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Spectral_Throw

Old: chuanhsing#2097 2021-08-16 21:33:00

New: Yueren 2021-08-20 11:27:15

OldNewDifferences
1-# Obliteration
2-## Interactions
3-Enemies you Kill have a 20% chance to Explode, dealing a quarter of their maximum Life as Chaos Damage is the same mod as [[Profane Bloom]]. The chance stacks additively but the damage stays the same.
1+# Spectral Throw
2+[[Spectral Throw]] is an attack skill. It throws the current melee weapon at an enemy and returns to the player, dealing damage to enemies in its path.
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5-Ex: Killing a cursed enemy with Profane Bloom while dual-wielding Obliteration will give you a total of 80% chance for enemies you kill to explode (20% * 2 + 40%).
4+## Skill Functions and Interactions
5+- **Projectiles** created by Spectral Throw follow a "boomerang" path: they start at high speed, slow to a stop, and return to the thrower. If the thrower moves after the throw, the projectiles will home in on the thrower after they have slowed to a stop; in particular, moving towards from the direction of the throw will shorten the duration and moving away will lengthen it. Enemies can be hit more than once by the same projectile; an enemy can be hit once (per attack) every 0.3 seconds.
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7+- **Automatic Piercing**: Spectral Throw has a 100% chance to pierce enemies. This means that [[Pierce Support]], [[Chain Support]], and [[Fork Support]] have no effect. Projectiles cannot pass through terrain obstacles; they will turn back if they were traveling outbound and disappear if they were traveling inbound.
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9+- **Multiple Projectiles**: [[Lesser Multiple Projectiles Support]] and [[Greater Multiple Projectiles Support]] are effective on Spectral Throw, and enemies can be hit by more than one projectile in the same salvo. However, the 0.3s cooldown on hits is applied per attack, not per projectile, which means that it is not possible to "shotgun." However, if the thrower moves or some of the projectiles encounter a terrain obstacle before reaching their maximum range, this may stagger their returns enough to allow more hits.
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11+- **Damage Modifiers**: Spectral Throw is classified as an Attack and will benefit from <span class="text-mod">x% increased Attack Speed</span> but not from <span class="text-mod">x% increased Casting Speed</span>. Similarly, it is a projectile rather than a melee attack and benefits from <span class="text-mod">x% increased Projectile Damage</span> and <span class="text-mod">x% increased Damage (with Weapontype)</span>, such as <span class="text-mod">x% Increased Physical Damage with Two Handed (or One Handed) melee weapons</span>, but it will not benefit from mods such as <span class="text-mod">x% Increased Melee Damage</span> or <span class="text-mod">x% increased Melee Physical Damage</span> .
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13+- **Range and Projectile Speed**: The skill has a base range of ~45 units, or roughly 60% of the way to the right edge of the screen, which is increased by projectile speed.
14+<span class="text-mod">Projectile Speed</span> modifiers affect the initial speed but not the acceleration (approx. 109.09 units/second). Therefore, assuming the thrower stands still:
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16+ - Duration is proportional to the projectile speed. The base duration for the projectile to return to its origin is ~1.833 seconds.
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18+ - Range is proportional to the square of the projectile speed; even a level 1 [[Faster Projectiles Support]] will increase range by 69% which is sufficient to reach the edge of the screen. Targeting range is adjusted accordingly.
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20+ - Projectiles travel their slowest when they are at their limit of the range and will therefore cause the maximum number of hits near there. Projectile speed affects the distance but not the effectiveness at which this occurs. With optimal positioning the skill can hit 3-4 times, or 4-5 times with the <span class="text-mod">30% reduced Spectral Throw Projectile Deceleration</span> helm enchantment (depending on the size of the target).
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22+- **Dual Wielding**: Dual Wielding while using Spectral Throw will cause the player to alternate weapons each attack.
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24+- **The size of the projectile** is half of the weapon's base range (rounded down). Passive skills that affect the melee range have no effect.