warframe

The number of damage instances fired per shot without consuming additional ammo.

Each damage instance 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. "1.2" means one projectile with a 20% chance of an additional one).

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, DmgHeatSmall64 Heat, DmgToxinSmall64 Toxin, DmgElectricitySmall64 Electricity, and DmgGasSmall64 Gas) is affected twice by multishot on all continuous weapons.

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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:

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:

Should the total projectile count be a fraction, the fractional part will be a chance to fire one more projectile.

For example,

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
3
EnergyOrb75
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 Hek Hek and KuvaHek Kuva Hek.

‡Only compatible with the Sobek Sobek and KuvaSobek Kuva Sobek.

*Indicated Mods are mutually exclusive with one another.

†Only compatible with the Marelok Marelok and VaykorMarelok Vaykor Marelok, and usable in Conclave matches.


See Also