Deadeye
The Deadeye is an Ascendancy class for Rangers.
Overview
The Deadeye is an offense-oriented class that focuses on projectile damage and area of effect. This class is obviously suited for bow attacks but most of its modifiers apply to any sort of projectile, meaning most projectile attacks (such as those fired from Wands) and some spell projectiles also benefit from them.
Passive skills
Minor skills
This class has the following minor passive skills:
Notable skills
The class has the following notable passive skills:
This article describes historical game content.
Projectiles Pierce 3 additional Targets
Projectiles Pierce all nearby Targets
Powerful Precision was a notable Ascendancy passive skill for the Deadeye. It grants projectiles additional pierce targets and unlimited pierce against nearby enemies. It also grants increased critical strike chance on projectiles that pierce.
Version history
Skill | Modifiers | Prerequisite | Preceding Passive |
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Version | Changes |
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3.13.0 |
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3.2.0 |
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3.0.0 |
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2.3.0 |
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2.2.0 |
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Projectile Damage, Critical Strike Chance
25% less Damage taken from other Enemies near your Marked Enemy
Your Mark Transfers to another Enemy when Marked Enemy dies [1]
Focal Point is a notable Ascendancy passive skill for the Deadeye. It grants increased mark effect, causes marked targets to transfer the mark to another enemy when they die, and cause other enemies near the marked enemy to deal less damage to you.
Ruthless mode
20% less Damage taken from Marked Enemy
Focal Point in Ruthless mode does not grant mark effect or cause your marks to transfer to another enemy when a marked enemy dies. It also causes you to take more damage from enemies near the marked enemy, but instead take less damage from the marked enemy.
Version history
Version | Changes |
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3.22.0 |
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3.17.0 |
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3.13.0 |
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3.7.0 |
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3.2.0 |
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2.2.0 |
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References
- ↑ Bex_GGG (January 11, 2021). "Reworked and Changed Ascendancy Classes in Path of Exile: Echoes of the Atlas". Path of Exile Forums. Retrieved January 12, 2021.
Projectile Damage, Attack Speed
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 |
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3.0.0 |
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1.0.0 |
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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
Endless Munitions is a notable Ascendancy passive skill for the Deadeye. It adds two additional projectiles to all skills.
Ruthless mode
Endless Munitions in Ruthless mode is unchanged.
Version history
Version | Changes |
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3.13.0 |
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3.1.0 |
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2.6.0 |
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2.2.0 |
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Far Shot Projectile Damage, Accuracy
Projectiles have 30% chance to be able to Chain when colliding with terrain [1]
Ricochet is a notable Ascendancy passive skill for the Deadeye. It lets chaining skills chain one extra time and gives projectiles a chance to chain while colliding with terrain. Note that the projectile must have a chain remaining, and an enemy within chaining range to be able to chain off of terrain.
Ruthless mode
Projectiles have 30% chance to be able to Chain when colliding with terrain
Ricochet in Ruthless mode is unchanged.
Version history
Version | Changes |
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3.13.0 |
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3.2.0 |
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2.2.0 |
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See also
- Ulaman's GazeUlaman's Gaze
Searching Eye JewelAbyssRequires Level 40+(10-20) to Dexterity
Projectiles have 4% chance to be able to Chain when colliding with terrain per
Searching Eye Jewel affecting you, up to a maximum of 20%The Sovereign of the Well seeks dominion over the light.Place into an Abyssal Socket on an Item or into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket., which provides a similar chance for projectiles to chain off of terrain
Far Shot Projectile Damage, Attack Speed
Rupture is a debuff that causes the affected target to take 25% more damage from bleeding. It also causes bleeding on the affected target to expire 25% more quickly.
Mechanics
Up to 3 stacks can apply to both damage from bleeding and expiration rate.
Passive skills
These passive skills are related to rupture:
Ascendancy Class | Name | Stats |
---|---|---|
Deadeye | Rupturing | Critical Strikes which inflict Bleeding also inflict Rupture [1] |
Version history
Version | Changes |
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3.13.0 |
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Projectile Damage, Critical Strike Chance
15% increased Effect of Tailwind on you per Gale Force
You and nearby Allies have Tailwind [1]
Gathering Winds is a notable Ascendancy passive skill for the Deadeye.
Gathering Winds grants permanent Tailwind to the player (Tailwind increases Action Speed by 8%), and grants an aura-like effect for nearby allies. Using any skill grants one Gale Force, a temporary stackable buff that grants 15% increased effect of Tailwind per stack to the player only.
Each instance of Gale Force lasts for 4 seconds, and the player can have a maximum of 10 Gale Force. Gaining Gale Force will not refresh existing stacks' durations.
Ruthless mode
15% increased Effect of Tailwind on you per Gale Force
You and nearby Allies have Tailwind
Gathering Winds in Ruthless mode is unchanged.
Version history
Version | Changes |
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3.14.0 |
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3.13.0 |
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3.2.0 |
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Projectile Damage, Attack Speed
Version history
Version | Changes |
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3.2.0 |
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2.3.0 |
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