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(Add example of how multishot affects status chance)
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{{Infobox
 
{{Infobox
 
| Box title = Multishot
 
| Box title = Multishot
| image = SplitChamberModU145.png
+
| image = SplitChamberMod.png
 
| caption = Example of a mod that provides multishot
 
| caption = Example of a mod that provides multishot
 
}}
 
}}
'''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.
+
{{Quote|The number of damage instances fired per shot without consuming additional ammo.<br/>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 Effect]]s and/or result in a [[Critical Hit]].
   
 
==Mechanics==
 
==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 [[:Category:Shotgun|shotguns]], but are not limited to them.
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).
 
   
  +
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).
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.
 
   
  +
The effectiveness of the Multishot bonus is affected by a weapon's [[Accuracy#Effects on Performance|Accuracy]] stat (see article for details).
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.
 
   
  +
===Continuous Weapons===
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. The listed status chance in the Arsenal UI is divided among the pellets; this results in a slightly higher status chance due to exponentiation. The Status Chance per pellet is calculated using the following equation;
 
  +
On [[Continuous Weapon]]s, 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 Hit]]s 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'' ({{D|Slash}}, {{D|Heat}}, {{D|Toxin}}, {{D|Electricity}}, and {{D|Gas}}) is affected '''twice''' by multishot on all continuous weapons.
   
  +
{{UpdateMe|Believe {{Weapon|Phage}} is an exception. Additional multishot does add more beams (when not aiming).}}
{{MathText|Status Chance per Pellet {{eql}} 1 {{min}} (1 {{min}} Status Chance)<sup>(1 {{div}} Pellet Count)</sup>}}
 
  +
The above is true even for ''continuous weapons with innate Multishot'', such as {{Weapon|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.
<br />Where:
 
*'''Status Chance''' refers to the status chance of the weapon listed in the Arsenal.
 
*'''Pellet Count''' refers to the amount of pellets fired per shot.
 
   
  +
Multishot has '''no''' effect on the spherical blast radii of continuous weapons such as {{Weapon|Ignis}} ({{Weapon|Ignis Wraith|Wraith}}), {{Weapon|Glaxion Vandal}}, {{Weapon|Gaze|Gaze Primary}}, {{Weapon|Embolist}}, {{Weapon|Catabolyst}}, and {{Weapon|Cortege}}.
For example, the {{Weapon|Boar Prime}} has a status chance of 30%, and a pellet count of 8. Thus the Boar Prime's status chance ''per pellet'' is actually ~4.36%. Adding {{M|Hell's Chamber}} increases the Boar Prime's status chance to ~54.4%, but will also increase the pellet count to 17.6, which still results in a ~4.36% status chance per pellet. In order to overcome this, the weapon's status chance ''must'' be increased to 100% before Multishot mods are taken into account. This guarantees that at least one of the weapon's pellets will proc a status effect upon hitting an enemy.
 
  +
  +
<hr />
  +
  +
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 <math>\text{2} \times \text{40}\% = \text{80}\%</math>
  +
* When multishot rolls a value of 3, the status chance of that damage instance would be <math>\text{3} \times \text{40}\% = \text{120}\%</math>
  +
  +
===Spearguns===
  +
Multishot has no effect on the thrown component of [[:Category:Speargun|spearguns]]. Multishot affects primary attack as normal.
   
 
==Calculating Multishot==
 
==Calculating Multishot==
You can calculate a weapon's pellet count using the following equation;
+
You can calculate a weapon's projectile count using the following equation;
   
{{MathText|Total Pellets {{eql}} Weapon Pellet Count {{mul}} (1 + Multishot Modifier)}}
+
{{MathText|Total Projectiles {{eql}} Weapon Projectile Count {{mul}} (1 + Multishot Modifier)}}
 
<br />Where:
 
<br />Where:
* '''Weapon Pellet Count''' refers to the base number of pellets fired per weapon attack.
+
* '''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.
 
* '''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.
+
Should the total projectile count be a fraction, the fractional part will be a chance to fire one more projectile.
   
  +
For example,
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.
 
  +
*{{Weapon|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.
  +
*{{Weapon|Hek}}, a hitscan projectile weapon with a base Multishot of 7, with {{M|Hell's Chamber}} will have Multishot equaling 15.4. This means it will possess 15 damage instances per shot with a 40% chance of 16<sup>th</sup> damage instance.
  +
*{{Weapon|Amprex}}, a continuous weapon with a base Multishot of 1, 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. The number of damage instances remains 1 per tick.
  +
*{{Weapon|Quanta}}, a continuous weapon with a base Multishot of 2, deals 10 base damage per tick per beam (20 damage total). With {{M|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 pellets' damage, so actual damage may be lower on weapons with large spreads where some pellets may miss entirely. 
+
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==
==Multishot Mods==
 
  +
<div class="tabber-borderless">{{#tag:tabber|Rifles =
<gallery captionposition="within" hideaddbutton="true" spacing="small" navigation="true" position="center" perrow="3" bordersize="none" bordercolor="#FFFFFF">
 
  +
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" position="center" bordersize="none" bordercolor="#FFFFFF">
AmalgamBarrelDiffusionMod.png|link=Amalgam Barrel Diffusion
 
  +
Basmu.png|link=Basmu|{{Weapon|Basmu}} <br>([[Alternate Fire]]) Multishot of 2
BarrelDiffusionModU145.png|link=Barrel Diffusion
 
  +
Quanta.png|link=Quanta|{{Weapon|Quanta}} <br>Multishot of 2
LethalTorrentModU145.png|link=Lethal Torrent
 
  +
QuantaVandal.png|link=Quanta Vandal|{{Weapon|Quanta Vandal}} <br>Multishot of 2
SplitChamberModU145.png|link=Split Chamber
 
  +
Zarr.png|link=Zarr|{{Weapon|Zarr}} <br> (Barrage Mode) Multishot of 10
HellsChamberModU145.png|link=Hell's Chamber
 
  +
KuvaZarr.png|link=Kuva Zarr|{{Weapon|Kuva Zarr}} <br> (Barrage Mode) Multishot of 10
ScatteredJustice.png|link=Scattered Justice
 
DualRoundsMod.png|link=Dual Rounds
 
VigilanteArmamentsMod.png|link=Vigilante Armaments
 
ShrapnelRounds.png |link=Shrapnel Rounds
 
 
</gallery>
 
</gallery>
  +
{{!}}-{{!}}Bows =
  +
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" position="center" bordersize="none" bordercolor="#FFFFFF">
  +
ArtemisBowWeapon.png|link=Artemis Bow (Weapon)|{{Weapon|Artemis Bow}} <br>Multishot of 7
  +
CernosPrime.png|link=Cernos Prime|{{Weapon|Cernos Prime}} <br>Multishot of 3
  +
</gallery>
  +
{{!}}-{{!}}Shotgun =
  +
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" position="center" bordersize="none" bordercolor="#FFFFFF">
  +
Boar.png|link=Boar|{{Weapon|Boar}} <br>Multishot of 8
  +
BoarPrime.png|link=Boar Prime|{{Weapon|Boar Prime}} <br>Multishot of 8
  +
Bubonico.png|link=Bubonico|{{Weapon|Bubonico}} <br> (Primary Fire) Multishot of 7
  +
Cedo.png|link=Cedo|{{Weapon|Cedo}} <br> (Primary Fire) Multishot of 6
  +
Convectrix.png|link=Convectrix|{{Weapon|Convectrix}} <br>Multishot of 2
  +
Corinth.png|link=Corinth|{{Weapon|Corinth}} <br> (Primary Fire) Multishot of 6
  +
CorinthPrime.png|link=Corinth Prime|{{Weapon|Corinth Prime}} <br> (Primary Fire) Multishot of 6
  +
Drakgoon.png|link=Drakgoon|{{Weapon|Drakgoon}} <br>Multishot of 10
  +
KuvaDrakgoon.png|link=Kuva Drakgoon|{{Weapon|Kuva Drakgoon}} <br>Multishot of 10
  +
Exergis.png|link=Exergis|{{Weapon|Exergis}} <br>Multishot of 3
  +
Felarx.png|link=Felarx|{{Weapon|Felarx}} <br> (Normal Form) Multishot of 4
  +
Hek.png|link=Hek|{{Weapon|Hek}} <br>Multishot of 7
  +
VaykorHek.png|link=Vaykor Hek|{{Weapon|Vaykor Hek}} <br>Multishot of 7
  +
KuvaHek.png|link=Kuva Hek|{{Weapon|Kuva Hek}} <br>Multishot of 7 <br>([[Alternate Fire]]) Multishot of 28
  +
Kohm.png|link=Kohm|{{Weapon|Kohm}} <br>Multishot of 12
  +
KuvaKohm.png|link=Kuva Kohm|{{Weapon|Kuva Kohm}} <br>Multishot of 12
  +
Phage.png|link=Phage|{{Weapon|Phage}} <br>Multishot of 7
  +
Phantasma.png|link=Phantasma|{{Weapon|Phantasma}} <br> (Primary Fire) Multishot of 6
  +
Rauta.png|link=Rauta|{{Weapon|Rauta}} <br>Multishot of 8
  +
Sobek.png|link=Sobek|{{Weapon|Sobek}} <br>Multishot of 5
  +
Strun.png|link=Strun|{{Weapon|Strun}} <br>Multishot of 12
  +
Strun.png|link=MK1-Strun|{{Weapon|MK1-Strun}} <br>Multishot of 10
  +
StrunPrime.png|link=Strun Prime|{{Weapon|Strun Prime}} <br>Multishot of 12
  +
StrunWraith.png|link=Strun Wraith|{{Weapon|Strun Wraith}} <br>Multishot of 10
  +
Tigris.png|link=Tigris|{{Weapon|Tigris}} <br>Multishot of 5
  +
SanctiTigris.png|link=Sancti Tigris|{{Weapon|Sancti Tigris}} <br>Multishot of 6
  +
TigrisPrime.png|link=Tigris Prime|{{Weapon|Tigris Prime}} <br>Multishot of 8
  +
</gallery>
  +
{{!}}-{{!}}Secondary =
  +
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" position="center" bordersize="none" bordercolor="#FFFFFF">
  +
Akbronco.png|link=Akbronco|{{Weapon|Akbronco}} <br>Multishot of 7
  +
AkbroncoPrime.png|link=Akbronco Prime|{{Weapon|Akbronco Prime}} <br>Multishot of 7
  +
BallisticaPrime.png|link=Ballistica Prime|{{Weapon|Ballistica Prime}} <br>Multishot of 4
  +
Brakk.png|link=Brakk|{{Weapon|Brakk}} <br>Multishot of 10
  +
KuvaBrakk.png|link=Kuva Brakk|{{Weapon|Kuva Brakk}} <br>Multishot of 10
  +
Bronco.png|link=Bronco|{{Weapon|Bronco}} <br>Multishot of 7
  +
BroncoPrime.png|link=Bronco Prime|{{Weapon|Bronco Prime}} <br>Multishot of 7
  +
Detron.png|link=Detron|{{Weapon|Detron}} <br>Multishot of 7
  +
MaraDetron.png|link=Mara Detron|{{Weapon|Mara Detron}} <br>Multishot of 7
  +
TenetDetron.png|link=Tenet Detron|{{Weapon|Tenet Detron}} <br>Multishot of 10
  +
EuphonaPrime.png|link=Euphona Prime|{{Weapon|Euphona Prime}} <br>([[Alternate Fire]]) Multishot of 10
  +
Fusilai.png|link=Fusilai|{{Weapon|Fusilai}} <br>([[Alternate Fire]]) Multishot of 3
  +
Kohmak.png|link=Kohmak|{{Weapon|Kohmak}} <br>Multishot of 5
  +
Kompressa.png|link=Kompressa|{{Weapon|Kompressa}} <br> Multishot of 4
  +
Pyrana.png|link=Pyrana|{{Weapon|Pyrana}} <br>Multishot of 12
  +
PyranaPrime.png|link=Pyrana Prime|{{Weapon|Pyrana Prime}} <br>Multishot of 10
  +
TwinGrakatas.png|link=Twin Grakatas|{{Weapon|Twin Grakatas}} <br>Multishot of 2
  +
TwinKohmak.png|link=Twin Kohmak|{{Weapon|Twin Kohmak}} <br>Multishot of 5
  +
TwinRogga.png|link=Twin Rogga|{{Weapon|Twin Rogga}} <br>Multishot of 15
  +
Vermisplicer.png|link=Vermisplicer|[[Vermisplicer]] <br>(Secondary) Multishot of 5
   
  +
</gallery>
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.
 
  +
{{!}}-{{!}}Melee=
 
  +
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" position="center" bordersize="none" bordercolor="#FFFFFF">
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.
 
  +
ArumSpinosa.png|link=Arum Spinosa|{{Weapon|Arum Spinosa}} <br>([[Heavy Attack]]) Multishot of 18 on first attack, Multishot of 9 on second attack
  +
Quassus.png|link=Quassus|{{Weapon|Quassus}} <br>([[Heavy Attack]]) Multishot of 12 on first attack, Multishot of 6 on second attack
  +
Redeemer.png|link=Redeemer|{{Weapon|Redeemer}} <br>Multishot of 10
  +
RedeemerPrime.png|link=Redeemer Prime|{{Weapon|Redeemer Prime}} <br>Multishot of 10
  +
Vastilok.png|link=Vastilok|{{Weapon|Vastilok}} <br>Multishot of 9
  +
</gallery>
  +
{{!}}-{{!}}Robotic=
  +
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" position="center" bordersize="none" bordercolor="#FFFFFF">
  +
Sweeper.png|link=Sweeper|{{Weapon|Sweeper}} <br>Multishot of 6
  +
SweeperPrime.png|link=Sweeper Prime|{{Weapon|Sweeper Prime}} <br>Multishot of 6
  +
</gallery>
  +
{{!}}-{{!}}Archgun=
  +
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" position="center" bordersize="none" bordercolor="#FFFFFF">
  +
Cortege.png|link=Cortege|{{Weapon|Cortege}} <br>([[Alternate Fire]]) Multishot of 3
  +
Corvas.png|link=Corvas|{{Weapon|Corvas}} <br>([[Archgun Deployer|Atmospheric Mode]]) Multishot of 11
  +
</gallery>
  +
}}</div>
   
  +
==Sources of Multishot Bonus==
==Pellet Counts==
 
  +
{{:Metronome}}
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.
 
  +
<div class="tabber-borderless">{{#tag:tabber|Multishot for Rifles and Bows=
 
  +
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="true" position="center" perrow="3" bordersize="none" bordercolor="#FFFFFF">
===Shotguns===
 
  +
GalvanizedChamberMod.png|link=Galvanized Chamber|{{M|Galvanized Chamber}}*
{| border="0" cellpadding="1" cellspacing="1.1" class="article-table" style="font-size:12px"
 
  +
SplitChamberMod.png|link=Split Chamber|{{M|Split Chamber}}*
! Multishot percent
 
  +
SplitFlightsMod.png|link=Split Flights|{{M|Split Flights}}*†
|'''0%{{Text||&#42;||hover = No Multishot Mods
 
  +
VigilanteArmamentsMod.png|link=Vigilante Armaments|{{M|Vigilante Armaments}}‡
|cursor = help}}'''
 
  +
PrimaryFrostbite.png|link=Primary Frostbite|{{Arcane|Primary Frostbite}}
|'''60%{{Text||&#42;||hover = Vigilante Armaments installed
 
  +
</gallery>
|cursor = help}}'''
 
  +
<small>''*Indicated Mods are mutually exclusive with one another.''</small>
|'''120%{{Text||&#42;||hover = Hell's Chamber installed
 
  +
<small>''†Only compatible with select [[:Category:Bow|Bows]].''</small>
|cursor = help}}'''
 
  +
<small>''‡Can also be installed on Bows and [[:Category:Shotgun|Shotguns]].''</small>
|'''180%{{Text||&#42;||hover = Vigilante Armaments and Hell's Chamber
 
  +
{{!}}-{{!}}Multishot for Shotguns =
|cursor = help}}'''
 
  +
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" position="center" bordersize="none" bordercolor="#FFFFFF">
|-
 
  +
GalvanizedHellMod.png|link=Galvanized Hell|{{M|Galvanized Hell}}*
!{{Weapon|Kohm}} ([[Kuva Kohm|Kuva]])
 
  +
Hell'sChamberMod.png|link=Hell's Chamber|{{M|Hell's Chamber}}*
|1-12
 
  +
ScatteredJusticeMod.png|link=Scattered Justice|{{M|Scattered Justice}}†
|1.6-19.2
 
  +
PrimaryFrostbite.png|link=Primary Frostbite|{{Arcane|Primary Frostbite}}
|2.2-26.4
 
  +
</gallery>
|
 
  +
<small>''*Indicated Mods are mutually exclusive with one another.''</small>
2.8-33.6
 
  +
<small>''†Only compatible with the standard {{Weapon|Hek}}.''</small>
|-
 
  +
{{!}}-{{!}}Multishot for Secondaries =
!{{Weapon|Exergis}}
 
  +
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" position="center" bordersize="none" bordercolor="#FFFFFF">
|3
 
  +
AmalgamBarrelDiffusionMod.png|link=Amalgam Barrel Diffusion|{{M|Amalgam Barrel Diffusion}}*
|4.8
 
  +
BarrelDiffusionMod.png|link=Barrel Diffusion|{{M|Barrel Diffusion}}*
|6.6
 
  +
GalvanizedDiffusionMod.png|link=Galvanized Diffusion|{{M|Galvanized Diffusion}}*
|8.4
 
  +
LethalTorrentMod.png|link=Lethal Torrent|{{M|Lethal Torrent}}
|-
 
  +
ShrapnelRoundsMod.png|link=Shrapnel Rounds|{{M|Shrapnel Rounds}}†
!{{Weapon|Sobek}}, {{Weapon|Tigris}}
 
  +
ConjunctionVoltage.png|link=Conjunction Voltage|{{Arcane|Conjunction Voltage}}
|5
 
  +
</gallery>
|8
 
  +
<small>''*Indicated Mods are mutually exclusive with one another.''</small>
|11
 
  +
<small>''†Compatible with the {{Weapon|Marelok}} and {{Weapon|Vaykor Marelok}}, and usable in [[Conclave]] matches.''</small>
|14
 
  +
{{!}}-{{!}}Multishot for Archguns =
|-
 
  +
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" position="center" bordersize="none" bordercolor="#FFFFFF">
!{{Weapon|Corinth}} (Primary Fire), {{Weapon|Sweeper}} ([[Sweeper Prime|Prime]]), {{Weapon|Sancti Tigris}}
 
  +
ContainmentBreachMod.png|link=Containment Breach|{{M|Containment Breach}}
|6
 
  +
DualRoundsMod.png|link=Dual Rounds|{{M|Dual Rounds}}
|9.6
 
  +
</gallery>
|13.2
 
  +
}}</div>
|16.8
 
|-
 
!{{Weapon|Hek}} ([[Vaykor Hek|Vaykor]])
 
|7
 
|11.2
 
|15.4
 
|19.6
 
|-
 
!{{Weapon|Boar}} ([[Boar Prime|Prime]]), {{Weapon|Tigris Prime}}
 
|8
 
|12.8
 
|17.6
 
|22.4
 
|-
 
!{{Weapon|Strun}} ([[MK1-Strun|MK1]], [[Strun Wraith|Wraith]]), {{Weapon|Drakgoon}} ([[Kuva Drakgoon|Kuva]])
 
|10
 
|16
 
|22
 
|28
 
|}
 
 
 
 
The table below refers to {{M|Scattered Justice}}, a mod that also gives multishot but can ''only'' be installed on the Hek.
 
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="font-size:12px"
 
! Multishot percent
 
|'''0%{{Text||&#42;||hover = No Multishot Mods
 
|cursor = help}}'''
 
|'''200%{{Text||&#42;||hover = Scattered Justice installed
 
|cursor = help}}'''
 
|'''260%{{Text||&#42;||hover = Scattered Justice and Vigilante Armaments
 
|cursor = help}}'''
 
|'''320%{{Text||&#42;||hover = Scattered Justice and Hell's Chamber
 
|cursor = help}}'''
 
|'''380%{{Text||&#42;||hover = Scattered Justice, Vigilante Armaments, and Hell's Chamber
 
|cursor = help}}'''
 
|-
 
!{{Weapon|Hek}}
 
|7
 
|21
 
|25.2
 
|29.4
 
|33.6
 
|}
 
 
===Primaries===
 
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="font-size:12px"
 
! Multishot percent
 
|'''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
 
|cursor = help}}'''
 
|'''150%{{Text||&#42;||hover = Vigilante Armaments and Split Chamber
 
|cursor = help}}'''
 
|-
 
!{{Weapon|Cernos Prime}}
 
|3
 
|4.8
 
|5.7
 
|7.5
 
|-
 
!{{Weapon|Zarr}} (Barrage Mode), {{Weapon|Artemis Bow}}
 
|7
 
|11.2
 
|13.3
 
|17.5
 
|}
 
   
  +
In addition, [[Riven Mods]] with the ''Sati-/-can'' affix grant a variable Multishot bonus or curse (a Multishot bonus with a negative value). When affected by a Multishot curse, Multishot can no longer go below 1 so it will only have an effect if the weapon has innate Multishot, beam weapons, or Multishot modifiers such as mods or buffs.
===Secondaries===
 
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="font-size:12px"
 
! Multishot percent
 
|'''0%{{Text||&#42;||hover = No Multishot Mods
 
|cursor = help}}'''
 
|'''60%{{Text||&#42;||hover = Lethal Torrent installed
 
|cursor = help}}'''
 
|'''110%{{Text||&#42;||hover = Amalgam Barrel Diffusion installed
 
|cursor = help}}'''
 
|'''120%{{Text||&#42;||hover = Barrel Diffusion installed
 
|cursor = help}}'''
 
|'''170%{{Text||&#42;||hover = Lethal Torrent and Amalgam Barrel Diffusion
 
|cursor = help}}'''
 
|'''180%{{Text||&#42;||hover = Lethal Torrent and Barrel Diffusion
 
|cursor = help}}'''
 
|-
 
!{{Weapon|Kohmak}}, {{Weapon|Twin Kohmak}}
 
|1-5
 
|1.6-8
 
|2.1-10.5
 
|2.2-11
 
|2.7-13.5
 
|2.8-14
 
|-
 
!{{Weapon|Twin Grakatas}}
 
|2
 
|3.2
 
|4.2
 
|4.4
 
|5.4
 
|5.6
 
|-
 
!{{Weapon|Fusilai}} (Alternate Fire)
 
|3
 
|4.8
 
|6.3
 
|6.6
 
|8.1
 
|8.4
 
|-
 
!{{Weapon|Angstrum}} ([[Prisma Angstrum|Prisma]])
 
|3-7
 
|4.8-11.2
 
|6.3-14.7
 
|6.6-15.4
 
|8.1-18.9
 
|8.4-19.6
 
|-
 
!'''{{Weapon|Ballistica Prime}} (Uncharged Shot)'''
 
|4
 
|6.4
 
|8.4
 
|8.8
 
|10.8
 
|11.2
 
|-
 
!{{Weapon|Bronco}} ([[Bronco Prime|Prime]]), {{Weapon|Akbronco}} ([[Akbronco Prime|Prime]]), {{Weapon|Detron}} ([[Mara Detron|Mara]])
 
|7
 
|11.2
 
|14.7
 
|15.4
 
|18.9
 
|19.6
 
|-
 
!{{Weapon|Brakk}} ([[Kuva Brakk|Kuva]]), {{Weapon|Euphona Prime}} (Alternate Fire)
 
|10
 
|16
 
|21
 
|22
 
|27
 
|28
 
|-
 
!{{Weapon|Pyrana}} ([[Pyrana Prime|Prime]])
 
|12
 
|19.2
 
|25.2
 
|26.4
 
|32.4
 
|33.6
 
|-
 
!{{Weapon|Twin Rogga}}
 
|15
 
|24
 
|31.5
 
|33
 
|40.5
 
|42
 
|}
 
   
 
==See Also==
 
==See Also==
 
*[[Punch Through]], another bullet mechanic.
 
*[[Punch Through]], another bullet mechanic.
   
  +
{{MultishotMods}}
 
{{DamageNav}}
 
{{DamageNav}}
 
{{MechNav}}
 
{{MechNav}}

Latest revision as of 21:31, 4 February 2024

The number of damage instances 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[]

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. ".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).

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 (DmgSlashSmall64 Slash, DmgFireSmall64 Heat, DmgToxinSmall64 Toxin, DmgElectricitySmall64 Electricity, and DmgGasSmall64 Gas) is affected twice by multishot on all continuous weapons.

Photo-4
“It's taking longer than I calculated.”
This page is actively being worked on and may not be completely correct. Please assist in making this page accurate. See WARFRAME Wiki:Research on ways to perform research on this game. Click here to add more info.
Believe Phage 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 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 Ignis (IgnisWraith Wraith), GlaxionVandal Glaxion Vandal, Gaze Gaze Primary, Embolist Embolist, Catabolyst Catabolyst, and Cortege 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 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 Hek, a hitscan projectile weapon with a base Multishot of 7, with Mod TT 20px 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 Amprex, a continuous weapon with a base Multishot of 1, 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. The number of damage instances remains 1 per tick.
  • Quanta Quanta, a continuous weapon with a base Multishot of 2, deals 10 base damage per tick per beam (20 damage total). With Mod TT 20px 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[]

MetronomeModx256 MetronomeIcon
3
EnergyOrb75
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)

AbilityStrengthBuff 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)

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

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

AbilityRangeBuff 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 standard Hek Hek.

*Indicated Mods are mutually exclusive with one another.

†Compatible with the Marelok Marelok and VaykorMarelok Vaykor Marelok, and usable in Conclave matches.

In addition, Riven Mods with the Sati-/-can affix grant a variable Multishot bonus or curse (a Multishot bonus with a negative value). When affected by a Multishot curse, Multishot can no longer go below 1 so it will only have an effect if the weapon has innate Multishot, beam weapons, or Multishot modifiers such as mods or buffs.

See Also[]