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{{Infobox
Multishot is a feature that weapons do not normally possess, but can be added through equipped mods. Multishot adds one or more additional bullets, bolts, or pellets to each shot fired. These additional projectiles do not consume any extra ammunition.
 
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| Box title = Multishot
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| image = SplitChamberModU145.png
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| caption = Example of a mod that provides multishot
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}}
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'''Multishot''' is an added effect to firearms that affects the number of pellets (bullets, projectiles, bolts, etc.) fired per shot without consuming additional [[ammo]]. Not only will this increase the weapon's damage, but each pellet generally has an independent chance to proc [[Status Effect]]s and/or [[Critical Hit]]s.
   
  +
==Mechanics==
For rifles and pistols, excluding the [[Bronco]], every shot fired has a percent chance to fire an additional bullet or bolt equal to the value listed on the equipped mod. Where the value exceeds 100%, there is a chance to fire a third additional bullet or bolt.
 
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Most firearms in WARFRAME fire one pellet per round of ammunition which accounts for the weapon's stats and mods upon firing. Multishot mods give the weapon a chance to spawn one or more additional pellets when fired, with each pellet being able to generate its own instance of a critical hit and/or status effect separate to the "main" pellet, but otherwise, behave identically to it. The effectiveness of Multishot is also affected by a weapon's [[Accuracy#Effects on Performance|Accuracy]] stat (see article for details).
   
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However, this behavior is ''not'' universal to all weapons. In [[continuous|continuous weapons]], the additional "pellets" spawned by Multishot do '''not''' generate additional instances of damage, but instead merges into the main 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 Hit]]s function with a 2.0x multiplier. Because the amount of damage ticks overall does ''not'' increase, having Multishot on these weapons will '''not''' increase the weapon's [[Status Chance]]. This potentially makes mods like ​{{M|Hammer Shot}}​ more effective than ​{{M|Vigilante Armaments}}​ for continuous weapons. Critical multiplier also benefits off of Multishot damage, as the Critical chance is calculated ''after'' Multishot damage.
For shotguns and the Bronco pistol, each shot fired is increased by a number of pellets equal to the value listed on the equipped mod. Any fractions are converted into a chance to fire an additional pellet, e.g. a Boar with a 120% multishot mod would fire 13 pellets with a 20% chance to fire a 14th. The average number of pellets fired with each shot can be determined by the following table:
 
   
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For example, the {{Weapon|Amprex}} deals 22 base damage per tick. With {{M|Split Chamber}}, each tick will have a 90% chance of doubling the damage to 44. If {{M|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.
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="font-size:12px"
 
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When it comes to [[:Category:Shotgun|shotguns]] (or select rifles and pistols), they fire multiple pellets per shot and thus gain a bigger benefit from Multishot mods in the process.
  +
  +
==Calculating Multishot==
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You can calculate a weapon's pellet count using the following equation;
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  +
{{MathText|Total Pellets {{eql}} Weapon Pellet Count {{mul}} (1 + Multishot Modifier)}}
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<br />Where:
  +
* '''Weapon Pellet Count''' refers to the base number of pellets fired per weapon attack.
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* '''Multishot Modifier''' refers to the total value of all related mods added together.
  +
  +
Should the total pellet count be a fraction, the fractional part will be a chance to fire one more pellet.
  +
  +
For example, a {{Weapon|Hek}} with a base pellet count of 7 with {{M|Hell's Chamber}} will have the pellet count of 15.4. This means it will fire 15 pellets per shot with a 40% chance of firing a 16<sup>th</sup> pellet. Meanwhile, a {{Weapon|Lex}} with 180% multishot will have a pellet count of 2.8. It will, therefore, fire 2 bullets with an 80% chance of a third bullet on that shot.
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Note that the in-game UI will show the sum of all the pellets' damage, so actual damage may be lower on weapons with large spreads where some pellets may miss entirely. 
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==Multishot Mods==
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<gallery captionposition="within" hideaddbutton="true" spacing="small" navigation="true" position="center" perrow="3" bordersize="none" bordercolor="#FFFFFF">
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AmalgamBarrelDiffusionMod.png|link=Amalgam Barrel Diffusion
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BarrelDiffusionModU145.png|link=Barrel Diffusion
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LethalTorrentModU145.png|link=Lethal Torrent
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SplitChamberModU145.png|link=Split Chamber
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SplitFlights.png|link=Split Flights
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HellsChamberModU145.png|link=Hell's Chamber
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ScatteredJustice.png|link=Scattered Justice
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DualRoundsMod.png|link=Dual Rounds
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VigilanteArmamentsMod.png|link=Vigilante Armaments
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ShrapnelRounds.png|link=Shrapnel Rounds
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</gallery>
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  +
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 [[Riven_Mods#Disposition|Disposition]] it's entirely possible to get a Riven Mod with -100% Multishot, making the weapon completely harmless.
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Do note that {{M|Shrapnel Rounds}} is ''[[Conclave]]-exclusive'' and cannot be used in regular play, while {{M|Barrel Diffusion}} and {{M|Amalgam Barrel Diffusion}} are mutually exclusive and cannot be equipped simultaneously.
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==Pellet Counts==
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This section contains tables showing how multishot affects weapons with '''innate''' Multishot (that is, they fire multiple projectiles per shot. For all other weapons, consult the above equation). For brevity's sake, each Multishot percentage column refers to ''fully-ranked, non-[[Riven Mods|Riven]]'' mods that grant Multishot, arranged by increasing Multishot value, followed by a combination of fully-ranked mods, again arranged by increasing value where applicable.
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===Shotguns===
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{| border="0" cellpadding="1" cellspacing="1.1" class="article-table" style="font-size:12px"
 
! Multishot percent
 
! Multishot percent
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|'''0%{{Text||&#42;||hover = No Multishot Mods
|0%
 
  +
|cursor = help}}'''
|20%
 
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|'''60%{{Text||&#42;||hover = Vigilante Armaments installed
|40%
 
  +
|cursor = help}}'''
|60%
 
  +
|'''120%{{Text||&#42;||hover = Hell's Chamber installed
|80%
 
  +
|cursor = help}}'''
|100%
 
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|'''180%{{Text||&#42;||hover = Vigilante Armaments and Hell's Chamber
|120%
 
  +
|cursor = help}}'''
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|-
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!{{Weapon|Kohm}} ({{Weapon|Kuva Kohm|Kuva}})
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|1-12
  +
|1.6-19.2
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|2.2-26.4
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|2.8-33.6
  +
|-
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!{{Weapon|Convectrix}}
  +
|2
  +
|3.2
  +
|4.4
  +
|5.6
  +
|-
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!{{Weapon|Exergis}}
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|3
  +
|4.8
  +
|6.6
  +
|8.4
  +
|-
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!{{Weapon|Phantasma}}, {{Weapon|Sobek}}, {{Weapon|Tigris}}
  +
|5
  +
|8
  +
|11
  +
|14
 
|-
 
|-
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!{{Weapon|Corinth}} (Primary Fire), {{Weapon|Sweeper}} ({{Weapon|Sweeper Prime|Prime}}), {{Weapon|Sancti Tigris}}
![[Boar]]
 
 
|6
 
|6
  +
|9.6
|7.2±0.98
 
  +
|13.2
|8.4±1.20
 
  +
|16.8
|9.6±1.20
 
|10.8±0.98
 
|12
 
|13.2±0.98
 
 
|-
 
|-
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!{{Weapon|Hek}} ({{Weapon|Vaykor Hek|Vaykor}}), {{Weapon|Phage}}
![[Bronco]] or [[Hek]]
 
 
|7
 
|7
  +
|11.2
|8.4±1.06
 
  +
|15.4
|9.8±1.30
 
  +
|19.6
|11.2±1.30
 
  +
|-
|12.6±1.06
 
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!{{Weapon|Boar}} ({{Weapon|Boar Prime|Prime}}), {{Weapon|Tigris Prime}}
|14
 
  +
|8
|15.4±1.06
 
  +
|12.8
  +
|17.6
  +
|22.4
 
|-
 
|-
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!{{Weapon|Strun}} ({{Weapon|MK1-Strun|MK1}}, {{Weapon|Strun Wraith|Wraith}}), {{Weapon|Drakgoon}} ({{Weapon|Kuva Drakgoon|Kuva}})
![[Strun]]
 
 
|10
 
|10
  +
|16
|12±1.26
 
  +
|22
|14±1.55
 
  +
|28
|16±1.55
 
|18±1.26
 
|20
 
|22±1.26
 
 
|}
 
|}
   
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The table below refers to {{M|Scattered Justice}}, a mod that also gives multishot but can ''only'' be installed on the Hek.
Regardless of the weapon type used, any additional bullets or pellets are identical to those that would otherwise have been fired. They are subject to the same damage calculations and each one includes all of the armor piercing and elemental damage that is associated with that projectile. Multishot projectiles only differ in that they do not share the same cone of fire trajectory as the projectile they are a duplicate of. Therefore, they can miss or hit while their parent projectile would hit or miss, respectively.
 
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{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="font-size:12px"
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! Multishot percent
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|'''0%{{Text||&#42;||hover = No Multishot Mods
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|cursor = help}}'''
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|'''200%{{Text||&#42;||hover = Scattered Justice installed
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|cursor = help}}'''
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|'''260%{{Text||&#42;||hover = Scattered Justice and Vigilante Armaments
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|cursor = help}}'''
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|'''320%{{Text||&#42;||hover = Scattered Justice and Hell's Chamber
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|cursor = help}}'''
  +
|'''380%{{Text||&#42;||hover = Scattered Justice, Vigilante Armaments, and Hell's Chamber
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|cursor = help}}'''
  +
|-
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!{{Weapon|Hek}}
  +
|7
  +
|21
  +
|25.2
  +
|29.4
  +
|33.6
  +
|}
   
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===Primaries===
For rifles and single shot pistols, fire accuracy is calculated using the following formula:
 
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{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="font-size:12px"
  +
! Multishot percent
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|'''0%{{Text||&#42;||hover = No Multishot Mods
  +
|cursor = help}}'''
  +
|'''60%{{Text||&#42;||hover = Vigilante Armaments installed
  +
|cursor = help}}'''
  +
|'''90%{{Text||&#42;||hover = Split Chamber installed
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|cursor = help}}'''
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|'''150%{{Text||&#42;||hover = Vigilante Armaments and Split Chamber
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|cursor = help}}'''
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|-
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!{{Weapon|Basmu}} (Alternate Fire), {{Weapon|Quanta}} ({{Weapon|Quanta Vandal|Vandal}})
  +
|2
  +
|3.2
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|3.8
  +
|5
  +
|-
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!{{Weapon|Cernos Prime}}
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|3
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|4.8
  +
|5.7
  +
|7.5
  +
|-
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!{{Weapon|Artemis Bow}}
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|7
  +
|11.2
  +
|13.3
  +
|17.5
  +
|-
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!{{Weapon|Zarr}}
  +
|10
  +
|16
  +
|19
  +
|25
  +
|}
   
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===Secondaries===
<math>a =\left ( \frac{s_{h}}{s_{f}}\right )*100</math>
 
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{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="font-size:12px"
 
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! Multishot percent
* Where <math>a</math> = accuracy, <math>s_{h}</math> = shots hit (including multishot projectiles), and <math>s_{f}</math> = shots fired (not including multishot projectiles).
 
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|'''0%{{Text||&#42;||hover = No Multishot Mods
 
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|cursor = help}}'''
Because of this, is possible to have a fire accuracy higher than 100% with a rifle or single shot pistol using a multishot mod. For example, if you hit 468 shots and you expelled 342 ammunition in a single mission:
 
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|'''60%{{Text||&#42;||hover = Lethal Torrent installed
 
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|cursor = help}}'''
<math>a = \left ( \frac{468}{342}\right )*100</math>
 
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|'''110%{{Text||&#42;||hover = Amalgam Barrel Diffusion installed
 
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|cursor = help}}'''
Therefore, we can conclude the following:
 
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|'''120%{{Text||&#42;||hover = Barrel Diffusion installed
 
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|cursor = help}}'''
<math>a = 136.84\%</math>
 
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|'''170%{{Text||&#42;||hover = Lethal Torrent and Amalgam Barrel Diffusion
 
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|cursor = help}}'''
 
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|'''180%{{Text||&#42;||hover = Lethal Torrent and Barrel Diffusion
==Multishot Mods==
 
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|cursor = help}}'''
{| border="0" cellpadding="0" cellspacing="0" class="article-table" style="width: 670px;"
 
 
|-
 
|-
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!{{Weapon|Kohmak}}, {{Weapon|Twin Kohmak}}
!align=center|Weapon
 
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|1-5
!align=center|Name
 
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|1.6-8
!align=center|Stat
 
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|2.1-10.5
!align=center|Power Cost
 
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|2.2-11
!align=center|Polarity
 
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|2.7-13.5
!align=center width=80px|Commonly Dropped By
 
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|2.8-14
!align=center|Rarity
 
 
|-
 
|-
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!{{Weapon|Twin Grakatas}}
|Rifle
 
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|2
|[[Split Chamber]]
 
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|3.2
| 15% | 30% | 45%<br />60% | 75% | 90%
 
  +
|4.2
| 10 | 11 | 12<br />13 | 14 | 15
 
  +
|4.4
|align=center|{{Vpol}}
 
  +
|5.4
|[[Grineer]][[Corpus]][[Infested]]
 
  +
|5.6
|Rare
 
 
|-
 
|-
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!{{Weapon|Fusilai}} (Alternate Fire)
|Shotgun
 
  +
|3
|[[Hell's Chamber]]
 
  +
|4.8
| 20% | 40% | 60%<br />80% | 100% | 120%
 
  +
|6.3
| 10 | 11 | 12<br />13 | 14 | 15
 
  +
|6.6
|align=center|{{Vpol}}
 
  +
|8.1
|[[Grineer]]
 
  +
|8.4
|Rare
 
 
|-
 
|-
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!{{Weapon|Angstrum}} ({{Weapon|Prisma Angstrum|Prisma}})
|Pistol
 
  +
|3-7
|[[Barrel Diffusion]]
 
  +
|4.8-11.2
| 20% | 40% | 60%<br />80% | 100% | 120%
 
  +
|6.3-14.7
| 6 | 7 | 8<br />9 | 10 | 11
 
  +
|6.6-15.4
|align=center|{{Vpol}}
 
  +
|8.1-18.9
|[[Grineer]][[Corpus]][[Infested]]
 
  +
|8.4-19.6
|Rare
 
  +
|-
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!{{Weapon|Ballistica Prime}}
  +
|4
  +
|6.4
  +
|8.4
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|8.8
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|10.8
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|11.2
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|-
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!{{Weapon|Bronco}} ({{Weapon|Bronco Prime|Prime}}), {{Weapon|Akbronco}} ({{Weapon|Akbronco Prime|Prime}}), {{Weapon|Detron}} ({{Weapon|Mara Detron|Mara}})
  +
|7
  +
|11.2
  +
|14.7
  +
|15.4
  +
|18.9
  +
|19.6
  +
|-
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!{{Weapon|Brakk}} ({{Weapon|Kuva Brakk|Kuva}}), {{Weapon|Euphona Prime}} (Alternate Fire), {{Weapon|Pyrana Prime}}
  +
|10
  +
|16
  +
|21
  +
|22
  +
|27
  +
|28
  +
|-
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!{{Weapon|Pyrana}}
  +
|12
  +
|19.2
  +
|25.2
  +
|26.4
  +
|32.4
  +
|33.6
  +
|-
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!{{Weapon|Twin Rogga}}
  +
|15
  +
|24
  +
|31.5
  +
|33
  +
|40.5
  +
|42
 
|}
 
|}
  +
  +
==See Also==
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*[[Punch Through]], another bullet mechanic.
   
 
{{DamageNav}}
 
{{DamageNav}}
  +
{{MechNav}}
  +
__NOTOC__
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[[es:Multidisparo]]
  +
[[de:Multischuss]]
 
[[Category:Mechanics]]
 
[[Category:Mechanics]]
  +
[[Category:Update 7]]

Revision as of 19:58, 29 March 2020

Multishot is an added effect to firearms that affects the number of pellets (bullets, projectiles, bolts, etc.) fired per shot without consuming additional ammo. Not only will this increase the weapon's damage, but each pellet generally has an independent chance to proc Status Effects and/or Critical Hits.

Mechanics

Most firearms in WARFRAME fire one pellet per round of ammunition which accounts for the weapon's stats and mods upon firing. Multishot mods give the weapon a chance to spawn one or more additional pellets when fired, with each pellet being able to generate its own instance of a critical hit and/or status effect separate to the "main" pellet, but otherwise, behave identically to it. The effectiveness of Multishot is also affected by a weapon's Accuracy stat (see article for details).

However, this behavior is not universal to all weapons. In continuous weapons, the additional "pellets" spawned by Multishot do not generate additional instances of damage, but instead merges into the main 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 with a 2.0x multiplier. Because the amount of damage ticks overall does not increase, having Multishot on these weapons will not increase the weapon's Status Chance. This potentially makes mods like ​Mod TT 20px Hammer Shot​ more effective than ​Mod TT 20px Vigilante Armaments​ for continuous weapons. Critical multiplier also benefits off of Multishot damage, as the Critical chance is calculated after Multishot damage.

For example, the Amprex Amprex deals 22 base damage per tick. With Mod TT 20px Split Chamber, each tick will have a 90% chance of doubling the damage to 44. If Mod TT 20px 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.

When it comes to shotguns (or select rifles and pistols), they fire multiple pellets per shot and thus gain a bigger benefit from Multishot mods in the process.

Calculating Multishot

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

Total Pellets = Weapon Pellet Count × (1 + Multishot Modifier)
Where:

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

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

For example, a Hek Hek with a base pellet count of 7 with Mod TT 20px Hell's Chamber will have the pellet count of 15.4. This means it will fire 15 pellets per shot with a 40% chance of firing a 16th pellet. Meanwhile, a Lex Lex with 180% multishot will have a pellet count of 2.8. It will, therefore, fire 2 bullets with an 80% chance of a third bullet on that shot.

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

Multishot Mods

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 Shrapnel Rounds is Conclave-exclusive and cannot be used in regular play, while Mod TT 20px Barrel Diffusion and Mod TT 20px Amalgam Barrel Diffusion are mutually exclusive and cannot be equipped simultaneously.

Pellet Counts

This section contains tables showing how multishot affects weapons with innate Multishot (that is, they fire multiple projectiles per shot. For all other weapons, consult the above equation). For brevity's sake, each Multishot percentage column refers to fully-ranked, non-Riven mods that grant Multishot, arranged by increasing Multishot value, followed by a combination of fully-ranked mods, again arranged by increasing value where applicable.

Shotguns

Multishot percent 0%* 60%* 120%* 180%*
Kohm Kohm (KuvaKohm Kuva) 1-12 1.6-19.2 2.2-26.4 2.8-33.6
Convectrix Convectrix 2 3.2 4.4 5.6
Exergis Exergis 3 4.8 6.6 8.4
Phantasma Phantasma, Sobek Sobek, Tigris Tigris 5 8 11 14
Corinth Corinth (Primary Fire), Sweeper Sweeper (SweeperPrime Prime), SanctiTigris Sancti Tigris 6 9.6 13.2 16.8
Hek Hek (VaykorHek Vaykor), Phage Phage 7 11.2 15.4 19.6
Boar Boar (BoarPrime Prime), TigrisPrime Tigris Prime 8 12.8 17.6 22.4
Strun Strun (Strun MK1, StrunWraith Wraith), Drakgoon Drakgoon (KuvaDrakgoon Kuva) 10 16 22 28

The table below refers to Mod TT 20px Scattered Justice, a mod that also gives multishot but can only be installed on the Hek.

Multishot percent 0%* 200%* 260%* 320%* 380%*
Hek Hek 7 21 25.2 29.4 33.6

Primaries

Multishot percent 0%* 60%* 90%* 150%*
Basmu Basmu (Alternate Fire), Quanta Quanta (QuantaVandal Vandal) 2 3.2 3.8 5
CernosPrime Cernos Prime 3 4.8 5.7 7.5
ArtemisBowWeapon Artemis Bow 7 11.2 13.3 17.5
Zarr Zarr 10 16 19 25

Secondaries

Multishot percent 0%* 60%* 110%* 120%* 170%* 180%*
Kohmak Kohmak, TwinKohmak Twin Kohmak 1-5 1.6-8 2.1-10.5 2.2-11 2.7-13.5 2.8-14
TwinGrakatas Twin Grakatas 2 3.2 4.2 4.4 5.4 5.6
Fusilai Fusilai (Alternate Fire) 3 4.8 6.3 6.6 8.1 8.4
Angstrum Angstrum (PrismaAngstrum Prisma) 3-7 4.8-11.2 6.3-14.7 6.6-15.4 8.1-18.9 8.4-19.6
BallisticaPrime Ballistica Prime 4 6.4 8.4 8.8 10.8 11.2
Bronco Bronco (BroncoPrime Prime), Akbronco Akbronco (AkbroncoPrime Prime), Detron Detron (MaraDetron Mara) 7 11.2 14.7 15.4 18.9 19.6
Brakk Brakk (KuvaBrakk Kuva), EuphonaPrime Euphona Prime (Alternate Fire), PyranaPrime Pyrana Prime 10 16 21 22 27 28
Pyrana Pyrana 12 19.2 25.2 26.4 32.4 33.6
TwinRogga Twin Rogga 15 24 31.5 33 40.5 42

See Also