Reloading occurs either automatically when a non-melee weapon has just fired its last unit of ammo and therefore now has an empty magazine, or manually if the player presses the manual reload button (default: ) with less than full ammo left in the magazine. In either case reloading will only occur if the player still has ammo reserves for this type of weapon, i.e. either primary or secondary. While the reloading animation occurs, the player cannot attempt to fire the weapon. The length of time spent on reloading is based on the individual weapon's Reload Speed, which can be altered by mods. Reload time functions as a period of disadvantage for the player, and the reloading process can be interrupted by actions like rolling, hard landings, being knocked down, meleeing, and using non-one handed abilities. However, certain other actions such as running can still be taken without interrupting the reloading process to compensate for the inability to shoot.
Manual Reload Edit
For balancing purposes (especially in the case of Riven Mods where effects of over 100% are achievable when used with regular mods), the total "Reload Time" of weapons is not targeted by mods; Having 100% "Reload Speed" on a 2 second reload weapon does not make reloading instant, but instead makes the weapon reload twice as fast, resulting in a reload time of 1 second.
Reload time is calculated following this formula:
Reload Time = Weapon Reload Time ÷ (1 + Mod Reload Bonus)
2.0 ÷ (1+0.30) = 1.54s
- Weapon Reload Time: This refers to the base amount of time indicated on an unmodified weapon card.
- Mod Reload Bonus: This refers to the speed increase marked as a percentage on mod cards, expressed as a decimal to two places.
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. In addition, there are some PvP-exclusive mods which affect reload:
The mods listed below don't affect reload per se, but makes the weapon gradually reload while it is holstered. These mods can be used in both PvP and PvE:
The following abilities affect Reload Speed positively, reducing a firearm's reload time:
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 that infuses himself and nearby allies with elemental energy as long as they remain within 6 / 8 / 10 / 12 meters, providing both offensive and defensive buffs. The aura lasts for 10 / 15 / 20 / 25 seconds.
- Elemental Ward exhibits different effects depending on Chroma's current elemental alignment, determined by Chroma's energy color.
- Generates a flame aura around Chroma and affected allies that increases base health by 50% / 75% / 100% / 200% and inflicts 25 / 50 / 75 / 100 Heat 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, while the status chance is not.
- 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 Vitality and Intensify will increase Chroma's health at rank 30 to 200 + 100 × (1 + (4.4 + 2 × 1.3)) = 1,000.
- Heat damage is effective against Cloned Flesh, Infested, and Infested Flesh, but less effective against Proto Shields.
- Heat status effect deals 50% of Elemental Ward's base damage per tick over 7 ticks in 6 seconds. Ignited enemies will also panic and flail around for a brief period.
- Damage bypasses obstacles in the environment and decreases with distance.
- Burn radius is not affected by Ability Range.
- 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% / 1000% incoming damage as Electricity 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 Electricity 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 Redirection and Intensify will increase Chroma's shield capacity at rank 30 to 300 + 100 × (4.4 + 1 × 1.3) = 870.
- Electricity damage is effective against Machinery and Robotics but less effective against Alloy Armor.
- Electricity status effect chains 50% of Elemental Ward's base damage to surrounding enemies in a small area of effect. Shocked enemies will also be briefly stunned.
- 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 Intensify, losing 100 shields from a single instance of damage will produce an arc that inflicts 100 × 10 × 1.3 = 1,300 Electricity damage at rank 3 to a single target as long as it's within range.
- Self-damage and 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 Toxin damage with a 100% status chance.
- Damage chance per second is affected by Ability Strength, while the damage is not.
- Toxin damage is effective against Flesh and Ferrite Armor and bypasses Shielded and Proto Shields, but is less effective against Machinery, Robotics, and Fossilized.
- Toxin status effect deals 50% of Elemental Ward's base damage per tick over 9 ticks in 8 seconds. As the base damage constitutes 5% of an enemy's maximum health, the ensuing proc will deal a total of 22.5% of the enemy's max health as Toxin damage in 9 ticks over 8 seconds, bringing the total damage to 27.5% of the enemy's max health.
- 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 9 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.
- Damage radius is not affected by Ability Range.
- 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. Since Chroma has 350 base armor, a rank-3 Elemental Ward with a maxed Steel Fiber and Intensify will increase Chroma's armor to 350 × (1 + 1.1 + 1.5 × 1.3) = 1,417.5. As with all other additive armor bonuses, Elemental Ward's bonus is applied before multiplicative armor bonuses.
- Cold damage is effective against Alloy Armor, Shielded, and Infested Sinew, but less effective against Infested Flesh and Fossilized.
- Cold status effect reduces a target's movement speed and fire/attack rate by 50% over a duration of 6 seconds.
- 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.
- Elemental Auras of any type from two or more Chromas do not stack, i.e. two Heat auras do not increase damage nor health values, and if you had both a Heat and Cold 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.
- Main article: Everlasting Ward
Everlasting Ward is a Warframe Augment Mod for Chroma that allows allies to retain Elemental Ward'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.
- Allies who enter, leave, then re-enter the radius of Heat-oriented Ward will not regain the buff on the same cast of Elemental Ward. This results in an empty space where the bonus health should have been, even if they took no damage at all.
- This causes Medi-Ray and other healing abilities to attempt to heal the player, but if the player gets out of Elemental Ward's range, their health will return to normal again, wasting the health restored in the process.
Elemental Ward's Toxin alignment 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 Toxin damage with a 100% status chance.
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 Electrokinetic 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 Impact and 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.
- 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%):
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.
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.
Gain a brief boost of movement speed which affects all allies in range.
|Strength:10% / 15% / 25% / 50% (speed buff)|
8% / 13% / 15% / 17% (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 8% / 13% / 15% / 17% weapon Reload Speed and 10% / 15% / 25% / 50% melee Attack Speed and Sprint 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., Fury 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., Rush 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., Quickdraw combined with Speed at max rank and +30% Ability Strength will increase Volt's reload speed by 0.17 × 1.3 + 0.48 = 70.1%).
- 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
- 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 Rush for unrivaled speeds.
- Combine with Fury and Berserker 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 Cycron or a Kitgun equipped with Pax Charge, however, it does not affect recharge rate.
- Using Speed before switching to Archwing mode significantly boost Archwing's flight speed
Volt energizes the surrounding area, increasing the mobility of his allies within 15 / 20 / 22 / 25 meters. Affected players will gain 8% / 13% / 15% / 17% weapon Reload Speed and 10% / 15% / 25% / 50% melee Attack Speed and Sprint Speed bonuses, lasting for 5 / 6 / 8 / 10 seconds.
The following firarms have passive or signature weapon synergy that positively affects Reload Speed, reducing reload time:
One-Handed Action Edit
- 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 Edit
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 clip 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 RateEdit
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:
- Viper is a pistol that spends its entire clip 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 Gunslinger.
- 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 CapacityEdit
Magazine capacity increases the amount of ammo in a single clip 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 clip, 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:
- Grakata spends its entire clip 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 Magazine Warp 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 Tactical Pump mod drains the same as Ammo Stock but the latter makes a 60% magazine increase while the former only makes a 30% reload speed increase.