Mechanic

Pierce

A Projectile that Pierces damages a target and continues through it instead of ending at that collision.
0.5.4d
Current data

Catalog version 0.5.4d

No direct 0.5 patch change is linked to this page. The displayed values are current for catalog version 0.5.4d.

What Pierce does

Current rules

Each successful Pierce lets the Projectile pass through one target while still damaging it. Pierce is checked after Split and before Fork or Chain. A Projectile with one remaining Pierce passes through the next target, then can Fork or Chain from a later target after its Pierce count is exhausted. A Projectile that Pierces all targets never reaches enemy Fork or Chain behavior.

Pierce continues through the target
The Projectile still damages the target, then continues along its path instead of ending at that collision.
A count is spent per successful Pierce
Pierces an Enemy allows one successful Pierce. Pierce all Targets has no finite enemy count. A chance to Pierce is checked independently at each eligible collision.
Split happens before Pierce
If the Projectile can Split and has not already Split, the first eligible collision uses Split before Pierce is considered.
Pierce happens before Fork and Chain
A collision resolved as a Pierce does not also Fork or Chain. When finite Pierce is exhausted, a later collision can proceed to Fork and then Chain.
Pierce all can prevent later enemy behaviors
Because Pierce has higher priority, a Projectile that always Pierces enemies will not Fork or Chain from an enemy. Terrain can still end the Projectile or activate a separate terrain behavior.
After Piercing modifiers need a completed Pierce
A modifier that applies after Piercing begins only after the Projectile has successfully Pierced an enemy. It does not modify the first hit before that Pierce unless its wording says otherwise.

How this behavior applies

7 cases
01
Pierce I

Projectiles Pierce one enemy and deal 20% less Damage after they have Pierced an enemy.

Related: Pierce I
02
Pierce II

Projectiles Pierce one enemy without the after-Pierce damage penalty used by Pierce I.

Related: Pierce II
03
Pierce III

Projectiles Pierce all targets and deal 20% less Damage for each enemy they Pierce.

Related: Pierce III
06
Return conditions

Drillneck can make Attack Projectiles Return after enough Pierces. Ironbound can make Arrows Return after Piercing a target with Fully Broken Armour.

Related: Drillneck, Ironbound, Returning Projectiles, Armour
07

Limits and exceptions

6 rules
  • Pierce is a Projectile collision behavior. Resistance Penetration is a separate damage calculation.
  • A successful Pierce does not also Fork or Chain at the same collision.
  • Pierce all Targets can prevent enemy Fork and Chain from ever occurring.
  • Terrain cannot be Pierced.
  • A Projectile can still end because of maximum travel distance, duration, terrain, or another skill-specific rule.
  • A damage penalty that says after Piercing does not apply before the first successful Pierce.