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Multishot

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 ( Slash,  Heat,  Toxin,  Electricity, and  Gas) is affected twice by multishot on all continuous weapons.

“It's taking longer than I calculated.”
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Believe  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, 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 ( Wraith),  Glaxion Vandal,  Gaze Primary,  Embolist,  Catabolyst, and  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, 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, a hitscan projectile weapon with a base Multishot of 7, with  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, a continuous weapon with a base Multishot of 1, deals 22 base damage per tick. With  Split Chamber, each tick will have a 90% chance of doubling the damage to 44. If  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, a continuous weapon with a base Multishot of 2, deals 10 base damage per tick per beam (20 damage total). With  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


3
75
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)

 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)

 Duration:8 / 12 / 16 / 20 s (ability duration)

5 / 8 / 12 / 15 s (buff duration)

 Range:6 / 8 / 10 / 12 m

Info

  • Octavia expends 75 energy to produce a melodic musical aura with a radius of 6 / 8 / 10 / 12 meters for 8 / 12 / 16 / 20 seconds. Octavia and her allies gain an 10% / 15% / 20% / 35% Armor bonus while inside the melodic aura.
    • Metronome's music is in tune with the Melody section of the Mandachord, drawing from the preset musical notes to determine the melodic aura's note intervals.
    • While the player and allies can hear the melody, Metronome's aura is considered silent to enemies.
  • While inside the melodic aura, Octavia and her allies can perform specific actions in sync to the melodic music to gain various Sync Buffs that can be active simultaneously:

How to Synchronize with Metronome:

  • Each line of Melody notes is visually represented as a concentric ring of light, which begins at the edge of the melodic aura and shrinks toward Octavia’s feet, where the ring disappears as the sound of the notes are played.
  • In order to gain buffs, players must time their actions to sync with the moment a concentric ring is centered on Octavia, as the sound of the notes are played. A flash of light will appear below the player upon a successful sync.
    • Synchronize percentages are listed between 0% and 100%, and will raise or lower depending on the player's timing. Once the percentage reaches 100%, the player gains the corresponding buff.
    • Synchronize percentage is displayed as an icon with the current stored percentage beside the health and shield indicators on the HUD. Once synchronized, the corresponding buff icon will also be displayed with the remaining buff duration beneath and bonus percentage at the top-right of the icon.
    • Each player must perform actions individually to gain buffs. Sync buffs are gained per-player and are not shared between allies in range.
    • If a player does not perform an action when the ring disappears, their existing synchronize percentage does not decrease. however, if they do perform an action at the wrong time, their synchronize percentage resets; Meaning that players can skip certain beats and focus on precision if they cannot keep up with the Mandachord's rapid pace. This is particularly important for weapons with low fire rate / attack speed and with the vivace (movement speed) buff.
  • The amount of notes on one line of the Melody section on the Mandachord determines the brightness of the concentric rings.

  • By synchronizing with jumps (default Space ), Octavia and her allies can gain the Vivace buff which increases Movement Speed by 10% / 15% / 20% / 30% for 5 / 8 / 12 / 15 seconds.
  • Double jump (default press Space  twice), wall climb (face wall and press Space ), and wall jump (face wall + W  + Space ) can also be used to synchronize.

  • By synchronizing with crouching (default Ctrl ) or sliding (default W  + Ctrl ), Octavia and her allies can gain the Nocturne buff which grants Invisibility for 5 / 8 / 12 / 15 seconds.
  • Octavia possesses two Appearance Auxiliary Attachments that make her more visible to players during her Nocturne: Semi-Cloak, which makes the Warframe semi-transparent; and Glow-Cloak, which produces an opaque glow. These appearances are affected by primary energy color and do not alter how enemies perceive the player.

  • By synchronizing with ranged weapon fire (default LMB ), Octavia and her allies can gain the Opera buff, granting 12% / 20% / 25% / 30% ranged weapon Multishot for 5 / 8 / 12 / 15 seconds.
    • Multishot bonus stacks additively with multishot mods such as  Split Chamber.
  • Alternate-fire or secondary attacks on select weapons are not known to be able to gain multishot from Opera (requires testing).

  • By synchronizing with melee weapons (default E ), Octavia and her allies can gain the Forte buff, granting 20% / 25% / 25% / 30% bonus melee weapon damage for 5 / 8 / 12 / 15 seconds.
    • Damage bonus stacks additively with base damage mods like  Pressure Point.


    • Metronome can be recast while active to refresh its duration. On recast, existing synchronize percentages will not carry over and will be reset to 0%.
    • Casting Metronome is not a One-Handed Action and interrupts other actions, but allows movement.
    • Casting animation is affected by Casting Speed.
    • When Octavia is standing on higher elevations or objects, the concentric rings of light from the melodic aura will partially fade depending on the surrounding terrain to allow better visibility.
    • Concentric ring color and Nocturne cloak effect are affected by Octavia’s chosen Warframe energy color.
    • Metronome affects the visuals and audio of any nearby  Mallet and  Resonator belonging to Octavia herself.

    Tips & Tricks

    • Having the mandachord's melody set to a consistent rhythm makes it much easier to sync up your buffs.
    • Similar to Octavia's other abilities, without a melody this skill will do nothing.
    • The longer the pause is between notes, the higher is the percentage gained per successful action.
    • The intensity of light rings is determined by the number of notes in a particular column.

    *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 and  Kuva Hek.

    ‡Only compatible with the  Sobek and  Kuva Sobek.

    *Indicated Mods are mutually exclusive with one another.

    †Only compatible with the  Marelok and  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