Disc Projectile

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Disc Spells
Disc Projectile
Disc Projectile
Summons a sharp disc projectile
Disc Projectile
Giga Disc Projectile
Giga Disc Projectile
Summons a large, serrated disc with a curious flight pattern
Giga Disc Projectile
Summon Omega Sawblade
Summon Omega Sawblade
That's a lot of sawblade
Summon Omega Sawblade
Spells To Giga Sawblades
Spells To Giga Sawblades
Transforms every projectile currently in the air into a giant sawblade
Spells To Giga Sawblades
Projectile spells that summon deadly sawblades.
Speed Scaled Spells
Infestation
Infestation
A bunch of magical sparks that fly in every direction
Infestation
Disc Projectile
Disc Projectile
Summons a sharp disc projectile
Disc Projectile
Arrow
Arrow
Summons an arrow
Arrow
Bouncing Burst
Bouncing Burst
A very bouncy projectile
Bouncing Burst
Energy Sphere
Energy Sphere
A fast, arcing projectile
Energy Sphere
Energy Sphere With Timer
Energy Sphere With Timer
A fast, arcing projectile that casts another spell after a timer runs out
Energy Sphere With Timer
Spells whose damage is scaled based on their change in speed.

Disc Projectile (also known as Sawblade) is a projectile spell that summons a physical spinning sawblade-like projectile, bouncing when hitting solid materials until its energy is spent and it falls to the ground harmless. Just like the Chainsaw, it will generate a lot of blood when damaging creatures.

This spell can cause large amounts of damage to both enemies and you.

Tips

  • While Disc Projectile’s projectile damage is affected by its speed, it lacks any projectile damage to begin with, so be sure to add Damage Plus or other modifiers if you wish to use this effect.
  • The Disc Projectile is a very effective, but dangerous, spell. It has great mana efficiency compared to many other spells, which makes it a good choice if you can compensate for the danger using it involves.
  • The Homing modifier or Homing Shots perk is very useful for making sure the discs go where you want them to. The Projectile Repulsion Field perk makes it almost completely safe. Almost.
  • When combined with the Remove Bounce modifier, this spell becomes safer to cast.
  • Enemies killed by Disc Projectile will produce corpse parts that produce large volumes of the corresponding blood type.


Speed & Damage

The Projectile damage dealt by some spells, including Disc Projectile, depends on the speed of their projectile. Specifically, base damage is multiplied by the ratio of its Final Speed and Initial Speed, i.e.:

Damage=Final SpeedInitial Speed*BaseDamage

Since all the projectiles that have this effect naturally slow down over their lifetime, the damage they cause reduces over time. If you modify them such that they speed up instead then damage increases - the effect works both ways. You can increase the ratio, and thus bonus, by reducing the initial speed, increasing the final speed, or ideally both.

  • Accelerating Shot is ideal for this since it reduces the initial speed, increases speed over the projectile's lifetime, and prevents it from losing speed from moving through the air.
    • This modifier provides no acceleration in the first frame of the projectile's life, and so alone it can't save projectiles that spawn with too little initial speed.
    • For Bouncing Burst, up to three copies can be used without additional acceleration
      Spell rubber ball.png 650px/s initial speed × Spell accelerating shot.png 0.32 × Spell accelerating shot.png 0.32 × Spell accelerating shot.png 0.32 = 21px/s, which is above the Spell rubber ball.png limit of 5px/s
    • For Energy Sphere, up to two copies can be used without additional acceleration
      Spell bouncy orb.png 400px/s initial speed × Spell accelerating shot.png 0.32 × Spell accelerating shot.png 0.32 = 41px/s, which is above the Spell bouncy orb.png limit of 20px/s
  • Heavy Shot also reduces initial speed while providing a hefty damage boost (which is multiplied by the speed damage).
  • Rotate Towards Foes is also ideal since it does not change the projectile's speed, only the direction it is moving in.

All the projectiles with this effect also have a minimum velocity below which they die. If you reduce their starting speed too much they may not spawn at all, or only when you point your wand downwards. Gravity or Anti-Gravity are easy fixes for this, providing enough acceleration to avoid early projectile death. The check for low velocity, and the recording of the projectile's Starting Speed, both happen at the end of the first frame of its life, meaning the die on low velocity speed is the lower bound for the bonus. The upper bound is the projectile's Terminal Velocity, which for all those with this effect is 1000px/s.

Since this damage is calculated as a bonus on impact it cannot be absorbed by Spells to Power. You can do it the other way around though, use Spells to Power to add damage from other projectiles to one with speed scaling - the damage absorbed by Spells to Power will be multiplied by the speed bonus at impact.


Gallery

Making mincemeat of an alchemist.
Taking friendly fire while having the Slime Blood perk.
Testing Disc Projectile in a Holy Mountain.
Disc Projectile causes enemies to leak extra blood.

History

  • Apr 8 2024: Decreased the spawn probability of 4 from 1 to 0.6.