That's strange.
Just frapsed my attack + reload time with a Scordeo pistol, and counted the frames:
- got 24f (0.8s) for attack time, and
- 83f (2.766s) for reload time
While the tooltip was displaying 0.8s attack time and 1.0s reload time: image
As I understood, reloading animation (unlike recovery animation) is consisting of animation chunks that are played several times in a cycle, plus an additional animation of jitter at the end.
In case of pistols visually it looks like the character is taking bullets from his pocket and putting them into pistol's gunpoint; repeated n times. Each such chunk takes 57 frames (1.9s). And it looks like there can't be less than 1...
If this is true, the best fix would be to have a way to cut cycles early if the reload demands it and go straight into a shooting animation, might look a bit jank but at least builds would work.
However this still wouldn't make much sense, because if the whole animation takes 1.9s, we should have a 1.9s cap instead of 3.6s wouldn't we? Assuming of course you got your reload down to 1.9 and below anyway.
Here is hoping the Drunk DLC will have a fix for this as it's pretty pirate themed and dual wielding pistol is one of the most piratey things you can do.