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I can only assume that we are going to get character specific buffs or highly curated buffs to everything as time goes on and this skill tree opens up further, that falls in line with the devs stated mission plan of "balancing things through content".
This might be why multi shot is so weak right now. We had ghost bullets before and now we have ghost bullets that do actual damage, they are probably being cautious. I feel like multi shot will gradually get buffed unless some Gley with a 2000rpm Python and 300% multi shot just rolls around with drive shaft turning everything into a smotthie in under a second lol
Atfirst looking at the Arche tuning , its seems every weapon would be base 21% multishot, pretty awesome right but nope
Well at least we dont have to change all our old weapon builds to multishot now, thats a plus
Put the pointer (or whatever controller has) over the gray square and read the little text box that comes up
I got the impression those 4 boxes allow connections between them though I think the placement is odd
As for the Multi-Hit, I believe we got new modules including one with Multi or Multi-Hit in the title
Saw it yesterday when looking at Library > Modules checking ones I did not own, the list grew with new ones
Serena also has a dedicated inversion node for multihit boost and well, her flight is pretty much built around multihit depending on weapon, so maybe that node improves it radically. I'll see as i progress, because i am kinda dry on catas, gotta farm some. Again :'(
20% Multi from mods alone isn't anything to sneeze at either. 20% chance on something with high fire rate increases probability significantly (fire rate is meta) and with all the multipliers even a tiny bit of damage will add up. I'm not sure about single target stuff though.
Regardless I am really interested in this Arche tree!
Albion Cavalry Gun
Ability already hits 3 or 4 targets, would Multihit increase that?
Piercing Light
Ability says if hitting 2+ targets you get a high chance of getting Crit
Been working this gun up and saving it for Commander bosses due to how HP ammo works
Strangest thing, I will shoot just the lone Commander boss and sometimes get 2 damage number like it is counting different body parts as 2 enemies
I can't speak to why the double hits are happening (assuming this is on top of each attribute damage type on a hit being shown as its own damage number). That said, Piercing Light has the second-best, if not the best, base Multi-Hit Damage multiplier among all Sniper Rifles (not sure if A-TAMS has a >0.74x base multiplier as I don't have that weapon yet, but the rest of the weapon class has a measly 0.1x base multiplier), so Vulgus-focused Module setups for that weapon could benefit a lot from some Multi-Hit investment.
So right now.. multihit is kinda useless most of the times.
Looking at it on Greg's Reversed Fate and it's a serviceable increase to damage by ~13% from just the Multi-dmg/Multi-rate mod.
Also multihit on restored relic is fun.
Still don't see many scenarios where crit and weakpoint isn't the better option. Anyone?
Fallen hope seems good for MH, but I actually won't bother slapping catas on it... just doesn't seem very smart to invest in an 2x multiplier when you can achieve 100% crit rate with a 6x multiplier on other weapons...