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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.
Hi everyone, im starting to play the Pillars of eternity though the deadfire is already launched. Im new to this game and im starting to love it. To cut it short im using a DPS fighter class. Im sorting out all possible combination of talents and weapon. But i stumble upon the recovery speed. There is not much info regarding this IMHO so far. Can someone enlighten me rgarding this. By the way im using 1H Flails so that it increases accuracy and has a 30% more chance of making grazes to hits. I believe accuracy is important as a DPS player.
I've taken a look at how Attack/Action Speed works in Deadfire, and will list the aggregated info in this thread. First of all here are the main differences between Beta2 and PoE1: - weapons' recovery duration (on average) was doubled - but they now have almost halved attacking duration - reloading weapons no longer have recovery phase at all - weapons deal damage right at the end of attacking phase (instead of doing that somewhat in the middle of it) - in PoE1 we could "abuse" Quick Switch and skip recovery of firearms along with reloading. This is not possible in Deadfire even if firearms would still have said recovery. - many PoE1 "+x% Attack Speed" effects were changed to "+x% Action Speed" - in PoE1 attack phase duration was influenced only by DEX. In Deadfire everything that states "+x% Action Speed" affects it. This is minor for weapons (since they have really fast attack), but big for spells. - speed system / formulas / stacking was heavily rewritten - dexterity bonus is no longer multiplicative with other coefficients. All multipliers are now aggregated in additive manner. - and maluses go through double inversion (like in current damage calculation) In practice that results in: if you have many bonuses and let's say 1 malus - that malus will have a much greater effect on the final value. - stacking speed bonuses subject to increasing returns in PoE1; and is subject to diminishing returns in Deadfire. Notes: - it looks like reload duration was decided to be left unafected by the armor type. - Swift Strikes and Frenzy seemed to not affect attack duration in Beta1 (they do in Beta2, and it's now consistent with other "+x% Action Speed" effects, like: potions, bloodlust and dex). Now regarding the formula: phase_duration = base_phase_duration / speed_coefficientwhere: speed_coefficient = steps_sum >= 0 ? steps_sum + 1 : 1 / (1 - steps_sum)where: steps_sum = step_1 + step_2 + ... + step_nwhere: step_n = coef_n >= 1 ? coef_n - 1 : 1 - 1 / coef_n And a concrete example. Warbow has: - 1.1s base attack duration - 3.0s base recovery duration Q: What attack/recovery it will have at 20 DEX with overdraw? > Let's compute attack duration: - steps_sum = (1.3 - 1) = 0.3 - speed_coef = 1.3 + 1 = 1.3 - attack_duration = 1.1s / 1.3 = 0.846s > Let's compute recovery duration: - steps_sum = (1.3 - 1) + (1 - 1 / 2) = 0.3 + -1 = -0.7 - speed_coef = 1 / (1 - -0.7) = 1/1.7 = 0.588 - recovery_duration = 3.0s / 0.588 = 5.1s Result: at 20 DEX and overdraw, warbow will have: ~ 0.8s attack duration ~ 5.1s recovery duration Btw, ever wondered why: - plate armor displays: +55% recovery time - scale armor displays: +35% recovery time - plate armor with armored grace: +18% recovery time - scale armor with armored grace: +6% recovery time ?