The First Descendant

The First Descendant

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Multihit useless?!
At first I was confused what this is, but after some testing it seems to be just a little damage bonus to your attack at a set chance, like crit but waaaay worse?!

weapons have no base multihit chance, so you have to build into it first at the cost of crit or weak point damage.. arche tuning can give another few percent. seems you can go over 100% and even hit for 3 bullets per hit if lucky, but still doesnt seem great...

and when you have built into your multihit chance you can only increase that puny tiny damage bonus by a percentage with mods.. found no arche tuning for that or anything? what have I missed?

SO has anybody found a use yet for this? Am I blind or is this just a totally obsolete mechanic at this point?
Last edited by amon.the.arcadian; Apr 8 @ 2:29pm

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Showing 1-15 of 24 comments
N/A Mar 15 @ 11:26am 
If you look at the arche tree in all cardinal directions you will see a grayed out square that in my mind says to be continued. They have also locked progression in these trees to character specific erm...

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
jvjd Mar 15 @ 11:38am 
The mods give additive chance , outside of that everything is multiplicative.

Atfirst looking at the Arche tuning , its seems every weapon would be base 21% multishot, pretty awesome right but nope :steamsad:
Originally posted by jvjd:
The mods give additive chance , outside of that everything is multiplicative.

Atfirst looking at the Arche tuning , its seems every weapon would be base 21% multishot, pretty awesome right but nope :steamsad:
yea it just doenst add up to much at this point, but theres prbly a weapon or descendant that can exploit multishot that I just dont see rn

Well at least we dont have to change all our old weapon builds to multishot now, thats a plus
Geardo Mar 15 @ 12:09pm 
Originally posted by N/A:
If you look at the arche tree in all cardinal directions you will see a grayed out square that in my mind says to be continued. They have also locked progression in these trees to character specific erm...

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

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
Atm i am testing some things with the newest season pass handcannon and 2 multihit mods (i already got every new mod) while using Serena. The hand cannon hasn't got the best base multihit, but it is interesting because of the weak point bounce mechanic it has built in, so every time i shoot it is similar to having a dot on every enemy approaching (so pretty much perfect for sigma sector). Couple that with divine surge and it holds up ok, kinda reminds me of Valby and her pools with everything mixed together.

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 :'(
N/A Mar 15 @ 2:10pm 
Originally posted by Geardo:
Originally posted by N/A:
If you look at the arche tree in all cardinal directions you will see a grayed out square that in my mind says to be continued. They have also locked progression in these trees to character specific erm...

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

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
It could just loop through to make builds more versatile/possible, it depends on how ambitious they want to be with it. I personally wouldn't mind either but i'd be surprised if we didn't get a skill tree expansion, and if we do I find it hard to believe they'd just throw more points at use because at that point why bother choosing specific tiles? I feel like a second tree will open up, but who knows?

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!
Geardo Mar 21 @ 1:07am 
Not gotten to test anything, not sure how with the limited lab but I have wondered if these mods benefit certain weapons

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
Originally posted by Geardo:
Not gotten to test anything, not sure how with the limited lab but I have wondered if these mods benefit certain weapons

Albion Cavalry Gun
Ability already hits 3 or 4 targets, would Multihit increase that?
The description for Multi-Hit Chance in the stats submenu of the Inventory (only visible if the value for the equipped weapon is greater than 0%) explains that Multi-Hit Chance does not apply to Unique Weapons (weapons from Skills), the unique effects of Ultimate Weapons, or pickup weapons. As for what that means for Albion Cavalry Gun, Multi-Hit will never proc on ricochet targets, but Multi-Hits on the direct target might be able to proc additional ricochets.
Originally posted by Geardo:
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.
namvfpx Mar 21 @ 5:07am 
Don't confuse multi hit with multi targets, they are not the same, the multi hit does additional dmg to your current target - the dmg with 2 bullets icon. Most of weapons don't have multi hit chance, so your arche turning doesn't work, you have to use the mods those increase multi hit chance for your arche turning works.
Last edited by namvfpx; Mar 21 @ 5:08am
Jhemp12 Mar 21 @ 6:08am 
The base Multi hit damage is too low on weapons. Fallen Hope has the highest and it's only 1x. They would need to bump the base multi hit damage up a good bit on a lot of these weapons to make it worth building into. 1x should be the lowest, not highest.
Last edited by Jhemp12; Mar 21 @ 6:10am
AAND Mar 21 @ 6:12am 
Ahm dont missunderstand this stat/feature. Multihit is not like multishot in warframe. You dont shoot more rounds, you have the Chance that you get a second hit popping up when you hit an enemy. And it doesnt seem to proc skills.
So right now.. multihit is kinda useless most of the times.
RX-3DR Mar 21 @ 7:53am 
It's an exponential multiplier on your final damage, depending on your base Multi-hit damage, Multi-hit will give you more reliable damage over some choices. Tested with Python and it doesn't apply additional stacks on hit so it's only for damage. In most cases though, it looks like it's a stat more designed to equalize weapons with low Crit or situations where you don't want Crits or Weakpoints where you have remaining non-damage slots.

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.
Last edited by RX-3DR; Mar 21 @ 7:55am
So on Serena multihit is super strong ofc, but even with her you don't really have to build into it.
Also multihit on restored relic is fun.

Still don't see many scenarios where crit and weakpoint isn't the better option. Anyone?
Some weapons have horrendous critical chances so multi-hit should be better. I'm hardly any authority on this, though.
It has been some time now since multihit got implemented in the game. Anyone found some fun stuff to do with it besides Serena with ancient knight?

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...
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