Faster Projectiles

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Faster Projectiles is a perk that adds an extra wand effect which can increase the initial firing speed of projectiles. The speed increase is based on the number of qualifying spells multicast together, and modifies projectile speed in a similar way to spells like Speed Up. In common with Fly Upwards and Fly Downwards, this perk can be used to raise the Speed Multiplier above its usual 20✕ limit.

Tips

  • For each spell of type Projectile, Static Projectile or Material, that is multicast together, Faster Projectiles increases the Speed Modifier by 75%
    • This happens as each spell is cast by the wand, after the spell's action.
    • Speed Multipliers for counts of qualifying spells multicast together (using the default base multiplier of 1✕):
One:   1.75✕ (base ✕ 1.75)
Two:   3.06✕ (base ✕ 1.75 ✕ 1.75)
Three: 5.36✕ (base ✕ 1.75 ✕ 1.75 ✕ 1.75)
Four:  9.36✕ (base ✕ 1.75 ✕ 1.75 ✕ 1.75 ✕ 1.75)
Five: 16.38✕ (base ✕ 1.75 ✕ 1.75 ✕ 1.75 ✕ 1.75 ✕ 1.75)
Six:  28.67✕ (base ✕ 1.75 ✕ 1.75 ✕ 1.75 ✕ 1.75 ✕ 1.75 ✕ 1.75)
 -- This exceeds the usual speed multiplier cap of 20✕ --
  • Spells that add multiple projectiles only increase the multiplier once per spell, not per projectile.
  • Copies of spells made using the Greek Spells, Divide By etc. do not contribute toward increasing the multiplier, but do benefit from the effect added due to other spells.

Projectile Speed

speedmodify
Spells that alter the speed multiplier
Nuke
Nuke
Take cover!
Nuke
Giga Nuke
Giga Nuke
What do you expect?
Giga Nuke
Slimeball
Slimeball
A dripping ball of poisonous slime
Slimeball
Light Shot
Light Shot
Makes a projectile move considerably faster, but deal less damage
Light Shot
Anti-Gravity
Anti-Gravity
Applies a lifting force to a projectile
Anti-Gravity
Gravity
Gravity
Increases the effect gravity has on a projectile
Gravity
Fly Downwards
Fly Downwards
Causes a projectile to aim straight downwards a short time after casting
Fly Downwards
Fly Upwards
Fly Upwards
Causes a projectile to aim straight upwards a short time after casting
Fly Upwards
Chaotic Path
Chaotic Path
Causes a projectile to chaotically fly wherever it wishes
Chaotic Path
Slithering Path
Slithering Path
Makes a projectile move rapidly in a slithering manner, like a snake
Slithering Path
Accelerating Shot
Accelerating Shot
Causes a projectile to accelerate as it flies
Accelerating Shot
Decelerating Shot
Decelerating Shot
Makes a projectile decelerate as it flies
Decelerating Shot
Projectile Energy Shield
Projectile Energy Shield
Gives a projectile a shield that deflects other projectiles
Projectile Energy Shield
Speed Up
Speed Up
Increases the speed at which a projectile flies through the air
Speed Up
Explosive Projectile
Explosive Projectile
Makes a projectile more destructive to the environment
Explosive Projectile
The speed multiplier affects how fast projectiles multicast together start off moving. It is usually capped at 20×.

Projectiles are created with either a fixed initial speed, or one picked at random from a range between a minimum and maximum value. Variation in initial speed translates into a variation in range. Most projectiles are capped to the default Terminal Velocity of 1,000px/s, and if spawned with a higher initial speed will instead travel at this limit. Lightning Bolt is a notable exception to this (having terminal velocity disabled) and can move a lot faster - up to the upper limit of 61,440 px/s.

The initial speed of a projectile can be changed by other spells (see spells that modify speed for a list) and some perks, notably Faster Projectiles. Some modifiers also alter projectile speed over time, e.g. Accelerating Shot/Decelerating Shot. Projectile top speed is still capped by Terminal Velocity, although a projectile with high acceleration will reach top speed again more quickly after being slowed down. The multiplier for initial speed usually caps at 20×, but Fly Upwards/Fly Downwards can be used to raise the multiplier beyond this.

Slow moving projectiles can be hard to aim, the target has usually moved by the time they arrive and you need to, at the least, lead your target (i.e. shoot at the point you predict they will be when the projectile gets there). Enemies in the game are pretty good at this, so try not to move too predictably.

Homing modifiers also help avoid misses - they all work slightly differently making them suit different projectiles better. Very slow moving projectiles like Pollen can be useful for doing damage over time using modifiers like Damage Field - hitting the target directly isn't necessary.

Along with lifetime, speed also determines the maximum range of a projectile. It's often not possible to increase projectile range by increasing speed (due to the Terminal Velocity cap), in which case try increasing lifetime instead.

Some projectiles also have a speed below which they die immediately, both when initially spawned, and each game frame after any acceleration is applied. Some projectiles do more damage if their speed when they hit an enemy is higher than their initial speed when fired.


Gallery

Example of projectile speed scaling with multicast