Synergy (Defiance)  

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An old teacher of mine defined synergy as "When the result is greater than the sum of its parts." Wikipedia is a tad more verbose than that.

Synergy is the interaction of multiple elements in a system to produce an effect different from or greater than the sum of their individual effects.[1]

Weapons and Mods can have Synergy, giving extra bonuses for adding Mods with the same Synergy as the weapon, or using two weapons with the same synergy. No extra benefit is gained by adding non-Synergy mods to a Synergy weapon, or putting Synergy mods on a non-Synergy weapon. Each mod you add may unlock a bonus (From one to four). We do not know if the Synergy bonuses are cumulative but we are assuming they are.

There are two modes of Synergy:

  • Mod Synergy: Synergies that list four possible bonuses are Mod Synergies. Each Synergy mod you add to a weapon with the same Synergy activates a bonus.
  • Weapon Synergy: Synergies that list only one bonus (shows [2] bonus description) are Weapon Synergies and are activated when both your Primary and Secondary equipped weapons have the same Synergy. There are no Mods in the game that have a Weapon Synergy although a weapon can have a Mod Synergy.

All weapons and mods that list the same Synergy will have the same list of one to four possible bonuses. If your weapon has a Mod Synergy (lists 4 bonuses) you get nothing for equipping two weapons with that Synergy. Additionally only the weapon you are currently firing applies its bonuses. You can equip two weapons with two different Mod Synergies, but only one of them will apply at any given time.

  • Which Synergies apply to which weapons, by weapon types, can be seen on Mods. As far as we have seen, Synergy on weapons is limited to specific weapon types for each Synergy.
  • Mod Synergies appear to be random but might also be limited to mods that apply to the same weapon types as the weapon Synergies.
  • We do not know if any additional Synergy is created by using Weapon Mods with the same Synergy name as the role you chose at character creation: Veteran, Machinist, Outlaw or Survivalist. We see nothing to imply that it does.

Note: Blue weapons, and maybe Green, CAN have Synergy but around 50% of Purple weapons do. Only Purple Synergy weapons can be purchased (from Faction vendors), others must be found.

A Note About Frequency: At EGO 992 I have 38 weapons and 4 mods with Synergy out of 121 bag slots on my main. Now, remember that I tend not to break or sell Synergy weapons as readily as other weapons, so they tend to accumulate. 34% is by no means a realistic droprate.

Contents [hide]

Examples

You have a Frontier SAW that you purchased from Top-Notch Toolworks with the Mod Synergy, Prepared. If you put a single mod on it that has Prepared you will gain a 1% ammo regen / 10 sec. bonus. If you add another Prepared mod, you will now have a total bonus of 3% ammo regen / 10 sec. (1%+2%). Adding a third mod will give you 3% ammo regen / 10 sec. and +5% DMG on next shot after melee kill.

You have a VOT Spanner BMG with Survivalist synergy. If you also equip a FRC Innoculator Infector with Survivalist synergy then you will receive a bonus, +2% damage to targets with full health and shields.

Synergies

  • Vendor Sources list any Faction Vendor that sells Epic Weapons or Mods with that Synergy (unless noted).
  • Weapon Types lists all weapon types that we have seen the listed Synergy on.
  • Just because a Vendor is listed and a particular Weapon Type with that Synergy has been seen does not mean that the vendor sells that Weapon Type with Synergy.

SynergyVendor Sources †Weapon TypesMod SynergyWeapon Synergy
Assassin[2] Sniper Rifles, Detonators
  1. +2% Crit Mult
  2. +4% Crit Mult
  3. +5% DMG on next shot after critical kill (expires after 10 sec.)
  4. +10% DMG on next shot after critical kill (expires after 10 sec.)
Brutal Detonators, Sniper Rifles, more?
  1. +5% Melee DMG
  2. +10% Melee DMG
  3. +5% Reload on a melee kill
  4. +10% Reload on a melee kill
EGO PrecisionVon Bach IndustriesPistols, Sniper Rifles
  1. +10% Accuracy
  2. +20% Accuracy
  3. +3% active EGO ability duration on critical hit
  4. +6% active EGO ability duration on critical hit
Grenadier[3] Detonators
  1. ?
  2. ?
  3. ?
  4. ?
Hard-boiledTop-Notch Toolworks, Echelon
weapons only
Pistols, Shotguns, SMGs
  1. none
  2. +2% refresh self-revive on a kill
Machinist Assault Rifles, Sniper Rifles, Detonators, Rocket Launchers, more?
  1. none
  2. Take 5% less damage while reloading
Nano-ExecutionerSoleptor Enterprises
weapons only
BMGs, Assault Rifles
  1. none
  2. +5% nano-effect chance on a kill
Nano-masteryVon Bach Industries
weapons only
Shotguns, LMGs
  1. none
  2. +5% nano-effect chance on a critical hit
Outlaw BMGs, LMGs, SMGs, Infectors, Rocket Launchers, more?
  1. none
  2. +5% damage from last shot in clip
PreparedTop-Notch Toolworks, Echelon (weapons only) Assault Rifles, Shotguns, SMGs, Sniper Rifles
  1. 1% ammo regen / 10 sec.
  2. 2% ammo regen / 10 sec.
  3. +5% DMG on next shot after melee kill (expires after 10 sec.)
  4. +10% DMG on next shot after melee kill (expires after 10 sec.)
Rolling Thunder[4] Sniper Rifles
  1. ?
  2. ?
  3. ?
  4. ?
Run-n-Gun Rocket Launchers
  1. +5% Movement Accuracy
  2. +10% Movement Accuracy
  3. +10% Accuracy and -10% Recoil at low health
  4. +20% Accuracy and -20% Recoil at low health
SawbonesParadise TerritoryBMGs, Shotguns, Sniper Rifles, Detonators, Rocket Launchers, Infectors, LMGs
  1. none
  2. Fully reload weapons after reviving another player
ScavengerSoleptor EnterprisesShotguns, SMGs, Sniper Rifles, more?
  1. +1% Item Drop Chance
  2. +2% Item Drop Chance
  3. +10% nano effect chance against out-of-combat targets
  4. +20% nano effect chance against out-of-combat targets
Survivalist BMGs, Detonators, Rocket Launchers, Infectors, Sniper Rifles, more?
  1. none
  2. +2% damage to targets with full health and shields
Veteran Pistols, BMGs, Assault Rifles, Shotguns, Rocket Launchers, LMGs, SMGs, Infectors, more?
  1. none
  2. +10% rate-of_fire for 2 seconds after a full reload
WreckerEchelon
weapons only
BMGs, Detonators, Infectors, Sniper Rifles, Rocket Launchers
  1. none
  2. +10% DMG to vehicles
†While all Rank I Mods can be bought from Mods Vendors, the Mods sold there never include Synergy. In fact, we have yet to ever see a Rank I mod with Synergy.

We know this table is not complete. Won't you help us complete it?


With ENORMOUS thanks to Zabuza (aka Ghost Bear, or PEWPMONGER on PSN) on the official forums for setting me straight on Mod vs. Weapon Synergy.


  1. ^ Wikipedia: http://en.wikipedia.org/wiki/Synergy
  2. ^ We saw this Synergy mentioned in a Forum post but have not seen it in-game.
  3. ^ We received this Synergy once but sold it before we began building this table.
  4. ^ We saw this Synergy mentioned in a Forum post but have not seen it in-game.

This page last modified 2013-05-09 02:42:45.