This article is about the combo finisher. For the generic game mechanic, see Projectile.
A Projectile finisher is a skill that can create a combo effect by interacting with a combo field. Projectile effects are applied directly to the skill's target, or, in case of the Water and Light fields, to a single ally adjacent to the target. Projectile finishers are unique among finishers insofar that some projectiles, particularly those from skills with no cooldown and that fire multiple projectiles, will only combo 20% of the time. For such skills, the combo indicator will still appear and the projectile will take on the visual appearance of the combo, but will not necessarily apply the additional effect.
Piercing projectiles will apply the combo effect to every enemy hit.
Combo effects by field[edit]
Related skills[edit]
Some skills only have a 20% chance to trigger a projectile finisher. These have been referred to in update notes as "small projectile finishers".
Weapon skills with a 100% chance to cause a projectile finisher
Bundle skills with a 100% chance to cause a projectile finisher
- Forceful Shot — Burst, Harpoon gun
- Kill Shot — Burst, Rifle
- Burning Shackles — Primal Burst, Harpoon gun
- Gun Flame — Primal Burst, Rifle
- Harpoon — Tool belt, Harpoon Turret
- Launch Personal Battering Ram — Tool belt, Personal Battering Ram
- Surprise Shot — Tool belt, Rifle Turret
- Throw Vine — Tool belt, Seed Turret
- Throw Wrench — Tool belt, Tool Kit
- Particle Accelerator — Tool belt, Photon Wall
- Entangling Web
- Club Shock Wave — Stolen skill
- Shoot Rifle — Stolen skill
- Throw Chain — Stolen skill
- Throw Coral Shard — Stolen skill
- Throw Crystal Shard — Stolen skill
- Throw Gear — Stolen skill
- Throw Lava Rock — Stolen skill
- Throw Net — Stolen skill
- Throw Rock — Stolen skill
- Throw Scale — Stolen skill
- Throw Vine — Stolen skill
Pet skills with a 100% chance to cause a projectile finisher
Common skills with a 100% chance to cause a projectile finisher- Aimed Shot — Discarded Rifle
- Anti-Arcanic Arrow — Vacuumagic Polarizer
- Arcanic Arrow — Vacuumagic Polarizer
- Assisted Leap
- Cake Shot — Birthday Blaster
- Cake Shot — Birthday Blaster
- Club Shock Wave — Club
- Crippling Airstrike — Grenade Set
- Crippling Shot
- Crippling Throw — Greatsword (bundle)
- Disarming Shot
- Dragon's Pounce
- Dragon's Pounce
- Dragon's Pounce
- Energy Burst — Inquest Golem Arm (bundle)
- Essence Extraction Round — Multipurpose Extraction Rifle
- Evasive Shot
- Fake Power-Up
- Fake Power-Up
- Fire — Cannon
- Gravity Pulse — Mine Detector
- Harpoon Shot — Harpoon Guns
- Head Shot
- Light Dash
- Lightning Pull
- Lightning Pull
- Lightning Pull
- Lightning Pull
- Lightning Tether
- Paralytic Dagger
- Plasma Shot — Ships of the Line Cannon
- Power Bolt — Orb of Power, Altar of Ascension
- Reel It In — Harpoon Guns
- Scatter Shot — Ships of the Line Cannon
- Scorpion Wire
- Seeking Shot — Ghostbore Musket (weapon)
- Shadow Bullet — Experimental Rifle, Failed Experimental Rifle
- Shoot Rifle — Bombardment Target Marker, Dredge Rifle, Rifle (bundle)
- Shoot Training Rifle — Seraph Training Rifle
- Single Shot
- Spread Shot — Vlast Avenger
- Stun Shot — Toy Control Pistol
- Subvert — Subversion Rifle
- Take Aim — Exterminator Rifle
- Throw Bomb — Cache of Bombs
- Throw Candy Corn — Candy Corn (object)
- Throw Chain — Chain (bundle)
- Throw Coral Shard — Coral Shard
- Throw Crystal Shard — Branded Crystals, Inquest Research Data, Crystal Shard (bundle)
- Throw Crystal Shard — Rat Cache, Depleted Power Crystal, Crystal Shard (bundle)
- Throw Dagger
- Throw Exalted Fragment — Exalted Grenade, Exalted Helmet, Exalted Plating
- Throw Fractured Forged Magic — Fractured Forged Magic
- Throw Gear — Gear (Forager Hitkiti), Shiny Stolen Gear, Rat Cache, Gear (Qabb), Gear (bundle)
- Throw High-Quality Billet — Billet Depot
- Throw Lava Rock — Lava Rock
- Throw Mushroom — Tasty Mushroom
- Throw Net — Net, Underwater Net, Net (bundle)
- Throw Ooze — Escaped Experiment
- Throw Rock — Rock, Rock (level 22), Boulder (40 copper), Rock (bundle)
- Throw Rock — Rock (bundle)
- Throw Rock — Heated Stone
- Throw Rock — Boulder (Lunatic Inquisition)
- Throw Saliva — Patli's Saliva
- Throw Scrap Metal — Piece of Scrap Metal (bundle), Scrap Metal (bundle)
- Throw Snowball — Snowball (bundle)
- Throw Vine — Vine Whip (A Sly Trick)
- Throw Vine — Plant Food, Vine
- Thrown Dagger — Old Ascalonian Dagger
- Thrown Hammer — Old Ascalonian Warhammer
- Thrown Mace — Old Ascalonian Mace
- Thrown Sword — Old Ascalonian Sword
- Thrown Torch — Old Ascalonian Torch
- Thundering Throw — Spirit Axe
- Vine Pull — Mossheart form
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Weapon skills with a 20% chance to cause a projectile finisher
Bundle skills with a 20% chance to cause a projectile finisher
Pet skills with a 20% chance to cause a projectile finisher
Common skills with a 20% chance to cause a projectile finisher
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- Projectile finishers generally apply their effects to targets that the projectile touches, and can only apply to each target once per projectile.
- Projectiles that can pass through targets more than once, like Throw Wrench, will still only be able to apply one finisher effect to each target (ie. not multiple, like once when going out and once when returning).
- A projectile that only applies its implicit effects in an area zone, such as Mortar Shot, can pass through a target and apply its finisher effect without actually applying its implicit effect to the target.
- It appears that if a projectile passes through targets (eg. Mortar Shot), its combo finisher will affect only the targets it touches; but if it dissipates on hitting a target (eg. Surprise Shot), it will apply its finisher effect in a small radius around the target, provided it does not miss.
- In this way, it is sometimes possible to affect yourself with your own projectile finishers, for example if they travel slowly and you can run into their path (eg. Mortar Shot), or if you stand close enough to an enemy as the projectile finisher dissipates on it (eg. Surprise Shot).
- If you are too close to a target (basically, if your hitboxes are touching), projectiles may not take on their combo effect, due to the projectile not "passing through" enough of the field.
- It appears that projectile finishers may prioritise targets based on what that target requires, so a healing projectile may not apply Regeneration to targets that already have full health.
See also[edit]