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Coda Synapse

Acuity Synapse v1.0.2 | Red Crit DPS / HM | CODA

by last updated 2 months ago

1730

Firing a nonstop stream of vile corrosive gastric juice, the Coda Synapse comes with increased Magazine size, Beam Length, Status Chance, Punch Through, and Damage.

19 VOTES
1 COMMENT

ITEM RANK

40

80 / 80

APPLY CONDITIONALS

KUVA ELEMENT

ACCURACY
100.0
CRITICAL CHANCE
40%
CRITICAL DAMAGE
2.7x
FIRE RATE
12.00
MAGAZINE
76 / 560
NOISE
ALARMING
PUNCH THROUGH
1.2
RELOAD
1.5
RIVEN DISPOSITION
0.75
STATUS CHANCE
15%
TRIGGER
HELD
DAMAGE
 CORROSIVE (⚡ + 🕱)
26.0
TOTAL Damage
26.0
AVERAGE HIT
43.7
BURST DPS
524.2
SUSTAINED DPS
468.7
Guide
1 Comment
Coda Synapse builds
Builds by Depravety

Acuity Synapse v1.0.2 | Red Crit DPS / HM | CODA

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Revision Log:

v 1.X.X >> Build identity changes / Complete build overhaul
v X.1.X >> Central idea stays; only mod order changes / or Major guide rework
v X.X.1 >> No change in setup; Minor guide edits only

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Why do we use?

[Mag] PROGEN

[Mag] progen – Combines with viral for both health and shield debuffing and importantly shredding overguard to allow bleeds to do work. We double our bleed tick damage against health / shields with a single stack, and we more than triple our damage when fully stacked. Our Mag / Viral also combines with innate Corrosive giving us debuffs against all major HP types; Overguard / Armor / Shields / Health.

How [Hunter Munitions] works on beams, and why it is used on a [Synapse]:

Counterintuitively, the reason why HM works is because we have no multishot, or better put, because we trade our multishot for raw crit damage. To understand how HM works on beams, we need to express how beams themselves function. Multishot on beams for our purposes only serves as a damage multiplier, multishot does not create additional instances on beams.
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HM is a forced proc with a chance per instance^^ of damage; usually, this is what makes it so reliable on normal high crit / low status weapons, although, since multishot on beams does not create new instances that HM can apply to, HM instead only has the chance per tick of damage to proc on beams, making it multiple times less effective than normal.
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However, all of this nonsense changes with Acuity, which basically says, “If we can’t apply more slash, we can supercharge what we do apply”, and having a beam with inherit low status chance but high crit, this is how HM becomes not only optional, but the optimal DoT for an Acuity setup.
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Upon further testing, HM when paired with Acuity will far out-status-DPS any other status effect regardless of stripping because of the sheer number that we can apply. HM should be a default choice for Acuity [Synapse] setups unless specking into far superior LASH SETUPS / elemental weapon abilities

Primary Acuity + G Scope + Deadhead – Galvanized / Headshot mods for a headshot setup. Acuity weakpoint modifier is multiplicative to [Coda Synapse] headshot passive + Deadhead. Synapse has extremely high base crit for a beam weapon letting us hit effortless red crits.

  • Deadhead also means easy maintenance base damage for times we cant rely on CO priming.

Bane? -- Used for dipping dots, 55% raw damage boost, double dipping bleeds.

  • This mod is technical, and swappable for Aptitude / Hammer Shot / C Delay / Elementalist, etc.

Vile Accel – Coda has been given 1.2 meters innate punch, making Vile Accel a default choice, flexible for Shred

  • Consider Aptitude if applying fire rate externally

MF + PCR – Minor chance from [Malignant Force] is necessary to apply debuffs with some sense of speed. We still use PCR for raw elemental damage.

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