Reloading is the act of replenishing ammunition to a primary or secondary weapon. The length of time spent on reloading, Reload Time, is based on the individual weapon's Reload Speed, which can be altered by some mods and abilities. Reload time functions as a period of disadvantage for the player, though actions can be taken to compensate for the inability to shoot.
- 1 Manual Reload
- 2 Calculating Reload Time
- 3 Increasing Reload Speed
- 4 Reloading While Holstered
- 5 Instant Reload
- 6 One-Handed Action
- 7 Sustained Damage Per Second
- 8 References
When firing a weapon until it is empty, the game does not actually immediately initiate a reload. There is a short delay equal to the reciprocal of the weapon's fire rate. This delay can be averted by pressing the reload key as soon as the weapon's magazine is about to run out, assuming the firing trigger is being held down or rapidly pressed in the case of semi-auto weapons.
If the "Context Action Includes Reload" setting is enabled, reloading will occur when attempting to fire a gun with no ammunition.
While the reloading animation occurs, the player cannot attempt to fire the weapon. The animation can be cancelled by certain actions such as rolling.
Calculating Reload Time
There are several mods and sources of buffs that affect reloading. Reload time is not directly modified with these, but rather reload speed changes. To calculate the resultant reload time with reload speed buffs/debuffs:
- 2.0 ÷ (1 + 0.30) = 1.54s
- Weapon Reload Time: This refers to the base amount of time indicated on the stats of an unmodified weapon.
- Mod Reload Bonus: This refers to the speed increase marked as percentage on mod cards, expressed as a decimal to two places.
Weapons that reload per shell
There are some weapons that reload one shell/bullet/projectile at a time, thus increasing Magazine Capacity will also increase total reload time. However, players can interrupt the full reloading process by clicking on the reload button again or firing the partially reloaded weapon. These include the , , , , and .
Battery Weapons are those that do not have a reload animation and instead has their magazine replenish over time after an initial delay between firing and reloading, thus increasing Magazine Capacity also increases total reload time. Reload speed bonuses affect both the recharge rate at which magazine refills per second and the recharge delay. Players can interrupt the full reloading process by firing the partially reloaded weapon. Examples include and .
Spearguns have a unique reload mechanic where when they are thrown or holstered, their magazine is refilled for 33% of its capacity per second. This cannot be changed by reload bonus mods.
Increasing Reload Speed
Note that while you may successfully install both Quickdraw and Stunning Speed onto a single sidearm with no discrepancies, Fast Hands cannot be placed onto a weapon with Primed Fast Hands, and vice-versa. Bows, snipers, and launchers benefit from the Rifle-type reload mods.
Depending on Chroma's elemental alignment, an offensive area-of-effect is created. Chroma and his nearby allies are imbued with defensive energy.
- Chroma emits an aura of elemental energy, by expending 50 energy to empower himself and nearby allies as long as they remain within 6 / 8 / 10 / 12 meters, providing both offensive and defensive buffs. Elemental Ward lasts for 10 / 15 / 20 / 25 seconds.
- Elemental Ward exhibits different effects depending on Chroma's current elemental alignment, determined by Chroma's primary emission color or the selected element of .
- Generates a flame aura around Chroma and affected allies that increases base Health by 50% / 75% / 100% / 200% and inflicts 25 / 50 / 75 / 100 damage per second within a radius of 5 meters with a 2% / 5% / 7% / 10% status chance.
- Health bonus and damage per second are affected by Ability Strength.
- The health bonus stacks additively with base health modifiers, and the amount of health gained is determined by the affected Warframe's base health at rank 0. Since Chroma has 100 health at rank 0, a rank-3 Elemental Ward with a maxed and will increase Chroma's health at rank 30 to 100 × (1 + 2 + 4.4 + 2 × 1.3) = 1,000.
- Damage bypasses obstacles in the environment and decreases with distance.
- Burn radius and status chance are not affected by mods.
- Infuses Chroma and affected allies with an electric current that increases base Shields by 50% / 65% / 75% / 100% and converts incoming damage into arc discharges. An arc discharge inflicts 250% / 300% / 500% / 1,000% incoming damage as damage to a single target within 5 / 6 / 8 / 10 meters with a 10% / 15% / 20% / 25% status chance. Arc discharges will inflict a minimum of 50 / 60 / 100 / 200 damage.
- Shield bonus, damage multiplier, minimum damage, and status chance are affected by Ability Strength.
- The shield bonus stacks additively with base shield modifiers, and the amount of shields gained is determined by the affected Warframe's base shields at rank 0. Since Chroma has 100 shields at rank 0, a rank-3 Elemental Ward with a maxed and will increase Chroma's shield capacity at rank 30 to 100 × (1 + 2 + 4.4 + 1 × 1.3) = 870.
- Arc damage bypasses obstacles in the environment.
- The final damage of an arc discharge is determined by the amount of shields and/or health lost by incoming damage. For example with a maxed , losing 100 shields from a single instance of damage will produce an arc that inflicts 100 × 10 × 1.3 = 1,300 damage at rank 3 to a single target as long as it's within range.
- Damage from environmental hazards can also be converted into arc discharges.
- Arcs can strike the same target multiple times, and arcs can be produced in quick succession should Chroma and allies receive multiple instances of damage that exceed the minimum threshold.
- Arc range is affected by Ability Range.
- Emits an aura of noxious fumes around Chroma and affected allies that increases base reload speed by 15% / 25% / 30% / 35% and holster rate by 15% / 25% / 30% / 35%. Within a radius of 5 meters, the noxious fumes also have a 25% / 35% / 40% / 50% chance per second to deal 5% of an enemy's maximum health as damage with a 100% status chance.
- Damage chance per second is affected by Ability Strength.
- The Toxin damage will only be applied to an enemy if it is not already affected by a Toxin proc, but can occur as soon as an existing Toxin proc expires. As such, its effect cannot stack with itself but can refresh itself every 7 seconds.
- Damage bypasses obstacles in the environment and does not decrease with distance.
- Reload speed and holster rate bonuses are affected by Ability Duration.
- The amount of reload speed gained is determined by the affected weapon's base reload speed.
- Poison radius, enemy health to Toxin damage, and status chance are not affected by mods.
- Encases Chroma and affected allies in a layer of frost that increases base Armor by 25% / 75% / 100% / 150% and creates an ice shield that reflects incoming fire back to their source. Reflected damage is increased by 150% / 200% / 250% / 300% and has a 10% / 15% / 20% / 25% status chance.
- Armor bonus, damage multiplier, and status chance are affected by Ability Strength.
- The armor bonus stacks additively with base armor modifiers, and the amount of armor gained is determined by the affected Warframe's base armor, according to the following formula: Base Armor × (1 + Armor Mods + Ability Modifier × (1 + Strength Mods)).
- Incoming hitscan and non-hitscan projectiles are physically redirected. As such, obstacles in the environment can prevent reflected damage from hitting enemies.
- Hitscan projectiles are reflected directly to the source enemy regardless of distance from Chroma. Melee attacks are not reflected.
- Non-hitscan projectiles are reflected in the direction of the source enemy.
- Does not prevent damage to Chroma aside from the additional armor bonus and other damage reduction rules; Chroma will be hit normally before reflecting the weapons fire.
- Elemental Auras of any type from two or more Chromas do not stack, i.e. two auras do not increase damage nor health values, and if you had both a and aura, only one of them would be active on allies, the first aura stays until you move out of range or it expires.
- Has a casting delay of 1 second. The animation interrupts movement and other actions.
- Elemental Ward cannot be recast while active.
- Subsuming Chroma to the Helminth will offer Elemental Ward and its augments to be used by other Warframes. The Ward's effects are determined by the Warframe's primary emission color.
- Main article: Everlasting Ward
Everlasting Ward is a Warframe Augment Mod for that allows allies to retain 's effects upon moving out of its range, lasting for a percentage of Elemental Ward's remaining duration.
- In a pinch, the bonus Health provided by the Ward can be used as a quick heal, as the Health granted is automatically added to your remaining health and is not reduced from your remaining health when Elemental Ward wears off.
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 ( 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% ( freeze chance and ignite chance for Thermal Sunder)
≤100% ( 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% and 18.75% 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, , , and .
- 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:
- energy cost is halved when cast during Redline.
- While the battery level is boosted during Redline, also grants Gauss a and 100% chance to stagger enemies on hit.
- gains bonuses to its status effects when Redline is active and above the redline battery charge (>80%):
- The proc freezes enemies solid instantly.
- The proc deals full damage-over-time against enemies.
- The 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.
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 and .
- The amount of shields to be drained is determined on activation. Shield points from 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.
Gain a brief boost of movement speed which affects all allies in range.
|Strength:10% / 15% / 25% / 50% (speed buff)|
7.5% / 12.5% / 15% / 17.5% (reload speed buff)
|Duration:5 / 6 / 8 / 10 s|
|Range:15 / 20 / 22 / 25 m|
- Volt energizes the surrounding area, increasing the mobility of his allies within 15 / 20 / 22 / 25 meters. Affected players will gain 7.5% / 12.5% / 15% / 17.5% weapon Reload Speed and 10% / 15% / 25% / 50% melee Attack Speed and movement speed bonuses, lasting for 5 / 6 / 8 / 10 seconds.
- Speed buff and Reload buff are affected by Ability Strength.
- The attack speed buff grants an additive bonus that will stack with other attack speed modifiers. (e.g., combined with Speed at max rank and +30% Ability Strength will increase Volt's attack speed by 0.5 × 1.3 + 0.3 = 95%).
- The movement speed buff grants a multiplicative bonus that will stack with other movement speed modifiers. (e.g., combined with Speed at max rank and +30% Ability Strength will increase Volt's sprint speed by (1 × 1.3) × (1 + (0.5 × 1.3)) − 1 = 114.5%).
- The reload speed buff grants an additive bonus that will stack with other reload speed modifiers. (e.g., combined with Speed at max rank and +30% Ability Strength will increase Volt's reload speed by 0.175 × 1.3 + 0.48 = 70.75%).
- Speed does not affect casting speed, knockdown recovery speed, or holster speed.
- Duration is affected by Ability Duration.
- Radius is affected by Ability Range.
- The effects of Speed are applied to Volt and Tenno.
- Allies only need to be in range when Speed is cast to be affected.
- Allies can backflip to remove Speed if they wish to opt-out.
- Increases the distance of combat maneuvers like the sliding front flip and wall run as a result of the faster sprint speed.
- Can be used while performing many actions without interrupting them, including reloading.
- Can be recast while active to refresh duration.
- Main article: Shocking Speed
Shocking Speed is a Warframe Augment Mod for 's that causes him and his allies to inflict damage and status to enemies they touch while moving.
- Great for catching up with teammates that need to be revived, fleeing from tough enemies, or taking the lead.
- Excellent skill to use for a cell looking to get through a mission quickly.
- Can be combined with for unrivaled speeds.
- Combine with and for absurd attack speed on melee weapons.
- Can be used to avoid enemy fire due to reduced enemy accuracy and to dodge almost all Corpus due to their weapons' projectile travel time.
- Can reduce recharge delay for or a Kitgun equipped with , however, it does not affect recharge rate.
- Using Speed before switching to Archwing mode significantly boost Archwing's flight speed
In addition, there are some PvP-exclusive mods which affect reload:
Reloading While Holstered
The mods listed below do not affect reload per se, but makes the weapon gradually reload for every second it is holstered.
Some mods and buffs allow the player to instantly reload their weapon, skipping the reload animation.
- Main article: One-Handed Action
One-Handed Actions are actions that can be done while reloading or charging. They are called such because the animations to cast these abilities generally use up to one hand each, leaving the other hand free to reload weapons. This does not imply that all ability animations which show only one hand doing things are one-handed abilities; it only refers to the fact that a hand is still able to be reloading a weapon while the ability is being cast. One can take advantage of this mechanic to further increase their efficiency and flow of actions.
Sustained Damage Per Second
Players looking to achieve as high as single-target damage as possible might wish to consider the effects of reload speed modifiers on their weapons. Burst damage considers damage as an instantaneous sample of averages, relying purely on the damage dealt by each attack and how many attacks can be dealt per second. Sustained damage, on the other hand, relates to encounters that last beyond a single Magazine and therefore must include reload time into its average.
Currently, modding for reload speed is a poor choice on almost every weapon in this regard, due to the opportunity cost of using the same mod slot for elemental damage or the like. There are some conditions where reload speed can be considered valuable, however.
Reload Speed vs Fire Rate
Sustained DPS works as a function of total damage dealt over the combined period of firing the weapon and finishing the reload. If the combined period is split into two parts, then an increase in either can be easily compared the other. For example:
- is a pistol that spends its entire Magazine in 0.97 seconds. It then needs 1.1 seconds to be reloaded.
- For 7 mod capacity, a player can install either a rank 5 Quickdraw or a rank 3 .
- Rank 3 Gunslinger increases the Viper's fire rate from 14.4 to 21.31, reducing time spent firing from 0.97 seconds to .66 seconds. Combined with the reload time, the viper deals 224 damage over 1.76 seconds, assuming no crits or damage modifiers, for a sustained DPS of 127.27.
- Rank 5 Quickdraw decreases the Viper's reload time from 1.1 to 0.74 seconds. Combined with the firing time, the viper deals 224 damage over 1.71 seconds, for a sustained DPS of 131.99.
The Viper is a rare instance of a weapon with nearly-equal firing and reload times. The vast majority of weapons have a greater percentage of time spent firing compared to reloading. Furthermore, as players progress in the game, their limiting factor becomes mod slots, not mod capacity, and so a more apt version of the above comparison would be a rank 5 Gunslinger (at 9 capacity) where its 72% increase in fire rate far outperforms the 48% increase in reload speed. Only weapons where the reload time significantly dominates the firing time (the Tigris, for example, spends 1 second shooting and 1.8 seconds reloading) should one even consider choosing Reload Speed mods in opposition to Fire Rate mods.
Reload Speed vs Magazine Capacity
Magazine capacity increases the amount of ammo in a single Magazine while keeping fire rate constant. Therefore, if any weapon of any fire rate has its magazine of any capacity increased by 60%, it will take 60% more time to finish off its Magazine, except for rounding discrepancies, or weapons with spool-up. Because sustained DPS considers both the time spent firing and the time spent reloading, magazine size also acts nearly identical to reload speed, by reducing the percentage of total time spent reloading as opposed to firing. For example:
- spends its entire Magazine in 3 seconds, and then spends 2.4 seconds reloading. As a percentage, ~55% of sustained Grakata usage is firing time, while ~45% is reloading time.
- Max rank Fast Hands reduces the reload time to ~1.85 seconds, making firing time represent ~61% of sustained Grakata DPS.
- Max rank increases firing time to 3.9 seconds, making firing time represent ~62% of sustained Grakata DPS.
Without even calculating the resulting DPS, it can be shown that a 30% increase in magazine capacity has almost the same effect as a 30% increase in reload speed. That means that, if ever in the situation to choose between the two effects, consider the other factors.
- For rifles, a maxed Fast Hands drains 2 fewer mod capacity points than a maxed Magazine Warp for the same DPS change.
- For shotguns, the mod drains the same as but the latter makes a 60% magazine increase while the former only makes a 30% reload speed increase.
- However, the and reload one shot at a time, meaning a larger magazine takes proportionally longer to reload. Therefore, Tactical Pump is better for these two.