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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. Braton Braton) and weapons with more complex trigger types – so on Burst weapons (e.g Burston 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 Gorgon), and Charge Time (a base stat of bows and other Charged weapons, e.g. Opticor 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 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 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 Vectis and VectisPrime 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 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 Epitaph, and Lanka Lanka.

Calculation for true fire rate for bow weapons.

Calculation for true fire rate for Lanka 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 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):

Fire Rate and Burst Weapons[]

Listed Fire Rate stat in the Arsenal for Burst Trigger weapons is a derived stat that is calculated on three factors:

  • Burst Count: Number of rounds per burst
  • Burst Delay: Delay between rounds fired in a burst
  • Burst Fire Rate: Bursts per second, assuming Burst Delay is 0

These values are weapon dependent.

  • For example, Burston Burston has a Burst Fire Rate of 5, a Burst Delay of 0.061, and a Burst Count of 3.

Fire Rate listed in the arsenal is calculated by the following expression:

Burst Delay is not affected by net negative Fire Rate bonuses. For calculations such as Mod TT 20px Internal Bleeding, only Burst Fire Rate is used, not the arsenal Fire Rate.

Bar visualization of Burst firing event
▾ 0 seconds elapsed 1 / Fire Rate seconds elapsed ▾
Burst 1 (instant) Burst Delay Burst 2 (instant) Burst Delay ... Burst N (instant) Burst Delay
Single Button Input

Sources of Fire Rate Bonus[]

Abilities[]

The following Abilities affect Fire Rate positively:

RedlineModx256 Redline130xWhite
4
EnergyOrb100
Redline

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.


Introduced in Update 25.7 (2019-08-29)

AbilityStrengthBuff Strength:100 / 200 / 300 / 400 (DmgImpactSmall64 Impact and DmgPunctureSmall64 Puncture area damage)
AbilityDurationBuff 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)
4 - 20% / 6 - 30% / 8 - 40% / 10 - 50% (casting speed buff)
AbilityRangeBuff 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% (DmgColdSmall64 Cold freeze chance and DmgFireSmall64 Heat ignite chance for Thermal Sunder)
≤100% (DmgBlastSmall64 Blast enemy armor reduction for Thermal Sunder)

Expand/Collapse

PenanceModx256 Penance130xWhite
2
EnergyOrb50
Penance

Sacrifice shields to boost reload, and fire rate while converting damage inflicted on enemies into health for Harrow and nearby allies.


Introduced in Update 21.0 (2017-06-29)

AbilityStrengthBuff Strength:50% (initial heal)
5% (lifesteal on hit)
20% / 25% / 30% / 35% (fire rate bonus)
40% / 50% / 60% / 70% (reload speed bonus)
AbilityDurationBuff Duration:4 s (base time)
1.25 / 1.33 / 1.43 / 1.54 s (bonus per 100 shields)
AbilityRangeBuff Range:N/A

Misc: 50 m (affinity range)
120 s (max duration)

Expand/Collapse

Reservoirs Reservoirs130xWhite
1
EnergyOrb25
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.


Introduced in Update 25.0 (2019-05-22)

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 DmgCorrosiveSmall64 Corrosive
status chance)

Strength: 10 (DmgElectricitySmall64 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 % (DmgElectricitySmall64 Electricity status chance)
5 (number of targets)
3 s (Shock cooldown)
25 % (Sol Gate damage buff)

Expand/Collapse

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 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:

Other[]

Effective Fire Rate[]

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“Very well. Keep your secrets.”
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.

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 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[]


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