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Is The Chance To Multishot Proc Similar To Crit Chance; As There Is A Natural Base % And That % Varies Per Weapon?


ADDpillz
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OK,

 

I hope you understand my question. 

 

I am wondering if each ranged weapon has a natural "Chance to Multishot" proc % that is set like crit chance. 

 

For example the vasto might have a natural 15% chance to multishot while the Kunai have a 5%?

 

I noticed this the other day when I was leveling up some side arms and I realized that my un-modded vasto multishotted almost as much as my barrel-diffused despair. Then once I put on barrel-=diffusion on my vasto; I was literally multishotting 40% of all my rounds. 

 

This got me to thinking that multishot % varies by weapon and that there is a natural multishot proc base % that exists on all ranged weapons even without the diffusion mods. 

 

I think people may have not noticed because the 2nd shot is  hard to see if your not looking for it or expecting it. There is also no yellow text that notifies you when you proc so you really can only tell by the multiple damage numbers that pop up.  

 

 

Edited by ADDpillz
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Look at the text of the multishot mods.

 

For example, an unranked Barrel Diffusion: "+20% multishot"

 

That plus sign (+) is important. That means that the mod adds a percentage chance to multishot on a weapon (in this case, + 20%). Guns do not have an innate chance to multishot; instead, the mods give guns a set chance to multishot.

 

Shotguns will shoot additional projectiles based on the percent bonus (so +20% multishot means it will shoot 20% more projectiles each shot).

 

Other primary weapons and sidearms have a chance to shoot an additional round every shot. Sidearms can increase past 100% chance. With maxed Lethal Torrent and Barrel Diffusion, multishot is at a total of +180%, meaning there is a 100% chance of two projectiles total per shot plus an 80% chance of a third projectile total per shot.

 

Unless there was a major change to these mechanics that for some reason wasn't mentioned in the patch notes, this is how it works. I think it's unlikely, but maybe you're right; it's possible that the Vasto has an innate multishot chance (no one would know, because we all made it and sold it immediately after ranking it up because it doesn't ignore armor).

Edited by litlir
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Nope, it's based on the actual amount it says. So 100% multishot would give you an additional two bullets opposed to the one bullet. If you were to max out barrel diffusion and max out the new mod lethal torrent then you'd get 180% multishot. Now what that means is you have 100% to shoot two additional bullets and 80% chance to shoot three bullets per shot.

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No, there is no base chance for multishot on any weapon. 

 

The mod adds the chance for multishot. 

 

Any extra numbers you are seeing are the result of elemental effects you have applied to your weapon iirc, but I'm sure someone will correct me! 

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Look at the text of the multishot mods.

 

For example, an unranked Barrel Diffusion: "+20% multishot"

 

That plus sign (+) is important. That means that the mod adds a percentage chance to multishot on a weapon (in this case, + 20%).

 

Guns do not have an innate chance to multishot.

hmm, I was thinking that multishot proc might be like the staggering proc.

I know weapons have different stagger proc %'s like how the reaper prime has a very high stagger rate compared to other weapons.

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The percent chance of the multishot mod represent the chance that a round will 'split' and become two rounds. From a game mechanic perspective, this basically means each time the gun fires a round, there is x% chance it will instead fire 2 rounds with independent trajectories.

 

If the mod goes above 100%, that means it is guaranteed to fire a second shot and has a chance to fire a third (eg. 120% is guaranteed 2 shots with a 20% chance of a third).

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If the mod goes above 100%, that means it is guaranteed to fire a second shot and has a chance to fire a third (eg. 120% is guaranteed 2 shots with a 20% chance of a third).

Its the way DE uses %s that really confuse me. For example a +60% chance to crit only adds 6% to my crit chance where as  + multishot 100% actually boost the chance 100%

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Its the way DE uses %s that really confuse me. For example a +60% chance to crit only adds 6% to my crit chance where as  + multishot 100% actually boost the chance 100%

 

In one case it's additive (Multishot) and in the other case it's multiplicative (Crit). The "+" symbol is irritating, not the execution. It should be "+" and "* (asterisk)" respectively.

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Its the way DE uses %s that really confuse me. For example a +60% chance to crit only adds 6% to my crit chance where as  + multishot 100% actually boost the chance 100%

Its because multi-shot is additive and crit chance is multiplied. 

 

Multi-Shot - To the best of my knowledge, no weapon has a 'base multi-shot %'. So whatever the percentage is on the mod description, is your chance of multi-shot, if its over 100%, then the remainder is the chance for a third shot. So +125% multishot would mean it ALWAYS fires two shots, and 20% of the time fires three shots.

 

 

Crit Chance - Nearly every gun has a base chance to crit, they vary from around 5% up to 20% I believe. Now crit chance mods are multiplied. So say the mod says 20% crit chance boost, on a gun with 5% base, its about 6%, while on a gun with 20% base crit chance it goes up to 24%. 

 

Formula for crit chance : (base crit chance) + (% listed on mod * base crit chance) 

 

Example of a gun with 5% base crit and a 20% boost by mods...... 0.05 + ( 0.20 * 0.05) = 0.06 OR 6%

 

Note : on guns with 20% base crit (paris for example) with max rank point strike (150%) you can actually get up to a crit chance of 50%, then put on some crit damage buff mods multi-shot, etc and you can have a paris that 90% of the time fire two arrows and EACH arrow has a 50% chance to crit.......you can hit 10k+ per shot with a good crit-based build.

Edited by Dave851
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