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Innate multishot


(XBOX)SLIM PR1ME
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it depend how the weapon works. With cernos prime, you divide the damage among all arrows. More multi shot means more damage in total, but less per arrow. On a rifle multishot usually means more bullets doing the same damage

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Calculating Multishot

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

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

For example, a Hek with 120% multishot 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 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.

Since multishot only changes the weapon's pellet count, all additional pellets will behave identically to the originals, including mod effects, spread, elemental damage, etc. If the weapon has no spread at all, the additional bullets will overlap the original. This can be verified by using a weapon such as the Dera with and without Heavy Caliber to increase spread.

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. 

taken from the wiki

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The (Synoid) Simulor is the only weapon I can think of where a multishot mod isn't 'mandatory' for maximum damage or status output.

Multishot is also an ambiguous term, innate multiple projectiles/shots (e.g. shotgun pellets) are not the same thing as the multishot multiplier given by mods like Barrel Diffusion.

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1 hour ago, shadow0727 said:

it depend how the weapon works. With cernos prime, you divide the damage among all arrows. More multi shot means more damage in total, but less per arrow. 

  • Damage is split between each of its three projectiles, requiring simultaneous hits to maximize damage. 
    • As with other weapons, projectiles generated by multishot will deal the same damage as normal projectiles. Adding multishot will not decrease the damage per arrow.

Also taken from the wiki

Edited by Xionyde134
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54 minutes ago, (PS4)joshw1400 said:

The Ignis Wraith has innate multishot.

Here's the effect of putting Split Chamber (+90% multishot) on an Ignis Wraith...

PSnQzCI.jpg

As you can see, the damage has increased by exactly 90%.

If the Ignis Wraith had innate multishot, the damage increase would be lower.

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2 hours ago, Xionyde134 said:
  • Damage is split between each of its three projectiles, requiring simultaneous hits to maximize damage. 
    • As with other weapons, projectiles generated by multishot will deal the same damage as normal projectiles. Adding multishot will not decrease the damage per arrow.

Also taken from the wiki

Damage is never decreased, however this is slightly misleading.

Cernos Prime: base multishot of 3 arrows. ex. 900 base damage, each arrow does 300. adding multishot is affected differently compared to other weapons. The multishot damage calculation is applied which increases the damage, then that damage is split among all arrows

Shotguns: Increases pellet count. If all pellets hit, full damage. also means each pellet has the crit chance applied. Status for shotguns is messed up though, and while multishot increases the status%, its not a straight forward increase. Example (numbers are made up to get the point across): base 10% status, no multishot, 10 pellets. Each pellet has a 1% chance for status. Now lets say that you have a shotgun that has increased the status% to 35% and increases pellet count to 15 (again only an example), each pellet now has a 2.33% chance to inflict status. In both cases, assuming every pellet hits, you theoretically have your listed status chance.

Rifles: Multishot adds a 2nd shot, which follows the first shot, dealing the exact same damage/status%/crit, etc. Ive seen some cases where adding heavy caliber (added damage, decreased accuracy) will affect the multishot from travelling the same path. This is most noticeable with bows (if i recall correctly).

In summary, multishot is almost always a mod you want to add. Many people have setups that include multishot as one of the starting mods when choosing how to mod a weapon (Rifles: Serration, Split Chamber, Pistols: Hornet Strike, Barrel Diffusion, Lethal Torrent, Shotguns: Point Blank, Hell's Chamber)

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1 minute ago, shadow0727 said:

Cernos Prime: base multishot of 3 arrows. ex. 900 base damage, each arrow does 300. adding multishot is affected differently compared to other weapons. The multishot damage calculation is applied which increases the damage, then that damage is split among all arrows

You're over-complicating it.

Each arrow from a Cernos Prime does 300 base damage, multishot adds more arrows that also do 300 base damage each.

There is no 'increasing then splitting' involved.

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1 hour ago, shadow0727 said:

Cernos Prime: base multishot of 3 arrows. ex. 900 base damage, each arrow does 300. adding multishot is affected differently compared to other weapons. The multishot damage calculation is applied which increases the damage, then that damage is split among all arrows

My point was that you said multishot decreased the damage each Cernos Prime arrow did, which it does not. And if the damage calculation was applied and then split among all of the arrows fired, then each arrow would actually do more than normal whenever it fired 5 arrows, but less than normal when it fired 6 arrows, and neither of these actually happen. Instead, each arrow's damage stays the same, whether it has Split Chamber on or not.

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1 hour ago, shadow0727 said:

Shotguns: Increases pellet count. If all pellets hit, full damage. also means each pellet has the crit chance applied. Status for shotguns is messed up though, and while multishot increases the status%, its not a straight forward increase. Example (numbers are made up to get the point across): base 10% status, no multishot, 10 pellets. Each pellet has a 1% chance for status. Now lets say that you have a shotgun that has increased the status% to 35% and increases pellet count to 15 (again only an example), each pellet now has a 2.33% chance to inflict status. In both cases, assuming every pellet hits, you theoretically have your listed status chance.

And FYI, since Multishot affects pellet count as well as status chance directly, for a 10% status shotgun to be able to get 35% status, it would need a 250% multishot mod (assuming no status mods were added) and the multishot mod would also give this shotgun 35 pellets, so its status chance is still only 1% per pellet. You got your point across with the imaginary numbers, but I'm just nitpicking at this point tbh.

Edited by Xionyde134
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49 minutes ago, Xionyde134 said:

And FYI, since Multishot affects pellet count as well as status chance directly, for a 10% status shotgun to be able to get 35% status, it would need a 250% multishot mod (assuming no status mods were added) and the multishot mod would also give this shotgun 35 pellets, so its status chance is still only 1% per pellet. You got your point across with the imaginary numbers, but I'm just nitpicking at this point tbh.

That's not how status works for shotguns, it's actually far more complicated than that, as you can see from this picture...

HlrK0aW.jpg

Adding Hell's Chamber (+120% multishot) to a Hek only increases its status chance from 25% to 46.9%.

For a good explanation of how shotgun status works you can watch Brozime's Tigris Prime video...

Spoiler

 

 

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