Barrage Boost

The **Barrage Boost** is a Module Combination for an Armor.

## Function

Its function is distributed to ALL held weapons (regardless of category) with  Multiple Shots and  Semi-Auto feature. When equipped, the Multiple Shots projectiles will have the damage their succeeding projectiles in a single burst shot turbocharged consecutively, depending on the Shrapnel's effect. However, when the first burst shot is finished, the damage-amplifying effect will revert back to zero for the succeeding burst shot, followed by repeat. The many shots within a single burst, the merrier!

When the damage to be boosted is in decimal number, its resulting damage boost will be rounded up by a single digit, as long as the decimal value is ranged from 5 to 9. If 0 to 4, then the value will remain as is.

## (Non-exhaustive examples), assuming when using an X level shrapnel module

* If you use the Hydra, the Hydra's successive damage within a single burst will be increased by 50%. For instance, the damage threshold in a single burst will be this: 36-54-81, where, assuming that there is no elemental module:
	+ 36 is the base damage of the initial projectile
	+ 54 is the amplified damage for the second projectile.
	+ 81 is the amplified damage for the third projectile, all within the single full burst shot of the aforementioned Hydra, overall totaling to **171** damage, instead of 108, assuming that they are aimed directly to a single enemy.
* The Reaper's damage will be 38-57-86-129-194-291, totaling to **795** damage.
* The Fireball Gauntlet's damage will be 66-99-149, totaling to **314** damage.
* The Flash Drive's damage will be 37-52-78, totaling to **165** damage.
* The Tide Bracers's damage will be 42-63-96, totaling to **200 (330 headshot)** damage.
* The Ice Cream Pistol's damage will be 57-86-129, totaling to **272** damage.
* The Piranha's damage will be 24-36-54-72-108-162 totaling to **456** damage.
* The Celebrational Bazooka's damage will be turned into the following: 50-75-113, totaling to **238** damage.
* When paired with the Anti-Aircraft Module, the damage threshold within a full bust will be this: 35-53-80-120-180-270, totaling to **738** damage instead of 210, assuming that they are aimed directly to a single enemy.
* When paired with the Demolition Exoskeleton, the damage threshold within a full bust will be this: 35-53-80-120, totaling to **288** damage instead of 141, assuming that they are aimed directly to a single enemy.
* The successive damage boost threshold of the Semi-Auto Shotgun is as follows: 35-52-78 (49-74-111 for headshot), totaling to **165** damage and **226** headshot damage.
* The Winged Bow's damage will be 68-102-153, totaling to **323 (528 headshot)** damage.
* The Semi-Auto Sniper Rifle's successive damage boost threshold will become 28-42-63 (40-60-90 headshot), totaling to **103** base and **190** headshot damage
* The Drone Combat Station's successive damage boost threshold will become 72-108-162, totaling to **342** direct damage.
* In the case of simultaneous Multiple Shot effect, the damage will still be boosted. For instance, the Quadruple Death's damage will be boosted into 86-129-194-291 (for each rockets), dealing an overall whopping **700** damage (as long as all shots land to an enemy)!
* The Torpedo Launcher will become 115-172 damage, totaling to **287** damage when aimed directly to an enemy.
* The Ice Cream Pistol will deal 57-83-125 damage successively, dealing **265** damage if all shots are directed to an enemy.
* The "G.O.D.Z.I.L.L.A"'s damage will become a whopping 72-108-162-243-365-548-822-1233-1850-2775-4163-6245-9368-14052-21078-31617, totaling to a blazing **94701** damage!!!
* The Farewell Volley's damage will be 51-77-116, totaling to 246 (345 headshot) damage.

## Required Modules

* Kinetic Shield
* Microchip
* Shrapnel

## Consecutive Amplification Effect by Shrapnel's Level

 II
 III
 IV
 V
 VI
 VII
 VIII
 IX
 X