Projectile

A **projectile** is the respective weapon's equivalent of a bullet shot at the enemy. Each projectile deals the weapon's listed amount of damage and may trigger any possible effects. Increasing the number of projectiles will both increase the weapon's damage output and the number of times an effect can be triggered.

For most weapons, one ammo consumed results in one projectile. There are some exceptions, mostly with  Shotguns:

* Argus shoots 13 projectiles in a horizontal line, which travel in a straight line.
* Deafening Mortar causes 12 explosions when using primary fire, or 3 explosions (each of which can hit twice on direct hit) when using the  Weapon Skill?.
* Double Caliber shoots 2 projectiles that spiral around each other.
* Flowing Light's  Weapon Skill? hits 5 times in rapid succession.
* Hell shoots 14 projectiles in a spread.
* Illusion shoots 4 projectiles in a small spread. Automatic fire gradually increases it to 10 projectiles in a few shots.
* Porcupine's primary fire shoots 1 accurate projectile, which splits into 15 projectiles when it hits an enemy or a barrier. Its secondary fire instead shoots 20 projectiles in a wide spread.
* Pupil shoots 10 projectiles in a spread. Charging a shot increases accuracy.
* Scalpel can  Switch? to shooting 2 projectiles.
* Sting rotates between shooting 3, 2, and 1 projectile.
* Strike Wing shoots 1 projectile, which splits into 3 projectiles when it hits an enemy.
* Sunder shoots 1 projectile which splits into 3 projectiles horizontally (up to 2 splits), for 9 projectiles total.
* Talisman shoots 2 projectiles when using primary fire.
* Wild Hunt shoots 12 projectiles in a wide spread.

Certain weapons fire multiple times each trigger pull, however they are not considered to be firing several projectiles in 1 shot:

* Aura of Venom's  Weapon Skill? shoots many times per burst.
* Cavalry shoots 3 times per burst.
* Talisman shoots 5 times per  Weapon Skill?.

## Increasing projectile amount

Increasing projectiles by 1 will always grant an additional projectile, doubling projectile count for most weapons, and increasing damage output and number of hits by +100%. If projectiles are increased by a decimal amount, it becomes a percentage chance; e.g. 0.2 projectiles is a 20% chance to shoot an additional projectile.

 Shotguns,  Injectors,  Melee Weapons and some weapons that have more than one base projectile (such as  Sunder and  Double Caliber) cannot appear with projectile increasing inscriptions, except for ◈ Exclusives.

Only a few weapon inscriptions and 1 talent can increase projectiles. These inscriptions add projectiles to the base amount.

* Generalist grants up to +25% projectiles when using  Shotguns.
* ● +20% chance to gain one more projectile
* ● *Bonus on half full magazine*(full text) grants, on average, a 10% chance for an additional projectile.
* ◆ *+20% Projectiles each kill*(full text) only works for  Rifles,  SMGs,  Launchers,  Pistols, and  Snipers that reload.
* ◆ Projectile +1 for next shot when hitting 3 targets in a single shot is exclusive to weapons that create an  Explosion?.
* ◈ Projectiles +1, Consumption +100% guarantees an additional projectile, but will also increase ammo consumption. If only 1 ammo remains in the magazine, the additional ammo is consumed from the reserve.
* ◈ Reload two ammo at a time, +30% projectile. +20% Lucky Shot Chance in 1s after reloading is exclusive to  Hell.
* ◈ Projectiles +4, Effective Range +80% is exclusive to  Illusion, which increases projectiles to 8-14.
* ◈ +55% chance to gain one more projectile is exclusive to  Scalpel.
* Xing Zhe's   Weapon Mastery triples the effectiveness of  Generalist on  Shotguns, and shares the effect with your other weapon.
* Enhanced weapons with the Multiple enhancement gain an extra +20% to +30% projectiles.

These inscriptions multiply the base amount of projectiles or hits, providing great effects when combined with additive bonuses.

* ◈ *AoE Double Projectile*(full text) is exclusive to weapons that create an  Explosion?.
* ◈ *50% multi hit*(full text) is exclusive to  Melee Weapons.
* ◈ Split 3 darts after the first ricochet is exclusive to  Prism. It triples projectile count after the first ricochet off a wall.
* ◈ Grants an additional beam that homes in on another enemy at 50% usual DMG. is exclusive to  Rainbow.
* ◈ The bullets initial split becomes 5 shots is exclusive to  Sunder, which increases maximum projectiles from 9 to 15.
* ◈ +3m AoE Range. Enemies inflicted get hit once again at 50% usual DMG. is exclusive to  Thunderclap Gloves.

## Effect on damage output

Generally, any projectile inscription will directly increase damage output at a 1:1 ratio; e.g. +0.2 will grant a +20% boost, while +1 will grant a +100% boost. However, *ammo consumption* will decrease damage output by causing more frequent reloads. If magazine is Infinite?, ammo consumption will not affect damage output and +1/+100% will increase damage output by +100%.

 Shotguns,  Injectors and  Melee Weapons do not appear with Projectile inscriptions because they have minimal benefits, or do not fire actual projectiles.

Stub*This page is in early access. You can help Gunfire Reborn Wiki by upgrading it!*TODO: Outdated info.

[AR]Always reloads after one shot, or doesn't reload at all. This results in multiple projectiles shot in the same timeframe, directly multiplying damage output.

[QM] Expends its entire magazine very quickly and therefore spends much time reloading rather than shooting.

[DL] Demonlore linearly increases damage with magazine size.

## Notes

* Certain weapons are unable to benefit from additional projectiles, such as weapons that fire in a set formation like  Sunder,  Argus and  Double Caliber, and any  Injector excluding  Fire Dragon.