Projectiles fired per shot without consuming additional ammo. Each projectile 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[edit | edit source]

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). 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. ".2" means 20% of an additional shot).

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

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, having Multishot on these weapons will the Status Chance of each individual tick, effectively increasing the weapon's Status Chance. Note that the arsenal does not reflect this effective status chance increase. Critical multiplier also benefits off of Multishot damage, as the critical hits are calculated after Multishot damage.

The above is true even for continuous weapons that have innate Multishot, such as CrpShockRifle.pngQuanta, which fires two beams, each as it's own separate damage instance, and has 2 for it's base Multishot – applying the Multishot bonus to e.g. Quanta can never increase the number of it's beams from 2 to 3. On such weapons, the Multishot bonus is applied to each beam separately in the manner described above.

Calculating Multishot[edit | edit source]

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.pngLex, 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.pngHek, a hitscan projectile weapon with a base Multishot of 7, with Mod TT 20px.pngHell'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.
  • ChainLightningGunEdit.pngAmprex, a continuous weapon with a base Multishot of 1, deals 22 base damage per tick. With Mod TT 20px.pngSplit Chamber, each tick will have a 90% chance of doubling the damage to 44. If Mod TT 20px.pngVigilante 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.
  • CrpShockRifle.pngQuanta, a continuous weapon with a base Multishot of 2, deals 10 base damage per tick per beam (20 damage total). With Mod TT 20px.pngSplit 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.

Sources of Multishot[edit | edit source]

Metronome.png MalletIcon.png
ENERGY:
75
KEY
3
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.
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


In addition, Riven Mods with Sati or Can in their names will also grant bonuses to Multishot, but due to their randomized stats it possible to get a Riven Mod with negative Multishot instead. In that case, the negative Multishot gives the weapon a chance of firing a "dud" round that deals no damage, and based on the weapon's Disposition it's entirely possible to get a Riven Mod with -100% Multishot, making the weapon completely harmless.

Do note that Mod TT 20px.pngBarrel Diffusion and Mod TT 20px.pngAmalgam Barrel Diffusion are mutually exclusive and cannot be equipped simultaneously.

Weapons with innate Multishot[edit | edit source]

See Also[edit | edit source]


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