Energy Sphere

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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.

Energy Sphere is an early game Projectile spell often found within the Mines. The normal variant is a possible starting spell. The spherical blue projectiles it creates are long-lived and follow an arcing trajectory, bouncing up to 5 times. Upon their final impact they explode with a weak digging effect, but deal no Explosion Damage Explosion damage to you or enemies.

Damage is split evenly between Projectile Damage Projectile and Slice Damage Slice types, making this somewhat like a Bouncing Burst/Disc Projectile hybrid. Energy Sphere’s damage is partly affected by speed, but this only affects its Projectile Damage Projectile damage, and not the Slice Damage Slice damage component.

There is also a Timer variant which is notable for having the longest duration Timer in Noita - 200 frames, or 3.3s. This comes at a significant mana cost increase to 50, making it one of the most expensive Timer spells. Unless you need the long Timer duration, this is unlikely to be a useful spell.

Tips

  • This spell is best in the early game due to its average stats, but isn't bad later if modified with extra damage or other effects.
  • One of a very short list of spells that inflicts Slice Damage Slice damage while not having Friendly Fire
    • Useful against enemies that have resistance to projectile damage, without the potential for accidental damage to you that spells like Disc Projectile have.
  • This spell is very useful for mitigating recoil caused by other spells.
    • Similar to how Chainsaw sets Cast Delay to zero, Energy Sphere sets Recoil to 20. Place it after spells that add large amounts of recoil and you can remove all but 20 of it. A single Recoil Damper after that will remove the rest.
  • As the spell bounces a little, it can be lobbed around corners.
  • With an explosion radius of 2, this spell can be combined with two Explosive Projectile modifiers to produce 325dmg (player-safe) explosions.
  • The Timer version with its much higher mana drain is less suited for the early game due to most wands at that stage being unsuitable for combos. If you need a timer then look for Spark Bolts with that suffix. They are very common.


Speed & Damage

The Projectile damage dealt by some spells, including Energy Sphere, 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.


Removing Recoil

A completely reasonable wand build with 7 nukes, adding 300 recoil each.

Example 1:
Inventory Icon recoil.png
Recoil2100
Wand 0821.png
Inventory Icon gun shuffle.png Shuffle
No
Inventory Icon gun actions per round.png Spells/Cast
1
Inventory Icon fire rate wait.png Cast delay
0.17
Inventory Icon gun reload time.png Rechrg. Time
0.48
Inventory Icon mana max.png Mana max
900
Inventory Icon gun capacity.png Capacity
8
Inventory Icon speed multiplier.png Speed
1.00
Octuple Spell
Octuple Spell
Simultaneously cast 8 spells
Type
Multicast
Mana drain
30
Octuple Spell
Nuke
Nuke
Take cover!
Type
Projectile
Mana drain
200
Nuke
Nuke
Nuke
Take cover!
Type
Projectile
Mana drain
200
Nuke
Nuke
Nuke
Take cover!
Type
Projectile
Mana drain
200
Nuke
Nuke
Nuke
Take cover!
Type
Projectile
Mana drain
200
Nuke
Nuke
Nuke
Take cover!
Type
Projectile
Mana drain
200
Nuke
Nuke
Nuke
Take cover!
Type
Projectile
Mana drain
200
Nuke
Nuke
Nuke
Take cover!
Type
Projectile
Mana drain
200
Nuke

This can be offset with just 11 copies of Recoil Damper.

Example 2:
Inventory Icon recoil.png
Recoil0
Octuple Spell
Recoil Damper
Recoil Damper
Recoil Damper
Recoil Damper
Recoil Damper
Recoil Damper
Recoil Damper
Recoil Damper
Recoil Damper
Recoil Damper
Recoil Damper
Nuke
Nuke
Nuke
Nuke
Nuke
Nuke
Nuke

Alternatively, copying Recoil Damper with Divide By 10.

Divide By 10
Recoil Damper
Nuke
Nuke
Nuke
Nuke
Nuke
Nuke
Nuke

Or remove almost all recoil using a single Energy Sphere.

Example 3:
Inventory Icon recoil.png
Recoil20
Wand 0821.png
Inventory Icon gun shuffle.png Shuffle
No
Inventory Icon gun actions per round.png Spells/Cast
1
Inventory Icon fire rate wait.png Cast delay
0.17
Inventory Icon gun reload time.png Rechrg. Time
0.48
Inventory Icon mana max.png Mana max
900
Inventory Icon gun capacity.png Capacity
9
Inventory Icon speed multiplier.png Speed
1.00
Octuple Spell
Octuple Spell
Simultaneously cast 8 spells
Type
Multicast
Mana drain
30
Octuple Spell
Nuke
Nuke
Take cover!
Type
Projectile
Mana drain
200
Nuke
Nuke
Nuke
Take cover!
Type
Projectile
Mana drain
200
Nuke
Nuke
Nuke
Take cover!
Type
Projectile
Mana drain
200
Nuke
Nuke
Nuke
Take cover!
Type
Projectile
Mana drain
200
Nuke
Nuke
Nuke
Take cover!
Type
Projectile
Mana drain
200
Nuke
Nuke
Nuke
Take cover!
Type
Projectile
Mana drain
200
Nuke
Nuke
Nuke
Take cover!
Type
Projectile
Mana drain
200
Nuke
Energy Sphere
Energy Sphere
A fast, arcing projectile
Type
Projectile
Mana drain
20
Energy Sphere

Gallery

A rapid fire wand containing Energy Sphere.
Attacking an enemy with Energy Sphere.
Testing Energy Sphere in a Holy Mountain.
An image of the durability scale being tested with energy spheres. All the materials of up to durability 8 have been damaged. A beam of rapid-fired energy spheres enters the scale, many of the spheres bounce out the top through a hole that previous spheres dug.
Durability test of Energy Sphere.