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Bounces have unlimited range and can hit targets all over the map. Bouncing is a powerful way to both increase the damage output of your weapon, but also allowing the weapon to deal with larger numbers of enemies. | Bounces have unlimited range and can hit targets all over the map. Bouncing is a powerful way to both increase the damage output of your weapon, but also allowing the weapon to deal with larger numbers of enemies. | ||
Projectiles have a default damage falloff of 50% when bouncing, unless the weapon have bouncing by default such as the [[Slingshot]] or the projectiles spawned by [[Lightning Shiv]]. This means the damage that each target takes is halved for every bounce. So if the first takes 20, the next will take 10, and then 5. Weapons with innate bonucing have a damage falloff of 0%. | Projectiles have a default damage falloff of 50% when bouncing, unless the weapon have bouncing by default such as the [[Slingshot]] or the projectiles spawned by [[Lightning Shiv]]. | ||
This means the damage that each target takes is halved for every bounce. So if the first takes 20, the next will take 10, and then 5. Weapons with innate bonucing have a damage falloff of 0%, dealing full damage on every hit. | |||
If a projectile has both Bounce and [[Piercing]], the Bounce occurs first. | * If a projectile has both Bounce and [[Piercing]], the Bounce occurs first. | ||
Bouncing projectiles can explode, crit, and life steal, on every bounce and pierce. | * Bouncing projectiles can explode, crit, and life steal, on every bounce and pierce. | ||
* Once a projectile Bounces, it will no longer inflict knockback. | |||
* Bouncing projectiles will not target trees, but can still kill them if they hit them. | |||
== Items == | == Items == |
Latest revision as of 17:45, 29 March 2023
Certain Items make projectiles Bounce, and some Ranged Weapons have innate Bounces.
When a weapon with bounces hits an enemy, the projectile continues in a new direction towards a random enemy. If a weapon has 3 bounces, it will hit a total of 4 times.
Bounces have unlimited range and can hit targets all over the map. Bouncing is a powerful way to both increase the damage output of your weapon, but also allowing the weapon to deal with larger numbers of enemies.
Projectiles have a default damage falloff of 50% when bouncing, unless the weapon have bouncing by default such as the Slingshot or the projectiles spawned by Lightning Shiv. This means the damage that each target takes is halved for every bounce. So if the first takes 20, the next will take 10, and then 5. Weapons with innate bonucing have a damage falloff of 0%, dealing full damage on every hit.
- If a projectile has both Bounce and Piercing, the Bounce occurs first.
- Bouncing projectiles can explode, crit, and life steal, on every bounce and pierce.
- Once a projectile Bounces, it will no longer inflict knockback.
- Bouncing projectiles will not target trees, but can still kill them if they hit them.
Items
Ricochet is the only item that can grant you additional bounces.
Name | Rarity | Effects | Base Price | Limit | Unlocked By | Tags |
---|---|---|---|---|---|---|
Tier 4 | Your projectiles gain +1 bounce -25 % Damage |
110 | Ranged Damage |
Weapons
These weapons come with innate bounces, and have 0% damage falloff on their bounces meaning they deal full damage on every bouncing hit. Any bounces granted by Ricochet also have 0% damage falloff.
Name | Class | Damage | Attack Speed | DPS | Crit Damage/Chance | Range | Knockback | Lifesteal | Special Effects | Base price | Unlocked by |
---|---|---|---|---|---|---|---|---|---|---|---|
Precise, Elemental |
1.01s |
x2 (4%) |
150 |
0 |
0 |
Hitting an enemy spawns a lightning projectile flying towards another random enemy that bounces -/1/2/3 times and inflicts 5/6/8/11 + (80%) damage |
18 |
Default | |||
Precise |
0.87s |
x1.5 (35%) |
350 |
0 |
0 |
Critical hits bounces 1/2/3/4 times |
12 |
Default | |||
Primitive |
1.22s |
x2 (3%) |
300 |
5 |
0 |
Bounces 1/2/3/4 times |
15 |
Default |