Weapon Comparison

The following is a comparison table of all non-Modular weapons in the game. See Kitgun and Zaw for comparison these weapons. For a more comprehensive table see the CSV output on Weapon Comparison/CSV.
See WARFRAME Wiki:Stat Comparison for methodologies.
==Weapon Comparisons==
<tabber>
|-|Primary=
|-|Secondary=
|-|Melee=
|-|Robotic=
|-|Archgun=
|-|Archmelee=
|-|Amp=
|-|Railjack=
</tabber>
==Table Legend==
;Shared
Column Name 	Explanation/Description
Name 	Weapon name
Attack 	Attack name as seen in-game or defined by editors
Main Element	The damage type that has the highest distribution percentage of the specified weapon's attack (before accounting for Prongeitor bonuses)
Burst DPS 	Gun's damage per second if it does not reload and all bullets/projectiles hit the target; melee's average damage per second
Crit 	Gun's base critical chance per bullet/projectile; melee's base critical chance per hit
Crit Dmg 	Gun's base critical multiplier per bullet/projectile; melee's base critical multiplier per hit
Status 	Gun's base status chance per bullet/projectile; melee's base status chance per hit
Dispo 	Riven Mods Disposition value (from 0.5 to 1.55)
MR 	Mastery Rank requirement
Intro 	The date in which a weapon was first introduced in the global build of WARFRAME
;Guns only
Column Name 	Explanation/Description
Weapon-Type 	The gun's weapon class as editor defined or using official classifications from modding
Trigger 	Gun's trigger type
Base Dmg 	Attack's base damage per bullet/projectile and w/o Progenitor damage bonus for Lich weapons
Avg Shot 	Attack's average damage on a single fire input if all bullets/projectiles hit the target
Sust DPS 	Attack's average sustained damage per second if all bullets/projectiles hit the target, accounting for magazine size and reload time
Avg. Procs/s 	Attack's average number of procs per second (also taking forced procs into account)
Fire Rate 	Attack's Fire Rate stat
Effective Fire Rate	Attack's effective Fire Rate (not necessarily the same as base fire rate stat)
Mag Size 	Gun's base magazine size
Ammo Pickup 	Gun's ammo pickup amount
Ammo Max 	Gun's base maximum reserve ammo (excluding magazine)
Reload 	Gun's base reload time in seconds
PT 	Attack's base Punch Through value in meters
Accuracy 	Attack's base Accuracy value as a category
Avg. Spread 	Attack's average Spread value, calculated by adding min. spread and max. spread then dividing by two
Min. Spread 	Attack's base minimum spread value
Max. Spread 	Attack's base maximum spread value
;Melee only
Column Name 	Explanation/Description
Weapon-Type 	Melee's weapon class for the type of Stances it can equip
Normal 	Melee's base damage
Heavy 	Melee's base heavy attack damage
Slam 	Melee's base normal slam attack damage
Range 	Melee's base attack range in meters
Sweep Radius 	Melee's base sweep attack (i.e. normal and heavy attacks) hitbox radius in meters
Slam Radius 	Melee's base slam attack radius in meters
Speed 	Melee's base animation Attack Speed as a multiplier
Avg Dmg × Atk Spd	A scalar for DPS calculations independent from melee classes (since each melee class has a different animation speeds/time). In other words, this value would be the numerator in the melee DPS calculation. Calculated by BaseDamage * ( 1 + (CritMultiplier - 1) * CritChance ) * Multishot * AttackSpeed
Follow Through 	Melee's Follow Through multiplier
Block Angle 	Melee's blocking angle in degrees
Stance 	Melee's Stance slot polarity
==Notes and Disclaimers==
*Use the table in reference of single-target damage only. Some AoE attacks may do less DPS on single target, but may be better than other weapon's attacks against crowds of enemies.
*For the formulas behind damage derived stats (average shot, average burst damage, and average sustained damage) see Damage#Final Calculations.
*See Status_Effect#Average_Procs for calculation on average number of procs per shot.
*Ammo economy can be derived from time to deplete ammo reserves and the average damage per ammo/shot, see Ammo#Ammo Efficiency.
*inf stands for "infinite".
*The tables may result in slightly different numbers from other damage calculators due to the fact that the wiki explicitly stores damage values by type and not damage distribution percentages with total damage dealt. Rounding errors may be present.
;Weapon specific
*The attack for a particular weapon that is listed is chosen by editors based on what is deemed as the 'most important attack' (typically means the attack with the highest DPS). The attack that is listed is shared with what is shown on the weapon's tooltip using TooltipAttackDisplay. By default, the table uses the attack listed in 1st index of a weapon's Attack table in Module:Weapons/data.
*For weapons with AoE attacks, the table entry would only show the stats for the direct impact or AoE component only, but in reality, on direct hits, both damage components will damage the target at the same time, producing two damage instances. However, these damage instances have different damage type compositions and possibly different crit/status stats. This nuance is not accounted for in the comparison tables.
*For semi-auto and burst trigger attacks, in practice, players may deal less DPS than theoretical numbers due to lack of input buffering and/or a hidden fire rate cap. If a player clicks on the fire button at a faster rate than the weapon's fire rate, some input may be lost or ignored as the game engine only reads the next input after the next available 'opening'. This is more prevalent on weapons with high fire rate.
*Sniper Rifle attacks to not take into account sniper combo bonus, so actual damage and DPS values will be higher than listed. 
*Assume all Kuva Lich Weapons and Tenet Weapons have the maximum damage bonus for a Progenitor Warframe's element (+60% damage bonus) for derived stats calculations.
**However, their base damage will not take into account the +60% bonus and use the base damage value instead.
Category:Tabview
Category:Weapon Table