version 1.0.5, PoE v3.06 compliant
- When I have just introduced myself to PoE, I quickly noticed that something feels strange. Weapon tooltips are vague. Attack speed bonuses are providing non-uniform gains. Also there have appeared many questions when it came to the build optimizations.
If you are interested in attack speed mechanics behind the game facade, than here it is, the aggregated info on this topic.
- This is still a WiP. Additional sections/explanations will be added over time.
- One of staple notions in PoE is [action]. Action is character's activity, be it a swing, pistol fire or spell cast.
- Every action consists of minimum two phases: [attack] which included the attack animation per se, and [recovery] which role-playing speaking is the duration for your character catching his breath and getting ready for the next attack.
- A specific set of ranged weapons, namely: crossbow, arbalest, pistol, blunderbuss and arquebus have an additional phase called [reloading] during which the character reloads the weapon in question.
The phases go one after another. And visually a full action cycle can be presented in the following manner:
* As you have noticed there is also a small delay between two actions. Tbh I haven't found any trace of it in the source code, but it's always there when you doing frapsing tests. It has a value of 5-7 frames which corresponds to 0.166-0.233 seconds. Most likely it is related to UnityEngine itself and the way it periodically checks for the events; with 1-2 frame variance coming from stuttering in case Unity was busy with something.
- When trying to decide which weapon to choose, an important factor is how fast each weapon is. UI Tooltips are not providing the exact values. And those categories are actually quite inaccurate. So:
WEAPON BASE VALUES:
DRUID FORMS BASE VALUES:
ANIMAL COMPANIONS BASE VALUES:
P.S. If you want to check these base values yourself, feel free to use a simple mod I've made for this purpose.
It will print some extra data in the combat log, each time any party member is performing an attack:
(it will also 'catch' existing recovery modifying talents/buffs/armor; but unfortunately not the weapon enchants; at least not yet)
Installation is quite simple, as it was made to work with IEMod Framework.
- download IEMod. 5.1.0-beta Launcher for 2.03.0788 ZIP content preview will suit.
- copy the INFOMod.pw.dll in the same /Mods folder, where IEMod.pw.dll is
- launch PatchworkLauncher
- add the mod in active mods (you can leave IEMod unchecked)
- select "Launch with Mods"
The dll can be downloaded here: INFOMod.pw.dll
Or you can download the project itself: link
Edited by MaxQuest, 12 May 2018 - 10:11 AM.