People liked my explanation of [url=https://www.bungie.net/en/Forums/Post/242915827?sort=0&page=0]Foetracer[/url], so I decided to do another one! This time Sythoceps are up! Their perk, Biotic Enhancements, states:
[quote]Increased melee lunge range. Improved melee damage when surrounded.[/quote]
So let's tackle melee range first. The Titan's basic melee range is 5m. Being within 5m of your target cause you to lunge forward fist-first to meet them. Sythoceps increases that range by 1.5x. Which is to say up to 7.5m. As I was greatly saddened to learn (although I had suspected this to be the case anyway) the Striker ability [i]Knockout[/i], which also increases melee range, does not stack with Sythoceps. Knockout's range increase is also 7.5m, the same as Sythoceps'. Combining them your lunge range is still only 7.5m.
The damage aspect though is something interesting that I hadn't realized before. If you've ever noticed how your arms will glow when enemies are near (Blue for Striker, Purple for Sentinel, and Orange for Sunbreaker) that has a purpose. This is your "surrounded" range. Let's call it the "[url=https://www.youtube.com/watch?v=siwpn14IE7E]Danger zone[/url]". If any enemy is with 15m of you the arms glow to indicate that they have entered the Danger zone. If only one or two enemies are in the Danger zone simultaneously, there is no damage increase. As soon as there are three simultaneous enemies within the Danger zone you become "surrounded" and you gain an increase to your melee damage.
(outdated)[spoiler]What's interesting though is that for each extra enemy within the Danger zone the damage buff increases again.
For three enemies the buff is a strangely specific 1.138x melee damage, which isn't a whole lot. Every new enemy however adds an extra 0.7x to the multiplier. So for four enemies it's 1.8x melee damage. For five enemies it's 2.5x melee damage. For six enemies it's 3.2x melee damage. And so on and so on. The highest I was able to get was eight enemies at once. But knowing programmers they probably stack up to ten enemies where the buff would be an even 6x melee damage (That's just my guess though, don't cite that as fact).[/spoiler] [url=https://www.bungie.net/en/Explore/Detail/News/46900]Update 1.2.1[/url]
[quote]• Synthoceps
• Now grants a flat melee damage bonus for 8 seconds when you are surrounded by three or more enemies (3x in PvE, 2x in PvP).
• This buff also increases Super damage while active (+50%).[/quote]
These buffs stack [u]multiplicatively[/u] with the melee damage buffs from the Striker's [i]Knockout[/i] ability (1.25x) and the Sentinel's [i]Turn the Tide[/i] ability (1.5x).
[i]Edit: Sythoceps has zero affect on any charge attack (Seismic Strike, Hammer Strike, Shield Bash) and does not increase either the range or the damage.[/i]
Sythoceps would be most advantageous while using the Striker's [i]Code of the Juggernaut[/i] or the Sentinel's [i]Code of the Protector[/i] as both will restore health on melee kills and as mentioned have abilities that further increase melee damage. Using the Juggernaut will likely result in more damage output, as although the Protector has a stronger buff, it is short-lived compared to Knockout. However I like to play as the Protector, rushing into the fray, healing my whole team as I go.
For a more in-depth guide about how to best utilize Sythoceps check out Makeshyft's [url=https://www.bungie.net/en/Forums/Post/243779187?sort=0&page=0]Striker Titan PVE "Build"[/url] guide.
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[quote]These buffs stack multiplicatively with the melee damage buffs from the Striker's Knockout ability (1.25x)[/quote]
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Useless in most of the situations in pve
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Awesome breakdown. Stuff like this really drives home that Bungie should start putting exact numbers and stats in the game instead of just saying "increase" or "decrease"
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Just ran this build in heroic and loved it. Good call and good post got 109 kills and 80 were melee.
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I get that they’re good, but they look ugly so I won’t wear them.
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I always preferred boots but due to the decimation of shouler charge , I am forced to run these Exotic Gauntlets. Thanks for the intelligent researched post nonetheless.
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I appreciate what you do OP. Keep it up.
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Wow another non negative post just for the sake of not being negative. Truth is barely anyone plays this anymore, barely anyone cares. I used to care about these types of analysis and tips and tricks/Easter egg/ fun builds and whatever but it’s over. The game must be fixed before anyone cares again.
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Synthoceps arent canon
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Wait. People still play?
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I miss exotics with depth and hidden perks
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Please do more of these! They really help! Send me any links you have to other of these helpful posts you have. Thanks!
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Does this mean that Titans can be used as a make shift radar in Trials or competitive when they take away the radar?
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Edited by TRANKiLLizr: 3/16/2018 9:34:08 PMI love your research/explanation posts!!!!! You truly are providing a service for this community. Thank you! Been running Synthoceps on my Titan from very first time I acquired them months ago. They do big damage and look cool. Any idea why only certain shaders make them glow in character screen? No big deal, it's cosmetic but wish all shaders glowed different colors. Thanks again!!! TITAN SMASH!!!!! 🤛😠🤜
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Anyone else read "Danger Zone" in Archers voice? No, just me then?
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On the subject of Knockout not stacking with Synthoceps, an Exotic that it DOES stack with quite well is the Insurmountable Skullfort. As getting a kill with Knockout still procs Skullfort's effect and recharges your Melee for free even if it's on Cool down.
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After getting b slapped to.death by someone using those in the last IB I gave them a try. It doesn't feel like a huge lunge but danm I got a lot of kills with them.
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Thing that also makes Titan melee so good is, after they Melee you from 7.5 m out, they slingshot backwards so fast. Then they can either slingshot forward again ( which is also super fast) to melee you or just finish you off with sidearm or antiope.
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Nice job! This is amazing...
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This was a pretty dang cool write up! Thank you for your time and research. Yup I've tried them and kinda wondered how they work. Nice to see a fellow titan doing his research =) Cheers to hoping these get a bit of a bump or buff in the very near future.
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Thanks again for the research! This is helpful
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Nice guide I didn't know about the arms lighting up
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so goes from 5 to 7.5 not bad, all the other classes are 12+ with no exotic.
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Thanks for this. After getting about 20 synthoceps and deleting them all, I decided just because you took the time to write all this... to try it out in honor of your efforts lol. So, I went into the strike playlist and pretty much just purposely played like a raging maniac lol. So much so that even while sprinting through much of the strike, I was still killing over 120-140 enemies while my partners did half that lol. Most of those kills are all death by fist in the face lol. Even went all in on punching bosses into submission, and trying to avoid getting AOE’d off the map lol. I even managed to melee Savathun’s shrieker. My goal was to play so insane that my fireteam would message me lol. That didn’t happen lol, but one group they did both run up and both salute me at the end. It reminded me of All the crazy builds in D1 and how much fun can be had just playing different playstyles. I suppose this is what Bungie wanted, when designing exotics the way they did, very specialized. I’ trying to figure out how I can match this level of crazy play with my hunter and warlock. I suppose I could go for a crazy Ninja (but I find I get much less heavy drops when playing sword) and maybe a floating warlock death from above style (after they remove some of the airborn penalties). I sure miss grenade spam though :(
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So what your saying is they are basically useless in PVP besides from the fact you can lunge a little more? I still want to know how people 1 hit melee me. It usually takes me 3 hits with my Hunter to kill somebody straight up. Do you have to buy something from bungie for this?
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They look sweet! I prefer dunemarchers however. Great post!