Far Shot

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For the Deadeye ascendancy passive skill, see Far Shot (Ascendancy passive).

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: 1000
Throws 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 Damage
Place 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) Projectiles
Place 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: 750
Infuses 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 Ailments
Place 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.

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

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.

NameFor generated item/monster modifiers the minimum item/monster level respectively. Some generation types may not require this condition to be met, however item level restrictions may be raised to 80% of this value.Stats
BetrayalUpgradeMonsterFarShot_130% increased Projectile Damage (Hidden)
Deals up to -30% less Damage at minimum Range (Hidden)
MonsterFarShotDisplay1N/A
MonsterFarShotPenaltyOnly1Deals up to -30% less Damage at minimum Range (Hidden)
MonsterFarShotPenaltyOnly601Deals up to -60% less Damage at minimum Range (Hidden)
MonsterFarShotPenaltyOnly801Deals up to -80% less Damage at minimum Range (Hidden)
MonsterGreaterFarShot140% increased Projectile Damage (Hidden)
Deals up to -80% less Damage at minimum Range (Hidden)
MonsterLesserFarShot120% 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:

ItemBase ItemRequired levelStats
The FledglingThe Fledgling
Lacquered Helmet
Armour: (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 Shot
The single well-placed arrow that changes the world must be preceded by ten thousand practice shots.
Lacquered Helmet51(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 Sword
One 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 metres
Requires 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 Shot
By wind and wing they are carried,
Their fates not theirs to control,
Yet the fates of others dragged in their wake.
Eternal Sword66+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 Bow
Bow
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 Bow66(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

NameStats
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
NameStats
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
  • 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).
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.
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.

References

ru:Дальний выстрел