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Maximum number of projectiles that can be launched per second.

—In-game Description

Fire Rate is a base stat of all ranged weapons, denoting the number of times per second a weapon discharges a projectile, or applies a discrete instance of damage, which normally corresponds to units of ammo being spent (normally one round per shot, and for continuous weapons 0.5 rounds per tick).

Mechanics[]

As a general principle, the Fire Rate bonus increases fire rate linearly, regardless of the Trigger Type, which ensures that the effective damage increase from improving this stat will be the same for Automatic weapons (e.g. BratonBraton.png Braton) and weapons with more complex trigger types – so on Burst weapons (e.g BurstonBurston.png Burston), it affects both the speed of the burst as well as the time between bursts. For the same reason, apart from increasing the weapon's fire rate in the narrowest sense, the Fire Rate bonus also affects Spool-up Time (a hidden stat of Auto-Spool weapons, e.g. GorgonGorgon.png Gorgon), and Charge Time (a base stat of bows and other Charged weapons, e.g. OpticorCrpBFG.png Opticor).

Increasing fire rate of Semi-auto weapons increases the cap on how quickly they can be fired. Likewise, for Duplex-trigger weapons (e.g ZylokZylok.png Zylok), fire rate increases the cap on how quickly each two-shot sequence can be initiated (while the interval between the shots in a sequence remains completely voluntary, i.e. player-determined). Notably, Semi-Auto weapons are capped at 10 rounds per second.

On Continuous weapons (e.g. IgnisGrineerFlameThrower.png Ignis), the Fire Rate bonus increases the frequency of "ticks" (damage instances).

Shot Delay[]

Another way of viewing fire rate is that it determines the time before shooting another shot or reloading when the magazine is empty. Taking the inverse of resultant fire rate will give the time between shots in seconds.

Note that the VectisDEVectis.png Vectis and Vectis PrimeVectisPrime.png Vectis Prime are not affected by this shot delay before reloading and reloads instantly after the last shot instead.

Fire Rate and Charge Time[]

For some weapons, the effective fire rate is dependent on the Charge Time of the attack. Note that charge weapons mislabel the charge time of the attack as the Charge Rate. For example, the ScourgePriestSpearGun.png Scourge lists its "Charge Rate" as 0.5, however that is actually the charge time (0.5 seconds). The actual charge rate of a weapon is as follows:

The charge time is the time it takes the charge circle to progress to full. Bonuses from fire rate mods works as so:

The charge rate is the speed at which the charge circle progresses to full. Bonuses from fire rate mods works as so:

For charged weapons, charge time cannot go above 10 times the base charge time (achieved by having at least -90% fire rate bonus).

Calculation for true fire rate for charge weapons with the exception of bows and LankaCorpusSniperRifle.png Lanka.

Calculation for true fire rate for bow weapons.

Calculation for true fire rate for LankaCorpusSniperRifle.png Lanka which does not have a delay between charged shots.

The following is a list of Charge Times possessed by Charged weapons:

Fire Rate and Spool-up Time[]

Some automatic weapons don't start out firing at the fire rate listed in the Codex or Arsenal. Instead, the first few shots are fired more slowly as the weapon 'spools up' to the maximum fire rate. Once the maximum fire rate is reached, the weapon will continue firing at that rate until either the wielder stops firing or runs out of ammo. The period during which the maximum fire rate has not yet been reached is called Spool-up Time. The number of shots needed to reach maximum fire rate, the starting (decrease in) fire rate, and the rate of increase per shot fired, is sometimes called the Spool cadence.

The following is a list of Spool cadences possessed by Auto-Spool weapons (note: only the number of shots is listed; for a full description visit the weapon articles):

Sources of Fire Rate Bonus[]

Abilities[]

The following Abilities affect Fire Rate positively:

RedlineModx256.png Redline130xWhite.png
ENERGY:
100
KEY
4
Redline
Push Gauss' battery beyond the redline, supercharging his Abilities and setting Fire Rate, Attack Speed, Reload Speed, and Holster Speed into overdrive. When past the redline, bolts of arcing electricity dance periodically from Gauss, exploding en masse when the ability is deactivated.


Battery drain per second: 2% s-1

Strength:100 / 200 / 300 / 400 (Impact DamageDmgImpactSmall64.png Impact Puncture DamageDmgPunctureSmall64.png Puncture area damage)
Duration:15 / 20 / 25 / 30 s (duration)
6 - 30% / 9 - 45% / 12 - 60% / 15 - 75% (fire rate buff)
5 - 25% / 6 - 30% / 7 - 35% / 8 - 40% (attack speed buff)
4 - 20% / 6 - 30% / 8 - 40% / 10 - 50% (reload speed buff)
8 - 40% / 12 - 60% / 16 - 80% / 20 - 100% (holster speed buff)
Range:N/A
Misc:? m (activation knockback radius)
+20% (battery limit release)
50% (projectile accuracy)
50% (energy discount for Mach Rush)
100% (melee damage bonus and stagger chance for Kinetic Plating)
100% (Cold DamageDmgColdSmall64.png Cold freeze chance and Heat DamageDmgHeatSmall64.png Heat ignite chance for Thermal Sunder)
≤100% (Blast DamageDmgBlastSmall64.png Blast enemy armor reduction for Thermal Sunder)
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Penance.png HarrowPenance.png
ENERGY:
50
KEY
2
Penance
Sacrifice shields to boost reload, and fire rate while converting damage inflicted on enemies into health for Harrow and nearby allies.


Shield Cost: 100% of shields & overshields on cast

Strength:5% (lifesteal on hit)
20% / 25% / 30% / 35% (fire rate bonus)
40% / 50% / 60% / 70% (reload speed bonus)
Duration:4 s (base time)
1.25 / 1.33 / 1.43 / 1.54 s (bonus per 100 shields)
Range:N/A
Misc:50 m (affinity range)
Expand/Collapse

Reservoirs.png ReservoirsIcon.png
ENERGY:
25
KEY
1
Reservoirs
Choose and summon a Reservoir filled with Motes that attach to and aid Wisp and her allies. Haste Mote grants increased movement and attack speed. Vitality Mote increases maximum health and heals over time. Shock Mote stuns nearby enemies.

Strength:300 (max health)
30 s-1 (heal over time)
Duration:19 / 22 / 26 / 30 s (Mote lifespan)
Range:5 m (Reservoir range)
Misc:∞ (Reservoir lifespan)
6 (max reservoirs active)
25 % (Sol Gate damage buff)

Strength:20 % (movement speed)
20 % (attack speed)
30 % (fire rate)
Duration:19 / 22 / 26 / 30 s (Mote lifespan)
Range:5 m (Reservoir range)
Misc:∞ (Reservoir lifespan)
6 (max reservoirs active)
100 % (Sol Gate Corrosive DamageDmgCorrosiveSmall64.png Corrosive
status chance)

Strength:10 (Electricity DamageDmgElectricitySmall64.png Electricity damage)
Duration:19 / 22 / 26 / 30 s (Mote lifespan)
Range:5 m (Reservoir range)
15 m (Shock range)
Misc:∞ (Reservoir lifespan)
6 (max reservoirs active)
100 % (Electricity DamageDmgElectricitySmall64.png Electricity status chance)
5 (number of targets)
3 s (Shock cooldown)
25 % (Sol Gate damage buff)

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Mods[]

The following Mods affect fire rate positively or negatively:

Dual-stat fire rate mods are obtained from Nightmare Mode missions. These mods combine increased fire rate with another positive enhancement. These mods are often weaker than their basic counterparts, but are useful for stacking or diverse builds.

These mods are found within vaults of the Orokin Derelict missions, increasing fire rate at the expense of other weapon stats.

Found in Orokin Derelict missions, these negatively affect fire rate in exchange for other enhancements. Weapons with innate overbearing recoil can be made more effective at range by reducing the fire rate.

These mods are dropped by Stalker's Acolytes during Operation: Shadow Debt. These mods increase fire rate while aiming for a short duration after reloading.

These mods are dropped by Grineer Commanders on the Plains of Eidolon, and may also be awarded by completing Ostron Bounties available in Cetus. They provide additional bonuses based on the number of set mods presently equipped.

These mods are the primed variants of the normal fire-rate mods.

Arcanes[]

The following Arcanes affect fire rate positively:

Notes[]

  • Fire rate cannot drop below 0.05 rounds per second.
  • A higher Fire Rate on a weapon also shortens the time between a shot and:
    • The automatic reload of the weapon when the magazine is empty.
    • The manual reload of the weapon when the magazine is not empty.
    • The ability to swap the weapon or use quick melee.
  • Due to the principle of linear effects of fire rate, the relatively high number of shots-per-burst possessed by some weapons (e.g. HindHind.png Hind), does not merely make them "shoot more bullets", when measured in an appropriate span of time (longer than a couple of bursts).
  • Increasing Fire Rate has important side-effects regarding the ability to successfully land hits:
    • Increasing fire rate exacerbates the effects of Recoil. When retaining their base rate of fire, low/moderate-recoil weapons, for which the crosshairs will have enough time to more or less rezero after each shot, may be quite controllable; when modded for extra fire rate, the same weapons may start climbing or shaking unfavorably. Along the same lines, weapons already having strong recoil may become uncontrollable.
    • Separately from recoil, increasing fire rate may have an unpredictable effect on Accuracy. Normally quite accurate weapons may become inaccurate this way, while weapons with mediocre accuracy may only lose a little bit of accuracy. To what extent accuracy is adversely affected by bonus Fire Rate is an undisclosed characteristic of each individual weapon (a hidden stat).
      • The compounding effects of worsened recoil and lower accuracy due to bonus fire rate are often thought to be unacceptable on a number of weapons that are particularly susceptible to these side-effects.

Trivia[]

  • Prior to Hotfix 17.4.3 (2015-09-16), the principle that the Fire Rate bonus increases fire rate linearly hadn't yet been in application, so fire rate didn't affect the interval between the shots of a burst, leading to it having an overall diminished effect on Burst weapons.

See Also[]


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