also an amazing thing with this setup : every critical chance added by the spark bolts are adding up, making you almost hit a critical shot every time for x5 damage !!
i once died in temple of the art when i shot a healing bolt at myself but concentrated spells added damage resulting in damaging me a lot and killing me.
The only problem is that for longer runs it makes spells like circle of vigor or healing bolt temporarily unusable until you find a light shot or divide by modifier
negativ aspect of concentrated spells i discovered: With this perk, healing bolts alone cant heal you anymore, they will do a little bit of damage to you. Using modifiers that remove some damage it works again(Piercing or light shot for example)
Yah it can be a pain but you can also still heal by putting ambrosia on yourself and then hitting yourself with the heal bolt. It will deflect the damage but still allow you to get healed.
I unintentionally used this to get a million damage hit with Eat Your Vegetables. Taking Iron Stomach, drinking part of the lake for around 30k satiation, and then taking Eat Your Vegetables will net you a nice 1k damage per spell. I had a wand build that was centered around me thinking EYV multiplied damage with two triggers, one that casted a bundle of around 12 triplicate bolts with a couple heavy shot modifiers (which were actually unnecessary after I got the perk), and a second trigger that casted phi with spells to power, causing the second bundle to absorb all the damage of the first, each of which had a very large increase in damage due to EYV adding over 1k for each of the around 100 projectiles.
Teleportits, because theres no better offense than lighting yourself on fire and skipping straight to Kolmi (what you do when you get there is up for debate)
@@HuslWusl Concentrated Spells adds damage to projectiles, and that includes healing bolt. The result is that healing bolt now damages you a little with every shot, and if you try staking them in the way shown in this video, that can easily become a one-hit-kill on yourself
I had double spell, triple spell and 3 bouncing shots on a shuffle wand and saw it do up to 700 dmg per shot. At first I thought I discovered some weird mechanic where shuffle somehow stacked tens of spells in one, but turns out it was just this perk. Btw I later died to a pixel of lava before finding any decent enough non shuffle wand.
Recently I had a run with this perk and the damage was amazing - except when I met a toothy spider, that heals off of regular damage. I had a wand with some arrows and discs attached and just couldn't kill a single one, while my other wand was oneshotting everything else with 800+ damage. So beware of toothy spiders with concentrated spells. I think that aiming + piercing + giga discs would do the trick, but regular slice spells become useless against toothy spiders with concentrated spells perks.
I've noticed it also adds a lot of recoil (at least on my drilling wand). I have a wand with 4 luminous drilling and made that go from having no recoil to literally flying around lol. I can fly with, its kinda fun
It's the most offensive perk, but not the best one. That's Perk Lottery, you can get close to immortal easily and i think that's better than being aggresive. Plus, you'll get lods of very useful perks along with atack ones, wich really helps for going Parallels fast
As a newbie, Ive always skipped Concentrated spells since I dont know how much it lowers the spread and that effect on cast delays scares me. I didnt know it basically removes the spread.
What would you guys say is the best defensive perk? I would have to say that shield is probably the best on its own, and stainless armor is the best when stacked. Immunities are pretty good, but I prefer negating almost all projectile damage while just dodging environmental hazards. Repulsion field is cool, but usually gives me a headache. For the best utility perk, I think it is Tinker Everywhere 80% of the time. If you have no problem fighting Steve or you already have Peace with the Gods, Tinker can sometimes feel like more of a convenience pick than something essential. There are a lot of amazing utility picks like all-seeing eye, faster movement, and stronger levitation too. It is hard to pick a "best" one for that category.
It does ruin chain lightning builds where you've got the lightning chain modifier on a triplicate, the spread being pushed so far together means that they can't react to eachother anymore to any decent degree, though, this is a much safer/better build regardless.
Can somebody explain why he can shoot so many spark bolts? I get it that he has quadruple spell on it and it makes them into a package but he has 4 seperate packages how come it gets all mashed up into one big one. I thought its seperate instances
He has only three spark bolts between the quads. So the fourth spell the previous quad picks is the next quad and so on. I think you could also just as well put all the quads one after another so that one quad picks four other quads and those four pick the next 16 spells, for example.
I think that a really good offensive spell is bouncing spell because off the luminous drill combo who let you kill a lot of ennemis without even seeing them, through wall and rapidly. The think that could make this a "better offensive perk" is that you dont have to collect a lot of projectiles, a good amount of multicast and a big wand, you just have to find a luminous drill and a wand with good mana charge or concentrated mana witch is really not that rare. And if you dont have luminous, you can also do funny things like flying chaisaw or drill that makes a tone of blood for more critical chances.
It can actually be in ANY part of the sequence and it will apply the damage to all of them. For example: Double Spell > Spark Bolt > Heavy Shot > Spark Bolt This will still add the heavy shot damage to BOTH of the spark bolts in the double spell even though you put it after the first spark bolt. This is important to know because it allows for spells to share their stat bonuses with each other. For example by adding a spark bolt to a group of spells it adds a 5% crit chance to every spell in the group. So a Quad cast and 4 spark bolts means that EACH spark bolt has a 20% chance to crit because they all share their 5% crit with each other.
@@theweakbeast7833 (This is in general, the perk just does that flat buff and spread reduction) Someone correct me if I'm wrong. But the crit chance will stack on any other spells within the same casting block (single click of the mouse). If you have Double > Spark bolt > Triple > bouncing bolt > Dmg + > spark bolt > chainsaw. They all cast at once so they all share mods and stacks even though the triple looks like its nested within the double.
@@Sobo272 100% correct. Basically you can think of a modifier as adding to the wand rather than the projectiles, so any projectile fired during the same tick as the modifier gets the modifier.
Tinker is certainly good, especially for learning. But with some extra invested time you can fly any wand back to the holymountain and just swap stuff off of it.
@@squidgy2247 If you cover a wand with pheromone, an invisible ghost will take the wand and follow you around. If you throw a tablet to said ghost, you can kill it in order to get the wand back before it disappears
i mean concentrated spells is useless past early game, but we don't have many offensive perks... i would think having 10 crit perks is more useful mid to late game. early game ofc its the best tho
I broke an s-tier wand which auto-cast Circle of Vigor by taking the concentrated spells perk and not knowing that the circle would now damage me. Ended my run far, far too soon.
seeking is always good with a spammy wand. luminous drill becomes a death beam with bounce perk and boomerang but not the spells themselves which is odd.
So it doesn't apply to each spell separately, but instead, each spell's buff is added to all the other spells as well. So the base damage output is 12.5*(spells^2)+(regular spell damage), which is wild. And you're telling me hungry ghost works the same way??? Now I know what perks I'm taking next.
It works for the payload as well but keep in mind that the damage from the payload group only gets added to others in the payload and not to the trigger.
Repulsion field is one of the best perks in the game while concentrated spells is one of the best offensive perks in the game. The reason that doesn’t make this the best perk is because defensive perks tend to have a higher priority than offensive ones. It’s easier to get more damage than it is to survive a lot of times.
nahhhh, once u figure out how many ways there are to get in & out of the Holy Mountains to go back in & edit wands then Tinker really loses its usefulness
dont try to steal stuff with circle of buoyancy with this perk or else you'll immediately be shredded by the flat damage added by concentrated spells xd
nah it still works this way, be careful tho as it adds recoil to each spell in the block the same way it adds damage, making it easy to kill yourself with recoil
NOOOOOOOOO! NO NO NO NO NONONONONO! *NO!* Concentrated spells make both healling bolts and healing ward spells damage you! For long runs, concentrated spells is the world's end!
also an amazing thing with this setup : every critical chance added by the spark bolts are adding up, making you almost hit a critical shot every time for x5 damage !!
Exactly!!!
Wow!
Okay when I saw this title I was like “it’s Tinker right?” but this is such a good case for concentrated spells which I never even knew about.
even then, tinker is just a convenience
Thanks for demystifying the mechanics of this game! Unlocking more options for wand building for all of us
i once died in temple of the art when i shot a healing bolt at myself but concentrated spells added damage resulting in damaging me a lot and killing me.
The only problem is that for longer runs it makes spells like circle of vigor or healing bolt temporarily unusable until you find a light shot or divide by modifier
Excuse me please, could you explain, where these two get hindered?
@@GGorstyConcentrated Spells actually adds flat damage to those spells so it negates Healing Bolt and Circle of Vigor as those aim at yourself
healing bolt yes, but circle of vigor adds a healing buff that is independent from projectile damage. So you can still use it
COV doesn't hurt you wtf
@@joshuagatz2097 scam
I am fairly new to this game and this video is so helpful! New subscriber coming at ya! I can't wait to check out the rest of your videos.
Welcome to the community! =)
@@DunkOrSlam Thanks, I am a little obsessed with Noita right now. It is unlike any other game out there.
negativ aspect of concentrated spells i discovered:
With this perk, healing bolts alone cant heal you anymore, they will do a little bit of damage to you. Using modifiers that remove some damage it works again(Piercing or light shot for example)
Yah it can be a pain but you can also still heal by putting ambrosia on yourself and then hitting yourself with the heal bolt. It will deflect the damage but still allow you to get healed.
@@DunkOrSlam That's so weird! Totally counter to how I thought damage was calculated. Gotta try that now!
I unintentionally used this to get a million damage hit with Eat Your Vegetables. Taking Iron Stomach, drinking part of the lake for around 30k satiation, and then taking Eat Your Vegetables will net you a nice 1k damage per spell. I had a wand build that was centered around me thinking EYV multiplied damage with two triggers, one that casted a bundle of around 12 triplicate bolts with a couple heavy shot modifiers (which were actually unnecessary after I got the perk), and a second trigger that casted phi with spells to power, causing the second bundle to absorb all the damage of the first, each of which had a very large increase in damage due to EYV adding over 1k for each of the around 100 projectiles.
Teleportits, because theres no better offense than lighting yourself on fire and skipping straight to Kolmi (what you do when you get there is up for debate)
Um.. fire up the chainsaw
@@lukahutinski9075 no, no kick him to death
@@Salvo04 no no no take my original damage wand when i start the game (the blue one) and beat kolmi
@@enderguardian7443 no no no make it halfway there then die to a propane tank
remove the "telepor"
The BEST perk in the game is the 50/50 one that has a chance to keep other perks.
Edit: it’s “perk lottery”
its called perk lottery
Its the best perk in general but I think concentrated spells is better as a stand-alone
We were talking about offensive one, okay?
@@CRnk153 what crawled up your ass and died? You easily could’ve worded that differently.
@@gamemight1028 I'm not smart enough to understand that, by why are you offending me:(
i built the best healing wand ive ever had and then took concentrated spells and it killed me instantly
Why does it kill?
@@HuslWusl Concentrated Spells adds damage to projectiles, and that includes healing bolt. The result is that healing bolt now damages you a little with every shot, and if you try staking them in the way shown in this video, that can easily become a one-hit-kill on yourself
@@evilbarrels2506 Oh shit that's scary
You, dude, have rapidly become my favorite Noita guy!
When I first read the title, I thought it said "best PARK"... so I was like, "you mean like a nature park?"
Thanks man you are the biggest reason I fell in love wit noita! Keep it up
I had double spell, triple spell and 3 bouncing shots on a shuffle wand and saw it do up to 700 dmg per shot. At first I thought I discovered some weird mechanic where shuffle somehow stacked tens of spells in one, but turns out it was just this perk.
Btw I later died to a pixel of lava before finding any decent enough non shuffle wand.
thank ypu for your videos, it help me a lot during my noita runs :D
I remember turning a desperate run into my first win with this perk and wondering if it was broken or something lol
Recently I had a run with this perk and the damage was amazing - except when I met a toothy spider, that heals off of regular damage. I had a wand with some arrows and discs attached and just couldn't kill a single one, while my other wand was oneshotting everything else with 800+ damage. So beware of toothy spiders with concentrated spells.
I think that aiming + piercing + giga discs would do the trick, but regular slice spells become useless against toothy spiders with concentrated spells perks.
I've noticed it also adds a lot of recoil (at least on my drilling wand). I have a wand with 4 luminous drilling and made that go from having no recoil to literally flying around lol. I can fly with, its kinda fun
Great video, just found this mechanics yesterday by myself!
Concentrated Spells perk also stacks. So I grabbed abt 15 of them and the Wand of Multitudes. With 2xGC I hit for about a trillion damage.
Prediction: concentrated spells
Finally got my first win with this perk and a quadruple cast bubble spark wand and it only took me 338 hours and 344 deaths 🤡
I bet your next win will be in less than 50 deaths
I bet it’ll be less than another 344 deaths!
exeptionally done. Thank you for letting me know this
It's the most offensive perk, but not the best one. That's Perk Lottery, you can get close to immortal easily and i think that's better than being aggresive. Plus, you'll get lods of very useful perks along with atack ones, wich really helps for going Parallels fast
As a newbie, Ive always skipped Concentrated spells since I dont know how much it lowers the spread and that effect on cast delays scares me. I didnt know it basically removes the spread.
What would you guys say is the best defensive perk?
I would have to say that shield is probably the best on its own, and stainless armor is the best when stacked. Immunities are pretty good, but I prefer negating almost all projectile damage while just dodging environmental hazards. Repulsion field is cool, but usually gives me a headache.
For the best utility perk, I think it is Tinker Everywhere 80% of the time.
If you have no problem fighting Steve or you already have Peace with the Gods, Tinker can sometimes feel like more of a convenience pick than something essential. There are a lot of amazing utility picks like all-seeing eye, faster movement, and stronger levitation too. It is hard to pick a "best" one for that category.
The knock back on Concentrated Spells can be very dangerous to the player, so unless you really know what you are doing it can get you killed.
It does ruin chain lightning builds where you've got the lightning chain modifier on a triplicate, the spread being pushed so far together means that they can't react to eachother anymore to any decent degree, though, this is a much safer/better build regardless.
would orbit and pierce work?
Wtf, I'm never passing up on this perk again
This is literally how I got my first (and only so far) win! Quad spread cast and 4 spark bolts!
Wow never picked that, now its a must to test some crasy stuff
300 hours in the game and I have always avoided that perk, I never wanted to take the extra damage....
healing bolts will hurt u tho right? thats one downside if that does hurt.. but id assume u could just douce yourself in ambrosia and be big chillin.
You can also add a modifier that reduces damage, like Piercing Shot (which you'd need anyway for healing bolt) and it doesn't do damage anymore
@@olfmombach260 very true, good point
Can somebody explain why he can shoot so many spark bolts? I get it that he has quadruple spell on it and it makes them into a package but he has 4 seperate packages how come it gets all mashed up into one big one. I thought its seperate instances
He has only three spark bolts between the quads. So the fourth spell the previous quad picks is the next quad and so on. I think you could also just as well put all the quads one after another so that one quad picks four other quads and those four pick the next 16 spells, for example.
The quads grab each other
I think that a really good offensive spell is bouncing spell because off the luminous drill combo who let you kill a lot of ennemis without even seeing them, through wall and rapidly. The think that could make this a "better offensive perk" is that you dont have to collect a lot of projectiles, a good amount of multicast and a big wand, you just have to find a luminous drill and a wand with good mana charge or concentrated mana witch is really not that rare. And if you dont have luminous, you can also do funny things like flying chaisaw or drill that makes a tone of blood for more critical chances.
*not offensive spell, offensive perk... sorry
Placing heavy shot before sequence will also add to each spark bolt?
It can actually be in ANY part of the sequence and it will apply the damage to all of them. For example: Double Spell > Spark Bolt > Heavy Shot > Spark Bolt This will still add the heavy shot damage to BOTH of the spark bolts in the double spell even though you put it after the first spark bolt. This is important to know because it allows for spells to share their stat bonuses with each other. For example by adding a spark bolt to a group of spells it adds a 5% crit chance to every spell in the group. So a Quad cast and 4 spark bolts means that EACH spark bolt has a 20% chance to crit because they all share their 5% crit with each other.
@@DunkOrSlam is this in general or do you need the perk for it to work this way (talking about how you said the crit works)
@@theweakbeast7833 (This is in general, the perk just does that flat buff and spread reduction) Someone correct me if I'm wrong. But the crit chance will stack on any other spells within the same casting block (single click of the mouse). If you have Double > Spark bolt > Triple > bouncing bolt > Dmg + > spark bolt > chainsaw. They all cast at once so they all share mods and stacks even though the triple looks like its nested within the double.
@@Sobo272 100% correct. Basically you can think of a modifier as adding to the wand rather than the projectiles, so any projectile fired during the same tick as the modifier gets the modifier.
This is way more broken than I thought! On par with Tinker with wands everywhere as the best perk
Tinker is certainly good, especially for learning. But with some extra invested time you can fly any wand back to the holymountain and just swap stuff off of it.
@@Sobo272 Fly any wand? I only know to dog through holy mountains or teleport to avoid collapse but how do you fly wands?
@@squidgy2247 If you cover a wand with pheromone, an invisible ghost will take the wand and follow you around. If you throw a tablet to said ghost, you can kill it in order to get the wand back before it disappears
This perk is actually insane, very easy to overlook
i mean concentrated spells is useless past early game, but we don't have many offensive perks... i would think having 10 crit perks is more useful mid to late game. early game ofc its the best tho
Concentrated spells is really good if you're going for a simple kolmi kill run.
@@spiceforspice3461 yes
Thank you Sensei
I broke an s-tier wand which auto-cast Circle of Vigor by taking the concentrated spells perk and not knowing that the circle would now damage me. Ended my run far, far too soon.
main reason i dont like taking conc spells is it really limits the type of wand u can build for a run, bottlenecks ur creativity
seeking is always good with a spammy wand. luminous drill becomes a death beam with bounce perk and boomerang but not the spells themselves which is odd.
OMG, Another crazy sh*t, Love it.
edit wands everywhere because of the way it is
So it doesn't apply to each spell separately, but instead, each spell's buff is added to all the other spells as well. So the base damage output is 12.5*(spells^2)+(regular spell damage), which is wild. And you're telling me hungry ghost works the same way??? Now I know what perks I'm taking next.
my fav perk
Best perk will always be All Seeing Eye. This man and his Spell concentrate... just add water for Sweaty wand juice!
This is good for beating the game, but for long runs it doesn't hold up for long. So I never take it.
Does this also apply to trigger payloads?
It works for the payload as well but keep in mind that the damage from the payload group only gets added to others in the payload and not to the trigger.
Uh Dunk just the other day on stream YOU said that projectile repulsion field was the best perk ever...
Repulsion field is one of the best perks in the game while concentrated spells is one of the best offensive perks in the game. The reason that doesn’t make this the best perk is because defensive perks tend to have a higher priority than offensive ones. It’s easier to get more damage than it is to survive a lot of times.
thats some jank code, like it tho xD
only real problem is that it makes healing bolts do dmg
in beta branch right now you have modifier that takes away any dmg that a spell deal
Is this still in the game?
Yep!
Is it fixed now? Seems like it's fixed
2nd best perk. Nothing quite compares to getting Tinker With Wands Everywhere, IMO. ;)
nahhhh, once u figure out how many ways there are to get in & out of the Holy Mountains to go back in & edit wands then Tinker really loses its usefulness
@@darylward1940 there's no holy mountains where all the good spells and wands are
@@darylward1940 nah man it completely removes the inventory issue
@@darylward1940 going back and forth gets annoying late game
this is O(N^2)
No circle of vigor… ;( bad for god run
What the fugck? I thought it just doubled your damage??
IKR! This is so much more broken than i expected.
More like concentrated smells lol
dont try to steal stuff with circle of buoyancy with this perk or else you'll immediately be shredded by the flat damage added by concentrated spells xd
Has this been fixed?
nah it still works this way, be careful tho as it adds recoil to each spell in the block the same way it adds damage, making it easy to kill yourself with recoil
jesus christ
Wait, he's not bald?
No.
The more noob you are, the better this perk is for you.
NOOOOOOOOO! NO NO NO NO NONONONONO! *NO!*
Concentrated spells make both healling bolts and healing ward spells damage you! For long runs, concentrated spells is the world's end!
Ambrosia