“It's taking longer than I calculated.”This page is actively being worked on and may not be completely correct. Please assist in making this page accurate.
27.4 buffs and changes
The Synoid Simulor is a Cephalon Suda-specific version of the Simulor, which launches orbs of gravitational force. These orbs can be manipulated to produce either explosions or implosions. Featuring improved stats, the Synoid Simulor also features an innate Entropy effect.
- 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 Shielded and Proto Shields.
- Orbs can be manually detonated to inflict an 8-meter area of effect with a guaranteed Electricity proc, dealing 240 Electricity damage at base and 960?Confirmation needed Electricity at a full stack.
- Good critical chance.
- Very high status chance.
- Pinpoint accuracy.
- Can benefit from Firestorm, Amalgam Furax Body Count, and Cautious Shot.
- Innate Entropy effect.
- Innate , , and polarities.
- Innate Magnetic – less effective against Alloy Armor.
- Relatively short firing range of 12 meters.
- Direct impacts with the orbs to the enemies deal no damage, and must be merged at least once to deal any damage.
- Combining beyond 4 orbs causes no further increase to detonation damage.
- Multishot cannot grant the weapon more chances for Status Effect procs, due to the Multishot orb(s) being pre-merged together with the main orb.
- Extremely ammo inefficient; requires just 5 reloads to fully deplete all ammo reserves.
- Explosion inflicts self-stagger.
- Explosion has linear damage falloff from 100% to 40% from central impact.
- Synoid Simulor, compared to Simulor:
- Higher base damage (80.0 vs. 50.0)
- Higher area attack damage (240.0 vs. 100.0)
- Higher fire rate (3.33 rounds/sec vs. 3 rounds/sec)
- Larger magazine (16 rounds vs. 8 rounds)
- Larger max ammo capacity (96 rounds vs. 72 rounds)
- Faster reload speed (2 s vs. 3 s)
- Innate Entropy effect
- Different polarities ( vs. )
- Higher Mastery Rank required (12 vs. 5)
- Lower disposition (1.15 vs. 1.2)
- 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.
- Without obstructions or other orbs, the orbs will travel a relatively short distance before floating.
- The act of merging orbs will cause them to explosively deal damage with a chance to crit and/or proc, as well as staggering enemies away from the blast zone.
- Split Chamber will create duplicate orbs, however, due to the Synoid Simulor's perfect accuracy, the second orb will already be merged with the original orb and will not create an instant explosion on firing.
- Each added orb stack (up to 4) will also increase the orb's pull radius, allowing the larger orbs to pull other orbs from farther away.
- After stacking 4 orbs together, a gravity singularity will be created that will deal damage-over-time to enemies that pass through its area-of-effect. It 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 damage-over-time ticks cannot produce Status effects or Critical hits.
- Pressing the secondary fire button (default Electricity proc to enemies in range. Any orbs that expire will also explode in the same fashion.
) will detonate any active orbs and singularities, causing them explode and forcibly apply an
- The Electricity status proc is independent and is not affected by any other elements added to the weapon.
- Any orbs merging into the same stack after the first 4 orbs will not cause any additional damage when the secondary explosion is triggered.
- Each orb or singularity will float in mid-air for 20 seconds. Stacking orbs will reset the timer on the recipient orb, thus the duration of the orbs can be extended up to a total of 3 times. Orbs will only disappear if their timer expires, or if they are manually detonated using secondary fire.
- The duration of the singularities (4 stacks) cannot be extended.
- 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.
- Oddly, the Synoid Simulor's projectiles will detonate on impact with an Infested Tumor or Grineer Blunt.
- Increasing projectile travel distance using 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 Overextended to adjust Jet Stream's projectile flight 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 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 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.
- 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.
- Orbs will immediately explode when impacting the following surfaces, allowing instant high damage to enemies:
- Being a weapon created by Cephalons, the Synoid Simulor has a similar design aesthetic to the 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.
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.