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Powered by a bio-chemical reaction, the infested Synapse rifle fries its targets with a steady stream of Corrosive energy.

The Synapse is an Infested bio-weapon similar to the Amprex that shoots a Corrosive b Corrosive stream. It is only available through Bio Lab Research in the Dojo.

The Synapse can be sold for Credits647,500.

Manufacturing Requirements
Credits64
30,000
MutagenMass64
5
Salvage64
30,000
Circuits64
3,500
Forma64
2
Time: 24 hrs
Rush: Platinum64 35
MarketIcon Market Price: Platinum64 N/A Blueprint2 Blueprints Price:Credits6450,000
Bio Lab Research ClanAffinity64 3,000
Credits64
5,000
MutagenSample64
65
Circuits64
800
NanoSpores64
3,000
PolymerBundle64
1,200
Time: 72 hrs
Prereq: Embolist
LeaderBadgeGhostHolo x1   LeaderBadgeShadowHolo x3   LeaderBadgeStormHolo x10   LeaderBadgeMountainHolo x30   LeaderBadgeMoonHolo x100

CharacteristicsEdit

This weapon deals Corrosive b Corrosive damage.

Advantages:

  • Innate Corrosive b Corrosive damage – effective against Ferrite Armor and Fossilized.
  • Highest critical chance of all continuous and automatic primaries.
  • Highest critical damage of all continuous primaries.
  • Decent status chance.
  • Heavy Caliber's accuracy penalty is minimal on this weapon.
  • Deals 20% additional damage on headshots.
  • High reload speed.
  • Large magazine size.
  • Consumes 0.5 ammo per tick of damage.

Disadvantages:

  • Innate Corrosive b Corrosive damage – less effective against Proto Shields.
  • Damage ramps up from 20% to 100% over 0.6 seconds when firing. After firing stops for 0.8 seconds, the damage decays back to 20% over 2 seconds.
  • Limited range of 27 meters.

Weapon LoadoutsEdit

Main article: Category:Synapse Build

See the user build section for builds using this weapon.

NotesEdit

  • Compared to the very similar Amprex, the Synapse deals significantly more damage due to its innate Corrosive b Corrosive damage allowing for the addition of other secondary elements. However it lacks the property of shots chaining to other enemies, making the Synapse better for single-target damage while the Amprex excels at crowd control.

TriviaEdit

  • Crafting the Synapse initially required 11 Mutagen Masses and 3 Forma before being announced as a mistake, reducing it down to 5 and 2 respectively.
  • The tendrils at the front end of the Synapse move, retracting and enclosing the muzzle upon holstering the rifle. This suggests the weapon is a living organism.
  • A Synapse is a nervous system structure that acts as a 'gate' between neurons, allowing electrical signals to be passed between nerve cells. Synapses help form the electrical pathways of the nervous system.
  • This weapon seems to be based on the Electric Crawler as it has similar lighting attacks.

MediaEdit

  • Synapse Colour Customization

 

Patch HistoryEdit

Update 22.14
  • Fixed Beam weapons not being able to damage enemies (alive but in a ragdolled state) when being affected by certain ‘crowd control’ Abilities.
  • Damage now ramps up over 0.6 seconds and after moving off target there is a delay of 0.8 seconds before it starts to decay over 2 seconds.
  • All Beam weapons now start their Damage ramp up at 20% (instead of 10%).
  • The Multishot chance should now apply more consistently with Beam weapons.
  • Fixed Beam weapons continuously firing when quick Meleeing.
  • Increased Range from 20m to 27m.
  • Increased Damage from 18 to 20.
  • Synapse damage reduced from 19 to 18 in Conclave.
  • Synapse magazine capacity reduced from 30 to 25 in Conclave.

Hotfix 22.13.4

  • Increased the Beam weapon Damage ramp up time from 0.8 to 1 second.
  • Fixed Beam weapon Damage ramp up not happening per target.

Hotfix 22.13.3

  • Perfect accuracy and high fire rate is balanced by limited range and damage ramping up from 10% to 100% over 0.8 seconds when firing and decays back to 10% over 1 second after stopping.
  • Mastery Rank increased from 6 to 11.
  • Damage type changed from Electricity to Corrosive.
  • Damage increased from 12.5 Corrosive per sec 18 Corrosive per tick.
  • Fire Rate increased from 10 to 12.
  • Status Chance increased from 10% per sec to 13% per tick of damage.
  • Critical Chance decreased from 50% to 39%.
  • Critical Damage increased from 2.0x to 2.7x.
  • Range increased from 18m to 20m.
  • Magazine size decreased from 100 to 70.
  • Max ammo increased from 540 to 560.
  • Ammo consumption decreased from 1.0 to 0.5 per tick of damage.
  • Added innate 20% damage on headshots.
  • Aimed Zoom reduced from 2.23x to 1.5x.
  • Tweaked the Synapse beam to better represent it’s Corrosive Damage.

Update 19.5

  • Synapse magazine size reduced from 100 to 35 in Conclave.

Hotfix: The Index Preview 4

  • Properly enabled Synapse for Conclave.

Update: The Index Preview

  • The Synapse can now be used in Conclave!

Update 12.3

  • Weapon conclave tweaks - increased the ratings on the Synapse.

Update 12.0

  • Fixed beam FX registration for Synapse.

Update 11.6

  • Changed logic that determines visual representation of damage mods on continuous-fire weapons (eg: Synapse).
    The frequency of damage numbers used to be limited by using a minimum damage threshold. Since damage mods increase the rate at which damage accumulates, this would cause damage to be inflicted more often though each damage event would not necessarily be larger. This led to people thinking the mods did nothing because they didn't notice the increased rate at which numbers would appear (an easy mistake for low level damage mods). Similarly, headshots would make numbers appear more often but not necessarily create bigger numbers.
    Now continuous fire weapons now limit the frequency of damage numbers by using a minimum time between impacts, regardless of how much damage has accumulated. This gives us a lot more control and should make things more obvious for players who are applying damage mods (it's easier to notice that numbers are 5% larger in magnitude vs being generated 5% faster).

Hotfix 11.3.3

  • Fixed in-game stats for weapons that fire continuously (Synapse etc). Made fire-rate mods actually increase damage output and ammo consumption rate for these weapons (not only is this intuitively what you would expect it's important to maintain the balance for corrupted mods like Critical Delay).

Update 10.1

  • Synapse crafting cost reduced from 11 Mutagen to 5 and 3 Forma to 2.

Update 10.0

  • Introduced.
Last updated: Hotfix 22.20.8

See AlsoEdit

WeaponsDamageCompare AllCosmetics

WeaponsDamageCompare AllCosmetics

Start a Discussion Discussions about Synapse

  • Synapse vs Soma

    13 messages
    • 193.93.12.22 wrote:I would say they are equally efficient but different in niches.  If you need from mid to long range LMG - take soma. If ...
    • crit multi shot synap...
  • What is a good end game weapon?

    79 messages
    • 95.160.113.58 wrote:*cough* Twin Hek...*cough* That seems like an akward situation, those things are huge. Twin Mareloks would be a wic...
    • 159.205.215.159 wrote: 141.30.247.116 wrote: Penta absolutely outdamages every other AoE weapon and oneshots nearly everything lower than lvl ...