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The number of damage instances fired per shot without consuming additional ammo.

Each damage instance has its own chance to apply Critical Hits or Status Effects.
—In-game Description

Multishot is a stat describing the number of projectiles (bullets, pellets, bolts, missiles, etc.) fired simultaneously per unit of ammo. Not only will this increase the weapon's damage, but each projectile has an independent chance to proc Status Effects and/or result in a Critical Hit.

Mechanics[]

All ranged weapons in WARFRAME have a base Multishot stat. On a majority of weapons, base Multishot is listed as 1, which stands for the original projectile and simply means no additional projectiles per round of ammunition, and on a minority it's higher than 1 (usually called innate Multishot, although in strict technical terms, Multishot is innate to all ranged weapons, being a base stat – but as long as its value is 1, it has no effect). The latter weapons are typically categorized or described as shotguns, but are not limited to them.

The weapon's Multishot stat can be increased with the Multishot bonus, generally present on mods. The bonus is a percentage increase of the base Multishot value. The resulting value's integer component expresses the number of shots, and the fractional component (the value after the decimal point) expresses the chance that one more additional projectile will be fired (e.g. "1.2" means one projectile with a 20% chance of an additional one).

The effectiveness of the Multishot bonus is affected by a weapon's Accuracy stat (see article for details).

Continuous Weapons[]

On Continuous Weapons, however, Multishot bonus does not generate additional instances of damage. Additional "projectiles" instead merge into the original beam's damage ticks allowing each regular tick interval (based on the weapon's fire rate) a chance to roll bonus damage in multiples of itself, similar to how Critical Hits function. Even though the number of damage ticks overall does not increase, additional multishot still increases the Status Chance of each individual tick. Note that the arsenal does not reflect this effective status chance increase. Due to Multishot increasing both per-tick damage and status chance, status damage ( Slash,  Heat,  Toxin,  Electricity, and  Gas) is affected twice by multishot on all continuous weapons.

“It's taking longer than I calculated.”
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Believe  Phage is an exception. Additional multishot does add more beams (when not aiming).

The above is true even for continuous weapons with innate Multishot, such as  Quanta, which fires two beams. Each beam can hit separate targets, but multiple beams hitting the same target is considered a single damage instance with extra chances of status effects per beam. Applying a Multishot bonus to Quanta does not increase the physical number of its beams beyond 2. On such weapons, the Multishot bonus is applied to each beam separately in the manner described above.

Multishot has no effect on the spherical blast radii of continuous weapons such as  Ignis ( Wraith),  Glaxion Vandal,  Gaze Primary,  Embolist,  Catabolyst, and  Cortege.

As an example of how multishot affects status chance, a continuous weapon with a status chance of 40% and a multishot value of 2.5 behaves as follows:

  • When multishot rolls a value of 2, the status chance of that damage instance would be
  • When multishot rolls a value of 3, the status chance of that damage instance would be

Spearguns[]

Multishot has no effect on the thrown component of spearguns. Multishot affects primary attack as normal.

Calculating Multishot[]

You can calculate a weapon's projectile count using the following equation;

Total Projectiles = Weapon Projectile Count × (1 + Multishot Modifier)
Where:

  • Weapon Projectile Count refers to the base number of projectiles fired per weapon attack.
  • Multishot Modifier refers to the total value of all related mods added together.

Should the total projectile count be a fraction, the fractional part will be a chance to fire one more projectile.

For example,

  •  Lex, a hitscan projectile weapon with a base Multishot of 1, with +180% Multishot will have Multishot equaling 2.8. It will, therefore, possess 2 damage instances (projectiles) per shot with an 80% chance of a third damage instance on that shot.
  •  Hek, a hitscan projectile weapon with a base Multishot of 7, with  Hell's Chamber will have Multishot equaling 15.4. This means it will possess 15 damage instances per shot with a 40% chance of 16th damage instance.
  •  Amprex, a continuous weapon with a base Multishot of 1, deals 22 base damage per tick. With  Split Chamber, each tick will have a 90% chance of doubling the damage to 44. If  Vigilante Armaments is also installed for a total of 150% Multishot, the Amprex will always deal 44 base damage with a 50% chance to deal 22 more damage, totaling 66. If any of these values crit, the weapon's Critical Multiplier will also be factored in, at the end. The number of damage instances remains 1 per tick.
  •  Quanta, a continuous weapon with a base Multishot of 2, deals 10 base damage per tick per beam (20 damage total). With  Split Chamber, on each tick, each beam will have a separate 90% chance of it's damage being doubled to 20; if this happens for both beams total damage will be 40, and if it happens for only one beam it will be 30. The number of damage instances always remains 2 per tick.

Note that the in-game UI will show the sum of all the projectiles' damage, so effective damage may be lower on weapons with large spreads where some projectiles may miss entirely.

Weapons With Innate Multishot[]

Sources of Multishot Bonus[]


3
75
Metronome

Grants buffs to those who consistently perform actions in time to Octavia’s music. Timed jumps offer the Vivace speed buff. Crouching on the beat grants cloaking with the Nocturne buff. Firing rhythmically bestows Opera multishot buff. Timed melee swings give the Forte damage buff.


Introduced in Update 20.0 (2017-03-24)

 Strength:10 / 15 / 20 / 35 % (armor bonus)

10 / 15 / 20 / 30 % (speed bonus)
12 / 20 / 25 / 30 % (multishot bonus)
20 / 25 / 25 / 30 % (melee damage bonus)

 Duration:8 / 12 / 16 / 20 s (ability duration)

5 / 8 / 12 / 15 s (buff duration)

 Range:6 / 8 / 10 / 12 m
Expand/Collapse

*Indicated Mods are mutually exclusive with one another.
†Only compatible with select Bows.

‡Can also be installed on Bows and Shotguns.

*Indicated Mods are mutually exclusive with one another.
†Only compatible with the  Hek and  Kuva Hek.

‡Only compatible with the  Sobek and  Kuva Sobek.

*Indicated Mods are mutually exclusive with one another.

†Only compatible with the  Marelok and  Vaykor Marelok, and usable in Conclave matches.

Hits Mechanism[]

  • The Hits mechanism refers to an attack structure divided into Hub and Authority values.

A weapon with Multishot 3 performing a Heavy Attack consists of: one Heavy Attack (Hub) containing 3 projectiles (Authority).

The Hub value equals the sum of all Authority values it points to.

The Authority value equals the sum of all Hub values pointing to it.

  • Multiple Hubs can bypass enemy DPH limits.

Case with Cernos Prime (Multishot 3 + Xata's Whisper):

 Hits structure   →  This attack hit   → warhead   → Truth Secret warhead
                                      →|authority1       → hub2;
      Hits →              hub1       →|authority2       → hub3;
                                      →|authority3       → hub4; 


  • 3 base projectiles = Authority1/2/3 under Hub1



Classification of Hub and Authority[]

Hit Formula[]

Weapon Hub Formula:

(Weapon Hub hits + Tornado's 3 tornado hit + (Funnel Clouds' 8 hits Equivalent to 1 Hub)) ×(Whether the weapon hit)+

(Multishot quantity + Tornado + Funnel Clouds + Blast stacks) × (Xata's Whisper active) +

(Multishot quantity + Tornado + Funnel Clouds) × (Toxic Lash active) +

(Blast stacks) + (f1~f2) = Number of hubs

  • f1 Formula:

(Weapon body) × (Melee Duplicate)

  • f2 Formula:

(Have you activated or hit any skills that can increase Hub) * (Melee Duplicate)

  • The difference between Formula f1 and Formula f2 lies in whether you have activated or hit the skill to increase the number of hubs.
  • If you haven't used any skills that can increase the Hub, then you need to use the f1 formula
  • Whether it is the f1 formula or the f2 formula, as long as Melee Duplicate is triggered, the hub caused by Melee Duplicate will be directly added once in the Hits structure.


Note: "~" means "to".

Hate Example (Slam Attack 100% Blast):

(1+(0~3)+1)×1+

(1+(0~3)+(0~8)+(0~4~10))×1+

(0~4~10)+(f1~f2)= 1~38~50 Hub quantity

Quassus Prime Example (18 projectiles with Vicious Frost + Volcanic Edge):

(1+(0~3)+1)×1 +

(18+(0~3)+(0~8)+(0~4~10))×1 +

(1~4~10) +

(f1~f2) = 1~72~84 Hub quantity


Attack weapons with multiple built-in hubs[]

Note: Multishot and Hits of weapons are not the same concept. For example, in the first stage of the Heavy Attack attack, there are 18 projectiles, but this can only be considered as one Hub damage.

After using Xata's Whisper or Toxic Lash, each of these 18 projectiles will be attached with either a Void Damage damage or a toxin damage once.

Shooting weapons are difficult to trigger more Tornado or Funnel Clouds in one attack unless the warhead has a way to hit more tornadoes.


See Also[]


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