This made me thinking how exactly could the speed system be improved:
1. the game should clearly communicate all phases of action cycle and stick to the same terminology everywhere.
2. tooltips should specify the correct phase that is getting affected. For example in PoE1, speed tooltip reads "+20% Attack Speed", when in fact it reduces recovery.
3. if the tooltip reads "+20%" then.. it should be +20% (at least in the absense of other effects). And I think this can be achieved even if we don't touch the attack duration. Example:
Link to spreadsheet.
Pros of this approach:
- player can calculate in mind how much will his attack rate get increased from taking x talent or using y buff.
- reloading weapons are now fully affected by speed, armor and other recovery-affecting effects.
- armor penalty is heavier now, in line with the tooltip values.
- reduced gain snowballing when approaching zero-recovery. But this is compensated by the fact that other speed categories are now as important as AttackSpeedMult, and will have higher impact when pushing for the last mile.
- flexibility. You can easily change recovery_factor without breaking anything; relative speedup will be the same. You can also make attack_duration getting decreased when recovery becomes negative (i.e. remove the hard-cap), without fear of getting to extreme 0 attack-duration.
P.S. Few questions regarding terminology:
- how would you name the blue phase? In PoE1 it was named "attack" or "totalAnimation" (if in code). But this also refers to buffing/casting animation and potion consuming.
- how would you name the green part?
- how would you name the yellow phase?: "recovery time" or "recovery duration"? We can't just use the term "recovery", because it will lead to duration <> speed confusion.
Edited by MaxQuest, 24 July 2017 - 08:15 AM.