DiosGX Posted September 7, 2015 Share Posted September 7, 2015 I don't want to post this. I tend to not want to post bugs that make things I use incredibly powerful, but I'm not that guy. The Synoid Simulor only lands headshots with any of its damage. I recall a recent note in a hotfix that AoE damage was no longer supposed to be able to land headshot damage. And yet, that's the only thing it does. Unsure if bug, or intentional. o 3o Link to comment Share on other sites More sharing options...
Evanescent Posted September 7, 2015 Share Posted September 7, 2015 Are you able to confirm this? How? Link to comment Share on other sites More sharing options...
WorstPlayer Posted September 7, 2015 Share Posted September 7, 2015 I think it should stay on simulor.synoid because its kinda a well u know weapon that needs that headshot support even if not supposed to Link to comment Share on other sites More sharing options...
DiosGX Posted September 7, 2015 Author Share Posted September 7, 2015 Are you able to confirm this? How? By looking at the damage ratings on the gun and not being able to figure out why it was doing substantially higher damage than it should. I'm not sure what my stats are on it right now, but at the time, I was hovering somewhere between 2500-2900 min/max stack damage. And yet the gun was critting for around 30K on a high crit. This is with only 2.0x crit multiplier. So, where the hell was that insane extra damage actually coming from? A friend of mine told me straight up that it only deals headshot damage. Then once I looked back and plugged in the headshot modifier, everything fell into place like a jigsaw puzzle. What I have not tested is to look at its dmg vs. Osprey type enemies, which do not have heads to gain a headshot multiplier from. That would put the final nail in the coffin for anyone who needs definitive proof. Link to comment Share on other sites More sharing options...
InFlames Posted September 7, 2015 Share Posted September 7, 2015 O_o odd i'll make a quick run using it to test this brb Link to comment Share on other sites More sharing options...
TrinityPrime Posted September 7, 2015 Share Posted September 7, 2015 Does it auto target banshee sonar weakpoints? Link to comment Share on other sites More sharing options...
Oranji Posted September 7, 2015 Share Posted September 7, 2015 (edited) I tried this just now with the following build: Serration--Heavy Caliber--High Voltage--Malignant Force Stormbringer--Infected Clip--Point Strike--Vital Sense vs LVL 100 Bombard - I was critting for 15-20k damage from time to time vs LVL 100 Oxium Osprey - I was also doing crit hits around 15-20k Edit: The crit damage seems gradual. Few normal shots while at 80% health was doing 600+ while critting for around 7k 9k-20k crit damage seems more common around 40% HP which is probably due to Corrosive proc while normal damage was hitting for around 1,700'ish. Would this be considered normal given that I only added vital sense? Edited September 7, 2015 by Oranji Link to comment Share on other sites More sharing options...
InFlames Posted September 7, 2015 Share Posted September 7, 2015 I tried it now and 0 headshots using this weapon ONLY no headshots from the syndicate explosion thing or from the orbs. Something much have glitched out in your end? Link to comment Share on other sites More sharing options...
Vyrn Posted September 7, 2015 Share Posted September 7, 2015 A friend of mine told me straight up that it only deals headshot damage. yay I'm considered a friend Yeah though, I did a bit of testing with it yesterday and confirmed specifically. As if the double damage wasn't enough, the crits always did twice as much as the multiplier would suggest. 2x multiplier would result in 4x damage and all that. Headshots would explain that. Unmodded, unstacked projectiles would deal 100 without a crit and 399 with a crit, even though listed damage is 50. The Electric procs would double that damage, too. Fun fact, considering the detonation of the Vortex is dependent on how many orbs it took to create it, regular Simulor has higher damage potential from a single detonation than Synoid Simulor. I tried it now and 0 headshots using this weapon ONLY no headshots from the syndicate explosion thing or from the orbs. Something much have glitched out in your end? It doesn't show up in end-of-missions stats (probably as a result of the recent change to explosions/headshots). Refer to its actual damage in-game for a more accurate answer. Link to comment Share on other sites More sharing options...
stoybot Posted September 7, 2015 Share Posted September 7, 2015 It's not just the SImulor, AoE headcrits not just headshots still work. https://forums.warframe.com/index.php?/topic/522095-u-173-aoe-damage-nerf-tonkor-is-still-the-king/?p=5843432 And the Simulor makes it incredibly easy to position the explosions above or near the enemies' heads. Link to comment Share on other sites More sharing options...
InFlames Posted September 7, 2015 Share Posted September 7, 2015 It doesn't show up in end-of-missions stats (probably as a result of the recent change to explosions/headshots). Refer to its actual damage in-game for a more accurate answer. Oh alright then maybe can't really tell :P Link to comment Share on other sites More sharing options...
Mr_bunny Posted September 7, 2015 Share Posted September 7, 2015 Now that you say it I do notice it doing quite a bit more dmg than it says on paper. Link to comment Share on other sites More sharing options...
stoybot Posted September 7, 2015 Share Posted September 7, 2015 Well, I just tested an unmodded Synoid Simulor against an Ancient Healer. UI consistently showed 349 damage on a normal hit (double the expected 175) and 1398 on a critical hit (quadruple the expected value). This means that every hit received the 2x headshot multiplier and the 4x headcrit multiplier. When this is nerfed, Suda fans can legitimately start complaining about the Synoid Simulor... On a side note, it was doing the same (base) amount of damage regardless of how many orbs I stacked, which shouldn't be the case. It never reached the upper listed damage per stack (225), so it's dealing less damage than intended. Link to comment Share on other sites More sharing options...
RealPandemonium Posted September 7, 2015 Share Posted September 7, 2015 (edited) Explosives still headshot; they just don't count as headshots in your stats anymore. This is not exclusive to the SImulor. Edited September 7, 2015 by RealPandemonium Link to comment Share on other sites More sharing options...
Bostzu Posted September 8, 2015 Share Posted September 8, 2015 i think it like explosion weapon like tonkor and penta cause my arcane rage rank1 can trigger with this gun Link to comment Share on other sites More sharing options...
Hala Posted September 9, 2015 Share Posted September 9, 2015 (edited) You say incredibly powerful, yet even with that bug the simulor is almost on par with the Penta in terms of damage. It's way below Ogris and in a subdivision to Tonkor. -Projectile speed is a lot slower than any other aoe weapon. -Range is a lot lower than any other aoe weapon. -Damage is at best on par with most aoe weapons as is, but you have to shoot two shots to get there meaning you've locked your damage to an area before the damage actually happens. This usually means firing a lot of shots into thin air because the enemy casually walks away. Yeah sure it might be bugged, but why should it be fixed? So we can dump it in the trashcan and not feel bad about it? Bug or no bug ask yourself how it stands up to all the other aoe weapons, especially the Tonkor. Is this about "oh no this can't be because bugs" or "no this can't be because I might find it useful"? I argue that it's not unbalanced to what is already in the game, and getting something that actually is balanced stomped into the ground because it doesn't work as intended is just poor thinking. Edited September 9, 2015 by Hala Link to comment Share on other sites More sharing options...
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