Return
Old: Yueren 2021-08-26 14:45:34
New: Yueren 2021-08-26 14:58:20
| Old | New | Differences | |
|---|---|---|---|
| 1 | - | # Return | |
| 1 | + | # Return | |
| 2 | + | **Return** is a behavior of [[projectile]]s that causes them to attempt to return to the entity that fired them after they [[hit]] a target. | |
| 3 | + | ||
| 4 | + | ## Mechanics | |
| 5 | + | Only one projectile behavior can be applied each time a projectile hits a target. Return has fourth priority for projectile behaviors, preceded by [[pierce]], [[fork]] and [[chain]]. | |
| 6 | + | ||
| 7 | + | When a projectile returns, it bounces off the target it hits and continues in the direction of the entity that fired it. If the entity that fired the projectile no longer exists—as is the case if it was fired by a [[trap]] or [[mine]]—the projectile will attempt to return to the last known location of the firing entity. A projectile can only return once. | |
| 8 | + | ||
| 9 | + | Projectiles apply their on-hit effects to each target they return from or otherwise hit. For example, [[Essence Drain]] will apply its debuff to each target a projectile hits. Skills such as [[Ice Shot]] and [[Kinetic Blast]] apply their on-hit area damage effects each time a projectile hits a target. The explosion behavior of some projectiles, such as [[Fireball]] and [[Creeping Frost]], is not an on-hit effect and occurs only when a projectile ceases to exist. |