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Recent changes to Simulor and Penta


(XBOX)freakytiki3
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Simulor got a rework. The gun no longer does as much damage on combination of the floaty balls, and instead does more on their detonation, so you can't just use Mirage and toss a bunch out at a time to nuke an area. However, it's got incredible status scaling and is overall less cheesy than before without having lost much real power outside of that.

 

No changes were made to the Penta and it's still largely the same, except that Tether Grenades no longer gets rid of self-damage. The Tonkor got a small hit to crit chance (and a base damage buff to "compensate"). It also does self-damage now, so it's in-line with every other explosive.

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• To improve performance, added a small delay between each explosion when activating the alt-fire on certain weapons (e.g. Simulor, Penta).

• Fixed the Tether Grenade Mod for the Penta cancelling Self Damage.

Synoid Simulor:

Considering the Simulor was the only Primary Cephalon weapon, it was easy to see a Synoid version entering Arsenals. Like its vanilla counterpart, it's always been a little weird - stacking orbs together leads to both passive and active death. The stacking itself causes damage and the fully stacked orb can be activated with your 'Alt Fire' button for an additional explosion.

• The Status Chance increased to 35%
• The amount of Orbs required to make a full stack has decreased - it used to take 5, now it takes 4.
• A Critical Chance of 5% has been added.
• The AoE Explosion range (based on stack when expires or manual detonation) increased from 0.5-2.8 meters to 1-8 meters.
• The Explosion Damage has increased from 50 per orb to 75 (300 at full stack).
• On an orb stacking event (when orbs combine), damage range decreased to 1-8 from 3-8
• On an orb stacking event, damage decreased from 150-250 to 20-50
• The Synoid Simulor has had its max Ammo Capacity reduced to 75.

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They turned Simulor into a mine-layer weapon. It's roughly x4 slower than it previously was,

Since you're on console you might not notice the serve drop in performance as a PC player who used Vile Acceleration and a Fire macro.  I just about never used the weapon on Mirage and I've just about never used it since the change, it's just too slow now.

I'm not even sure DE understood how the weapon was working before they made the changes to it, as some things in the change log are incorrect. Orb merges never actually ramped up in damage like they were supposed to in the first place, it was always capped at 150 unless you ran Split Chamber, even then you could get a max of 225 pulse damage not 250. It also required 4 orbs, not 5 for a singularity.

Penta is just completely outclassed by Zarr now that it also does self-damage. No point in using it.

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