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Showing results for tags 'attack time'.
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With the game being released now, I have updated the speed calculator for the current v1.0 version. You can access it here: Attack Speed Calculator version 1.0.3, compliant with Deadfire v1.1.0 Additionally here's the aggregated info on this topic: PART 1: History. And what has changed since PoE1: PART 2: Formula. Or how the speed/time values for attack, recovery and reload phases are actually computed: PART 3: Weapon base values: For v1.1.1: For v2.0.1: PART 4: Action cycle, and phases: For usual weapons action cycle goes like this: For firearms, crossbows and arbalests, recovery phase is substituted with reload phase like this: Reloading is almost the same as recovery. The difference is: - recovery phase is affected by ActionSpeed and RecoveryTime effects. - reload phase is affected by everything that affects recovery; and in addition to that by all effects that specify reloading. - you can start a new action at any time, and reloading will resume when the character has time. While with recovery - you have to recover from previous action first. PART 5: Types of attacks: Weapon attacks can be of 3 types: - Normal (auto-attack) - the character alternates hits with main and off hands. - Primary Attack - the character makes a hit with his main-hand. - Full Attack - if you wield a single weapon, it's the same as Primary Attack; but if you dual-wield you hit with both weapons, in the following succession: The great thing about Full Attacks is that if you dual-wield you can effectively skip the recovery/reload phase of your mainhand completely. And yeap you can chain Full Attacks with something like two pistols, and your mainhand pistol won't require reload. PART 6: Mini FAQ on various related stuff: Q1. How does the math behind Armored Grace work? I don't get how the -25% armor recovery penalty from the tooltip factors in. A: It is a bit convoluted but works in the following way: - the game doesn't operate that much with [recovery_time] penalties for armors; Instead it stores and uses their speed coefficients. - for heavy armors it is: 0.645 (= 1/1.55) - for medium armors it is: 0.741 (= 1/1.35) - for light armors it is: 0.833 (= 1/1.20) Now, Armored Grace increases the armor speed coefficient by +0.1, which becomes: - for heavy armors: 0.745 coef => (1/0.745 = 1.342) => +34% displayed recovery time penalty - for medium armors: 0.841 => (1/0.841 = 1.189) => +19% displayed recovery time penalty - for light armors: 0.933 => (1/0.933 = 1.071) => +7% displayed recovery time penalty P.S. Yeap, tooltip lies. The actual value is 0.1, not 0.25. And it reduces recovery speed penalty, not recovery time penalty. Q2. Is Sure-Handed Ila working as intended for reloading weapons? A: Sure-Handed Ila chant has two components. One that lowers recovery time. And another that lowers reload time. In beta4 all effects that affected recovery now started to affect reload as well. This resulted in both components of Sure-Handed Ila chant to affect reloading time, basically granting you -20% reload_time x2; or in other words +50% reload_speed. [(1/0.8 - 1) + (1/0. - 1) = 0.5 Q3. Feel free to ask. Q4. ... P.S. If you find any bugs or inaccuracies feel free to PM me or post them in this thread.
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