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).
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. Braton) and weapons with more complex trigger types – so on Burst weapons (e.g 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. Gorgon), and Charge Time (a base stat of bows and other Charged weapons, e.g. 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 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. 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 Vectis and 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 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, Epitaph, and Lanka.
Calculation for true fire rate for bow weapons.
Calculation for true fire rate for Lanka which does not have a delay between charged shots.
The following is a list of Charge Times possessed by Charged weapons:
Some automatic weapons do not 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):
The effective Fire Rate for Burst Trigger weapons is a derived stat that is calculated on three factors:
Burst Count: Number of shots per burst (hidden value)
Burst Delay: Delay between shots fired in a single burst (hidden value)
Fire Rate: Number of bursts per second if Burst Delay is 0 seconds. In other words, the reciprocal of this value is the delay before being able to fire another burst after completing a burst. This is the "Fire Rate" value listed in the arsenal.
These values are weapon dependent.
For example, Burston has a Fire Rate of 5, a Burst Delay of 0.061, and a Burst Count of 3.
Note that for weapons with instantaneous bursts like Quartakk (Burst Delay = 0), the Effective Fire Rate equals the arsenal Fire Rate.
The effective Fire Rate for Burst Trigger weapons is calculated by the following expression:
Burst Delay is not affected by net negative Fire Rate bonuses.
Bar visualization of single Burst firing event
▾ 0 seconds elapsed
Burst Time + Total Burst Delay seconds elapsed ▾
Shot 1 (instant)
Burst Delay
Shot 2 (instant)
Burst Delay
...
Shot N (instant)
Single Fire Button Input = One Burst of N Shots
Bar visualization of multiple Burst firing events
▾ 0 seconds elapsed
(Burst Time + Total Burst Delay) * 2 seconds elapsed ▾
Burst 1, Shot 1 (instant)
Burst Delay
...
Burst 1, Shot N (instant)
Delay (1 / Fire Rate)
Burst 2, Shot 1 (instant)
Burst Delay
...
Burst 2, Shot N (instant)
Burst 1
Delay
Burst 2
Holding Fire Button Input For Two Bursts of N Shots
Sources of Fire Rate Bonus[]
Abilities[]
The following Abilities affect Fire Rate positively:
Push Gauss' battery beyond the redline, supercharging his Abilities and setting Fire Rate, Attack Speed, Reload Speed, and Holster Rate into overdrive. When past the redline, bolts of arcing electricity dance periodically from Gauss, exploding en masse when the ability is deactivated.
Gauss expends 100energy to overclock 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 6% - 30% / 9% - 45% / 12% - 60% / 15% - 75%, melee Attack Speed by 5% - 25 % / 6% - 30% / 7% - 35% / 8% - 40%, and Reload Speed and Casting Speed by 4% - 20% / 6% - 30% / 8% - 40% / 10% - 50%, based on battery. While active, Redline drains 2% battery power per second. Redline deactivates on duration end or by manually pressing the ability key again (default 4 ).
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.
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 100% base melee damage bonus 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%):
The Heat proc deals full damage-over-time against enemies.
The Blast proc permanently strips away the current amount of armor based off of battery power level, up to a maximum of 100% with a full battery charge, before inflicting its damage.
Harrow expends 50energy to flagellate himself twice with his thurible, sacrificing all of his shields and Overshields to gain 20% / 25% / 30% / 35%Fire Rate and 40% / 50% / 60% / 70%Reload Speed while restoring his Health by 50% of the amount of shields and overshields sacrificed. 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 100Shield and Overshields points drained, up to a maximum of 120 seconds.
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.
Can be recast while active to stack extra duration to the remaining time.
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.
Tips & Tricks
Mod for a higher shield pool to gain more extra duration for Penance by default.
Harrow can opt to choose to build Penance over Ability Strength for quick bursts of fire rate and lifesteal, or Ability Duration for sustained fire rate and reduced need to deplete Shields to recast. While the former is useful in quick missions and Assassination runs, the latter can be useful in endless missions such as Survival, considering the added protection afforded by a Duration-based Covenant.
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.
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 25energy, 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.
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 1 ) will cycle between the reservoir types, while holding the key will deploy the selected reservoir (tap/hold functions can be inverted in the Settings).
Reservoir pods are invulnerable static floating objects that are permanently placed until removed by Wisp or by colliding with Nullifier Crewman bubbles.
This includes at least some allies spawned via Warframe abilities such as Nidus's Maggots via his Ravenous ability.
Motes attach to the entity that plucked them, floating in orbit and following their target wherever they go.
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.
A lower-value pod will still refresh the duration of a higher-value pod.
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.
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.
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 every 3 seconds, dealing 10Electricity damage with a guaranteed Status Effect to stun enemies.
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.
Vitality: Provides a 25% damage increase.
Haste: Allows Sol Gate to deal Corrosive procs on every damage instance.
Because motes will refresh the duration of any other mote buff (regardless of power), you can make very effective use of temporary Ability Strength buffs such as Growing Power, Energy Conversion, or (especially) the power increase from a Void Fissure mission. You can put down reservoirs while under these effects, acquire more powerful reservoir buffs, and then endlessly refresh their duration using regular-strength reservoirs. This makes any buff to power strength effectively infinite in duration, so long as you do not let your reservoir buffs expire (or get nullified).
Similarly, if there are multiple Wisps in a mission, they can space their reservoirs out to effectively gain all the buff benefits of the strongest Wisp, while also increasing the area covered.
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.
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 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.
This article/section contains unofficial information, concepts, or terminology derived from or based on community discussion, invention, or knowledge. It may be subjective and contain information or terminology that is not used by Digital Extremes or in official WARFRAME communications, and may not be an officially recognized concept.
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Elaborate on how to calculate
Effective Fire Rate is the true rate at which attacks happen per second. It is a derived stat that assumes perfect conditions and takes into account more stats and mechanics than the in-game arsenal's Fire Rate value. In other words, Effective Fire Rate may be a more accurate measure of how often a weapon attacks for theoretical DPS calculations.
Introduced in Update 36.0 (2024-06-18) are Cannonade Mods that can only be installed on weapons with a Semi Trigger Type. When installed These mods effectively lock the fire rate of the weapon they're installed on, preventing any changes to the fire rate regardless if they're positive or negative. In exchange, these mods also increase Damage and add Punch Through. While a Cannonade Mod is installed, the arsenal UI will have a padlock next to the fire rate value.
For weapons with multiple trigger types, all of listed trigger types must be Semi in order to install any of these mods: Argonak for example starts with a Semi Trigger Type but can switch to an Auto Trigger Type with Alternate Fire.
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. 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 re-zero 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[]
Trigger Type, for more info on firing mechanisms of weapons.
Attack Speed, for the melee equivalent of fire rate.