Synergy how it works and list

#1Jemas777Posted 4/17/2013 6:43:09 AM
Synergy and what ever follows it, is a title (Synergy: Outlaw). It has nothing to do with the creation of your avatar.

This is how I think it works:

The way I figured it works is like matched armor/weapons in many RPG games. The more of the same "Named" pieces you have, the better the stats. Most Synergies have up to 4 levels.

Example:

FRC Auto-Scatter gun

Large caliber slugs instead of pellets
Synergy: Survivalist
(2) +2% Damage to targets with full health and shields


With "Survivalist" being the title of the perk you would need at least two of the same named perk/mods to get that effect. The weapon must share the synergy with the mods for it to work.


I am not 100% sure this is how it works. I have been unable to find anything that explains it as basically as I have tried. So if I'm wrong, please correct me. either way the information is useful.



List:

This is list of the synergies in Defiance alphabetically by name. If you know of any synergy not on this list, feel free to post your findings.

Note: If the Mods can be purchased, I will add the vendor and location to the list. Otherwise assume the Mods come from Synergy Mod Cache sold at any Lockbox Vendor

Synergy: Assassin CONFIRMED
[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)

Synergy: Brutal CONFIRMED
[1] +5% Melee DMG
[2] +10% Melee DMG
[3] +5% Reload on Melee Kill
[4] +10% Reload on Melee Kill

Synergy: Cannoneer CONFIRMED
[1] +3% Fire Rate
[2] +6% Fire Rate
[3] +10% nano-effect chance for 2 sec after full reload
[4] +20% nano-effect chance for 2 sec after full reload

Synergy: EGO Precision CONFIRMED
VBI Mod Cache / Shondu’s Consulate (fast travel)
[1] +10% Accuracy
[2] +20% Accuracy
[3] +3% active EGO ability duration on critical kill
[4] +6% active EGO ability duration on critical kill

Synergy: Hard-Boiled CONFIRMED
[2] +2% refresh self-revive on a kill

Synergy: Machinist CONFIRMED
[2] Take 5% less damage while reloading

Synergy: Nano-Executioner CONFIRMED
[2] +5% nano-effect chance on a kill

Synergy: Nano-Mastery CONFIRMED
[2] +5% nano-effect chance on a critical hit

Synergy: Outlaw CONFIRMED
[2] +5% damage from last shot in clip

Synergy: Prepared CONFIRMED
Top-Notch Toolworks Mod Cache / Top-Notch Toolworks (fast travel)
[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)

Synergy: Quartermaster CONFIRMED
[1] +5% Reload
[2] +10% Reload
[3] +50% Reload on self-revive
[4] +100% Reload on self-revive

Synergy: Rolling Thunder CONFIRMED
[1] +5% Mag
[2] +10% Mag
[3] +10% Hip Accuracy
[4] +20% Hip Accuracy

Synergy: Run-n-Gun CONFIRMED
[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
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Beat me if you can. Survive if I let you...
GT: AnyOLName(360)
#2Jemas777(Topic Creator)Posted 4/17/2013 6:43:23 AM
Synergy: Sawbones CONFIRMED
[2] Fully reload weapons after reviving another player

Synergy: Scavenger CONFIRMED
Soleptor Enterprises Mod Cache / The Crater (fast travel)
[1] +1% item drop chanceS
[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

Synergy: Stalker CONFIRMED
[1] +5% Range
[2] +10% Range
[3] +5% EGO ability refresh on critical kill
[4] +10% EGO ability refresh on critical kill

Synergy: Survivalist CONFIRMED
[2] +2% damage to targets with full health and shields

Synergy: Veteran CONFIRMED
[2] +10% rate-of-fire after a full reload

Synergy: Wrecker CONFIRMED
[2] +10% DMG to vehicles

To sum up what we know so far:
*Only Brutal and Run and Gun are in the Keycode Cache (as of right now)
*Each Faction uses Rep to get their respective mods (Precision [VBI], Scavenger [Soleptor], Prepared [Top-Notch])
*The gun must share the synergy with the mods
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Beat me if you can. Survive if I let you...
GT: AnyOLName(360)
#3Jemas777(Topic Creator)Posted 4/17/2013 7:26:04 AM
OR


It could be worse/better than that. the perk could be completely random(the 1-4). So it may be possible to have 2 of the same perks on the weapon..maybe stacking?
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Beat me if you can. Survive if I let you...
GT: AnyOLName(360)
#4Gray_wolf1119Posted 4/17/2013 10:22:00 AM
This was copy-pasted from the official forums.
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GT: Fang1192
www.Tvtropes.org
#5Jemas777(Topic Creator)Posted 4/17/2013 10:56:45 AM
Gray_wolf1119 posted...
This was copy-pasted from the official forums.


The list was, the rest is me.


Also found this: http://www.youtube.com/watch?v=OXDZwu07aME


I was close, this does better at explaining it.
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Beat me if you can. Survive if I let you...
GT: AnyOLName(360)
#6Evel138Posted 4/17/2013 11:08:20 AM
Great info. Worth a sticky here IMHO.
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#7Gray_wolf1119Posted 4/17/2013 11:08:39 AM
Jemas777 posted...

It could be worse/better than that. the perk could be completely random(the 1-4). So it may be possible to have 2 of the same perks on the weapon..maybe stacking?


This? This is what you mean by the rest?
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GT: Fang1192
www.Tvtropes.org
#8DaJoker63Posted 4/17/2013 11:14:28 AM
thanks for the info very helpful
#9Jemas777(Topic Creator)Posted 4/17/2013 11:21:48 AM(edited)
There are several Synergies that do not require mods. You simply have to have two weapons with the same synergy equipped (1 main and 1 secondary) for the effect to work. These are: Hard-Boiled, Machinist, Nano-Executioner, Nano-Mastery, Outlaw, Sawbones, Survivalist, Veteran and Wrecker. Once you do this, the Synergy will work.

The others you have to earn/buy, then equip MODS to the weapon. As you equip more MODS(with the same synergy name), you will activate more perks. These are: Assassin, Brutal, Cannoneer, EGO Precision, Prepared, Quartermaster, Rolling Thunder, Run-n-Gun, Scavenger and Stalker,
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Beat me if you can. Survive if I let you...
GT: AnyOLName(360)
#10Jemas777(Topic Creator)Posted 4/17/2013 11:22:43 AM
Gray_wolf1119 posted...
Jemas777 posted...

It could be worse/better than that. the perk could be completely random(the 1-4). So it may be possible to have 2 of the same perks on the weapon..maybe stacking?


This? This is what you mean by the rest?


This was just my random thinking. The post above this one explains how it works.
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Beat me if you can. Survive if I let you...
GT: AnyOLName(360)