Prism of Dire Instability: Seemingly bleak at first, this prism has erratic magical properties looming inside, which affect the light it scatters in unforeseen ways.
MP Cost: 80
Duration: 2 seconds
Damage: 200-320 (260)
Total Damage: 3000-4800 (3900)
Shots hit multiple targets
Effect: No teleport, sends out a decoy that explodes into projectiles
Stat Bonus: +2 ATT, +2 WIS, +40 MP
Fame Bonus: 6%
Feed Power: 900
|Drops From||The Puppet Master (Encore)|
This unique prism does not teleport the player, but instead sends out a short-lived decoy that will explode into a dense ring of bullets at the end of its lifetime.
This Prism has the potential to boost the Trickster’s DPS while having a stand-still decoy. Along with the stat bonuses it is an effective prism, but has low accuracy against ranged fights, like against Oryx the Mad God 2. It could potentially be very handy on bosses like the Forgotten Sentinel, using a decoy AND getting damage without teleporting into Blobombs or other Sentinel hazards.
In comparison to the only other Prism that deals damage, the Ghostly Prism, this Prism will deal a lot more damage due to its greater number of shots, and it will attract enemies toward its center, giving it an edge on its accuracy over the Ghostly Prism. It is also safer since you can launch the decoy from a safe distance. However, it does not teleport you, and the Ghostly Prism’s grenade is better around a large group of enemies. For instance, in the Deadwater Docks, it would be better to use the Ghostly Prism, as you can attract a large group of Pirates towards yourself, then teleport over a wall, leaving the Pirates to be stuck on the other side where the grenade does its damage. In most other cases, however, this Prism would deal more damage to enemies, especially those who stand on you.
This prism is also excellent against enemies who will charge and stand/stay on the decoy, as it will cause them to take the full fifteen shots.