Part A and Part D must be played, takes about 3 seconds, that is the shortest real reload time.
Part B and Part C are repeatedly played in loop for several times according to theoretical reload time(displayed in tooltip).
The end of Part D is also the end of reload.
Part is the smallest unit, unable to be split further.
So there are 3 cases.
1. A -> D. shortest reload time, about 3 seconds.
2. A -> B -> C -> B -> C -> ... -> B -> D
3. A -> B -> C -> B -> C -> ... -> B -> C -> D
That means the real reload time is not very accurate (frame-level ), it is only roughly sorted(about 1 sec difference between levels, since part B,C lasts about 1 second) according to the theoretical reload time.
Therefore the theoretical reload time displayed in tooltip is quite misleading and it is hard to manage "-recovery" or "+speed" bonuses so that they won't be wasted.
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zczczc1680
Edit: I mean "inaccurate" in the title
There is already a post in this forum https://forums.obsidian.net/topic/98617-bug-attack-frequency-on-guns-capped-at-36-sec/
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