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Double Checking: Reload Time is separate from Recovery Time, Yes?


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To be more precise: reloading weapons have zero recovery time but instead have reloading time. This is important because you can't skip recovery time (cancel recovery,do something else, resume) but you can do that with reload. That means that reloading weapons lead to increased reactivity which can be crucial to casters. Or when you switch weapons. They usually are also slower to reload than recovery is. So you trade reactivity for weapon attack speed.

 

Usually all attack speed and recovery time bonuses also apply to reload (Frenzy, Streetfighter's Heating Up etc.). But there are a few (Gunner for example) that only affect reload and not recovery.

 

There are some tricks where you can skip reload: mostly it's Full Attacks that work with reloading weapons but have their own recovery. That recovery will overwrite the reload and you can fire again and again without reloading (but with recovery). Example: Heart of Fury, Flagellant's Path, Whirling Strikes (works with guns etc. if you have a melee weapon on offhand), Whispers of the Wind... That also means you can do "shot which would reload" --> "ability which uses its own recovery" (1-n times) --> "shot which would reload" an only then you would have to reload. Example: Stunning Surge into Flagellant's Path into Stunning Surge would give you three attacks without any reload in between.

 

Who would want to use fists? Seriously? Since they scale with Power Level instead of class level a lot of people should use them. Free mythic weapons with fast attack speed but the base damage of heavy one handers - why not? Also every Devoted who picks a non-crush weapon should use them as backup since the proficiency is for free.

Edited by Boeroer

Deadfire Community Patch: Nexus Mods

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To be more precise: reloading weapons have zero recovery time but instead have reloading time. This is important because you can't skip recovery time (cancel recovery,do something else, resume) but you can do that with reload. That means that reloading weapons lead to increases reactivity which can be crucial to casters. Or when you switch weapons. They usually are also slower to reload than not recovery is. So you trade reactivity for weapon attack speed.

 

Usually all attack speed and recovery time bonuses also apply to reload (Frenzy, Streetfighter's Heating Up etc.). But there are a few (Gunner for example) that only affect reload and not recovery.

 

There are some tricks where you can skip reload: mostly it's Full Attacks that work with reloading weapons but have their own recovery. That recovery will overwrite the reload and you can fire again and again without reloading (but with recovery). Example: Heart of Fury, Flagellant's Path, Whirling Strikes (works with guns etc. if you have a melee weapon on offhand), Whispers of the Wind... That also means you can do "shot which would reload" --> "ability which uses its own recovery" (1-n times) --> "shot which would reload" an only then you would have to reload. Example: Stunning Surge into Flagellant's Path into Stunning Surge would give you three attacks without any reload in between.

 

Who would want to use fists? Seriously? Since they scale with Power Level instead of class level a lot of people should use them. Free mythic weapons with fast attack speed but the base damage of heavy one handers - why not? Also every Devoted who picks a non-crush weapon should use them as backup since the proficiency is for free.

Sorry I should have put /sarcasm after the fist comment. I love fisting my enemies as a monk

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