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Spicy Meatball

Spicy Meatball

Legendary
Attacks have a 25% chance to explode, dealing 65% Damage to surrounding enemies.
Scaling Type:
Fixed 25% proc chance (does not scale) Fixed 65% explosion damage multiplier (does not scale) Linear scaling for explosion radius (capped at 8.0 units - reached at 5x meatballs or 2.0x size)

Detailed Explanation

Spicy Meatball gives your attacks a chance to create an explosion that damages nearby enemies.
 
How it works:
 
- When you hit an enemy, Spicy Meatball has a chance to trigger (25%)
- When it procs, it creates an explosion at the hit enemy's position
- All enemies within the explosion radius take damage
- The explosion damage is 65% of the hit damage that triggered it
 
Explosion damage formula:
 
 
$$ \text{ExplosionDamage} = 0.65 \times \text{HitDamage} $$
 
 
Where HitDamage is the damage from the attack that triggered the explosion.
 
Explosion radius formula:
 
With 1 copy (and 1.0x size stat) the explosion radius has a radius of 4. This radius scale, but is capped at 8. It scales both with the size stat and more copies of the item (cap reached at 5x meatballs) See "How it stacks" below for a further explanation.
 
To put it into perspective, all the flashing enemies in this picture is the enemies that got hit with a radius that is "4". This is with 1 meatball and 1.0x size.
 Pasted image

How it Stacks

Spicy Meatball has very limited scaling compared to most items. The only thing that scales is the radius of the explosion. Despite this, it is still an incredibly strong item.
 

Explosion Radius (Linear Scaling, Capped)

 
The only thing that scales with copies is the explosion radius, however this also depends on your size multiplier:
 
 
$$ \text{Radius}(n, S) = \min\left(\max\left((3 + n) \times S,\ 1.0\right),\ 8.0\right) $$
 
 
Where
- $ n $ = number of Spicy Meatball copies
- $ S $ = your size stat multiplier
- Radius is clamped between 1.0 (minimum) and 8.0 (maximum)
 
Examples at different sizes:
 
 
CopiesSize 1.0xSize 1.5xSize 2.0x
14.06.08.0 (capped)
25.07.58.0 (capped)
36.08.0 (capped)8.0 (capped)
58.0 (capped)8.0 (capped)8.0 (capped)

Important note (bug?)

It only calculates size on pickup. So if you pickup 1 Spicy Meatball at 1.0x size and later get to 2.0x size, the radius will not get increased. But when you pick up your second copy it will re-calculate how much the size multiplier should impact the stat. So if you pickup the 2nd copy at 2.0x size you will have reached the max cap for this item.
 
This is because the radius seems only to be calculated OnInitOrAmountChanged and otherwise never (technically if the amount changes from getting microwaved that will re-calculate the radius as well. So in very niche scenarios where you picked up 2x meatballs with 1.0x size and then microwave one away later when you have 2.0x size, the single meatball will actually be better than having 2 meatballs)
 

Fixed Values

 
- Proc chance: Always 25% (does not scale with copies)
- Explosion damage multiplier: Always 65% (does not scale with copies)