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 Update 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.
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 ModsEdit
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.
For weapons that use a charge mechanic, fire rate mods will increase the charge rate. Note that this increases the speed at which these weapons charge, which is not the same as lowering the charge time directly:
Charge Rate = 1 ÷ Charge Time
The charge rate is the speed at which the charge circle progresses to full. Applying mods works as so:
Modded Charge Rate = Charge Rate × (1 + Mod Bonus)
For the resulting charge time (seconds per charge) this means:
Modded Charge Time = Charge Time ÷ (1 + Mod Bonus)
|Base Charge Time||Shred (+60%)||Speed Trigger (+120%)||Vile Acceleration (+180%)||All (+360%)|
|0.25s (Rakta Cernos)||0.15625s||~0.1136s||~0.0893s||~0.0543s|
|1s (Most bows)||0.625s||~0.4545s||~0. 3571s||~0.2174s|
|Base Charge Time||Shred (+30%)||Speed Trigger (+60%)||Vile Acceleration (+90%)||All (+180%)|
|1.5s (Ogris, Lanka), (Miter)||~1.154s||0.9375s||~0.7895s||~0.5357s|
|Base Charge Time||Accelerated Blast (+60%)||Shotgun Spazz (+90%)||Frail Momentum (+90%)||All (+240%)|
|Currencies||Credits • Ducats • Platinum • Standing|
|General||Affinity • Clan • Daily Tribute • Focus • Foundry • Fusion • Key Bindings • Mastery Rank • Mods (Damaged) • Orbiter • Polarization • Trade System • Transmutation|
|Gameplay||Mission||Air Support • Alert (Tactical) • Archwing • Cell • Challenge Reward • Death • Death Mark • Enemy Behavior • HUD • Maneuvers (Archwing) • Matchmaking • One-Handed Action • Tile Sets • Mission|
|Stealth||Hacking • Noise Level • Stealth|
|Attributes||Weapons||Accuracy • Ammo • Attack Speed • Critical Hit • Damage • Fire Rate • Melee • Multishot • Projectile Speed • Punch Through • Recoil • Reload Speed • Status • Zoom|
|Warframe||Attributes • Armor • Health • Passives • Powers • Shield • Threat Level|
|Mathematical||Enemy Level Scaling • Maximization (Duration • Efficiency • Range • Strength) • User Research|