Sniping Shot
Fires an arrow, dealing physical damage equal to 180% of Physical Attack Power. Damage increases by 30% of Physical Attack Power * distance from the target.
Damage
How the math works
damage = 1.80 x PhysicalAttackPower x (1 + 0.30 x distance + other additive damage bonuses) x later factors; distance = max(|dx|, |dy|)
Things the tooltip does not tell you
- Distance is measured when the arrow lands. The skill allows the target to be outside range (AllowTargetOutside), so a target that moves away during the flight can push the distance a little past 8; there is no clamp.
- The tooltip text reads as a flat add (1.8 x ATK + 0.3 x ATK x distance); the code multiplies instead.
Read out of the game binary of build 25846389. SKILL_SnipingShot.<DelegatedRoutine>d__2.MoveNext@0x8F36F4, Refactor.VectorExtensions.Distance@0x80BFF0, DataValue.MultiplierValue@0x8093A4, DamageSimulator.CalculateValue@0x94B498
Numbers
| Range | 8 |
| Start delay | 0.2s |
| End delay | 0.2s |
| Cooldown | 15s |
| Energy cost | 3 |
| Durability cost | 2 (Primary) |
| Ammo | Arrow ×1 |
| Required equipment | Bow |
| Skill points to learn | 8 |
| Required level | 0 |
| Basic attack skill | no |
| Delay scales with attack speed | no |
| Can target over walls | no |
| Raw values | 180, 30 |
Range and area

Blue caster; light blue range (8 tiles); orange area hit (single target). The range distance metric shown is approximate; the area shape is exact.
Skill animation
The skill's effect striking the training scarecrow (the game's practice dummy), which recoils as it takes the hit. Frame timing is approximate.
Prerequisites
Unlocks:
Headshot
Tree position
Bow Skill Tree - Tier 1, column 1
