Benniehench03
Joined: 28 Sep 2026 Posts: 4
Location: New York
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Posted: Tue Sep 29, 2026 10:31 pm Post subject: U4gm Hero Siege Projectile Farming and Boss Damage |
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Projectile builds have always depended on more than raw weapon damage: firing rate, shot count, and the space between targets all shape a run. The September 1 update makes that relationship more interesting by extending Ricochet beyond Monsoon to all ranged projectiles, while also optimizing damage-over-time modifiers on projectiles. For players weighing gear and Hero Siege Gold, the practical question is whether these changes improve a whole farming route or only certain encounters.
Ricochet rewards favorable enemy layouts, not simply a higher character sheet number. Its value rises when a shot can travel through several targets and continue toward another, turning positioning into part of the build's damage cycle.
Dense Packs Turn Extra Shots Into Coverage
Against clustered monsters, a projectile that connects with one target may reach others nearby. That makes Ricochet especially useful in crowded rooms, where enemies naturally gather along narrow paths or around the player. Each successful bounce can extend the reach of an attack without requiring a separate shot for every monster.
Projectile count strengthens this effect. A weapon that fires several shots can cover more angles and has a better chance of finding a useful chain through a group. More projectiles do not guarantee proportionally faster clears, though: shots may overlap on the same targets, miss when enemies shift, or run out of nearby targets before bouncing again.
Attack speed adds another layer. Faster firing can keep pressure on a pack and make missed shots less costly, but it does not improve the route a projectile takes after impact. When enemies are already falling quickly, extra attack speed may contribute less than a weapon setup that sends shots through more of the group.
Spread-Out Enemies Change the Calculation
Ricochet is less reliable when enemies are separated. A projectile may hit its first target and find no suitable nearby enemy for a follow-up, leaving the bounce mechanic with little work to do. In open areas, the player's firing angle and distance can matter as much as weapon stats.
Movement can help bring enemies into better positions. Pulling a scattered group toward a doorway or turning a corner before firing may create a chain that was not available across open ground. This takes time, however, so repositioning only pays off when the resulting hits save more time than the maneuver costs.
Clear Speed Is Not the Same as Boss Damage
Bosses usually present a single durable target, which removes the main advantage of repeated bounces. Ricochet may still help if the fight includes nearby enemies, but its pack-clearing value should not be mistaken for a direct increase in damage against an isolated boss.
For a farming build, that distinction can guide weapon choices. A projectile setup tuned for broad coverage may make ordinary rooms faster, while a focused setup with stronger single-target output can perform better against bosses. Players who want both should consider how much of a run is spent clearing packs versus fighting isolated targets.
Build Around the Route, Not the Tooltip
The projectile DOT optimization also matters most when damage-over-time effects are part of the attack pattern. A projectile that tags several enemies can spread pressure across a pack, but the benefit depends on hits landing and targets remaining in range long enough for those effects to matter. Testing in actual farming areas gives a clearer result than judging the mechanic from a single stat.
Overall, Ricochet makes projectile farming more sensitive to crowd shape, shot density, and firing rhythm. It can meaningfully improve clears when monsters are close enough to sustain a chain, yet offer little against a lone target. Players comparing upgrades or Hero Siege Gold for sale should weigh the areas they farm most, since efficient pack clearing and strong boss damage remain separate goals. |
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