A spell that duplicates the next spell into a number of copies, 2, 3, 4 or 10, while reducing their damage dealt. Will only reduce projectile damage. All other damage types apply as normal. It doesn't quite behave like a spell in itself in every situation, and it applies cast delay like a modifier (even though it's technically not that either).
The first 3 divider spells (2, 3 and 4) are unlocked by opening the Coral Chest while the divider for 10 is unlocked by bringing the Curse of Greed to the Avarice Diamond in The Tower.
How it Works[]
Please note that this page is highly incomplete and does not adequately explain these spells. They are very complicated. This is still a good introduction to the function of Divides, but for a far more comprehensive and detailed understanding of them, check out the Divide By Guide.
Here are the basics:
When applied directly to projectiles, it acts similar to a multicast array containing the duplicated spell (with reduced damage).
Example A[]
Is the same casting order as:
Example B[]
This works with modifiers and after triggers as well, so:
Is mechanically equal to:
Those multicasts are never actually created though, they're just there to illustrate behavior. In actuality, the original spell is deleted and new spells (with reduced damage output) are created in their place and cast at the same time.
When Divide by # is applied to a modifier, the spell works a bit more strangely.
Example C[]
This setup:
Becomes equivalent to this:
Note how somehow an extra Damage Plus appeared? The spell (for some reason) cannot properly divide a modifier. Instead it just creates two copies and doesn't delete the original, thus bringing the total to 3.
Example D[]
It's the same for multicasts.
This:
Becomes this:
Example E[]
Each divide by spell has a recursion limit. Divide by 2 has a limit of 4, Divide by 3 and 4 have a limit of 3, and Divide by 10 has a limit of 2. Once this recursion limit is exceeded, chaining more division spells will have no effect.
This:
Will cast 100 spark bolts as expected, since the first division will cast the second division 10 times.
But this:
Will still only cast 100 sparks bolts, since the third Divide by 10 exceeds the recursion limit of 2.
The recursion counter is shared for all division spells so this:
Will cast 20 spark bolts, while this:
Will cast 200 spark bolts.
Example F[]
Things becomes more complicated when division spells are placed after a multicast.
In this example:
The multicast will cast these four blocks, in order:
Notice how the second casting block begins with the spells following the first block, but is followed by the divide by's and spark bolt. Each following block starts one spell further on the chain of divide by's. A chain n divide by spells needs a n+1 multicast in order to cast all possible blocks. Each of these blocks will have its own recursion counter.
Notes[]
- The virtual copies do not need extra free spell slots in the wand to function, so can be used to make even low capacity wands fire many more spells than normal.
- The deletion effect missing from examples C and D will (if possible) be displaced to later in the wand on a real projectile spell, at first opportunity. Thus you will see less than the expected amount of projectiles being fired.
- There is a bug where divide by's do not recurse properly when applied to modifiers unless the recursion limit is exceeded. A chain of n divide by's under the recursion limit will duplicate a modifier n*m+1 times, where m is type of the last division in the chain. The type of the divisions before the last one does not affect this number.
- Since divide by's ignore the mana drain of the spell they're copying, they can be used to divide other stronger 'copy' spells, such as Omega, while bypassing their mana drain. This can also create a feedback loop, with Omega recasting the divide by, which casts Omega again, and so on, until the recursion limit is reached; all for the low cost of the initial divide by's mana drain. Caution should be taken however, as a simple Divide By 4 on Omega with a Black Hole, for example, will cause the game's framerate to drop to 1 or slower, and can crash the game.
Gallery[]
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