Hi, This post is to try and clear up some of the many mechanics people keeps saying about hunters munitions, that aren't mentioned any where on the wiki.

1st Myth:

Unlike the rest of the game, where bleed is 35%*Faction_modifiers*Modded_Base_Damage*Faction_modifiers(again) (*Armour_modifiers*Criticals), Hunter munitions also scales off elemental damage mods. I think this is just FALSE. But people keep repeating it and if anyone can show it to be true, please post here.

2nd Myth:

Each pellet in a shotgun weapon can proc munitions separately, but the damage will only scale off the pellets damage, so you won't get 8 procs of 35% of the arsenal damage. This may make Hunter munitions less useful for weapons with lots of pellets, but it will still increase damage. I think this is TRUE. But again citation would be appreciated.

3rd Myth:

Bleed procs ignore armour. Sadly this is FALSE. Bleed ticks deal True damage, which has no armour modifiers, or damage reduction, but the ticks are scaled off weapon damage, which is very much effected by armour; this means that the only time armour won't effect bleed ticks is: when there is none, or when it's removed after the proc, and the damage doesn't update.
In a positive turn, unless it's one of the simulacrum bugs, this information turns out to be incorrect. Despite a number of videos appearing toshow changing bleed values, with Corrosive_projection equipped and absent and a lot of anecdotal comments, together with, some reddit posts corroborating those videos; at the present time I am unable to replicate those results, with body and head shots remaining consistent regardless of solo armour stripping. Perhaps this was due to complete armour stripping changing damage modifiers.

4th Myth:

Multishot increases Hunter munitions proc chance from 30%. This is sort of BOTH, where there are multiple projectiles from multishot (say +1 (100% MS&CC) for simplicity) the chance of one proc will go up, however the arsenal damage is now split between two bullets so while the chance of 1 proc will be 0.3+0.3-0.3*0.3 = 51%, up from 30%, the chance of getting two procs and therefore 35% of the listed arsenal value is only 9%. So Multishot is good and increases ammo to proc efficiency and bleed consistency, but it won't give as much extra bleeding damage as you might think; for +1 physical bullet, in 91% of cases you'll bleed proc will deal half of 35%(ect) of the arsenal listed damage, that's inflated by combining bullet damage.

I am working with the assumption that, outside of beam weapons, the extra multishot damage is delivered by the extra bullet(s); this may work differently between hitscan and projectile weapons.

5th Myth:

You can stack simultaneous bleed procs from one shot. This is just FALSE. Though Hunter munitions can give an extra proc from a shot, it can't give an extra bleed proc, the wiki clearly says that if there are both a munitions proc and a slash status proc, one will be ignored. So Munitions is not a sensibly choice for weapons with both high slash and status. You can however stack bleed procs from separate bullets, presumably including physical multishot bullets.

6th Myth:

Red crits increase the proc chance, or allow another proc. This seems to just be FALSE.

## Question

## TheArcSet

Hi, This post is to try and clear up some of the many mechanics people keeps saying about hunters munitions, that aren't mentioned any where on the wiki.

1st Myth:

mods. I think this is just FALSE. But people keep repeating it and if anyone can show it to be true, please post here.2nd Myth:

butthe damage will only scale off the pellets damage, so you won't get 8 procs of 35% of the arsenal damage. Thismaymake Hunter munitions less useful for weapons with lots of pellets, but it will still increase damage. I think this is TRUE. But again citation would be appreciated.~~3rd Myth:~~~~Bleed procs ignore armour. Sadly this is FALSE. Bleed ticks deal True damage, which has no armour modifiers, or damage reduction, but the ticks are scaled off weapon damage, which is very much effected by armour; this means that the only time armour won't effect bleed ticks is: when there is none, or when it's removed~~afterthe proc, and the damage doesn't update.In a positive turn, unless it's one of the simulacrum bugs, this information turns out to be incorrect. Despite a number of videos

appearingto4th Myth:

aremultiple projectiles from multishot (say +1 (100% MS&CC) for simplicity) the chance of one proc will go up, however the arsenal damage is now split between two bullets so while the chance of 1 proc will be 0.3+0.3-0.3*0.3 = 51%, up from 30%, the chance of getting two procs and therefore 35% of the listed arsenal value is only 9%. So Multishot is good and increases ammo to proc efficiency and bleed consistency, but it won't give as much extra bleeding damage as you might think; for +1 physical bullet, in 91% of cases you'll bleed proc will deal half of 35%(ect) of the arsenal listed damage, that's inflated by combining bullet damage.5th Myth:

simultaneousbleed procs from one shot. This is just FALSE. Though Hunter munitions can give an extra proc from a shot, it can't give an extra bleed proc, the wiki clearly says that if there are both a munitions proc and a slash status proc, one will be ignored. So Munitions is not a sensibly choice for weapons with both high slash and status. You can however stack bleed procs from separate bullets, presumably including physical multishot bullets.6th Myth:

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