tackthumb Posted March 16, 2023 Posted March 16, 2023 (edited) Does anyone know if a bonus to action speed will live update an ongoing action? What I mean is if, for instance, you cast a Quick inspiration like the "Bride Caught their Ruse..." invocation on an ally who has just made a weapon attack, will that lower the recovery time of their just executed attack or will it only apply to the next action? The reason I ask is because the weapon tool tip will show the faster speeds but I'm not sure if that applies for actions that are already in progress / started at a slower action speed before the buff was applied. I'm planning out a Black Jacket/Bellower build who swaps to a defensive loadout (such as large shield + hatchet or dagger with the modal active) during their recovery stage since Quick Switch allows BJ fighters to swap weapon slots instantaneously and without penalty. I was considering equipping Squid's Grasp just for its Flanking immunity but then remembered it also had the Attempted Parley enchantment which gives you +20 action speed bonus when surrounded by enemies. Now I'm thinking I can do something like attack with a slower recovery two handed weapon and then swap to Squid's Grasp and shield in between attacks to get both an increase in defense and also to speed up the recovery of my just performed attack (assuming that Squid's Grasp's action speed bonus applies here) which I think would justify that level of micromanagement for me. Just wanted to check here if anyone has ever tested or made note of this before. Either way, I'm planning to test this myself over the weekend but I'm not very sure of a good testing methodology (maybe just test it with a very slow character armed with a slow weapon with slower recovery modal activated like a Rod and then see if the recovery bar visibly drops when switching to Squid's Grasp, or just do a stopwatch comparison with and without Squid's Grasp equipped). Edited March 16, 2023 by tackthumb 1
Boeroer Posted March 16, 2023 Posted March 16, 2023 Afaik the chance is instant. For example: after shooting a bow you can observe your recovery bar and notice instant changes of the recovery speed whether you are running or standing still. So since the game has the means to instantly update the recovery speed I see no reason why it shouldn't do that in all cases. My prediction is that if you observe a recovery bar of a character and that character is hit with a speedup the recovery bar will instantly move faster. Deadfire Community Patch: Nexus Mods
NotDumbEnough Posted March 16, 2023 Posted March 16, 2023 IIRC recovery speed does not update instantly. The most obvious example is to have a streetfighter lose health, they won't suddenly recover faster after going under half health. Instead they only start receiving the benefit after they perform their next action.
Okkes Posted March 16, 2023 Posted March 16, 2023 (edited) I m pretty sure recovery slows down instantly when you blinded but i didn't pay attention for all the speed modifiers. Edited March 16, 2023 by Okkes
tackthumb Posted March 17, 2023 Author Posted March 17, 2023 I did some testing on this and it does appear that an action speed bonus does dynamically adjust recovery time, even for an action that is currently in progress. I created a Black Jacket test character who had the Quick Switch talent along with a minimum Dexterity score, equipped with heavy armor, and attacking with a Rod with the Blast modal on (+50% recovery time). My thinking was that any increase to action speed would be more noticeable and easier to observe on a character with a low baseline speed. Anyway, I spawned 3 adjacent test dummies next to my character to ensure that I would get Attempted Parley's 20% action speed bonus when switching to Squid's Grasp (I also double checked that it was correctly applying the bonus in the weapon details). I ran a few tests attacking with just the rod to establish a control group and got an average of 24 real-life seconds of recovery time while running the game at the lowest combat speed (there was a variance of a few milliseconds in this string which you can chalk up to human error while starting and stopping the stopwatch based on visual observation of the recovery bar starting and ending). I then did the same attacks with the Rod, but this time I paused as soon as the attack completed and immediately swapped to Squid's Grasp with the Attempted Parley upgrade. Upon switching to Squid's Grasp, with the game still paused, I observed the recovery bar immediately dropping from full to roughly 90% full. The overall recovery time dropped down to 21 seconds when holding Squid's Grasp (again, some milliseconds of variance here). For the sake of thoroughness, I also used a separate Chanter to cast "Bride Caught their Ruse..." (Quick inspiration) on this Black Jacket character during his recovery phase after a Rod attack. This was a little bit harder to accurately observe and record since I couldn't precisely get the invocation to finish casting at the same exact time as the Black Jacket began recovery, but the same trend was observed: the recovery bar immediately dropped and the overall recovery time was reduced. Hopefully this is of some use for other people. I do love Black Jacket fighters and this small technique of being able to decrease recovery time for free with some micromanagement with Squid's Grasp is a fun way of illustrating this subclass's utility. 1
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