Ammo

Ammunition (or ammo for short) describes the variety of bullets, bolts, slugs, cartridges, batteries, and more that enable all Primary and Secondary weapons to be fired. The only weapons that do not use ammo are Melee weapons.
Remaining ammunition for the currently active weapon is indicated in the bottom right corner as two numbers with a divider between them. On the left side, the number indicates how much ammo is currently loaded inside the weapon's magazine. On the right side of that division, the number indicates how much more of that type of ammo the player is carrying.
==Magazine Capacity==
Weapons have a magazine capacity or clip size that limits their ammo expenditure. Weapons can load ammo up to their magazine size; after shooting the whole magazine, the weapon must be reloaded. Because reloading takes time, a low magazine size can significantly reduce the sustained DPS of a weapon in relation to its expected burst DPS.
Note that Magazine Capacity bonuses do not affect weapons that pull ammo directly from their reserve pool like Bows and .
Note that Ammo Maximum bonuses do not increase Magazine Capacity.
===Increasing magazine capacity===
AmmoStockMod.png|link=Ammo Stock|
PrimedAmmoStockMod.png|link=Primed Ammo Stock|
AtomicFalloutMod.png|link=Atomic Fallout|
MagazineExtensionMod.png|link=Magazine Extension|
MagazineWarpMod.png|link=Magazine Warp|
PrimedMagazineWarpMod.png|link=Primed Magazine Warp|
MagneticCapacityMod.png|link=Magnetic Capacity|
ShotgunElementalistMod.png|link=Shotgun Elementalist|
SlipMagazineMod.png|link=Slip Magazine|
PrimedSlipMagazineMod.png|link=Primed Slip Magazine|
WildfireMod.png|link=Wildfire|
IceStormMod.png|link=Ice Storm|
TaintedMagMod.png|link=Tainted Mag|
TaintedClipMod.png|link=Tainted Clip|
BurdenedMagazineMod.png|link=Burdened Magazine|
StockpiledBlightMod.png|link=Stockpiled Blight|
ComboFuryMod.png|link=Combo_Fury|
===Decreasing magazine capacity===
DepletedReloadMod.png|link=Depleted Reload|
===Conclave mods===
In addition, there are some PvP-exclusive mods which affect magazine size:
MaximumCapacityMod.png|link=Maximum Capacity|
LoadedCapacityMod.png|link=Loaded Capacity|
FullCapacityMod.png|link=Full Capacity|
HydraulicGaugeMod.png|link=Hydraulic Gauge|
HydraulicChamberMod.png|link=Hydraulic Chamber|
HydraulicBarrelMod.png|link=Hydraulic Barrel|
==Ammo Maximum==
Ammo Maximum refers to the amount of maximum ammunition that can be carried. Enemies do not track or run out of ammunition, though their weapons do have a magazine size and they must reload accordingly.
Ammo Maximum has no effect on weapons that lack an ammo pool, such as Battery Weapons and Archguns in Archwing or held by Necramechs.
Ammo Maximum has no effect on Magazine Capacity.
AmmoCaseMod.png|link=Ammo Case|
AmmoChainMod.png|link=Ammo Chain|
AmmoDrumMod.png|link=Ammo Drum|
TrickMagMod.png|link=Trick Mag|
ShellCompressionMod.png|link=Shell Compression|
==Ammo Pickup==
Ammo Pickup refers to how much ammo is obtained from pickups.
Area of Effect Weapons tend to have lower base Ammo Pickup than normal.
===Drop Chances===
Chance to drop Primary or Secondary Ammo scales with squad size patch notes:
*1 player squad = 45%, or 60% in Landscapes
*2 player squad = 37.5%, or 52.5% in Landscapes
*3 player squad = 30%, or 45% in Landscapes
*4 player squad = 22.5%, or 37.5% in Landscape
Eximus are guaranteed to drop either a Primary or Secondary Ammo, each having the same chance of dropping.
===Primary===
*Purple lighting.
*Refills primary ammo based on the weapon type:
**80 for rifles, Continuous Weapons, and crossbows.
**60 for spearguns.
**40 for automatic shotguns.
**15 for semi-automatic shotguns, Sniper Rifles, and bows.
===Secondary===
*Orange lighting.
*Refills secondary ammo based on the weapon type:
**40 for most secondaries.
**20 for shotgun sidearms.
===Heavy===
*Yellow lighting.
*Refills 1000 rounds of atmospheric Archgun ammo, or resets the Archweapon Deployer cooldown when not equipped.
*Has a 5.01% chance to drop from Bombards, Heavy Gunners, Napalms, Corpus Tech, Fusion MOAs, Oxium Ospreys, and all Ancients.https://forums.warframe.com/topic/1100191-ask-me-almost-anything-again/?do=findComment&comment=10814226
*Guaranteed to drop by Terra Mankers that appear during Profit-Taker Orb fight.
===Universal Ammo Pack===
*Blue lighting with red or blue accents.
*Refills 1x Ammo Pickup of all weapon types, but does not reset Archweapon Deployer cooldown.
*This type of ammo is not encountered in standard gameplay and only available in Arena missions, the Conclave or the Simulacrum. In these situations, the pickup will have blue accents.
**Exceptions are 's and 's . These pickups are smaller and will have red accents.
*Not to be confused with the Omni Ammo Box gear.
===Increasing Ammo From Pickups===
All ammo types have a corresponding Aura mod; these are the scavenger mods, which can be equipped to increase the amount of ammo received when picking up an ammo pack.
RifleScavengerMod.png|link=Rifle Scavenger|
ShotgunScavengerMod.png|link=Shotgun Scavenger|
SniperScavengerMod.png|link=Sniper Scavenger|
PistolScavengerMod.png|link=Pistol Scavenger|
All weapons can equip a mutation mod for their respective ammo type. Ammo mutation mods convert the ammo packs of other weapon types into those for the active weapon, as long as the other ammo pool is full.
RifleAmmoMutationMod.png|link=Rifle Ammo Mutation|
ShotgunAmmoMutationMod.png|link=Shotgun Ammo Mutation|
PistolAmmoMutationMod.png|link=Pistol Ammo Mutation|
PrimedRifleAmmoMutationMod.png|link=Primed Rifle Ammo Mutation|
PrimedShotgunAmmoMutationMod.png|link=Primed Shotgun Ammo Mutation|
PrimedPistolAmmoMutationMod.png|link=Primed Pistol Ammo Mutation|
SniperAmmoMutationMod.png|link=Sniper Ammo Mutation|
ArrowMutationMod.png|link=Arrow Mutation|
VigilanteSuppliesMod.png|link=Vigilante Supplies|
===Sources of Ammo===
BloodForAmmoMod.png|link=Blood For Ammo|
WildFrenzyMod.png|link=Wild Frenzy|
TeamAmmoRestore.png|link=Squad Ammo Restore|
AmmoTotemMediumBundle.png|link=Squad Ammo Restore|
LargeTeamAmmoPack.png|link=Squad Ammo Restore|
AmmoBox.png|link=Omni Ammo Box|
CodexCommonGrineerStorageContainer.png|link=Storage Container|Most Storage Containers
LancerDE.png|link=Category:Enemies|Most Enemies
==Battery==
Certain weapons use an auto-recharging battery instead of magazine-fed reserve ammo. When a battery weapon stops firing, there is a small delay before they automatically regenerate ammo, without the need to manually reload.
While they still benefit from magazine capacity, ammo maximum and ammo pickup have no effect on battery weapons.
==Ammo Efficiency==
Ammo Efficiency determines the number of shots that occur before consuming ammo, hence being more "ammo efficient". For example, if a weapon has 75% ammo efficiency and each shot originally costs one ammo, every four shots will use one ammo. Sources that grant no ammo consumption for the duration of its buff can essentially be treated as 100% ammo efficiency.
:
Sources of ammo efficiency stack additively with each other except for , which stacks multiplicatively.
AkmagnusPrime.png|link=Amagnus Prime|On hit, 4% chance for 100% ammo efficiency for 4 seconds
Athodai.png|link=Athodai|On headshot kill, 100% ammo efficiency for 8 seconds
AX-52.png|link=AX-52|60% ammo efficiency from hip-fire
DualToxocyst.png|link=Dual Toxocyst|On headshot, 100% ammo efficiency for 3 seconds
Knell.png|link=Knell|On headshot, 100% ammo efficiency for 2 seconds
KnellPrime.png|link=Knell Prime|On headshot, 100% ammo efficiency for 2 seconds
MagnusPrime.png|link=Magnus Prime|On hit, 4% chance for 100% ammo efficiency for 4 seconds
Perigale.png|link=Perigale|On 4 consecutive headshots or headshot kill, 100% ammo efficiency for 4 seconds
Velox.png|link=Velox|20% passive ammo efficiency (40% with /)
VeloxPrime.png|link=Velox Prime|20% passive ammo efficiency (40% with /)
BrainStormMod.png|link=Brain Storm|
SkullShotsMod.png|link=Skull Shots|
Zazvat-KarMod.png|link=Zazvat-Kar|
AkimboSlipShot.png|link=Akimbo Slip Shot|
PrimaryCrux.png|link=Primary Crux|
ArcanePistoleer.png|link=Arcane Pistoleer|
File:EternalLogistics.png|
VoidTearIcon b.png|link=Void Fissure#Reactant Buff|Reactant buff
FocusVoidFuel.png|link=Void Fuel|
==Ammo Economy==
Ammo Economy is a metagame measurement of how effective a weapon is in using its ammo to damage enemies. In many cases, ammo economy is considered irrelevant because a sufficient amount of ammo packs drop from fallen enemies—but there are a number of weapons with poor ammo economy which can easily cause a player to run out of ammo faster than they can replenish their stocks. It can be derived from the following calulations:
{
\begin{aligned}
\text{Time To Deplete Ammo} &= \frac{ \text{Modded Ammo Capacity} }{ \text{Modded Magazine Size} } \cdot ( { \text{Modded Reload Time} } + \frac{ \text{Modded Magazine Size} }{ \text{Modded Fire Rate} } )
\end{aligned}
}
{
\begin{aligned}
\text{Average Shot} &= \text{Modded Multishot} \\
&\qquad \cdot [ ( \text{Normal Shot} \cdot (1 - \text{Modded Crit Chance} \pmod{1} ) ) \\
&\qquad + \text{Critical Shot} \cdot \text{Modded Crit Chance} \pmod{1} ] \\
\end{aligned}
}
:Note that mod refers to the modulo operation
:See Damage#Gun Damage Per Second for full calculation
The longer it takes to deplete a weapon's ammo reserves and the higher the average damage per ammo, the better ammo economy it has.
Ammo economy is most relevant on weapons with high Fire Rate. Modding a weapon with damage mods (like ) increases both damage per second and damage per ammo, while increasing fire rate (through ) only improves damage per second. When playing missions against tough enemies that require many shots to be killed, players should consider eschewing fire rate for straight damage because of this reason.
==Patch History==
==References==
==See Also==
*Pickups
*Squad Ammo Restore
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Category:Pickups
Category:Mechanics