Synoid Simulor

The Synoid Simulor is the variant of the , Featuring overall improved stats, the Synoid Simulor also features an innate Entropy effect.
==Characteristics==
*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.
==Acquisition==
*The Synoid Simulor can be acquired by reaching the Rank of Genius with , and spending 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 orbs can be deployed by one Simulor at a time. It cannot fire more until one expires or is manually detonated using Alternative Fire (Default /).
*Orb explosions have a guaranteed proc. It is affected by electricity mods even if they have combined into other elements like 
*Orbs bounce harmlessly off of enemies, allies, and terrain before floating to a stop.
**Orbs travel 12 meters, affected by Projectile Speed. Bouncing halves their velocity and potential distance.
*Orbs are attracted to each other for the purpose of stacking them. Stacking orbs increases their attraction.
*Orbs have 3 states: Unstacked, Partially Stacked, and .
**Unstacked orbs are always fired from the Simulor regardless of multishot level. 
***Lifespan of 1 second.
***Explosion radius of 5 meters +1 meter per multishot (uncapped).
***Deals 240 / 480 / 720 / 960 damage depending on multishot (capped at 960).
***Explosion has 100% falloff despite the UI listing 60% falloff.
***Attraction radius of 4m from other orbs.
***Orbs with a multishot value of 5 or higher are unable to stack into their higher-duration forms.
**Stacking orbs will produce one of two types depending on the value of orbs that stack. A full stack needs an orb value of 4.
***The act of stacking creates a small explosion of typically 125 damage in a 4m radius with 0% falloff despite the UI listing 60% falloff. If two orbs with values of 2 combine, it will instead deal 150 damage in 5 meters. Despite the UI listing that "Per Stack" damage can go up to 175, it is not possible.
**Partially Stacked orbs are an uncommon product of two orbs that were not strong enough to create a Fully Stacked orb. They only exist with orb values of 2 or 3.
***Lifespan of 20 seconds. Resets if orb value increases from 2 to 3.
***Deals 480 or 720 damage upon exploding.
***Explosion radius of 6 or 7 meters.
***Explosion has 100% falloff despite the UI listing 60% falloff.
***Attracted less to other orbs. Attraction radius of 5 or 8 meters from other orbs.
**Fully Stacked orbs are created by stacking orbs to a minimum orb value of 4. It will continue to attract and consume additional orbs, but they will only be deleted with no added effects.
***Enemies within 5m of the orb, not affected by , are dealt 50 damage every 0.25s that cannot crit or inflict status. It has 0% falloff despite the UI listing 60% falloff.
***Lifespan reset to 20 seconds. Does not refresh with added orbs.
***Deals 960 Damage upon exploding.
***Explosion radius of 8 meters.
***Explosion has 100% falloff despite the UI listing 60% falloff.
***Not attracted to other orbs. Other orbs within 8 meters are very attracted.
***Attracts Pickups that have not yet settled on the ground.
*Orbs have a physical 0.5m radius that obstructs enemy fire.
*Friendly shots fired through the orb are modified. Firing through more than one orb will accumulate some of these effects.
**Shots fired through the orb deal (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 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 increase to critical damage, additive to critical damage mods. This applies only once.
*Fully Stacked orbs will only pull in items that are created after the orb's creation. Dropped items on the floor will not be retroactively added to the vacuuming effect.
==Tips==
*Increasing projectile travel distance using can be used to shoot orbs further, 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.
*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.
* is the only Warframe who can exceed the orb limit by using , theoretically able to sustain 19 full stacks at once if cleverly rotated between the holograms.
**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 , with both being research devices that also double as weapons.
*The Synoid version replaces the holographic orb formed in its center with the 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==
SudaSimulorCodex.png|Synoid Simulor in Codex.
Synoid Simulor (1).png|Synoid Simulor, as shown in the arsenal
Synoid Simulor (2).png
==Patch History==
==See Also==
*, the regular variant acquired from Cephalon Simaris.
*, another weapon associated with Cephalon Suda.
*, another weapon associated with Cephalon Suda.
*, the faction this weapon is associated with.
de:Synoid Simulor
es:Simulor Synoid
fr:Simulor Synoid
Category:Cephalon
Category:Update 17
Category:Primary Weapons
Category:Magnetic Damage
Category:Syndicate Offerings
Category:Electricity Damage
Category:Weapons
Category:Assault Rifle
Category:Special Weapons
Category:Syndicate Weapons
uk:Симулор-синоїд