbs the shot passes through) of their base damage, effectively reducing damage.
   
 
==Tips==
 
==Tips==
*Increasing projectile travel distance using {{M|Jet Stream}} can be used to shoot orbs further out, allowing singularities to be set up at longer distances. This may not always be desirable 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 {{M|Overextended}} to adjust Jet Stream's projectile speed bonus to a manageable level.
+
*Increasing projectile travel distance using {{M|Jet Stream}} 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 {{M|Overextended}} 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.
 
*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 {{Icon|Proc|Electricity|Text}} status can stun enemies even if they don't deal enough damage to kill them.
 
*Detonating orbs manually can be used for crowd control, as their guaranteed {{Icon|Proc|Electricity|Text}} status can stun enemies even if they don't deal enough damage to kill them.
*When used in tandem with [[Hall of Mirrors]], projectiles fired by holograms can combine with each other and the original projectile from [[Mirage]]. 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.
+
*When used in tandem with {{A|Hall Of Mirrors}}, projectiles fired by holograms can combine with each other and the original projectile from {{WF|Mirage}}. 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.
 
**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.
 
**Any projectiles that were fired by a hologram will explode when the hologram expires.
  +
*Orbs will immediately explode when impacting the following surfaces, allowing instant high damage to enemies:
 
  +
{{WeaponBuildSection}}
**[[Blunt]], [[Tectonics|Bulwark]].
 
   
 
==Trivia==
 
==Trivia==
*The Simulor is the first [[Syndicates|Syndicate]] weapon to be sold from its affiliated Syndicate with a blueprint, not the weapon itself. Second being [[Heliocor]].
+
*The Simulor is the first [[Syndicate]] weapon to be sold from its affiliated Syndicate with a blueprint, not the weapon itself. Second being {{Weapon|Heliocor}}.
**It is the first primary Syndicate weapon to be released.
+
**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 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 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 [[Synoid Simulor]].
+
**It is also the first Syndicate weapon to be improved by another Syndicate, resulting in the {{Weapon|Synoid Simulor}}.
*Being a weapon created by [[Cephalon]]s, the Simulor has a similar design aesthetic to the [[Gammacor]], with both being research devices that also double as weapons.
+
*Being a weapon created by [[Cephalon]]s, the Simulor has a similar design aesthetic to the {{Weapon|Gammacor}}, with both being research devices that also double as weapons.
 
*The Simulor cannot damage the player using it, making it a great close range explosive weapon.
 
*The Simulor cannot damage the player using it, making it a great close range explosive weapon.
 
==Bugs==
 
*Currently, neither {{M|Terminal Velocity}} nor {{M|Firestorm}} can be equipped on the Simulor.
 
   
 
==Media==
 
==Media==
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<gallery widths="300" spacing="small" position="center">
 
<gallery widths="300" spacing="small" position="center">
 
Tenno Reinforcements - Simulor
 
Tenno Reinforcements - Simulor
Warframe Simulor, Sucking Up The Balls thequickdraw
 
Warframe SIMULOR 2x Forma Setup (U16.10.1)
 
Warframe - Simulor Review
 
Lets Max (Warframe) E69 - Simulor + Void Trader
 
 
</gallery>
 
</gallery>
   
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==Patch History==
 
==Patch History==
 
{{Scrollbox/Article|
 
{{Scrollbox/Article|
  +
{{ver|27.4.1}}
{{PatchHistoryNeeded}}
 
  +
*Returned Simulor vortex lifetime to 5 second duration in Conclave.
   
  +
{{ver|27.4}}
  +
*We have made the following changes to the Simulor:
  +
**Increased per stack damage for stacked orbs:
  +
***Simulor: 20 to 50
  +
**Increased damage of exploding vortexes:
  +
***Simulor: 75 to 100
  +
*Increased the duration of active vortexes to 20 seconds before they explode (unless done so manually).
  +
*Reduced the lifetime duration of a single Orb before it explodes.
  +
**''This allows single projectiles to be used offensively as they now detonate quickly and have had their damage increased significantly.''
  +
**''Creating vortexes now happens rather quickly. Shoot 4 orbs in quick succession to create a fully powered vortex. With this we also added a max number of active Orbs to 4.''
  +
*Added a max number of active vortexes at a time to 3 and increased the orb stack count to reach a fully powered vortex from 3 to 4.
  +
**''With the significant increase in damage and lifetime of active vortexes, and with the added bonus of individual orbs providing more utility, adding a cap to the number of active vortexes and increasing the orb count for maxed vortexes felt appropriate to strike balance with the changes.''
  +
**''Once 3 fully maxed vortexes are active, the Simulor will now default to single-shot orbs - with the reduced lifetime of a single orb, there are now more ways to use the Simulor against enemies!''
  +
*Removed the initial stagger on enemies that would occur on vortex creation.
  +
**''We removed this effect so that enemies aren’t pushed out of range of the vortex as much.''
  +
*Updated Simulor's FX!
  +
  +
{{ver|27.2.2}}<br/>
  +
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:
  +
*Simulor: 60%
  +
  +
{{ver|27.2}}
  +
;Self Damage Changes:
  +
We are getting rid of Self Damage and replacing it with something else: instead of Self Damage, it’s now ‘Stagger’. This change completely removes the chance of killing yourself, and instead now creates scenarios where you will interrupt yourself - or ‘Stagger’ - to varying degrees if you aren’t careful.
  +
  +
The degrees of Self-Interrupt start with a small stumble all the way to full knockdown depending on how close you are to the center of explosion. Any Mods referring to Self Damage will be converted to acknowledge Stagger.
  +
  +
With this Self-Interrupt system, we have added dozens of new recovery animations that harness a ninja-like recovery experience. By pressing ‘Jump’ at the correct time, you can execute a ninja-skill-based knockdown recovery to ALL in-game knockdowns. This ninja recovery window is indicated by a glowing FX on your Warframe.
  +
  +
In addition to Self Damage being removed, some of the more powerful AOE weapons without Self Damage presently will have the Stagger added, but it should only be noticeable in cases of extreme inaccuracy on the player’s part. The Weapons include:
  +
*Simulor
  +
  +
In the original Dev Workshop, we said:<br />
  +
''As a result of this overall systemic change, Weapons with Stagger will be getting approximately a 20% buff in Damage, with any weapons with AOE receiving a 50% Radial Damage Falloff from central impact.''
  +
  +
This is no longer accurate after continued testing. What we are doing now is:
  +
  +
No damage buffs have been added, but any weapons with AOE are receiving ~20% increase in Radius. Additionally, AOE weapons are receiving a 90% Radial Damage Falloff from central impact. This means on the very outer section of the explosion Radius 10% of the Damage will be dealt. Tactics will be deadly - aim true, Tenno.
  +
  +
''Why: Several players brought up the history of the Tonkor and we want to make sure we ship this change in a place that’s conservative in its starting point from a balance perspective. The complete removal of Self Damage does change the pace of destruction with some of the game’s most powerful weapons, so we want to make sure we can iterate upwardly instead of releasing a bonanza of explosions with no other choices.''
  +
  +
{{ver|25.8}}
  +
;October 2019 Riven Disposition Change
  +
*Simulor: 1->1.1
  +
  +
{{ver|25.0.8}}
  +
*Fixed the Simulor Energy color persisting as default.
  +
  +
{{ver|24.2.5}}
  +
*Terminal Velocity Mods can now be equipped.
  +
*Firestorm mod bug, not equippable.
  +
  +
{{ver|24.2}}
  +
*Simulor series changes:
  +
**Changed from semi-auto to automatic.
  +
**Added a small amount of recoil for feedback when firing.
  +
**Now has proper accuracy stats so mods will effect it.
  +
**Firestorm and Terminal Velocity Mods can now be equipped.
  +
**Reduced Aim Zoom from 2.23 to 1.6x.
  +
**Damage-over-time damage is now affected by damage mods.
  +
**Updated the overall FX.
  +
  +
*Simulor
  +
**Fire Rate increased from 2 to 3.
  +
**Ammo capacity increased from 60 to 72.
  +
**Clip size decreased from 10 to 8.
  +
  +
{{ver|18.8}}
  +
*Tweaked the Stug and Simulor projectiles to properly appear stacked instead of hovering over each other. This also improves the projectiles landing position on objects.
  +
  +
{{ver|16.10}}
  +
*Introduced.
 
}}
 
}}
   
 
==See Also==
 
==See Also==
*[[Synoid Simulor]], the [[Cephalon Suda]] custom version.
+
*{{Weapon|Synoid Simulor}}, the [[Cephalon Suda]] custom version.
  +
 
{{WeaponNav}}
 
{{WeaponNav}}
[[de:Simulor]]
+
[[de:Simulor]]
  +
[[es:Simulor]]
  +
[[ru:Симулор]]
 
[[Category:Syndicate Offerings]]
 
[[Category:Syndicate Offerings]]
 
[[Category:Weapons]]
 
[[Category:Weapons]]

Revision as of 08:21, 4 May 2021

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Update 27.4 (2020-05-01) buffs and changes

Creates miniature gravitational singularities that can be used for scientific study or self-defense.

The Simulor is a Cephalon-designed weapon obtainable from Cephalon Simaris that launches orbs of gravitational force. These orbs can be manipulated to produce either explosions or implosions.

Characteristics

This weapon deals Script error: The function "Proc" does not exist. damage.

Advantages:

  • Innate Script error: The function "Proc" does not exist. damage – effective against Shielded and Proto Shields.
    • Stacking orbs deals per stack damage of 50 Script error: The function "Proc" does not exist., increasing to 150?Confirmation needed Script error: The function "Proc" does not exist. as additional stacks are added.
      • Each time an orb is combined it staggers enemies away from the blast zone and deals area of effect damage to them.
  • Orbs can be manually detonated to inflict an area of effect with a guaranteed Script error: The function "Proc" does not exist. proc, dealing 100 Script error: The function "Proc" does not exist. damage at base and 400?Confirmation needed Script error: The function "Proc" does not exist. at a full stack.
  • Decent critical chance.
  • Very high status chance.
  • Pinpoint accuracy.
  • Can use the Mod TT 20px Terminal Velocity mod.
  • Can benefit from Mod TT 20px Firestorm (Mod TT 20px Primed), and Mod TT 20px Cautious Shot.
  • Innate Script error: The function "Pol" does not exist. and Script error: The function "Pol" does not exist. polarities.

Disadvantages:

  • Innate Script error: The function "Proc" does not exist. – less effective against Alloy Armor.
  • Very slow reload speed.
  • Relatively short firing range.
  • Direct impacts with the orbs with enemies do not deal any damage, they must be combined at least once to deal any damage.
  • Explosion inflicts self-stagger.
  • Explosion has linear damage falloff from 100% to 40% from central impact.
  • Explosion range cannot be increased with Mod TT 20px Amalgam Furax Body Count.
  • Extremely ammo inefficient; requires just 6 reloads to fully deplete all ammo reserves.

Comparisons:

Acquisition

The Simulor's blueprint can be purchased from Cephalon Simaris for ReputationLarge 75,000.


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
20,000
Ferrite
1,200
PolymerBundle
850
OrokinCell
1
ArgonCrystal
1
Time: 12 Hour(s)
Rush: PlatinumLarge 35
MarketIcon Market Price: PlatinumLarge 210 Blueprint2 Blueprints Price:ReputationLarge75,000

This weapon can be sold for Credits64 7,500.

Notes

  • The 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.
    • The act of merging orbs will cause them to explosively deal damage with a guaranteed Script error: The function "Proc" does not exist. status.
    • 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 50 on the first stack, and maxes out at 150?Confirmation needed after 4 stacks.
    • Without obstructions, the orbs will travel a distance of 12 meters before floating.
    • Max number of active vortexes is 3.
      • When the maximum number of active vortexes is reached, Simulor will default to single-shot orbs with reduced lifetime.
    • Energy orb travel distance is affected by abilities that influence Projectile Speed, such as ZephyrIcon272 Zephyr's Mod TT 20px Jet Stream augment. Faster Projectile Speed will result in a longer travel distance before stopping.
  • Stacking 3 orbs together will create a gravitational singularity that will deal damage-over-time to enemies that pass through it, with no chance to inflict status effects. The singularity will also pull any pickups and corpses toward it.
    • The singularity will block any enemy fire that crosses through its center. However, this has no effect on its damage or duration.
  • Pressing the secondary fire button (default MMB ) will detonate any active orbs, causing them to explode and inflict a guaranteed Script error: The function "Proc" does not exist. status to enemies in range. Any orbs that expire will also explode in a similar fashion.
    • The Script error: The function "Proc" does not exist. status is unaffected by any other elements added to the weapon.
  • Each orb will float in mid-air for 20 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.
  • Mod TT 20px Split Chamber 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.
  • Shots fired through the orb receive certain buffs and effects. Firing through more than one orb will accumulate some of these effects.
    • Fired through an unstacked orb will grant +100% Script error: The function "Proc" does not exist. damage, a double-stacked orb will grant +300% Script error: The function "Proc" does not exist. damage, a triple stacked orb will grant +400% Script error: The function "Proc" does not exist. damage, and a fully stacked orb will grant +500% Script error: The function "Proc" does not exist. damage.
      • Buff stacks with multiple orbs.
      • Electricity granted by shooting through orb will not fuse with other elements.
    • 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 will not apply more than once with multiple orbs.
    • VoltIcon272 Volt's ElectricShield130xWhite Electric Shield 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 66%n (with n being the number of orbs the shot passes through) of their base damage, effectively reducing damage.

Tips

  • Increasing projectile travel distance using Mod TT 20px Jet Stream 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 Mod TT 20px Overextended 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 Script error: The function "Proc" does not exist. status can stun enemies even if they don't deal enough damage to kill them.
  • When used in tandem with "Hall Of Mirrors" wasn't found in Module:Ability/data, projectiles fired by holograms can combine with each other and the original projectile from MirageIcon272 Mirage. 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.
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Trivia

  • The Simulor is the first Syndicate weapon to be sold from its affiliated Syndicate with a blueprint, not the weapon itself. Second being Heliocor Heliocor.
    • 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 SynoidSimulor Synoid Simulor.
  • Being a weapon created by Cephalons, the Simulor has a similar design aesthetic to the Gammacor Gammacor, with both being research devices that also double as weapons.
  • The Simulor cannot damage the player using it, making it a great close range explosive weapon.

Media

Simulor Skins

Edit

Patch History

Hotfix 27.4.1 (2020-05-01)

  • Returned Simulor vortex lifetime to 5 second duration in Conclave.

Update 27.4 (2020-05-01)

  • We have made the following changes to the Simulor:
    • Increased per stack damage for stacked orbs:
      • Simulor: 20 to 50
    • Increased damage of exploding vortexes:
      • Simulor: 75 to 100
  • Increased the duration of active vortexes to 20 seconds before they explode (unless done so manually).
  • Reduced the lifetime duration of a single Orb before it explodes.
    • This allows single projectiles to be used offensively as they now detonate quickly and have had their damage increased significantly.
    • Creating vortexes now happens rather quickly. Shoot 4 orbs in quick succession to create a fully powered vortex. With this we also added a max number of active Orbs to 4.
  • Added a max number of active vortexes at a time to 3 and increased the orb stack count to reach a fully powered vortex from 3 to 4.
    • With the significant increase in damage and lifetime of active vortexes, and with the added bonus of individual orbs providing more utility, adding a cap to the number of active vortexes and increasing the orb count for maxed vortexes felt appropriate to strike balance with the changes.
    • Once 3 fully maxed vortexes are active, the Simulor will now default to single-shot orbs - with the reduced lifetime of a single orb, there are now more ways to use the Simulor against enemies!
  • Removed the initial stagger on enemies that would occur on vortex creation.
    • We removed this effect so that enemies aren’t pushed out of range of the vortex as much.
  • Updated Simulor's FX!

Hotfix 27.2.2 (2020-03-06)
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:

  • Simulor: 60%

Update 27.2 (2020-03-05)

Self Damage Changes

We are getting rid of Self Damage and replacing it with something else: instead of Self Damage, it’s now ‘Stagger’. This change completely removes the chance of killing yourself, and instead now creates scenarios where you will interrupt yourself - or ‘Stagger’ - to varying degrees if you aren’t careful.

The degrees of Self-Interrupt start with a small stumble all the way to full knockdown depending on how close you are to the center of explosion. Any Mods referring to Self Damage will be converted to acknowledge Stagger.

With this Self-Interrupt system, we have added dozens of new recovery animations that harness a ninja-like recovery experience. By pressing ‘Jump’ at the correct time, you can execute a ninja-skill-based knockdown recovery to ALL in-game knockdowns. This ninja recovery window is indicated by a glowing FX on your Warframe.

In addition to Self Damage being removed, some of the more powerful AOE weapons without Self Damage presently will have the Stagger added, but it should only be noticeable in cases of extreme inaccuracy on the player’s part. The Weapons include:

  • Simulor

In the original Dev Workshop, we said:
As a result of this overall systemic change, Weapons with Stagger will be getting approximately a 20% buff in Damage, with any weapons with AOE receiving a 50% Radial Damage Falloff from central impact.

This is no longer accurate after continued testing. What we are doing now is:

No damage buffs have been added, but any weapons with AOE are receiving ~20% increase in Radius. Additionally, AOE weapons are receiving a 90% Radial Damage Falloff from central impact. This means on the very outer section of the explosion Radius 10% of the Damage will be dealt. Tactics will be deadly - aim true, Tenno.

Why: Several players brought up the history of the Tonkor and we want to make sure we ship this change in a place that’s conservative in its starting point from a balance perspective. The complete removal of Self Damage does change the pace of destruction with some of the game’s most powerful weapons, so we want to make sure we can iterate upwardly instead of releasing a bonanza of explosions with no other choices.

Update 25.8 (2019-10-01)

October 2019 Riven Disposition Change
  • Simulor: 1->1.1

Hotfix 25.0.8 (2019-05-31)

  • Fixed the Simulor Energy color persisting as default.

Hotfix 24.2.5 (2018-12-20)

  • Terminal Velocity Mods can now be equipped.
  • Firestorm mod bug, not equippable.

Update 24.2 (2018-12-18)

  • Simulor series changes:
    • Changed from semi-auto to automatic.
    • Added a small amount of recoil for feedback when firing.
    • Now has proper accuracy stats so mods will effect it.
    • Firestorm and Terminal Velocity Mods can now be equipped.
    • Reduced Aim Zoom from 2.23 to 1.6x.
    • Damage-over-time damage is now affected by damage mods.
    • Updated the overall FX.
  • Simulor
    • Fire Rate increased from 2 to 3.
    • Ammo capacity increased from 60 to 72.
    • Clip size decreased from 10 to 8.

Update 18.8 (2016-04-06)

  • Tweaked the Stug and Simulor projectiles to properly appear stacked instead of hovering over each other. This also improves the projectiles landing position on objects.

Update 16.10 (2015-06-25)

  • Introduced.

See Also