Critical Delay is a Corrupted mod for rifles that increases critical chance but reduces fire rate.
Stats[]
Rank | Critical chance | Fire rate (Rifles) | Fire rate (Bows) | Cost |
---|---|---|---|---|
0 | +33.3% | -3.3% | -6.6% | 4 |
1 | +66.7% | -6.7% | -13.4% | 5 |
2 | +100% | -10% | -20% | 6 |
3 | +133.3% | -13.3% | -26.6% | 7 |
4 | +166.7% | -16.7% | -33.4% | 8 |
5 | +200% | -20% | -40% | 9 |
Drop Locations[]
Mission Drop Tables
Mission Type | Source | Rotations or Drop Table |
Chance[1] | Quantity[2] | Avg. per roll[3] | Star Chart Nodes |
---|---|---|---|---|---|---|
Orokin Vault | Orokin Derelict Vault | A | 4.17% | 1 | 0.0417 |
Any mission node on Deimos except Cambion Drift, Magnacidium, Exequias, and Hyf |
Enemy Drop Tables
Enemy | Drop Table Chance[4] | Item Chance[5] | Chance[6] | Expected Kills[7] | Quantity[8] | Avg. per roll attempt[9] |
---|
Sourced from the official drop table repository. See Module:DropTables/data to edit on the wiki.
Notes[]
- Cannot be equipped simultaneously with Point Strike.
Tips[]
- The choice between this mod and Point Strike depends greatly on the weapon.
- If the fire rate penalty is offset by using fire rate increasing mods such as Speed Trigger, the resulting gain in fire rate (or net loss in fire rate, if Shred is used) may be enough to justify the opportunity cost of two mod slots because of the increased critical chance bonus, particularly so if no fire rate increasing mod would have been used in the absence of this mod.
- The fire rate penalty is most severe on weapons with a charge trigger such as Lanka (both lengthening charge time and interval between shots), and bows (on which the negative property of the mod is doubled).
- The fire rate penalty is fairly severe on automatic weapons, leading to less of a DPS increase than offered by Point Strike, even on those weapons which the most benefit from the critical chance bonus: Synapse, Amprex.
- The fire rate penalty is least severe on non-charge trigger weapons with a magazine size of 1, where it is practically unnoticeable (e.g. Tonkor), and is experienced as being relatively mild on weapons which normally require adjusting aim between shots (e.g. Vectis, Vulkar, Dex Sybaris).
- On such weapons, players may try using this mod alongside other critical chance mods to maximize critical chance, while practically ignoring the fire rate penalty. By doing this, users can increase the reliability of critical hits and/or gain a chance to score critical hits of a higher order.
- The true utility of this mod is observed indirectly: it increases ammo efficiency and uptime (interval between reloading), especially on weapons with a high rate of fire, during the use of which ammo is regularly wasted in the time between the target dying and the release of the trigger.
- Most notably, users may discover that equipping this mod on Grakata is reasonably beneficial, as the reduction in fire rate lessens the effects of recoil, leading to greater hit probability, and together with increased uptime and critical chance, to a possible increase in sustained damage potential. However, as it's possible to reduce recoil directly, while preserving fire rate, this still to suboptimal results in most respects.
- The fire rate penalty supports Internal Bleeding's low fire rate bonus.
- Assuming no other fire rate penalty, weapons with a fire rate of 3.12 or lower will activate Internal Bleeding with this mod equipped.
- Semi-Rifle Cannonade will set a weapon's fire rate to default, negating the drawback of Critical Delay.
Gallery[]
Patch History[]
Update 30.5 (2021-07-06)
- Critical Delay - Critical Chance from 187% to 200% -36% fire rate to -20% fire rate
Update 29.10 (2021-03-19)
- Critical Delay has been given a buff to their Critical Chance from +48% to +187%.
- These new Mods ( Internal Bleeding and Hemorrhage) have a greater effect if Fire Rate is below 2.5, and this buff brings a synergy between these Mods. As a result, Critical Delay can no longer be equipped with Point Strike.
Hotfix 11.3.3 (2013-12-13)
- Fixed in-game stats for weapons that fire continuously (Flux, Synapse etc). Made fire-rate mods actually increase damage output and ammo consumption rate for these weapons (not only is this intuitively what you would expect it's important to maintain the balance for corrupted mods like Critical Delay).
Hotfix 10.7.1 (2013-11-08)
- Fixed corrupted mods not accounting for Conclave Values.
Update 10.3 (2013-10-09)
- Introduced.
Critical Hit Mods | |||
---|---|---|---|
Rifle | Chance | Point Strike • Critical Delay • Argon Scope ( Galvanized) | |
Damage | Vital Sense • Hammer Shot • Bladed Rounds | ||
Shotgun | Chance | Blunderbuss • Critical Deceleration • Laser Sight | |
Damage | Ravage ( Primed) • Shrapnel Shot | ||
Pistol | Chance | Pistol Gambit ( Primed) • Creeping Bullseye • Hydraulic Crosshairs ( Galvanized) | |
Damage | Target Cracker ( Primed) • Hollow Point • Sharpened Bullets | ||
Melee | Chance | Blood Rush • Maiming Strike • True Steel ( Sacrificial) | |
Damage | Gladiator Might • Organ Shatter ( Amalgam) | ||
Arch-gun | Chance | Critical Focus • Parallax Scope | |
Damage | Critical Focus • Hollowed Bullets | ||
Arch-melee | Chance | Critical Meltdown • Tempered Blade | |
Damage | Bleeding Edge | ||
Weapon Augment | Deadly Maneuvers • Deadly Sequence • Exposing Harpoon • Hata-Satya • Amalgam Ripkas True Steel |
Corrupted Mods | |
---|---|
Warframe | Blind Rage • Catalyzing Shields • Fleeting Expertise • Narrow Minded • Overextended • Transient Fortitude |
Rifle | Critical Delay • Depleted Reload • Heavy Caliber • Tainted Mag • Vile Acceleration • Vile Precision |
Shotgun | Burdened Magazine • Critical Deceleration • Frail Momentum • Tainted Shell • Vicious Spread |
Pistol | Anemic Agility • Creeping Bullseye • Hollow Point • Magnum Force • Tainted Clip |
Melee | Corrupt Charge • Spoiled Strike |
- ↑ Chance to roll item within drop table
- ↑ Amount rewarded on successful roll
- ↑ (Quantity × Chance)
- ↑ Chance to roll drop table
- ↑ Chance to roll item within drop table
- ↑ (Drop Table Chance × Item Chance)
- ↑ (1 / Chance), see WARFRAME Wiki:Expected & Nearly Guaranteed Numbers for more details
- ↑ Amount rewarded on successful roll
- ↑ (Quantity × Chance), average item quantity on a roll attempt (successful or not)