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Глобус
Common 武器

Глобус

Стреляет двумя отскакивающими снарядами. Продолжительность зависит от боезапаса.

Globus

Overview

Item Details
English Name Globus
Japanese Name グロブス
Chinese Name 能量弹球
Weapon Type Bouncing ball (releases two bouncing projectiles that richochet across the field)
Evolution Material Blank Tome
Evolves To Unknown
Pickup Priority B
Unlock Condition Defeat 5,000 enemies in the San Gennaro stage

Effect and Behavior

Releases two bouncing projectiles that ricochet off walls and obstacles, continuously covering wide areas of the field. Unlike most weapons, Globus converts Amount into Duration instead of adding more projectiles — stacking Amount makes each ball stay alive longer rather than spawning additional balls. This unique stat conversion requires a fundamentally different build approach.

Higher Duration means the two balls remain active longer, covering more of the field before disappearing. Blank Tome as the evolution material reduces Cooldown — a shorter respawn delay between each pair of balls means higher uptime and more consistent coverage even when the current pair expires.

Evolution Conditions

Max Globus (Lv 8), carry Blank Tome, and open an elite-drop chest after 10:00 to evolve. The post-evolution weapon name is currently unconfirmed.

Strengths

  • Bouncing ricochet provides automatic wide-area coverage without aiming
  • Amount→Duration conversion rewards passive scaling — more passives extend ball uptime rather than splitting firepower
  • Projectiles do not die on wall contact — they reflect, ensuring coverage continues even in tight corridors
  • Blank Tome directly reduces the gap between ball pairs, improving total field uptime

Weaknesses

  • Amount→Duration inversion breaks standard build intuition — requires deliberate awareness of the conversion
  • Random bounce direction prevents targeted focus on specific enemies or directions
  • Evolution destination currently unknown
  • Low per-hit damage limits effectiveness against high-HP bosses and elite enemies

Recommended Characters

  • San Gennaro runs: unlock condition ties the weapon to this stage — natural pairing
  • Imelda: +10% Growth levels Globus faster for earlier area coverage
  • Pasqualina: passive amplification improves ball reach and uptime

Recommended Passives

  • Blank Tome: mandatory for evolution; Cooldown reduction shortens the gap between ball pairs (top priority)
  • Spinach: +10% Might raises per-ball damage
  • Duplicator: Amount increase further converts into Duration — longer ball uptime
  • Tome: direct Duration extension complements the Amount→Duration conversion

Synergistic Arcanas

  • III Tragic Princess: Amount increases stack as additional Duration for extended ball coverage
  • IX Divine Bloodline: crit compounding on bouncing hits raises sustained DPS

Strategy and Tips

  • Early (0–10 min): Level Globus and grab Blank Tome quickly — Cooldown reduction shortens the ball respawn gap for better uptime. While balls ricochet across the field, focus on securing other passives without worrying about positioning.
  • Mid (10–20 min): Carry Blank Tome and push to Lv8 for evolution. Add Duplicator to convert Amount into more Duration — balls that stay active longer automatically cover more ground as enemies close in.
  • Late (20+ min): With Cooldown reduction and high Duration, balls are nearly continuous on the field. In dense enemy clusters, ricochet chains compound into meaningful sustained damage.

FAQ

Q: How do I unlock Globus?
A: Defeat 5,000 enemies in the San Gennaro stage. After unlocking, it appears as a standard weapon offer in runs.

Q: Why doesn't Amount give me more balls?
A: Globus converts Amount into Duration rather than adding projectiles. Stacking Amount keeps the two balls alive longer rather than spawning more. This is a deliberate stat inversion — build for Duration amplification rather than treating Amount as an extra-projectile stat.

Q: Can I control where the balls bounce?
A: The ricochet direction is random and cannot be aimed. However, in stages with walls or against dense enemy clusters, balls naturally hit more targets per bounce — positioning inside crowds maximizes hit frequency.