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Multihit numbers are white iirc..
Green is damage the enemy is vulnerable to
To be more clear, in this time when AoE Descendants dominate, Multi-Hit was an option to allow gun focused characters to compete, usually gun characters tend to be good at single target killing thus great for boss fights but rough in mob situations
Multi-Hit would modify guns to allow for some minor AoE on guns thus making them more useful in mobbing
Some weapons were already good for mobbing like Restored Relic that hits with an AoE, all Launchers do that in different ways and should be decent to good in mobbing, also that BP weapon recently does AoE too, I think Voltia chain attacks more than one target
this is why Reddit is usually a better place for getting correct info than here
https://www.reddit.com/r/TheFirstDescendant/comments/1jausb6/multi_hit_mechanics/
You don't have the slightest idea about people you try to criticize, maybe insult do you?
So, if you have 120% multi-hit chance you will shoot 2 bullets with a 20% chance of shooting a third bullet.
Guns don't have Multi-Hit Chance on them so you have to use Modules/Cores/Weapon Adjustments and The Arche Tree to add Multi-Hit CHANCE to them.
Multi-Hit Damage can be added using the above also but all guns come with various amounts of it as a base.
Every weapon has its own Multi-hit Damage base damage so you need to look at each individual gun to see if it is worth building into. A 0.1 MHDamage VS say a 1.0 MHDamage is miles apart and you definitely want the second if you plan on building into Multi-hit.
Hope that helps.
It seems there are several devs working on several aspects for the weapons. They do not use percentage factors and percentage values the mathematically correct way. What is the base factor (multiplication and addition) for all mods, intrinsic values etc. ?
Do they follow any math law? How is a term such as N + 45% x 0,35 + 0.08 calculated. Where are the brackets set? What does this even mean + 0.08 …they use something like this: x0.08(+) in order to show us these numbers !
So how can we be sure the “calculated” damage ifs consistent for all weapons in regard to weak points, crit, multi etc…
Nexon promised to work on it but I do not see significant progress being made
I still hope you'd inform yourself better in the future before you spill a bunch of misinformation.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3534129936
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3534130004
In general, it's just another Critical Rate/Damage mechanic but with some additional restrictions, particularly not interacting with every other weapon effect. It's effectiveness depends entirely on the weapon. It does not add additional projectiles (A Launcher can Multi-hit individual targets in the same shot and Python only applies 1 debuff stack on Multi-hit triggers). It is denoted by an icon of 2 Vertical Bullets beside the number, not by colors. Key thing to note is that Multi-hit Chance is entirely additive so the two major consideration to build Multi-hit is Multi-hit Damage and whether you can forsake Critical entirely.
For your context of Restored Relic, while it has a decent base Critical Rate, the Critical Damage for it is quite poor. I have a Restored Relic built with both Crit and Multi and the rate is 31% for 69% damage and 30% for 87% respectively. As you can calculate, the Multi-hit for it contributes slightly more damage raw damage between 21% and 26%. Ideally, building both is ideal since they can stack together but slots can be a luxury, good Multi-hit mods will interfere with Criticals, and you're making that benefit/slot comparison with other mods (30% chance for 0.12 Multi-damage is a really poor return). If you went hard on Multi-hit on it, you can get 40% for 116% damage with just 2 mods instead of 4 which is where it catches up.
The comparisons are generally not a 1:1 though and is more complicated. This is due to the restrictions on what Multi-hit affects. The additional projectiles from Restored Relic and other such weapon effects cannot trigger Multi-hit and are unaffected by Multi-hit. Elemental DoTs are affected by Criticals but don't seem to be affected by Multi-hits. So when you're looking at a small difference, it's difficult to say for certain which is better.