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) 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 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:












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[]
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.
▾ 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 |
▾ 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:
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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) |
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![]() 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) | |||
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Misc:
? m (activation knockback radius) |
Mods[]
The following Mods affect fire rate positively or negatively:
Arcanes[]
The following Arcanes affect fire rate positively:
Other[]


Effective Fire Rate[]
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.
Locking Fire Rate[]
- Main article: Cannonade Mods
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.
56 comments
Gonna stack every fire rate mod on my Grimoire, including Anemic Agility
Lets gooooooooo
The Fire Rate and Burst Weapons section is a mess.
Burst Rate is a very vague term that does not correlate with any value on the Gun stat table. Both Burst Fire Rate and Bursts per Second on the Gun stat table can be interpreted as Burst Rate. In the case of Burston, neither Burst Fire Rate nor Bursts per Second has the value of 5. Only the Fire Rate in the Burston has the value of 5, but the Fire Rate is very different from the Burst Rate according this section.
Additionally, the Fire Rate formula does not properly calculate the listed Fire Rate for Burston if either Burst Fire Rate or Bursts per Second or the value of 5 is used for Burst Rate.
Using Burst Fire Rate, 3 / ( 1 / 16.39 + 3 * 0.0610) = 12.29
Using Bursts per Second, 3 / ( 1 / 3.11 + 3 * 0.0610) = 5.95
Using the value of 5, 3 / ( 1 / 5 + 3 * 0.0610) = 7.83
None of these calculations match Burston's listed Fire Rate of 5.
I did the calculations with Tiberon and Tiberon Prime. The Fire Rate formula works when using Bursts per Second as the Burst Rate.
I agree it is not clear. I am not sure what is data-mined directly (ground truth) or calculated but here is some reverse engineering. A burst weapon's stats on this website uses several terms. Here are the stats for Tiberon for example:
"Fire Rate": 6.670 attacks/sec
"Burst Count": 3
"Burst Delay": 0.0600 s
"Burst Fire Rate": 16.67 attacks/sec
"Bursts Per Second": 3.70 bursts/sec
Consider the following definitions:
"Fire Rate" (FR): Number of bursts per second, assuming all bullets in a burst are fired simultaneously (no delay). This is called "Burst Rate" in the article above. This also appears in the arsenal in-game with the name "Fire Rate".
"Burst Count" (BC): Number of bullets in a burst. This is called "Burst Count" in the article above.
"Burst Delay" (BD): Duration of time between consecutive bullets in a burst. This is called "Burst Delay" in the article above.
"Burst Fire Rate" (BFR): Fire rate during a burst, ignoring pauses between bursts
"Bursts Per Second" (BPS): Effective number of bursts per second, accounting for "Burst Delay". This stat appears to assume that the total delay due to "Burst Delay" of say 3 bullets is actually only 2*"Burst Delay" (since there are only 2 gaps between 3 bullets).
"Effective Fire Rate" (EFR): Effective number of bullets per second. This is called "Fire Rate" in the article above and on overframe. Both the article above and overframe appear to use the same formula for this.
With the above you can derive the following relationships:
Some examples:
I think that it is confusing that "Bursts Per Second" and "Effective Fire Rate" are inconsistent in their treatment of the total delay introduced by a burst, accounting for only the gaps between bullets in a burst versus assuming there are as many gaps as there are bullets in a burst. Finally, the article makes a note that only the "burst rate" (here "Fire Rate") stat is affected by mods. This appears to be the case in-game and overframe appears to incorrectly compute the modded fire rate, simply adjusting the "Effective Fire Rate" instead of recomputing based on adjusting the "Fire Rate" directly. Depending on stats, this could be non-negligible.
If you look into the page source when creating a new Tiberon build on Overframe, it says the following for the burst attack:
Divide 400 by 60 and you should get the base Fire Rate (~6.67) before accounting burst-fire mechanics. In-game Fire Rate stat as shown in the Arsenal is a derived stat and is not necessarily the same as the raw fireRate value. I believe you are right saying that the article tries to differentiate between the raw value and the derived value by saying "Burst Fire Rate" (raw Fire Rate stat for burst-fire weapons) as opposed to just "Fire Rate".
Thanks for the lead on the source code. It seems to me that it is correct that the in-game "Fire Rate" stat is derived (6.67 is suspicious otherwise), but more specifically it seems to be derived from a raw stat of "bursts per minute", which is why they divide by 60 to get units of "bursts/sec"
My main goal was to point out the fundamental differences between "Burst Fire Rate", "Bursts Per Second", "Fire Rate" (called "Burst Rate" in the article) and what I'm calling "Effective Fire Rate" (called "Fire Rate" in the article). The first three are weapon stats reported on this website, and the last one is given by the formula in this article which appears to be correct once the terminology is clear.
"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."
Oh :eyes:
Missing Quellor's alternate fire
From the charged weapons, i mean
Is Nataruk not part of the Charge type weapons?
It is, added thanks.
Ballistari Might (the Afentis buff) also provide +20% fire rate bonus
Dual Toxocyst's passive also.
Added, thanks.
Amalgam furax body count should probably be mentioned here somewhere since it got changed
Hi, I noticed that Amalgam Mod called "Amalgam Shotgun Spazz" is not on this list, I don't know how to fix it, but I hope this helps someone that can
Added, thanks.
Are there any mods that decrease fire rate?
It's on the page .-.
Spool cadences seem to be only listed for primary weapons. Another thing that's missing for these is the minimum fire rate.
I used to do some tests on that a long time ago, not sure if that would be helpful now that all weapon types had balance passes (and new ones got added).
Right, I see min. and increment were added to Characteristics for e.g. Tenora.
I guess that leaves adding the number of shots here.
Where is the amalgalm mods?
This needs a bit of updating. Charge Time is added directly to Shot Delay. Sum those two and invert it to get the final Firing Rate for charge weapons
Can anyone explain how the fire-rate number correlates to beam weapon ticks?
Huh... there's all the firerate mods, even powers that boost it, yet no mention of arcanes ?
I think I did something to help xd
how does fire rate affect weapons that have to reload after one shot (I.e. vectis)?
Nothing
It reduces the time from shot being fired to reload being initiated so basically nothing but not actually nothing
Is it new that you can not attack in melee until your gun is ready to shot again ?
So if you have 1 fire rate, you need to wait 1 second after your shot to attack in melee.
Does anyone know how the game handles negative fire rate and division by zero?
In my case the bow's charge time is defined as base charge time / 1 + mod bonus.
This formula works for positive values like 0.6 (resp. 1.2) for Speed Trigger, but get's weird if you have -0.5 (-1) from a Riven or -0.72 (-1.34) from Critical Delay and Vile Precision. Suddenly the divisor becomes zero or goes below zero.
Example: Daikyu.
Speed Trigger: 1 / 1 + 1.2 = 0.45 = value ingame
Critical Delay: 1 / 1 - 0.72 = 3.57 = value ingame
Critical Delay + Vile Precision: 1 / 1 - 1.34 = -2.27 != value ingame (10)
Also one additional observation:
-42% (-84%) fire rate results in 6.25s charge time, while -48% (-96%) results in 10s charge time, so I suspect either a bug or default values (due to rounding 96 to 100 or so) in the formula if certain conditions are met.
Looks like negative fire rate caps out at -90% for charge weapons.
Let's take as example the Rubico Prime (fire rate of 3.67 at base)... I mean, why the fire rate is a decimal number? You can't shot 3,67 bullets in one second. Does the game rouded the value in 3 or 4? Please explaing me I'm very confused.
Fire rate is not the same as multishot. If you have a weapon with no multishot and a fire rate of 3.4 that means you shoot an average of 3.4 bullets per second. If you hold the trigger for 5 seconds, as an example, you will shoot 17 bullets (3.4 bullets per second * 5 seconds) with a fire rate of 3.4.
But that doesn't makes sense to me, how can you shot 3.4 bullets... or is 3 or is 4, i dont think you can shot 3 and half of a bullet... i'm sorry but i'm stiil very confused.
That is why we keep saying average bullets per second.
If you eat 3.5 Hotdogs per second, you'll eat 3 Hotdogs in your 1st second, and are already in the middle of eating your 4th hotdog.
When the 2nd second starts you already have eaten 50% of the 4th Hotdog. And since each second has time for 3 hotdogs and one half hotdog, the 2nd second allows you to finish 4 hotdogs during it.
But in both seconds you only ate 3.5 hotdogs per second for 7 hotdogs total.
Now just imagine the process of eating a hotdog as the cooldown between each shot.
Trivia: the Fire Rate can't drop below 0.05
Phages' base fire rate is 12 and 0.05/12 = 99.58% (Which on rivens would be rounded to %99.6)
Dang, I want to see how slow those damage ticks trickle in with that
It took 20 seconds to tick the first (being a beam weapon it ticked twice), another 20 seconds for the next tick(s)
Someone messed up the logic with that 'math' they provided for charge weapons. The charge rate and charge time most definitely do not behave following that logic, and it needs to be updated.
Updated, thanks.