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*Innate {{Icon|Proc|Magnetic|Text}} damage – less effective against [[Alloy Armor]].
 
*Innate {{Icon|Proc|Magnetic|Text}} damage – less effective against [[Alloy Armor]].
 
**Damage cannot be increased with {{Icon|Proc|Slash|text}}, {{Icon|Proc|Impact|text}} or {{Icon|Proc|Puncture|text}} mods.
 
**Damage cannot be increased with {{Icon|Proc|Slash|text}}, {{Icon|Proc|Impact|text}} or {{Icon|Proc|Puncture|text}} mods.
  +
*Damage ramps up from 20% to 100% over 0.6 seconds when firing. After firing stops for 0.8 seconds, the damage decays back to 20% over 2 seconds.
*Limited range of 30m.
+
*Limited range of 30 meters.
   
 
'''Comparisons:'''
 
'''Comparisons:'''
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==Patch History==
 
==Patch History==
 
{{Scrollbox/Article|​
 
{{Scrollbox/Article|​
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{{ver|22.14}}
  +
*Fixed Beam weapons not being able to damage enemies (alive but in a ragdolled state) when being affected by certain ‘crowd control’ Abilities.
  +
*Damage now ramps up over 0.6 seconds and after moving off target there is a delay of 0.8 seconds before it starts to decay over 2 seconds.
  +
*All Beam weapons now start their Damage ramp up at 20% (instead of 10%).
  +
*The Multishot chance should now apply more consistently with Beam weapons.
  +
*Fixed Beam weapons continuously firing when quick Meleeing.
  +
  +
{{ver|22.13.4}}
  +
*Increased the Beam weapon Damage ramp up time from 0.8 to 1 second.
  +
*Fixed Beam weapon Damage ramp up not happening per target.
  +
 
{{ver|22.13.3}}
 
{{ver|22.13.3}}
  +
*Perfect accuracy and high fire rate is balanced by limited range and damage ramping up from 10% to 100% over 0.8 seconds when firing and decays back to 10% over 1 second after stopping.
 
*Damage changed from 28 Magnetic per sec to 20 Magnetic per tick
 
*Damage changed from 28 Magnetic per sec to 20 Magnetic per tick
 
*Status Chance increased from 20% per sec to 28% per tick of damage
 
*Status Chance increased from 20% per sec to 28% per tick of damage

Revision as of 22:14, 1 March 2018

Deployed by the Cephalon Suda, once a data-analyzing instrument, the Gammacor's main focus is defense.

The Synoid Gammacor is an exclusive version of the Gammacor available only from Cephalon Suda, possessing better stats as well as innate Entropy effect.

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.
  • High critical damage.
  • Very high status chance.
  • Pinpoint accuracy.
  • Reduced Noise Level.
  • Fairly fast reload speed.
  • Consumes 0.5 ammo per tick of damage.
  • Innate Entropy effect, see Syndicate Radial Effects for more details.
  • Comes with 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. damage – less effective against Alloy Armor.
    • Damage cannot be increased with Script error: The function "Proc" does not exist., Script error: The function "Proc" does not exist. or Script error: The function "Proc" does not exist. mods.
  • Damage ramps up from 20% to 100% over 0.6 seconds when firing. After firing stops for 0.8 seconds, the damage decays back to 20% over 2 seconds.
  • Limited range of 30 meters.

Comparisons: Comparisons:

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Acquisition

  • The Synoid Gammacor can be acquired by reaching the Rank of Genius with Cephalon Suda, and spending ReputationLarge 100,000 to purchase. As with all Syndicate Weapons, the Synoid Gammacor cannot be chosen as the free offering upon ranking up to Genius rank.
  • Syndicate weapons can be also be acquired via Trading, but only for unranked copies without Forma and Orokin Catalyst installed.

Notes

  • The Synoid Gammacor's beam when fired does not immediately hit at its maximum range. Instead it takes around half a second to extend to its maximum range, and will maintain that range as long as the weapon is being fired. The beam retracts when the weapon stops firing.
  • Throwing Vauban's trapping modules while aiming with the Synoid Gammacor will result in the modules being thrown a little to the left of where they would be thrown with other weapons. Aiming to the right of the target can compensate for this discrepancy.
  • The Synoid Gammacor has an innate Entropy effect identical to that found in Cephalon Suda Weapon Augment Mods. Upon accumulating sufficient affinity, the Synoid Gammacor will release an AoE radial blast that deals Script error: The function "Proc" does not exist. damage and proc, restores 25% of the Warframe's base Energy, and temporarily buffs maximum Energy by 25% for 30 seconds. Caster frames with high energy pools will benefit most from this effect, while lower energy count frames will not get very much energy with the bonus.

Tips

  • Mod TT 20px Ruinous Extension can aid in extending the short range of this weapon.
  • As the Synoid Gammacor already innately deals Script error: The function "Proc" does not exist. damage, it can accept other combination elemental damage types that use Script error: The function "Proc" does not exist. or Script error: The function "Proc" does not exist. damage as a base. In particular, adding Script error: The function "Proc" does not exist. damage makes the Synoid Gammacor highly effective against Corpus proxies like MOAs that possess both Shields and Robotic hit points. The Synoid Gammacor can also be equipped with Script error: The function "Proc" does not exist. damage to make it highly effective against organic Corpus like Crewmen which posses both Shields and Flesh hit points.
  • The innate Script error: The function "Pol" does not exist. polarity can somewhat limit elemental modding potential, thus making it a less desirable polarity for elemental modding. If you wish to focus more on elemental damage, then it is recommended to either ignore the polarity or use Forma to turn it into a more suitable polarity.
  • Aiming the Synoid Gammacor's beam through Volt's Electric Shield will increase the beam's range while still having the advantages of hit-scan and pinpoint accuracy
    • However, when aiming the beam through the shield it can be a bit harder to aim at targets from a distance due to the shining light of the beam on contact of any surface (in this case: the Electric Shield).
    • Shooting through the Electric Shield will give the weapon additional Script error: The function "Proc" does not exist. damage.

Trivia

  • Unlike most secondary weapons, the Synoid Gammacor is worn like a gauntlet on the Warframe's right arm.
  • The Synoid version replaces the circular holograms formed on the arm 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, or a reference to the word 'synapse', a biological term defining the gap between two neurons.
  • The Synoid Gammacor was the first item in the game to have the "Synoid" prefix, followed by the Synoid Syandana in second.

Bugs

  • Equipping an Extinguished Dragon Key will cause the arsenal UI to display values based on the Gammacor's damage.

Media

Patch History

Update 22.14 (2018-03-01)

  • Fixed Beam weapons not being able to damage enemies (alive but in a ragdolled state) when being affected by certain ‘crowd control’ Abilities.
  • Damage now ramps up over 0.6 seconds and after moving off target there is a delay of 0.8 seconds before it starts to decay over 2 seconds.
  • All Beam weapons now start their Damage ramp up at 20% (instead of 10%).
  • The Multishot chance should now apply more consistently with Beam weapons.
  • Fixed Beam weapons continuously firing when quick Meleeing.

Hotfix 22.13.4 (2018-02-22)

  • Increased the Beam weapon Damage ramp up time from 0.8 to 1 second.
  • Fixed Beam weapon Damage ramp up not happening per target.

Hotfix 22.13.3 (2018-02-21)

  • Perfect accuracy and high fire rate is balanced by limited range and damage ramping up from 10% to 100% over 0.8 seconds when firing and decays back to 10% over 1 second after stopping.
  • Damage changed from 28 Magnetic per sec to 20 Magnetic per tick
  • Status Chance increased from 20% per sec to 28% per tick of damage
  • Critical Chance increased from 10% to 20%
  • Reload reduced from 2 secs to 1.8 secs
  • Range increased from 25m to 30m
  • Magazine size decreased from 150 to 80
  • Max Ammo decreased from 450 to 400
  • Ammo consumption decreased from 1.0 to 0.5 per tick of damage
  • Aimed Zoom reduced from 2.23x to 1.6x

See also