Jump to content
Dante Unbound: Share Bug Reports and Feedback Here! ×
  • 0

For status damage (DoTs), is multishot on continuous weapons treated as a base damage increase? Does it double dip mods?


TheArcSet

Question

Hoping to get a quick answer to this without testing:

 

On 'Rifle'-class weapons mutishot acts as a %chance to make each ammo create an additional shot, which can independently crit or proc status.


On continuous weapons, 1 ammo produces 2 damage ticks, based on fire-rate and multishot acts as a % chance to increase the damage of 1 tick by +100%, before crits or status procs occur.

 

So, if I had a 100E damage beam with serration (+165%) and Stormbringer (+90%E) and Split_Chamber (+90%MS):

  • 10% chance that 1 tick will deal 503 raw electric damage.
  • 90% chance it will deal 1006 raw electric damage.

In the 1st case a Tesla proc would deal ticks of 100 × 2.65 x 1.9 x 0.5 = 251.

In the second case, in might deal:

  1. 251. (Ignore the multishot damage increase.)
  2. 251 x 2 = 502. (Double the damage.)
  3. 200 × 4.30 x 2.8 x 0.5 == (100 +100) x (1+1.65 +1.65 ) x (1 +0.9+ 0.9 ) x 0.5 = 1204 (Treat it as two proc-ing shots added together.)

 

I assume the second, hope the 3rd and hope not the 1st. As I have two rivens, CC&BD vs MS&CC&CD.

 

Thank for your help.

 

 

Link to comment
Share on other sites

2 answers to this question

Recommended Posts

the easiest way to desrcibe beam weapons multishot is at 1.5 multishot you would have a 50% chance of doing 100% more damage per tic of damage

and just like everything else that does a DoT based on the damage dealt, it would factor the multishot damage increase into the proc

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...