- 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.
- This weapon has an innate Entropy effect.
- 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.
- 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.
- 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 ( vs. )
- Higher Mastery Rank required (12 vs. 5)
- Lower disposition (1.15 vs. 1.2)
- 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.
- 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. 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 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% 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 orbs causes them to deal 125 / 150 / 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.
- 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 per 1 / 2 / 3 / 4 respectively by pressing the secondary fire button (default ) 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 stacks.
- Despite damage falloff displaying 60%, explosions have a 100% damage falloff.
- Merging 4 or more orbs together creates a singularity dealing 200 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.
- ( ) 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.
- 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 Synoid Simulor is intended to be used, consider using 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 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 , 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 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.
- Being a weapon created by Cephalons, the Synoid Simulor has a similar design aesthetic to the , 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
- , the regular variant acquired from Cephalon Simaris.
- , another weapon associated with Cephalon Suda.
- , another weapon associated with Cephalon Suda.
- Cephalon Suda, the faction this weapon is associated with.
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