Far Shot: Difference between revisions
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{{for|the [[Deadeye]] ascendancy passive skill|Far Shot (Ascendancy passive)}} | |||
{{c|mod|Far Shot}} modifier grants {{c|help text|Projectile | '''Far Shot''' is a [[keyword]] that scales the [[damage]] of [[projectile]] [[attack]]s with respect to the [[distance]] the projectile has travelled, reducing damage initially then increasing damage after covering a long distance. | ||
It can be found as a [[modifier]] on various items as well as an [[Far Shot (Ascendancy passive)|Ascendancy passive skill]] of the same name. The {{c|mod|Far Shot}} modifier grants {{c|help text|Projectile Attack Hits deal 20% less Damage to targets at the start of their movement, dealing up to 60% more Damage to targets as the projectile travels farther}}. | |||
Monsters also have a variation of Far Shot which scales differently. | |||
==Mechanics== | ==Mechanics== | ||
The projectile has a maximum damage penalty of 20% less near the start of travel (up to 10 units), then linearly scales to a maximum damage increase of 60% more at 70 units.<ref>https://discord.com/channels/174993814845521922/174994219390337024/986425582579490906</ref> | |||
It is important to note that damage scaling is done with respect to the total distance the projectile has travelled, not its current distance from the point of origin.<ref name="DistanceCalc" /> If the projectile changes direction—as is the case with {{il|Spectral Throw}}—distance travelled continues to increase as the projectile returns to its point of origin. Projectiles that travel in multiple segments (such as [[Arrow Nova Support]]) include the payload distance in the damage penalty.<ref>https://www.pathofexile.com/forum/view-thread/2688019/page/1#p22595920</ref> | |||
<section begin=data />{{#vardefine:FS0| | <section begin=data />{{#vardefine:FS0|0.8}} {{#vardefine:FS10|0.8}} {{#vardefine:FS25|1.0}} {{#vardefine:FS70|1.6}}<section end=data /> | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
Line 14: | Line 18: | ||
| 0 || {{#var:FS0}} | | 0 || {{#var:FS0}} | ||
|- | |- | ||
| | | 10 || {{#var:FS10}} | ||
|- | |- | ||
| | | 25 || {{#var:FS25}} | ||
|- | |- | ||
| | | 70+ || {{#var:FS70}} | ||
|} | |} | ||
See also the mechanically similar [[Point Blank]]. | |||
==Interactions== | ==Interactions== | ||
===Attacks only=== | |||
The Far Shot effect only works with [[attack]] projectiles. This includes projectile portions of melee weapon attacks such as {{il|Lightning Strike}}'s and {{il|Molten Strike}}'s projectiles. It does not affect spells. | |||
===Fork, pierce and chain=== | |||
A projectile which pierces, chains or forks is still considered the same projectile, and its total travel distance is used. | |||
===Point Blank=== | ===Point Blank=== | ||
{{#lst:Point Blank|data}} | {{#lst:Point Blank|data}} | ||
[[Point Blank]] and Far Shot are | [[Point Blank]] and [[Far Shot]] are multiplicative with each other and can make damage more consistent by counteracting each other's damage penalties. | ||
[[File:PB+FS Interaction2.png|none|thumb|906x906px|The Purple Graph shows the damage scaling Interaction between Point Blank and Far Shot.]] | |||
| | |||
===Projectile speed=== | |||
Projectile speed has no impact on the distances at which Far Shot's multiplier affects damage. | |||
===Longshot=== | |||
{{psl|Longshot}} functions similar to Far Shot, but has a smaller distance range (35-70), has no negative scaling, and instead grants increased Damage instead of more Damage. | |||
[[Ascendant]]'s [[Deadeye (Ascendant passive)|Deadeye]] Ascendancy Notable also scales similarly. | |||
==On Enemies== | ==On Enemies== | ||
Far Shot is also used as a [[monster modifiers|monster modifier]]. It is used by [[ | Far Shot is also used as a [[monster modifiers|monster modifier]]. It is used by [[Retch (monster type)|Retchs]], [[Maelström]]s, [[Voidbearer]]s, as well as some [[unique monster]]s. These modifiers likely use a similar damage scaling, starting at 0% more. | ||
{{Modifier table | {{Modifier table | ||
|q_tables = mod_stats, | |q_tables = mod_stats, mod_spawn_weights | ||
|q_join = mods._pageID=mod_stats._pageID, mods._pageID= | |q_join = mods._pageID=mod_stats._pageID, mods._pageID=mod_spawn_weights._pageID | ||
|q_where = mods. | |q_where = mods.mod_groups HOLDS "FarShot" AND domain = "3" | ||
|stat_text=1 | |stat_text=1 | ||
|level=1 | |level=1 | ||
Line 76: | Line 61: | ||
==Related unique items== | ==Related unique items== | ||
The following [[unique item]]s are related to Far Shot: | The following [[unique item]]s are related to Far Shot: | ||
{{ | {{Drop enabled unique item table | ||
|where=items.stat_text LIKE "%Far%Shot%" | |where=items.stat_text LIKE "%Far%Shot%" | ||
|large=1 | |large=1 | ||
Line 83: | Line 68: | ||
|stat=1 | |stat=1 | ||
}} | }} | ||
==Ascendancy passives== | ==Passive skills== | ||
{{Query passive skills | |||
|where= | |||
passive_skill_stats.id LIKE "%projectile_damage_+%_max_as_distance_travelled_increases%" | |||
AND passive_skills.name != "Deadeye" | |||
|ascendancy=0 | |||
}} | |||
===Ascendancy passives=== | |||
{{Query ascendancy passive skills | {{Query ascendancy passive skills | ||
|where= | |where= | ||
passive_skill_stats.id LIKE "%far_shot%" | passive_skill_stats.id LIKE "%far_shot%" | ||
OR passive_skill_stats.id LIKE "%projectile_damage_+%_max_as_distance_travelled_increases%" | |||
}} | }} | ||
==Version history== | ==Version history== | ||
{{Version history table header}} | {{Version history table header}} | ||
{{Version history table row|3.0. | {{Version history table row|3.13.0| | ||
* The '''Far Shot''' keyword now causes your projectiles to deal 20% less damage at very close range (previously no penalty), up to 60% more at a range of 70 or greater (previously 30% more). | |||
}} | |||
{{Version history table row|3.0.0| | |||
* Added a new keyword -- Far Shot: Projectile Attacks gain Damage as they travel farther, dealing up to 30% more Damage to targets. | * Added a new keyword -- Far Shot: Projectile Attacks gain Damage as they travel farther, dealing up to 30% more Damage to targets. | ||
{{Version history table row|1.0.0 | }} | ||
{{Version history table row|1.0.0| | |||
* Some monsters now have "Far Shot" causing them to do less damage to closer targets and more damage to farther away targets. | * Some monsters now have "Far Shot" causing them to do less damage to closer targets and more damage to farther away targets. | ||
|} | }} | ||
{{Version history table end}} | |||
==References== | |||
{{reflist|refs= | |||
<ref name="DistanceCalc">{{cite web|author=Mark_GGG|date=May 7, 2014|title=Molten Strike & Point Blank interaction|url=https://www.pathofexile.com/forum/view-thread/916639/page/2#p7791098|publisher=Official Path of Exile Forums|accessdate=January 3, 2016}}</ref> | |||
}} | |||
[[Category:Keywords]] | [[Category:Keywords]] | ||
[[ru:Дальний выстрел]] | [[ru:Дальний выстрел]] |
Latest revision as of 23:26, 11 May 2024
Far Shot is a keyword that scales the damage of projectile attacks with respect to the distance the projectile has travelled, reducing damage initially then increasing damage after covering a long distance.
It can be found as a modifier on various items as well as an Ascendancy passive skill of the same name. The Far Shot modifier grants Projectile Attack Hits deal 20% less Damage to targets at the start of their movement, dealing up to 60% more Damage to targets as the projectile travels farther.
Monsters also have a variation of Far Shot which scales differently.
Mechanics
The projectile has a maximum damage penalty of 20% less near the start of travel (up to 10 units), then linearly scales to a maximum damage increase of 60% more at 70 units.[1]
It is important to note that damage scaling is done with respect to the total distance the projectile has travelled, not its current distance from the point of origin.[2] If the projectile changes direction—as is the case with Spectral ThrowSpectral ThrowAttack, Projectile
Level: (1-20)
Cost: (5-8) Mana
Attack Speed: 110% of base
Attack Damage: (80-125)% of base
Effectiveness of Added Damage: (80-125)%
Projectile Speed: 1000Throws a spectral copy of your melee weapon. It flies out and then returns to you, in a spinning attack that damages enemies in its path.
Additional Effects From 1-20% Quality:
Projectiles that have Pierced deal (0.5-10)% more DamagePlace into an item socket of the right colour to gain this skill. Right click to remove from a socket.—distance travelled continues to increase as the projectile returns to its point of origin. Projectiles that travel in multiple segments (such as Arrow Nova Support) include the payload distance in the damage penalty.[3]
Distance | Multiplier |
---|---|
0 | 0.8 |
10 | 0.8 |
25 | 1.0 |
70+ | 1.6 |
See also the mechanically similar Point Blank.
Interactions
Attacks only
The Far Shot effect only works with attack projectiles. This includes projectile portions of melee weapon attacks such as Lightning StrikeLightning StrikeAttack, Projectile, Melee, Strike, Lightning
Level: (1-20)
Cost: 6 Mana
Attack Damage: (135-225)% of base
Effectiveness of Added Damage: (135-225)%Requires Level 12Infuses your melee weapon with electrical energies as you swing. In addition to converting some of your physical damage to lightning damage, the stored energy is released from the weapon as projectiles as you strike, flying out to hit farther-away enemies. The projectiles cannot miss if the melee attack hit a target.50% of Physical Damage Converted to Lightning Damage
(1-9) to (13-179) Added Lightning Damage
Fires 3 Projectiles
Additional Effects From 1-20% Quality:
Fires +(0.05-1) ProjectilesPlace into an item socket of the right colour to gain this skill. Right click to remove from a socket.'s and Molten StrikeMolten StrikeAttack, Projectile, AoE, Melee, Strike, Fire
Level: (1-20)
Cost: 6 Mana
Attack Damage: (110-185)% of base
Effectiveness of Added Damage: (110-185)%
Projectile Speed: 750Infuses your melee weapon with molten energies to attack with physical and fire damage. This attack causes balls of molten magma to launch forth from the enemies you hit, divided amongst all enemies hit by the strike. These will deal area attack damage to enemies where they land.(2-75) to (3-113) Added Fire Damage
Fires 4 Projectiles
60% of Physical Damage Converted to Fire Damage
+(0.2-0.6) metres to Melee Strike Range
Projectiles deal 50% less Damage with Hits and Ailments
Additional Effects From 1-20% Quality:
Projectiles deal (0.5-10)% more Damage with Hits and AilmentsPlace into an item socket of the right colour to gain this skill. Right click to remove from a socket.'s projectiles. It does not affect spells.
Fork, pierce and chain
A projectile which pierces, chains or forks is still considered the same projectile, and its total travel distance is used.
Point Blank
Point Blank and Far Shot are multiplicative with each other and can make damage more consistent by counteracting each other's damage penalties.
Projectile speed
Projectile speed has no impact on the distances at which Far Shot's multiplier affects damage.
Longshot
Longshot functions similar to Far Shot, but has a smaller distance range (35-70), has no negative scaling, and instead grants increased Damage instead of more Damage.
Ascendant's Deadeye Ascendancy Notable also scales similarly.
On Enemies
Far Shot is also used as a monster modifier. It is used by Retchs, Maelströms, Voidbearers, as well as some unique monsters. These modifiers likely use a similar damage scaling, starting at 0% more.
Name | Stats | |
---|---|---|
BetrayalUpgradeMonsterFarShot_ | 1 | 30% increased Projectile Damage (Hidden) Deals up to -30% less Damage at minimum Range (Hidden) |
MonsterFarShotDisplay | 1 | N/A |
MonsterFarShotPenaltyOnly | 1 | Deals up to -30% less Damage at minimum Range (Hidden) |
MonsterFarShotPenaltyOnly60 | 1 | Deals up to -60% less Damage at minimum Range (Hidden) |
MonsterFarShotPenaltyOnly80 | 1 | Deals up to -80% less Damage at minimum Range (Hidden) |
MonsterGreaterFarShot | 1 | 40% increased Projectile Damage (Hidden) Deals up to -80% less Damage at minimum Range (Hidden) |
MonsterLesserFarShot | 1 | 20% increased Projectile Damage (Hidden) Deals up to -60% less Damage at minimum Range (Hidden) |
Related unique items
The following unique items are related to Far Shot:
Item | Base Item | Stats | |
---|---|---|---|
The FledglingThe Fledgling Lacquered HelmetArmour: (345-465) Evasion: (345-465)Requires Level 51, 57 Str, 57 Dex(150-200)% increased Armour and Evasion (30-50)% increased Projectile Speed (30-50)% increased Projectile Damage Projectiles cannot collide with Enemies in Close Range Far ShotThe single well-placed arrow that changes the world must be preceded by ten thousand practice shots. | Lacquered Helmet | 51 | (150-200)% increased Armour and Evasion (30-50)% increased Projectile Speed (30-50)% increased Projectile Damage Projectiles cannot collide with Enemies in Close Range Far Shot |
Beltimber BladeBeltimber Blade Eternal SwordOne Handed Sword Physical Damage: (116.85-129.15) to (193.8-214.2) Critical Strike Chance: 5.00% Attacks per Second: (1.72-1.80) Weapon Range: 1.1 metresRequires Level 66, 104 Str, 122 Dex+475 to Accuracy Rating(185-215)% increased Physical Damage (15-20)% increased Attack Speed 80% increased Evasion Rating while moving Skills fire 2 additional Projectiles if you've used a Movement Skill Recently Far ShotBy wind and wing they are carried, Their fates not theirs to control, Yet the fates of others dragged in their wake. | Eternal Sword | 66 | +475 to Accuracy Rating(185-215)% increased Physical Damage (15-20)% increased Attack Speed 80% increased Evasion Rating while moving Skills fire 2 additional Projectiles if you've used a Movement Skill Recently Far Shot |
Lioneye's GlareLioneye's Glare Imperial BowBow Physical Damage: (100.8-129) to (394.8-453) Critical Strike Chance: 5.00% Attacks per Second: (1.59-1.74)Requires Level 66, 212 Dex(20-24)% increased Elemental Damage with Attack Skills(180-200)% increased Physical Damage Adds (7-14) to (24-34) Physical Damage (10-20)% increased Attack Speed +(80-100) to maximum Mana Hits can't be Evaded Far Shot"See without doubt, slay without hesitation." - Marceus Lioneye of Sarn | Imperial Bow | 66 | (20-24)% increased Elemental Damage with Attack Skills(180-200)% increased Physical Damage Adds (7-14) to (24-34) Physical Damage (10-20)% increased Attack Speed +(80-100) to maximum Mana Hits can't be Evaded Far Shot |
Passive skills
Name | Stats |
---|---|
Longshot | Projectiles gain Damage as they travel farther, dealing up to 60% increased Damage with Hits to targets 30% increased Projectile Speed [1] |
Ascendancy passives
Ascendancy Class | Name | Stats |
---|---|---|
Ascendant | Deadeye | Projectiles gain Damage as they travel farther, dealing up to 50% increased Damage with Hits to targets Skills fire an additional Projectile 25% increased Effect of your Marks You and nearby Allies have Tailwind [1] |
Deadeye | Far Shot | Far Shot Projectile Barrages have no spread [1] |
Version history
Version | Changes |
---|---|
3.13.0 |
|
3.0.0 |
|
1.0.0 |
|
References
- ↑ https://discord.com/channels/174993814845521922/174994219390337024/986425582579490906
- ↑ Mark_GGG (May 7, 2014). "Molten Strike & Point Blank interaction". Official Path of Exile Forums. Retrieved January 3, 2016.
- ↑ https://www.pathofexile.com/forum/view-thread/2688019/page/1#p22595920