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Coda Synapse

Synapse v1.0.1 | Corro Heat / Single Target Status DPS | CODA

by last updated 6 months ago

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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.

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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
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Coda Synapse builds
Builds by Depravety

Synapse v1.0.1 | Corro Heat / Single Target Status DPS | 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 for debuffs against ovg / shields

Primary Crux – Unfortunately, [Coda Synapse] was not given the status boost it desperately needed, and restricted status chance is basically a death sentence for beam weapons.. We will use Primary Crux on pretty much all [Synapse] builds for this reason, to force [Synapse] even if uncomfortably into status.

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

Aptitude – Necessary base damage, damage may feel lacking because of limited internal elements, external priming through companions / weapons strongly recommended.

Bane – Default faction bonus, applies a second time to heat dots.
This mod is technical and flexible for Thermite Rounds / G Scope / Hammer Shot / Serration / etc.

Elementalist – Multiplicative heat damage

PURE HEAT / EXTERNAL VIRAL BECOMES BETTER THAN MODDED VIRAL / HEAT AFTER 1 STACK.

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How multishot works on continuous beams:

If a continuous weapon has a multishot of 1.5, its basically a 50% chance to apply a dealt instance of damage twice. It will take the final damage data of a shot and essentially ‘copy and paste” that value onto itself, compare this to traditional multishot, which is more like rolling 2 damage die instead of one.

Additional multishot also increases the status chance of an individual tick, if we generate 2 multishot with base 60% sc, that instance will be copied and pasted onto itself for 120% sc, for 3 multishot thats 180% sc, and so on.

“Due to Multishot increasing both per-tick damage and status chance, status damage Is affected twice by multishot on all continuous weapons.”