Recoil Damper

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Recoil Damper is a modifier type spell that has the sole effect of removing recoil added by other spells.

If the sum of accumulated recoil in a cast is more than 0 then, when fired, the wand will knock you backward. For 5 mana it reduces recoil by 200 - enough to offset the recoil of 4 copies of Heavy Shot.

Tips

  • This has the opposite effect to the Recoil modifier.
  • Some spells that create a lot of recoil, like Magic Bolt, are great to couple with this modifier to make them easier to use in combat.
  • There are spells that add, or subtract recoil, but some spells set recoil. E.g. Lightning Bolt sets recoil to 180, no matter what it was before. For best effect ensure all recoil reductions are after such spells - see examples below.

Alternatives

  • Without reducing the recoil stat itself, Hookbolt, Circle of Buoyancy and Summon Platform can all be used to mitigate recoil, albeit less conveniently.
    • Hookbolt adds a small amount of recoil, but the forward motion it imparts more than makes up for this, and can balance out recoil from other spells too.
    • While affected by the levitation buff imparted by Circle of Buoyancy you are unaffected by recoil from spell casting.
    • Summon Platform can be used to create a temporary wall to brace yourself against while firing.
      • Or you can use Inner Spell to cast the platform on top of yourself (recoil having no effect while embedded in terrain).
      • A similar effect can be achieved with a precisely timed Teleport such that the platform is created on the spot you just teleported to.
      • Be careful not to suffocate, the Breathless perk is handy here.

Removing Recoil

Set then Reduce

While Recoil Damper can be used alone, either via multiple copies, or using Divide By to copy the recoil reduction repeatedly, this is resource intensive and uses precious wand slots. There is a trick to getting a lot more recoil mitigation out of a single copy of Recoil Damper - pair it with a spell that sets recoil to a specific value.

Chainsaw can remove an arbitrary amount of Cast Delay because it sets the value rather than adding or subtracting from it. Similarly, some spells like Ball Lightning or Energy Sphere set the amount of recoil to an arbitrary value (120 and 20, respectively). This removes all accumulated recoil (positive or negative) up to the point the value is set. As with Chainsaw, the position of the spells in the sequence makes a difference to the end total recoil amount.

This is also why for some spells, like Lightning Bolt, you can have many of them and still experience the same amount of recoil. Each copy of Lightning Bolt sets the value to 180. When used with spells that set recoil, Recoil Damper can appear to not be having an effect if placed incorrectly. If it appears in the sequence before Lightning Bolt, the change it makes is always overwritten.

Example 1:
Inventory Icon recoil.png
Recoil180
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
Recoil Damper
Recoil Damper
Reduces the recoil when casting spells
Type
Projectile modifier
Mana drain
5
Recoil Damper
Lightning Bolt
Lightning Bolt
The primordial force of nature
Type
Projectile
Mana drain
70
Lightning Bolt
Example 2:
Inventory Icon recoil.png
Recoil0
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
Double Spell
Double Spell
Simultaneously casts 2 spells
Type
Multicast
Mana drain
0
Double Spell
Lightning Bolt
Lightning Bolt
The primordial force of nature
Type
Projectile
Mana drain
70
Lightning Bolt
Recoil Damper
Recoil Damper
Reduces the recoil when casting spells
Type
Projectile modifier
Mana drain
5
Recoil Damper

Dividing

Recoil Damper can be divided to gain its effect over and over with each copy removing 200 recoil. In wands where you are already dividing a modifier that adds recoil (e.g. Accelerating Shot or Heavy Shot) adding a copy of Recoil Damper to the block of divided modifiers is an easy way to counter all the recoil.

A basic Bouncing Burst Speed Scaling damage bonus build. Divide By and Add Trigger combine to create 40 copies of Heavy Shot (+2000 recoil) and 20 copies of Accelerating Shot (+100 recoil).

Example 3:
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
11
Inventory Icon speed multiplier.png Speed
1.00
Triple Spell
Triple Spell
Simultaneously casts 3 spells
Type
Multicast
Mana drain
2
Triple Spell
Anti-Gravity
Anti-Gravity
Applies a lifting force to a projectile
Type
Projectile modifier
Mana drain
1
Anti-Gravity
Bouncing Burst
Bouncing Burst
A very bouncy projectile
Type
Projectile
Mana drain
5
Bouncing Burst
Divide By 2
Divide By 2
Casts the next spell 2 times, but with reduced damage
Type
Other
Mana drain
35
Divide By 2
Divide By 10
Divide By 10
Casts the next spell 10 times, but with reduced damage
Type
Other
Mana drain
200
Divide By 10
Add Trigger
Add Trigger
Makes a projectile cast another spell upon collision
Type
Other
Mana drain
10
Add Trigger
Heavy Shot
Heavy Shot
Greatly increases the damage done by a projectile, at the cost of its speed
Type
Projectile modifier
Mana drain
7
Heavy Shot
Heavy Shot
Heavy Shot
Greatly increases the damage done by a projectile, at the cost of its speed
Type
Projectile modifier
Mana drain
7
Heavy Shot
Accelerating Shot
Accelerating Shot
Causes a projectile to accelerate as it flies
Type
Projectile modifier
Mana drain
20
Accelerating Shot
Rotate Towards Foes
Rotate Towards Foes
Makes a projectile turn towards your foes
Type
Projectile modifier
Mana drain
40
Rotate Towards Foes
Blood Magic
Blood Magic
Reduces a spell's mana cost and recharge time greatly, at the costs of four health points
Type
Utility
Mana drain
-100
Blood Magic

Dividing a copy of Recoil Damper too - 20 copies removes 4000 recoil - more than enough, and only 1 extra wand slot used.

Example 4:
Inventory Icon recoil.png
Recoil0
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
12
Inventory Icon speed multiplier.png Speed
1.00
Triple Spell
Triple Spell
Simultaneously casts 3 spells
Type
Multicast
Mana drain
2
Triple Spell
Anti-Gravity
Anti-Gravity
Applies a lifting force to a projectile
Type
Projectile modifier
Mana drain
1
Anti-Gravity
Bouncing Burst
Bouncing Burst
A very bouncy projectile
Type
Projectile
Mana drain
5
Bouncing Burst
Divide By 2
Divide By 2
Casts the next spell 2 times, but with reduced damage
Type
Other
Mana drain
35
Divide By 2
Divide By 10
Divide By 10
Casts the next spell 10 times, but with reduced damage
Type
Other
Mana drain
200
Divide By 10
Add Trigger
Add Trigger
Makes a projectile cast another spell upon collision
Type
Other
Mana drain
10
Add Trigger
Heavy Shot
Heavy Shot
Greatly increases the damage done by a projectile, at the cost of its speed
Type
Projectile modifier
Mana drain
7
Heavy Shot
Heavy Shot
Heavy Shot
Greatly increases the damage done by a projectile, at the cost of its speed
Type
Projectile modifier
Mana drain
7
Heavy Shot
Accelerating Shot
Accelerating Shot
Causes a projectile to accelerate as it flies
Type
Projectile modifier
Mana drain
20
Accelerating Shot
Recoil Damper
Recoil Damper
Reduces the recoil when casting spells
Type
Projectile modifier
Mana drain
5
Recoil Damper
Rotate Towards Foes
Rotate Towards Foes
Makes a projectile turn towards your foes
Type
Projectile modifier
Mana drain
40
Rotate Towards Foes
Blood Magic
Blood Magic
Reduces a spell's mana cost and recharge time greatly, at the costs of four health points
Type
Utility
Mana drain
-100
Blood Magic

Spell Ordering

Spells that add recoil

Position these spells so they are cast earlier in the wand sequence.

Bomb Cart
Bomb Cart
Summons a self-propeled mine cart loaded with explosives
Bomb Cart
Giga Death Cross
Giga Death Cross
A giant, deadly energy cross that explodes after a short time
Giga Death Cross
Plasma Beam Cross
Plasma Beam Cross
Four deadly plasma beams in a cross-shape. Look out, they can hurt you as well!
Plasma Beam Cross
Dormant Crystal With Trigger
Dormant Crystal With Trigger
A crystal that explodes and casts another spell when caught in an explosion
Dormant Crystal With Trigger
Energy Orb
Energy Orb
A slow but powerful orb of energy
Energy Orb
Energy Orb With A Trigger
Energy Orb With A Trigger
A slow but powerful orb of energy that casts another spell upon collision
Energy Orb With A Trigger
Energy Orb With A Timer
Energy Orb With A Timer
A slow but powerful orb of energy that casts another spell after a timer runs out
Energy Orb With A Timer
Fireball
Fireball
A powerful exploding spell
Fireball
Holy Bomb
Holy Bomb
Summons a bomb that... well...
Holy Bomb
Giga Holy Bomb
Giga Holy Bomb
Bigger and therefore holier
Giga Holy Bomb
Hookbolt
Hookbolt
A glowing hook that pulls the caster towards itself upon collision
Hookbolt
Iceball
Iceball
A magical ball of frozen fire
Iceball
Concentrated Light
Concentrated Light
A pinpointed beam of light
Concentrated Light
Magic Arrow
Magic Arrow
A handy magical arrow
Magic Arrow
Magic Arrow With Trigger
Magic Arrow With Trigger
A magical arrow that casts another spell upon collision
Magic Arrow With Trigger
Magic Arrow With Timer
Magic Arrow With Timer
A magical arrow that casts another spell after a timer runs out
Magic Arrow With Timer
Magic Bolt
Magic Bolt
A powerful magical bolt
Magic Bolt
Magic Bolt With Trigger
Magic Bolt With Trigger
A powerful magical bolt that casts another spell upon collision
Magic Bolt With Trigger
Magic Bolt With Timer
Magic Bolt With Timer
A powerful magical bolt that casts another spell after a timer runs out
Magic Bolt With Timer
Intense Concentrated Light
Intense Concentrated Light
A spectral wand is summoned that casts a huge beam of light
Intense Concentrated Light
Nuke
Nuke
Take cover!
Nuke
Giga Nuke
Giga Nuke
What do you expect?
Giga Nuke
Plasma Beam
Plasma Beam
An instantaneous, dangerous beam of light
Plasma Beam
Prickly Spore Pod
Prickly Spore Pod
Summons a spore pod that attaches to a surface and then grows and explodes into spikes
Prickly Spore Pod
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
Summon Missile
Summon Missile
A missile!!!
Summon Missile
Bubbly Bounce
Bubbly Bounce
Makes a projectile shoot bubble sparks as it bounces
Bubbly Bounce
Concentrated Light Bounce
Concentrated Light Bounce
Makes a projectile release a bundle of concentrated light as it bounces
Concentrated Light Bounce
Sparkly Bounce
Sparkly Bounce
Makes a projectile release damaging sparks as it bounces
Sparkly Bounce
Vacuum Bounce
Vacuum Bounce
Makes a projectile remove earth as it bounces
Vacuum Bounce
Explosive Bounce
Explosive Bounce
Makes a projectile explode as it bounces
Explosive Bounce
Larpa Bounce
Larpa Bounce
A projectile will launch a copy of itself when it bounces
Larpa Bounce
Lightning Bounce
Lightning Bounce
Makes a projectile release powerful lightning as it bounces
Lightning Bounce
Plasma Beam Bounce
Plasma Beam Bounce
A projectile launches a plasma beam upon bouncing
Plasma Beam Bounce
Bloodlust
Bloodlust
A projectile gains a hefty damage boost, but is also able to hurt you
Bloodlust
Damage Plus
Damage Plus
Increases the damage done by a projectile
Damage Plus
Mana To Damage
Mana To Damage
If the wand has more than 50 mana, all mana over that is converted into additional damage
Mana To Damage
Heavy Shot
Heavy Shot
Greatly increases the damage done by a projectile, at the cost of its speed
Heavy Shot
Recoil
Recoil
Increases the recoil when casting spells
Recoil
Accelerating Shot
Accelerating Shot
Causes a projectile to accelerate as it flies
Accelerating Shot
Explosive Projectile
Explosive Projectile
Makes a projectile more destructive to the environment
Explosive Projectile
Explosion of Thunder
Explosion of Thunder
An electric explosion
Explosion of Thunder

Spells that set recoil

Put these spells after those that add recoil, and before those that reduce it. Recoil Damper needs to be cast after these spells.

Cursed Sphere
Cursed Sphere
A projectile that brings bad luck to anyone it hits
Cursed Sphere
Dropper Bolt
Dropper Bolt
A very heavy explosive bolt
Dropper Bolt
Expanding Sphere
Expanding Sphere
A slow projectile that increases its damage over time
Expanding Sphere
Firebolt
Firebolt
A bouncy, explosive bolt
Firebolt
Firebolt With Trigger
Firebolt With Trigger
A bouncy, explosive bolt that that casts another spell upon collision
Firebolt With Trigger
Large Firebolt
Large Firebolt
A more powerful version of Firebolt
Large Firebolt
Giant Firebolt
Giant Firebolt
The most powerful version of Firebolt
Giant Firebolt
Odd Firebolt
Odd Firebolt
A somewhat peculiar bouncy, explosive bolt
Odd Firebolt
Fireworks!
Fireworks!
A fiery, explosive projectile
Fireworks!
Glowing Lance
Glowing Lance
A magical lance that cuts through soft materials
Glowing Lance
Holy Lance
Holy Lance
A fast-flying, penetrating lance that glows with power
Holy Lance
Lightning Bolt
Lightning Bolt
The primordial force of nature
Lightning Bolt
Ball Lightning
Ball Lightning
Summons three short range electrical orbs
Ball Lightning
Magic Missile
Magic Missile
A fiery, explosive projectile
Magic Missile
Large Magic Missile
Large Magic Missile
A more powerful version of Magic missile
Large Magic Missile
Giant Magic Missile
Giant Magic Missile
The most powerful version of Magic missile
Giant Magic Missile
Disc Projectile
Disc Projectile
Summons a sharp disc projectile
Disc Projectile
Arrow
Arrow
Summons an arrow
Arrow
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
Unstable Crystal
Unstable Crystal
A crystal that explodes when someone comes nearby
Unstable Crystal
Unstable Crystal With Trigger
Unstable Crystal With Trigger
A crystal that explodes and casts another spell when someone comes nearby
Unstable Crystal With Trigger

Spells that reduce recoil

Put these spells after those that add or set recoil.

Null Shot
Null Shot
Increases a projectile's duration dramatically but removes all damage and explosion from it
Null Shot
Light Shot
Light Shot
Makes a projectile move considerably faster, but deal less damage
Light Shot
Recoil Damper
Recoil Damper
Reduces the recoil when casting spells
Recoil Damper
Slow But Steady
Slow But Steady
The reload time of the wand is set to exactly 1.5 seconds
Slow But Steady
Decelerating Shot
Decelerating Shot
Makes a projectile decelerate as it flies
Decelerating Shot

See Also

History

  • Apr 8 2024: Changed the spawn probability on tier 6 from 0.6 to 0.7.