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Cephalon Suda's custom issue Synoid Simulor was built to satisfy her curiosity.

The Synoid Simulor is the Cephalon Suda variant of the CephPrimary.png Simulor, Featuring overall improved stats, the Synoid Simulor also features an innate Entropy effect.

Characteristics[]

  • This weapon deals DmgMagneticSmall64.png Magnetic damage, and shooting through orbs grants bonus DmgElectricitySmall64.png Electricity 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 DmgElectricitySmall64.png Electricity damage with increased critical chance and critical multiplier Firing through more than one orb will accumulate some of these effects.
  • This weapon has an innate Entropy effect.

Advantages:

  • 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.
  • Innate Entropy effect provides additional AoE damage, an energy restore, and an energy increase.

Disadvantages:

  • 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 5 reloads to fully deplete all ammo reserves.

Comparisons:

  • Synoid Simulor (Orb Explosion), compared to Simulor (Orb Explosion):
    • Higher base damage per projectile (240 vs. 200)
    • Higher total damage (240 vs. 200)
    • Higher base critical chance (14% vs. 12%)
    • Higher base status chance (35% vs. 30%)
    • Higher average damage per shot (273.6 vs. 224)
    • Higher burst DPS (911.09 vs. 672)
    • Higher sustained DPS (643.31 vs. 316.24)
    • Greater max damage reduction at ending falloff distance (1x vs. 0.6x)
    • Higher fire rate (3.33 round(s)/sec vs. 3 round(s)/sec)
    • Larger magazine (16 round(s) vs. 8 round(s))
    • Larger max ammo capacity (96 round(s) vs. 72 round(s))
    • Faster reload time (2 s vs. 3 s)
    • Different polarities (Madurai Pol.svgVazarin Pol.svgNaramon Pol.svg vs. Vazarin Pol.svgNaramon Pol.svg)
    • Higher Mastery Rank required (12 vs. 5)
    • Lower disposition (1.15 vs. 1.2)
    • Innate Entropy effect

Acquisition[]

  • The Synoid Simulor can be acquired by reaching the Rank of Genius with Cephalon Suda, and spending ReputationBlackx64.png 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.

Notes[]

  • 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 DmgMagneticSmall64.png Magnetic 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. Merging orbs causes them to deal more damage.
    • 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 DmgElectricitySmall64.png Electricity 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 specific 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% DmgElectricitySmall64.png Electricity damage, a double-stacked orb will grant +300% DmgElectricitySmall64.png Electricity damage, a triple stacked orb will grant +400% DmgElectricitySmall64.png Electricity damage, and a fully stacked orb will grant +500% DmgElectricitySmall64.png Electricity 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 orbs causes them to deal 125 / 150 / 175* DmgMagneticSmall64.png Magnetic in a 4m / 5m / 6m* radius upon adding 1 / 2 / 3* stacks to an orb.
    • Merging damage does not fall off with distance.
    • Merging orbs refreshes and extends their duration up to 20 seconds. Singularity duration cannot be refreshed.
    • Mod TT 20px.png Multishot bonuses fire orbs pre-combined and will not cause merging damage near the player as if combining on discharge. This is also different from firing pre-merged, meaning initial orbs can not have an increased pull radius, a 20 second explosion delay, or a singularity state, but can have increased explosion damage and radius.
    • Orbs attract each other within 5 meters. Merged orbs attract each other within 8 meters and increase in pull strength upon merging 3 times or forming a singularity.
  • Orbs explode dealing 240 / 480 / 720 / 960 DmgMagneticSmall64.png Magnetic per 1 / 2 / 3 / 4 stacks respectively by pressing the secondary fire button (default MMB ) or waiting 1 second after firing or 20 seconds after merging.
    • Explosion radius increases with orb stacks to 5m / 5m / 6.5m / 8m[Confirmation Needed] at 1/2/3/4 stacks.
    • Despite damage falloff displaying 60%, explosions have a 100% damage falloff.
  • Merging 4 or more orbs together creates a singularity dealing 200 DmgMagneticSmall64.png Magnetic damage per second in a 5 meter radius. It will also pull any pickups and corpses toward it.
    • Damage-over-time does not fall off with distance.
    • Damage-over-time ticks cannot proc Status effects or Critical hits.
    • Singularities block enemy fire that pass through their center. This has no effect on their damage or duration.
    • Adding extra orbs to singularities has no additional effects. Absorbed orbs will disappear.
  • Mod TT 20px.png Firestorm (Mod TT 20px.png Primed) affects 4m / 5m / 6m merge explosion and 5m / 5m / 6.5m / 8m final explosion radii, but not the 5m singularity damage-over-time.
  • Punch through mods 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.

Tips[]

  • Increasing projectile travel distance using Mod TT 20px.png 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 Synoid Simulor is intended to be used, consider using Mod TT 20px.png Overextended to adjust Jet Stream's Projectile Speed bonus to a manageable level.
  • Utilizing gravitational singularities (4 stacks and not going over), will deal more damage overall than detonating individual orbs.
  • Detonating orbs manually can be used for crowd control, as their guaranteed DmgElectricitySmall64.png Electricity status can stun enemies even if they don't deal enough damage to kill them.
  • Adding Multishot above 100% is unadvised, unless 300% Multishot can be reached. This is because having anywhere between 100-200% Multishot, will still require that 2 shots be fired in order to gain 4 stacks and form a singularity. This wastes the additional 3rd pre-merged orb generated from the Multishot, unless the orbs are detonated individually after every shot without merging into a singularity.
  • When used in tandem with HallOfMirrors130xDark.png Hall Of Mirrors, projectiles fired by holograms can combine with each other and the original projectile from MirageIcon272.png 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 merged 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.

Trivia[]

  • Being a weapon created by Cephalons, the Synoid Simulor has a similar design aesthetic to the SynoidGammacor.png Synoid 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.

Media[]


Synoid Simulor Skins Edit

Patch History[]

Update 27.4 (2020-05-01)

  • We have made the following changes to the Simulor:
    • Increased per stack damage for stacked orbs:
      • Synoid Simulor: 20 to 80
    • Increased damage of exploding vortexes:
      • Synoid Simulor: 75 to 240
  • 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%:

  • Synoid 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:

  • Synoid 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

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.
  • Synoid Simulor
    • Fire Rate increased from 2.67 to 3.33.
    • Ammo capacity increased from 75 to 96.
    • Clip size increased from 15 to 16.
    • Critical Chance increased from 5% to 14%.

Update 20.0 (2017-03-24)

  • The Status Chance increased to 35%
  • The amount of Orbs required to make a full stack has decreased - it used to take 5, now it takes 4.
  • A critical chance of 5% has been added.
  • The AoE Explosion range (based on stack when expires or manual detonation) increased from 0.5-2.8 meters to 1-8 meters.
  • The Explosion Damage has increased from 50 per orb to 75 (300 at full stack).
  • On an orb stacking event (when orbs combine), damage range decreased to 1-8 from 3-8
  • On an orb stacking event, damage decreased from 150-250 to 20-50
  • The Synoid Simulor has had its max Ammo Capacity reduced to 75.

Hotfix 19.5.4 (2017-01-03)

  • Reduced volume and cleaned up audio of Synoid Simulor when being used by other players.

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 17.3 (2015-09-02)

  • Introduced

See Also[]

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