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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.

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“It's taking longer than I calculated.”
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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
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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[]


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