A Summary of Orbshot

Basic Info -

Introduction -

Orbshots are a new cannonball type added in Full Release that allows you to inflict DoTs to ships.

Making it very helpful and useful for those that lack any means of inflicting DoT to ships for one reason or another. Or to give those that have the ability to inflict DoT to ships to have more DoT applied.

.

Orbshots and How to Obtain / Make Them -

Orbshots are a Potion turned Cannonball, so they can only be made at a cauldron. This by extension also allows you to use 2 separate DoT at Brewing lvl 6.

Orbshots use Dolomite, a rare quality catalyst that has Undersea Volcanoes as the primary obtainment method. They can also be obtained by the Harvesting Fleet Task, assuming you are at Harvesting lvl 3.

Additionally, the game will actively prevent you from placing Dolomite or a reagent into the cauldron if they are not a compatible reagent. As such there are only 4 DoTs that you can use for Orbshot, as well as Luck for whatever reason.

The reagents that can be used to make the 4 DoTs are as follows.

Scorched:

  • Skyfire Bloom (T1-T3) obtained from islands with grass that were struck by Lightning (Can be grown).
  • Scorched Metal Shard (T4-T5) obtained by chests or fishing.

Burning:

  • Coal (T1-T3) obtained by breaking rocks
  • Liquid Starlight (T4-T5) obtained by Starlight pools in Dark Sea.

Corroding:

  • Caustic Fabric (T1-T3) obtained from chests or fishing.
  • Tartarus Tears (T4-T5) obtained from Magma Dark Sea islands.

Melting:

  • Magmatic Stone (T1-T3) obtained by breaking rocks.
  • Tears of Gaia (T4-T5) obtained from Dark Sea Islands.

Remember that you can have more than 1 DoT if you have access to 2 reagent slots from lvl 6 Brewing. Heavily recommended to do so, more on why in a bit.

Additionally, despite being made through a cauldron, Orbshots cannot be combined in the Combine Potions tab at lvl 10 Brewing.

Meaning any existing single DoT Orbshots you have, will not be able to be combined into a Dual DoT Orbshot.

.

How to get Dolomite -

Brief summary on Undersea Volcanoes and Dolomite:

  • Undersea Volcanoes do not have preset spawn locations to our knowledge, meaning you will have to find them around the map.
    • Make use of T3 Clearsight or better, T2 also technically works but won’t be as sufficient as T3.
    • Use Clearsight to see underwater better and to look around for Undersea Volcanoes. On top of spotting any erupting volcanoes in the distance.
  • Dolomite only spawns if the Undersea Volcano is actively erupting.
    • While in the water and when it is erupting, your HP will rapidly fall, which is around the same rate as the HP drain when you are drowning.
    • It isn’t clear if Dolomite will stick around once the Volcano has finished erupting however. Explained below.
  • (Likely unintended) Dolomite will despawn 3 to 5 or so seconds after spawning in.
  • Diving Set with High Def, Max Water Breathing, and as Much Swimming speed possible is heavily recommended.
  • Dolomite can be obtained if your Harvesting Task is at lvl 3.
  • Using Catalyst Bags is an okay source of obtaining Dolomite.
  • You have a chance of obtaining Dolomite from chests.

Simply put, Harvesting is the most consistent and your best obtainment method as of now.

Barring the fact that Undersea Volcanoes are a bit hard to find unless they’re actively erupting. Dolomite’s spawning mechanic is effectively bugged to the point of being mostly non-functional.

A more in depth explanation of Dolomite’s spawning mechanic situation will be present in the Intermediate Info section.

.

Where to View Orbshots, Its Stats, and DoT Functionality -

Where to view Orbshots -

Orbshots are a new cannonball type, meaning that will not show up in your regular inventory.

You can view the Orbshots you have in the Firepower tab in the Shipyard menu (U by default) like all the cannonballs and ship related parts.

Orbshot Stats -

Orbshot is functionally no different than the other cannonball types in terms of stats. Meaning that its Dmg, Range, and Explosion Size are consistent regardless of the DoT(s) being used.

There are 2 differences with Orbshot though, particularly with the inclusion of Potency. Presumably potency will change depending on your brewing level as well as the cauldron you use.

.

Whether it will meaningfully change how DoT performs needs further testing, but you’ll want perfect brewing and access to double reagents anyways. Barring that you don’t have both already, in which you really should get perfect brewing at the least.

Additionally, we doubt its worth your time to go out of the way to get Imbued or especially Divine versions of Orbshot.

.

The other difference of course is the DoT(s) being used, the tier that it is at, and the listed duration of the Orbshot in question. Though Scorch Orbshot is the only Orbshot present that has a different duration time.

.

Orbshot Stats T1-T4 (Melting):

  • The status duration remains the same regardless of the tier of the DoT for all DoTs of Orbshot.

Remaining Orbshot Stats (T1):

Dual DoT Orbshots:

  • These are just two examples of the Dual DoT Orbshots, you can mix Corroding and Scorched, Corroding and Burning, etc.
  • Using two DoTs will shorten the duration of both, but this does not matter for reasons listed in a bit.
  • This shortened duration is due to how using two Reagents work.

Other Commonly Used Cannonballs for Comparison:

DoT Functionality -

Orbshot’s DoT has a set of rules that are a bit hard to explain but very simple and straight forward in practice and execution.

For starters, Orbshot does not apply 1 single ticking DoT or 1 ticking DoT for both DoTs in Dual DoT Orbshots. Orbshots individually apply the DoT they have during a volley, meaning that can DoT Stack.

There are limitations in place with this DoT stacking however (thankfully and unfortunately). Simply put, you must wait for the existing active DoT you inflicted with the first volley of Orbshots to wear off.

Meaning that if there is still actively ticking DoT present on a ship from the Orbshot you used earlier. Using Orbshot still will not re-proc the DoT Stacks until the DoT wears off fully and completely.

This essentially forces you to use Orbshot and then swap to another Cannonball type, then swap back to Orbshot once DoT wears off. Hence why its reccomended that you use Heavy Explosive cannonballs in conjunction with Orbshot.

Thus the optimal method is:

Orbshot → Heavy Explosive → Orbshot (once DoT wears off).

This also does mean that you can have a 3rd DoT present through the use of Arcanium and theoretically a 4th DoT. This will be elaborated on in the Intermediate Info section though, since this chapter is about Orbshot’s DoT functionality, not capability.

.

However that’s not all with how DoT functions for Orbshot, because there’s a crucial detail we left out till now.

The Duration listed for Orbshots is outright misleading.

Orbshots despite the duration stat on them, do not follow their respective 18-25s. They instead however, follow the same calculation logic as Player Magics with DoT.

More info and an explanation in detail on what’s going on is in the Intermediate Info section.

But simply put since this is the Basic Info section:

.

Scorched lasts for 3 seconds by default.

Burning lasts for 5 Seconds by default.

Corroding and Melting last for 10 Seconds by default.

The durations of the DoT can be increased by having more Dmging cannons, but only by a second in testing with Fire Arcanium cannons.

Since duration on the Orbshot stats don’t actually do or mean anything. This also applies to the Dual DoT Orbshots, making it there’s virtually 0 reason to not use them. Unless you straight up happen to lack the reagents for the DoTs.

.

But wait, don’t go making those high tier Orbshots just yet! There’s more!

Currently as of v1.20.22.1 and by extension as of writing this, this approach of using the Magic DoT formula players use. Consequently has caused the higher tiers of a DoT for Orbshot to be completely no different that the T1 versions.

Be it because of a bug, or simply an unintentional consequence of using this formula calculation (which we have largely no problem with.)

It effectively means that there is not only 0 reason to use T2-T5 DoTs. There is the additional fact that there’s no real reason not to use Dual DoT Orbshots.

.

You can probably start to guess on what we’re getting at here now, with the amount of shenanigans this thing introduces.

Though there’s still another elephant in the room waiting and wanting to be addressed.

.

Orbshot’s Weird Cannonball Selection Order and Priority -

Now the information in this chapter is something we want you all to read if you decide to go ahead with Orbshot.

Orbshot’s cannonball selection for whatever reason is really buggy. Not to the point of being non-functional, but its still disrupted to a decent extent.

What’s happening is that if you use multiple types of Orbshot, be it different tiers, or the Dual DoT Orbshots. Orbshot’s cannonball selection has very weird bugged behavior:

First Weird Behavior -

Orbshot in the cannonball selection mention, has this weird order of priority in place. Meaning that if you try to use an Orbshot that is below 1 or more Orbshots, it will fire the Orbshot at the very top of the selection list.

It may be able to be fixed if you swap to a different cannonball like Hvy Explosive and then the Orbshot you wanted. But from what we could test around with and can remember, this wasn’t a guaranteed fix.

Meaning the solution to this issue is to either store the Orbshots at the bank to reorganize the order, use all of the Orbshots up, or sell the Orbshots directly.

Basically making it where you have to choose a type of Orbshot and stick with it for whatever reason for an optimal experience or consistency.

Letting you all know of this wierd behavior in advance in-case you encounter it, and know what to do.

.

Second potential weird behavior -

If you fired a specific type of Orbshot in a server and serverhop, the next Orbshot you select regardless of whether its the same one or not. Will fire the Orbshot you used in the last server.

This is probably because the First Weird Behavior, and we doubt this Second Weird Behavior is the cause for the first one. We haven’t tested this weird behavior and only remember ecountering it once.

But either swapping to a different cannonball or the methods used in the First Weird Behavior will solve it.

.

Known Bugs with Orbshot -

The Cannonball Selection Menu has a weird selection order and priority, its explained above this chapter.

Orbshot’s tiers do not differ from another and default to the T1 DoT Calculations for some reason. Higher tiers should be more in line with their Player/NPC Magic counterparts. Or more accurately be line with how tiers work for DoT potions.

Orbshot’s cannonballs have a chance to deal no Dmg and only apply DoT. How and why this can occur isn’t known yet. But something to know whenever it happens to you, our guess is that it’s related to Arcaniums no longer applying their DoT sometimes.

.

Conclusion for Basic Info -

To wrap up what we’ve discussed thus far:

  • Orbshots are a new cannonball type made with the cauldron to use up to 2 DoTs.
  • Orbshots are made from Dolomite and another compatible reagent.
  • There’s currently only Scorched, Burning, Melting, and Corroding as the available DoTs.
  • Harvesting lvl 3 and higher as of now is your best consistent method on obtaining Dolomite.
  • Orbshots can be seen in the Shipyard menu not your Inventory.
  • Orbshots are statistically no different than other cannonball types aside from 2 stats.
  • Orbshots can DoT stack, but not continously stack DoT or apply another round of DoT until first DoT wave has worn off.
  • Use Orbshot in combination with other Cannonball types to maintain DPS and maximum Dmg output.
  • The duration for Orbshots are misleading, a lie, fake.
  • There’s no reason not to use Dual DoT Orbshots.
  • There’s 0 benefit or reason to use T2-T5 Orbshots, use T1.
  • That there is a weird cannonball selection priority and order with Orbshot for whatever reason.

With this in mind, we implore you give them a try, make sure you you’re T1 Dual DoT Orbshots, and go shred those ships

None-the-less we congratulate you for reading this far down, and apologize in advance for reading into the further info tier sections.

If you plan on to continue reading onto the next info tier sections you’ve earned our praise.


Intermediate Info -

Introduction -

Welcome to the Intermediate Info section, new information isn’t necessarily going to be presented here. At least, it shouldn’t be anything new as we’re mostly just explaining things in more depth.

.

Dolomite, Dolomite, Dolomite -

Don’t we have a some words with Dolomite’s spawning mechanic . .

Dolomite’s intended spawning mechanic is rather simple and is virtually no different to other reagent spawning mechanics for all intents and purposes.

But to recap, Dolomite spawns when an Undersea Volcano is actively erupting it will not spawn under other any other conditions. While in the water, and while the volcano is erupting, you will rapidly lose HP at a similar rate to drowning.

There is 1 maybe 2 approaches you can do:

Approach #1 is using a Diving Set with high hp with either max Water-breathing and as much swimming speed. Or a diving set with as much Swimming speed as possible w/ T5 Water-breathing.

Then going to where the Undersea Volcano is at directly, pop a revealing pot, and quickly swim in and out collecting the Dolomite.

Approach #2 isn’t a fully confirmed one, since it quite literally has only happened to us once and never again. But you can in theory wait until the eruption is over and collect the Dolomite present that way.

.

The problem with either approach is assuming that the intended spawning mechanic works properly in the first place . .

In our experiences with Undersea Volcanoes, its not uncommon to find that they straight up don’t spawn in Dolomite while erupting. Or the more egregious and painful aspect is when they do spawn in while the volcano is erupting.

But they spawn in, and then disappear after 3-5 seconds or so, or spawn in and are unreachable because they are inside the non-destructible volcano. The first instance isn’t clear on why this is the case, with the second one being a matter of fixing the spawning location of Dolomite.

Our first best guess on the first instance is its a matter of the despawn timer being too quick. Whether this is a bug or smth needing to be changed still doesn’t change the fact that it’s a pain to get a single Dolomite.

Our second guess has no real basis, but wouldn’t surprise us if the eruption itself is conflicting/deleting the Dolomite.

.

Orbshot’s DoT Calculation Formula.

So this is where things get, interesting . .

As mentioned in the Basic Info section, Orbshot’s DoT follows the same formula calculations used for Magic DoTs Players and NPCs use. However there is a distinction between the two.

Things that are the same:

DoT Tick Dmg is calculated by taking the % of Dmg inflicted by an attack, or in this case the amount of Dmg the cannonball did.

  • Tick Dmg can be increased or decreased depending on the Cannons you use since this can increaase the Dmg a cannonball does.
  • DoT Tick Amount/Duration for the Orbshots follow their Player-NPC DoT Magic counterparts.

Things that are a bit unclear:

DoT Tick Amount/Duration can be increased slightly if the cannonball Dmg is high enough.

  • Aside from us not knowing the specifics on how DoTs increase their Tick Amount/Duration through high enough Dmg.
  • There’s probably a consistent Dmg threshold that will bump up the duration for a Given DoT.
  • Though this duration increase only really happens with Corroding and Melting during testing. Carronades and especially the Dragonfire ones will have to be used to see how it fares with the other DoTs.

For reference, while using a T1 Corroding-Melting Orbshot:

  • Enhanced Iron Culverins at 388 Dmg did 3 Tick Dmg of Corroding and Melting, and lasted for 10s (Ticks).
  • Unenchanted Fire Arcanium Cannons at 441 Dmg did 4 Tick Dmg of Corroding and Melting, and lasted for 11s (Ticks).

Things that differ:

It is very apparent that the % value used to calculate the DoT Tick Dmg differs for Orbshot than Player-NPC DoT Magics. Keep in mind we’re using T1 Orbshots.

  • Corroding and Melting for Magics use 4% of an attack’s Dmg to calc their DoT Tick Dmg
  • Orbshot by contrast when using Corroding and or Melting seem to use 1% of an attack’s Dmg to calc their DoT Tick Dmg.

Magic DoT vs Orbshot with Enhanced Iron Culverins:

  • 4% of 338 is 13.52 so 13-14 Ticks of Dmg w/ Melting and Corroding for Magics.
  • 1% of 338 is 3.38 so 3 Ticks of Dmg which we can see in practice for Culverins.

Magic vs Orbshot with Unenchanted Fire Arcanium Cannons:

  • 4% of 441 is 17.64 so 17-18 Ticks of Dmg w/ Melting and Corroding for Magics.
  • 1% of 441 is 4.41 so 4 Ticks of Dmg which we can see in practice for Fire Cannons.

This isn’t unexpected given that the DoT Tick Dmg is presumably supposed to be influenced by the tier of a DoT, especially for T1. As Orbshots are essentially a type of potion but in the form of a new cannonball type.

However, this is the case for T2-T5 as well, which makes us lean in the direction of likely not being intentional and a bug. Because the current state essentially scams the player of 5-10 Reagents of the T1 Reagent and T2 Reagent of a given DoT.

Something not seen for things like Gels or the throw-able potion types.

.

Orbshot and Arcanium-

This only very briefly mentioned in the initial Orbshot DoT Functionality chapter in the Basic Info section. But now that we’re here in the Intermediate Info section, and what we know from all of the chapters shown in both sections.

You’re probably wondering on the extent and a proper explanation on how you can apply 3 or theoretically 4 DoTs at once with Arcaniums.

What we can say from the jump is that 3 DoTs is most you can get from a practical perspective, and what actually goes down in practice.

As for the reason why 4 DoTs at once is theoretical . . It’s because we couldn’t replicate/achieve in testing for . .

Reasons . .

Gosh just thinking about what when down during those testing runs.

.

There are 3 crucial steps/factors in place to do 3 DoTs at once, and the theoretical 4 DoTs at once.

The first crucial step is the Magic or Magics you have, and being part of the Magic Stat Path. We’re not entirely sure if you need to stay on the Magic Stat path start to finish. But at the very least you’ll need to be on it to equip Arcanium and not have it be unequipped or become a blank version.

.

The second crucial step lies in the Orbshot you’re using. If you have Fire Arcanium like we did in testing. You’re going to want to use Corroding, Melting, or Scorched, and picking two of the three to use. This is as you can probably guess because of the Arcanium already inflicting Burning, and won’t cause 2 separate Burning DoTs (This unfortunately is not how you get 4 DoTs stacked at once).

In our case we prefer Melting and Corroding since they last for 10 seconds by default, reaching 11 seconds on unenchanted Fire Arcanium Cannons.

.

The third crucial step is the combination and type of Arcanium you’re using. This will determine how easy and practical it is to inflict 3 DoTs and the theoretical 4 DoTs.

In-game we have the Arcanium Cannons, Mortars, and Rams (NPC ships have access to better versions that the player cannot use.)

Cannons are the best in terms of Dmg and direct application, paired with being the best route of the 3. Mortars can do the same as cannons in terms of Dmg and application, but do not give the Dual DoT Orbshots their highest possible DoT Tick Dmg.

With Arcanium Ram forcing you to choose between the two, as well as having to deal with all the perks, downsides and baggage of Rams.

.

But with all of this in mind and considered, this doesn’t mean that the 3 DoT at once on a ship is consistently possible.

The testing we did with Arcanium Fire Cannons, was a painful inconsistent mess. Initially we did manage to achieve 3 DoTs at once through the use of a Fire Ram, and the two Fire Arcanium Cannons in front of the brig:

  • There’s 2 Melting DoT ticks present because of the DoT playing out, it only applied one Melting DoT.
  • Scorched is the Pink
  • Burning is the double digit (15) tick on the right of the 4 present DoT ticks.

This was a nice result and wanted to see how this played out with Plasma Arcanium Cannons and Fire Ram. This was due to Scorched’s short 3s base duration, but the issue was.

That the Fire Ram and Plasma Arcaniums refused to proc their DoT. Even when serverhopping and it applying again, it would stop applying once more.

Leading to about 3 Hours worth of trying to get 3 DoT and especially 4 DoT again, before giving up:

Needless to say, we dropped the harsher description from our heavily peeved 2-3 hour long frustration. To which it’s simply a case of consistency issues that you can easily avoid if you wanted. It did become more consistent when we used Fire Cannons and Ram so take that as you will.

.

Overall it should in theory be possible to stack 4 DoTs, but Scorched lasts for about 3 seconds at best, Burning at 5 seconds, and the combination setup you have to initate in ship combat.

Combo one:

Fire Ram + Front Plasma Cannons + Corroding-Melting Orbshot

  • This approach is the most complicated way of doing things, and its one that forces you ram and fire at the same time. Which isn’t always the prefered thing to do, especially in the case of Brigs and especially Atlantean ones.
  • Don’t get us started on how’d you feasibly do this in Ship PvP by yourself . . Much less with another person.

Combo two:

Plasma Cannons + Fire Mortar + Corroding-Melting Orbshot.

  • This is the more simpler and consistent approaches, though you may miss out on having the 4 DoTs being applied at once.
  • This also makes it where you aren’t forced to get up close and personal with the ship.
  • Much more feasible to do in Ship PvP by yourself and especially others.

Both methods and approaches require timing for 4 DoTs, and simply using and firing one or the other for 3 DoTs.

Use which ever works out best for you.

.

Conclusion For Intermediate Info -

Overall this section is here to let you know that there’s buggy behavior and a lot to go in when it comes to Orbshot to a surprising degree.

Probably will help push out bug reports over the situation with Orbshot and Dolomite. Orbshot has a lot of potential to be terrifyingly hilarious to just subject ships to DoT hell. Especially when it comes to its Dmg potential to be on par or exceed Heavy Explosion cannonballs in terms of total Dmg via higher tiers.

Nonetheless thank you for taking the time to read any of this. Whether you read the Basic Info section and immediately went on to the Intermeditate section. Took a break then came back to reading later, or just read one of them.

Much appreciated, and feel free to correct or update info on Orbshot.

Its been 3 days of trying to write out this thing or so. Our brain recognizes that we finally made it to the end point and is telling us to stop writing for awhile, and do our personal writing projects.


Tl;dr -

Scorched, Burning, Corroding, and Melting are the only DoTs that can be turned into Orbshots.

Luck Orbshots are a thing for some weird reason, likely an oversight.

Orbshots are made from a cauldron and thus can have 2 DoTs by using two of the respective DoT reagents (no surprise there).

The Orbshots you have can be viewed in the Firepower tab in the Shipyard menu.

The 4 DoT types currently use a “heavily nerfed version” (Its likely bugged to T1 Calcs) of Player Magic DoT calculations (Tick Dmg and Tick Amount).

  • Meaning the duration listed on Orbshots - including the ones w/ 2 DoT - are misleading and outright false.
  • Use two DoTs for Orbshots unless you don’t have the DoT reagents in question.
    • There are 0 downsides in using 2 DoT currently, and very, very few reasons to not have 2 DoTs.
  • Only use T1 Orbshots for now - i.e use 1 amount not 5, and 10 - as the Tick Dmg and Tick Amount are the exact same.
    • Likely to be unintended/a bug, more specifics in the In Depth Explanation, especially what we mean by “heavily nerfed version” of the calcs.
  • DoT Dmg and number of Ticks can be increased based on Dmg dealt by a Cannon.

Orbshot Cannonball Dmg does not change with higher DoT tiers.

  • We’ll have to wait for a T2 Catalyst version outside of Dolomite for more Dmg and thus more out of DoT.

You should be able to stack up to 4 different DoTs in theory on a Ship if you have two Magics, but up to 3 DoTs in practice.

  • This can be done by either using Arcanium Cannons and then an Arcanium Mortar/Ram. or any combination
    • Arcaniums using the same DoT as the one in an Orbshot will not apply two of the same DoT.
  • You’ll at best be able to apply 3 DoTs anyways since Scorched doesn’t last that long
  • Testing for 4 DoTs was a massive pain, to the point that we gave up, more info and our rant in the In Depth Explanation.
  • Mages that use a combination of the 4 DoT Magics rejoice, you can in theory send ships into DoT hell.

Cannot combine two Orbshots into one potion (Don’t show up in the combine tab in the first place rip).

Orbshot cannot DoT stack continuously, while active DoT is present on a ship.

  • You essentially have to wait until the DoT wears off from the first volley, before the next Orbshot volley can apply their DoT.
  • This is where the, “mix Orbshots w/ Hvy Explosive Cannonballs” comes in.

Orbshots have weird selecting behavior if you have multiple types

  • Essentially just pick an Orbshot w/ 2 DoT and stick with it from now on to avoid the hassle below.
  • If you used Corroding and wanted to swap to Melting Orbshots, they will still use the Corroding Orbshots. Even if you server hopped.
  • They won’t swap off the Corroding Orbshot unless you fire a different cannonball type, and even this isn’t guaranteed fix to swap Orbshot types.
  • If you have multiple Orbshots and want to use a specific Orbshot type. The Orbshots above the one you selected will have priority and be used first.
  • If firing a different cannonball type doesn’t help swap, you will have to store/sell/use up all of the Orbshots above the one you want to use it.

It is known that Orbshot cannonballs themselves can sometimes deal no Dmg and only apply DoT at times. This is just it bugging out for whatever reason.


Do let us know on any additional info, or corrections to be done.

We spent like 3 days crafting this summary/guide in the FR Finds topic. so we’re bound to have areas that need clarification, have some inaccuracies, or potentially incorrect information based on our level of understanding of AO’s mechanics post FR.

4 Likes

Excellent, finally a guide on how to sink ships with my balls

Anyone know how to get the Table of Contents side-bar to show up, cause we thought that the headers alone would get that going automatically.

Found it

I’ve grabbed some once from a volcano that had a bunch of platforms above it.

If it was in the ocean with the obsidian platforms then that would be an Undersea Volcano.

In which case would be the way to get them yeah.

well you made it sound like you can hardly get it cause your health goes down too fast. I should’ve been more specific, the water did no damage.

so.. in less words, orbshoots are useless

thanks! :heart:

This is only partially the case, the HP Drain isn’t too bad as long as you have 2-3k HP, have decent swimming speed gems, and are using revealing to get in and get out.

The main issue currently from what we’ve experienced is that the Dolomite only sticks around for a few seconds before disappearing. Which is the case for any Dolomite spawned making you get maybe 1 or 2 while its erupting.

For reference, erupting Undersea Volcanoes have bubbles coming up from them, making an explosion sound every few seconds, producing waves in each direction, and making obsidian platforms.

Ah, then that would mean that it wasn’t actively erupting and that the Dolomite was still there.

Which is something we weren’t completely sure if it was to be the case or not. Since this has only ever happened to us once out of the times we checked Undersea Volcanoes.

For reference this hasn’t ever been seen by us again, because of the aforementioned, spawns then disappears issue. Not even going to get into the instances of where it gets stuck inside the Volcano . .

Will try to go out and check out Undersea Volcanoes to see if the issues there still exist.

If you’re looking for the highest Dmg output by cannonballs and wanting to Dmg players effectively in the process. Then yeah, you’re more likely better off using Hvy Explosive.

If you’re looking to sink ships as fast as possible then you’d want to use Orbshot in combination with Hvy Explosive. Preferably Melting and Corroding since they last for 10 seconds and do 3 Dmg per tick when we used Enhanced Iron Culverins (up to 720 DoT Dmg if all 12 shots land).

Reminds us that we forgot to include the Dmg calculations for Orbshot in the context of Enhanced Iron Culverins and unenchanted Fire Arcanium Cannons

No problem nonetheless. lol

AlfaThumbsUp

i tested it and orbshot doesnt deal impact damage, only the dot

ass game 0.2/10 :heart_eyes:

So we weren’t hallucinating then, that means the Cannonball Dmg itself is bugged and doesn’t do anything. guh

I’ve had this happen too occasionally, but it’s never consistently one or the other.

I was gonna ask if unstable orbshots were possible, before remembering that they’re probably not counted as “potions” so they wouldn’t show up there

Yeah, they stop being considered potions once you make them as they get converted into a cannonball item.

So you can’t combine them once you make them unfortunately.

Here’s a clip we made days ago when generating clips of Orbshot during our testing. Since apparently it has the chance to straight up not do any Dmg and only apply the DoT:

Truly a melody for the ears.

Will see there’s a spot in the guide on where we can add in the other uploaded clips we have of Orbshot later.

Wait, am I read this wrong or you can only craft with those 4 things, cuz I have fricking luck orbshot on me.

Also, this is simply my theory but I think its follow the same rule as throwable potion, particularly burst/greatburst potion. Pretty sure burst potion deal zero damage to ships. Likely be wrong.

Either way great guide.

Catalyst bags are also a somewhat good source of dolomite

Oh our goodness its real.

Will update that, there’s 5 Orbshots you can make apparently, but not sure why you’d even want to use a Luck Orbshot.

Wouldn’t be surprised if it’s an oversight thing since it should technically give you this error msg for incompatible ones:

Nah its just Orbshot being inconsistent.

The cannonballs themselves are intended to do Dmg, its just there’s a weird bug that makes it where it applies DoT only.

Which only adds to the bugs in the Cannonball selection menu when using multiple Orbshots, and the tiers being bugged and defaulting to T1 DoT Calcs.

Clip of Orbshot’s proper action and the test w/ Burst, Greatburst, and Nova/Supernova potion

Also true, this is a okayish source of Dolomite, will add it in.

When I return to this game, I was looking to buy some ammo cuz I thought you need cannonball to use cannon fist (rip explosive cannon fist). I saw this and was like “Is this new potion”, completely forgetting I was in ammo section and bought it. It took me like a week to realize its cannon ammo.

Oh. lmao