Fire Rate is the frequency at which projectiles are launched per second. Various mods can be used to increase or decrease the fire rate of primary and secondary weapons. This applies to bullets, lasers, arrows, and hand thrown projectiles.
Mods that increase fire rate also reduce the spin up time of spooling weapons which includes the Gorgon, Deth Machine Rifle, Soma, Cestra, and Supra. They also reduce the charge time of bows and other weapons with charge such as the Ogris, Miter, Stug, Ballistica and Lanka. For burst-fire weapons, such as the Burston and Tiberon, fire rate affects both the speed of the burst as well as the time between bursts from Hotfix 17.4.3 onwards. Continuous weapons such as Ignis and Flux Rifle have no additional visual effects from fire rate mods, however they still do damage at an increased rate. Increasing fire rate on semi-auto weapons increases the cap on how fast they can fire and vice-versa. On duplex-fire weapons, fire rate mods affect the time between each 2 round burst, similar to burst-fire weapons.
High fire rate exacerbates the effects of weapon recoil. For some weapons, lowering the fire rate can improve the player's overall accuracy.
Fire Rate Mods[edit | edit source]
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.
Fire Rate Abilities[edit | edit source]
The following powers affect fire rate positively:
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.
|Strength:100 / 200 / 300 / 400 ( Impact 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)
|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 freeze chance and Heat ignite chance for Thermal Sunder)
≤100% ( Blast enemy armor reduction for Thermal Sunder)
- Gauss overclocks his battery, blasting away enemies within ? meters around him and gaining access to 100% of his battery for 15 / 20 / 25 / 30 seconds. During Redline, Gauss grants himself bonus weapon fire rate by a minimum of 6% / 9% / 12% / 15% at empty battery to a maximum of 30% / 45% / 60% / 75% at full battery, melee attack speed by a minimum of 5% / 6% / 7% / 8% at empty battery to a maximum of 25% / 30% / 35% / 40% at full battery, reload speed by a minimum of 4% / 6% / 8% / 10% at empty battery to a maximum of 20% / 30% / 40% / 50% at full battery, and holster speed by a minimum of 8% / 12% / 16% / 20% at empty battery to a maximum of 40% / 60% / 80% / 100% at full battery. While active, Redline drains 2% battery power per second. Redline deactivates on duration end or by manually pressing the ability key again (default ).
- Redline introduces a new counter onto the battery gauge, shown as a percentage value between 0% and 100%. While the battery level is above 80%, the Redline counter gradually increases. The speed of the increase is based on battery level, with the counter decreasing if the battery level drops below the Redline limit. When the Redline counter reaches 100%, battery drain from abilities will be completely negated.
- Redline counter maximum growth scales inversely with Ability Duration (e.g. more duration reduces growth), calculated as: 100% / ( Duration × 1/3 ). This means the Redline counter cannot be maxed earlier than 1/3rds of its duration.
- While battery power level is above the Redline limit release, damaging projectiles of arcing electricity will periodically shoot out from Gauss and home in on nearby enemies with 50% accuracy, dealing 100 / 200 / 300 / 400 damage, with a distribution of 81.25% Impact and 18.75% Puncture damage with a moderate status chance and guaranteed stagger effect. On deactivation, a variable number of projectiles are simultaneously released from Gauss and explode on impact with enemies.
- Damage is affected by Ability Strength, Vigorous Swap, Arcane Arachne, and Theorem Demulcent.
- Number of projectiles released during Redline and on deactivation are affected by battery power level above the redline battery charge (>80%).
- Projectiles will become more accurate and strike enemies more frequently, with the higher the battery power level beyond the redline limit.
- When Redline expires, battery drains to amount displayed on Redline counter (e.g. if the counter is at 20%, the battery will decrease to 20%).
- Ability Synergy:
- Mach Rush energy cost is halved when cast during Redline.
- While the battery level is boosted during Redline, Kinetic Plating also grants Gauss a and 100% chance to stagger enemies on hit.
- Thermal Sunder gains bonuses to its status effects when Redline is active and above the redline battery charge (>80%):
Sacrifice shields to boost reload, and fire rate while converting damage inflicted on enemies into health for Harrow and nearby allies.
|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)
|Misc:50 m (affinity range)|
- Harrow flagellates himself twice with his thurible, sacrificing all of his shields and Overshields to gain 20% / 25% / 30% / 35% ranged and melee weapons fire rate and 40% / 50% / 60% / 70% reload speed bonuses. While active, 5% of any damage dealt by Harrow to enemies converts into Health for Harrow and allies within his Affinity Range. Penance has a base duration of 4 seconds, plus extra duration of 1.25 / 1.33 / 1.43 / 1.54 seconds for every 100 Shield and Overshields points drained.
- Lifesteal on hit, weapon fire rate, and reload speed bonuses are affected by Ability Strength.
- Base duration and bonus duration are affected by Ability Duration.
- Affinity Range is not affected by Ability Range but is affected by the Mending Unity passive in the Vazarin focus school.
- Casting animation of 2 seconds is affected by Natural Talent and Speed Drift.
- The amount of shields to be drained is determined on activation. Shield points from Condemn will not be drained if gained during Penance's casting animation.
- Each time Harrow flagellates himself, 50% of the total shield points are subtracted.
- Allies affected by the lifesteal all Warframes, Companions, Eidolon Lures, summoned allied units such as Specters, allied Invasion units, Hostages, Kavor Defectors, Sortie and Arbitrations Defense Operatives, and Defense Objects.
- On Defense Objects, Penance restores up to 50 health per second.
- While active, stylized art appears beneath the aiming reticle; when a player is healed by Penance, colored text denoting the amount of health healed from damage dealt briefly replaces the art for several seconds. Both visuals are affected by Harrow's Warframe energy color.
- Harrow's wounds on his back from flagellation emit piercing light in his chosen Warframe energy color.
- Casting Penance stops all of Harrow's movement and actions.
- Can be recast while active to stack extra duration to the remaining time, up to a maximum total duration of 120 seconds.
- Mod for a higher shield pool to gain more extra duration for Penance by default.
- Use Condemn to quickly replenish shields and Overshields to fuel Penance' extra duration.
- Build up your shield and Overshield pool again after casting Penance, then recast Penance to stack extra duration onto your remaining time to keep the ability active much longer.
- Guardian, Protect, Brief Respite & Arcane Barrier are useful for this ability as they are capable of restoring Harrow's shields.
- Cast Covenant before or after using Penance to protect yourself from damage when you are at your most vulnerable state.
- The fire rate bonus also affects melee weapons.
- Can reduce recharge delay for Cycron or a Kitgun equipped with Pax Charge, however, it does not affect recharge rate.
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.
- Birthed from Wisp's dimensional habitat, three species of Reservoir pods nursing friendly Motes can be selectively summoned by Wisp. Tap the ability key to freely cycle the selection wheel between the Vitality, Haste, and Shock reservoirs. Hold down the ability key to summon the selected reservoir from a portal above Wisp for 25 energy, placing the pod directly in front of her. The reservoir pods have a range of 5 meters and last indefinitely, while the motes retrieved from the pods lasts 19 / 22/ 26 / 30 seconds while outside of the reservoirs. Wisp can summon a maximum of 6 reservoir pods.
- Reservoir pod range is affected by Ability Range.
- Mote buff duration is affected by Ability Duration.
- Energy cost is affected by Ability Efficiency.
- Number of reservoir pods is not affected by mods.
- Casting additional reservoir pods will replace the oldest pod.
- Up to three different reservoir types can be unlocked as the ability is ranked up:
- Vitality: unlocked by default (Unranked Warframe)
- Haste: unlocked at rank 1 (Warframe Rank 7)
- Shock: unlocked at rank 2 (Warframe Rank 14)
- Reservoir selection wheel is displayed above the ability icons. The icon for the currently selected type is enlarged and shown on the left of the wheel. Tapping the ability key (default Settings). ) will cycle between the reservoir types, while holding the key will deploy the selected reservoir (tap/hold functions can be inverted in the
- Reservoir pods are invulnerable static floating objects that are permanently placed until removed by Wisp or by colliding with Nullifier Crewman bubbles.
- Each reservoir pod spawns a floating Mote above it, which can be plucked an infinite amount of times by Wisp, other Warframes, Companions, Eidolon Lures, summoned allied units such as Specters, allied Invasion units, Hostages, Kavor Defectors, Sortie and Arbitrations Defense Operatives, and Defense Objects coming into the reservoir's range.
- Motes grant the affected entity a specialized buff based on the reservoir type.
- Motes respawn from their reservoirs after a brief cooldown if taken by an entity.
- Motes last for a duration, with their timers able to be refreshed and paused indefinitely while the buffed entities are standing in range of the respective reservoir type.
- Reservoir pods take on Wisp's Ability Strength when placed, and will remain at that Ability Strength percentage indefinitely.
- If there are multiple reservoir pods, the pod with the highest buff value will take effect, with its corresponding duration.
- Each entity is limited to 1 active Mote buff per reservoir type.
- The Vitality Mote increases maximum Health by 300 and restores 30 health per second.
- Maximum health and health regeneration are affected by Ability Strength.
- Vitality Mote appears made of Infested flesh and sinew, shaped similar to a beetle shell with a red U-shaped crown.
- Vitality Reservoir appears as a three-petalled plant with a red crown at its base. It constantly emits a flame-like energy particle effect.
- The Haste Mote increases movement speed and melee attack speed by 20% and fire rate by 30%.
- Movement speed, melee attack speed, and fire rate buffs are affected by Ability Strength.
- Haste Mote appears made of Infested flesh and sinew, shaped similar to a beetle shell with a green oval-shaped crown.
- Haste Reservoir appears as a three-petalled plant with a green crown at its base. It constantly emits a liquid-like energy particle effect.
- The Shock Mote stores an electrical charge that zaps up to 5 enemies within 15 meters with chain lightning, dealing 10 Electricity damage with 100% status chance to stun enemies.
- Shock damage is affected by Ability Strength.
- Shock range is affected by Ability Range.
- Number of targets, stun duration and stun frequency are not affected by mods.
- Stun duration and frequency cooldown are both 3 seconds long. The electric charge shows as electricity surging around the Shock Mote when ready to discharge.
- Shock Mote appears made of Infested flesh and sinew, shaped similar to a beetle shell with a blue hammer-like crown.
- Shock Reservoir appears as a three-petalled plant with a blue crown at its base. It constantly emits an electrical spark particle effect.
- Ability Synergy:
- Casting Breach Surge on an active reservoir pod will teleport Wisp to its location and double Breach Surge's range.
- Targeting a reservoir pod with the reticle will encircle it with Wisp's chosen energy color to indicate Breach Surge's ability to be cast on it and can be used at any range, provided there is line of sight.
- Reservoir pods can be targeted through solid surfaces provided there is vision of them (e.g. windows).
- Wisp cannot teleport to a pod while within less than 10 meters of it.
- Currently obtained Motes provide additional properties to Sol Gate.
- Casting Breach Surge on an active reservoir pod will teleport Wisp to its location and double Breach Surge's range.
Charged Weapons[edit | edit source]
For some weapons, the 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 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:
Auto-Spool Weapons[edit | edit source]
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.
Burst-Fire Weapons[edit | edit source]
There are three types of burst-fire weapons. There are normal burst-fire weapons that fire a set number of rounds per burst, with each round shot one after the other; these are the most common out of all the burst-fire weapons. The second least common are simultaneous burst-fire weapons that shoot the number of bullets in its burst count simultaneously (similar to shotguns). Automatic burst-fire weapons are automatic versions of normal burst-fire weapons, holding the trigger will continue to shoot rounds in normal bursts until the trigger is released. The following weapons have burst-fire as its primary trigger mode or as an alternate trigger:
Notes[edit | edit source]
- 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.
- Fire rate cannot drop below 0.05 rounds per second.
- For charge weapons, charge time cannot go above 10 times the base charge time (achieved by having at least -90% fire rate bonus).
Media[edit | edit source]
See Also[edit | edit source]
- Trigger Type, for more info on firing mechanisms of weapons.
- Attack Speed, for the melee equivalent of fire rate.