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Does split chamber actually increase the damage for the Synoid Simulor?


(PSN)Baxert
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Ive seen people discussing the split chamber issue with the simulor, if its even an issue, all I know is that it can create a singularity in 2(4 without sc) shots on the synoid, 3(5 without sc) shots on the normal simulor.

Does it increase damage?

Or is it still a bug that it only creates singularities faster?

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The mod itself only increases the bullets shot, but this causes the overall dmg to be increased as well on most weapons, but the simulor and its mechanics don't work as usual weapons... so no, the dmg is not increased because the mod doesn't do that directly

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12 minutes ago, (PS4)Baxert said:

Or is it still a bug that it only creates singularities faster

That is not a bug, that is exactly what the mod suppose to do, create more bullet, this in term shorten the number of shot to creates singularities. The thing is, normal guns will have double the damage because there are 2 bullets hitting the target, but not with the simulor since it deal damage in a diffrient way.

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5 minutes ago, NonDice said:

That is not a bug, that is exactly what the mod suppose to do, create more bullet, this in term shorten the number of shot to creates singularities. The thing is, normal guns will have double the damage because there are 2 bullets hitting the target, but not with the simulor since it deal damage in a diffrient way.

and it gives you basically a vortex for 1 ammounition instead of 2....

because multishot still doesnt uses the ammo (still wonder how multishot works, does it split the bullet in the barrel?)

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4 minutes ago, DeFragMe said:

and it gives you basically a vortex for 1 ammounition instead of 2....

because multishot still doesnt uses the ammo (still wonder how multishot works, does it split the bullet in the barrel?)

For now, as it has been for a long time, the extra bullet just appear because ............. "Space magic". No extra bullet in the magazine needed, not even splitting the bullet in 2, just a full on magical bullet with the same damage next to the other real bullet you just shoot. And since the simulor use bullets to make the windy thing, more bullet in 1 shot will make the windy thing faster.

DE did plan on making the mod stronger, as in giving it more chance to shoot more bullet, but in term use more bullet in the mag. That still seems to be a long way and many changes can occurred so you can just ignore the 2nd sentence if you want.

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Simulor is like, the one weapon where you would be better off running a fire rate mod such as Speed Trigger or Vile Acceleration instead of Split Chamber -- and multishot hasn't even been nerfed yet. 

Essentially Split Chamber doesn't give you any extra damage with Simulor, you just get Vortex faster, but fire rate mods do that job more efficiently and reliably as far as most people are concerned. 

Some people still prefer multishot to fire rate mod on Simulor as personal preference but it is rare -- most people find fire rate mods are simply more reliable for quick vortex merging, and using both fire rate and Split Chamber is a waste of weapon mod slots. 

The reason for this in my opinion, can be explained in terms of reliability and in terms of practical use. It may sound better on paper to have 90% multishot for quicker orb merging, but keep in mind that number is 90%, not 100%. And -- this is key -- when a extra orb comes from Simulor with Split Chamber there is no real visual indicator of it... so how do you know if multishot proced or not? In the heat of battle.. you just really don't. How do you know how many more you need to fire to make the vortex? You don't. You will find yourself wasting ammo because you aren't sure if you needed more for that orb merge or not, and in a real fight, you are going to be trying to put them together and then another one in another nearby spot, etc. and count your orbs out quickly, so you don't waste precious ammo/reload time (especially the second one). 

Mods like Vile Acceleration or Speed Trigger speed up the process of orb merge similarly to Split Chamber, but with the advantage of knowing exactly how many of the little ball/orb things you have out at any time and exactly how many more you need for any particular one to create a fully merged orb. It is simply way more reliable and useful in battle than multishot on this strange weapon, but neither of them directly increase your damage no. 

Also multishot proc may not cost ammo, but it may in the future, and even if it never does, this weapon is so ammo efficient anyway that it really doesn't matter. Its designed to be ammo efficient. 

Edited by Tesseract7777
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10 minutes ago, Tesseract7777 said:

Simulor is like, the one weapon where you would be better off running a fire rate mod such as Speed Trigger or Vile Acceleration instead of Split Chamber -- and multishot hasn't even been nerfed yet. 

I use both speed trigger and vile acceleration instead of an elemental mod to be used and it tears up lvl 100+

Edited by (PS4)Baxert
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