What was the recovery time for spells and items in PoE1?
Potions had 2.3s drinking duration followed by 0s recovery.
Or if you used my mod: 1.0s drinking + 0s recovery.
While spells had the following casting/recovery durations:
Did recovery depend on the casting time of the spell?
Surprise, but they actually did.
Unlike in Deadfire (where casting and recovery duration categories can be set separately for each spell), in PoE1 spells had no specific entry for recovery value, and it was calculated based on "attack" animation duration. Although in some cases it was done with a... twist.
As you might know, in PoE1 wielding a single weapon (1h or 2h, doesn't matter) was inuring a Single1HWeapRecovFactor penalty of -0.5.
And when you are dual-wielding... or casting a spell that penalty was not applied.
This was resulting in the following situation:
base_recovery_duration = base_attack_duration / 1.2 (for dw and casting)
base_recovery_duration = base_attack_duration / 0.6 (for the rest)
- casting Devotions for the Faithful: 60 frames casting + 60/1.2 = 50 frames recovery
- dual-wielding sabres: 30 frames attack + 30/1.2 = 25 frames recovery
- single-wielding sabre: 30 frames attack + 30/0.6 = 50 frames recovery
And then there was a twist. A handful of spells, specifically a very few cipher powers had an extra casting animation preceding the usual cycle. You can easily spot them by 0.277s recovery.
For example Whisper of Treason. Instead of having 35 frames cast duration followed by 35/1.2 = 29.166 recovery, it had: 74 frames casting followed by 10 frames casting followed by 10/1.2 = 8 frames recovery. Resulting in total 84 frames casting duration + 8 frames recovery; or 2.8s -> 0.277s. And that's why plate armored cipher could chain-cast it almost as fast as a naked one.
Another example would be Silent Scream. Instead of having 60 frames casting and 50 frames recovery duration, like other spells marked as "average"; I had same values as WoT: 74+10 casting and 10 recovery.
I call these powers: unusual. And they include: WoT, Eyestrike, Silent Scream and Ringleader. Maybe there is 1-2 more, but definitely not on the first 4 ranks, as iirc I checked those.
Which things boosted recovery for spells and items?
Open the calculator
) Recovery of spells was affected by: Armor block, Gloves block, AttackSpeedMult. And in case of ranged spells also by RateOfFireMult.
And regarding Penetrating Shot: although it was providing bonus DR bypass for some spells, it wasn't increasing their recovery.
Generally you can just select dual-axes (non-durganized, without speed, and without two-weapon-style), and once you get zero-recovery due to various settings, you would get zero-recovery with spells too.
We had a lot of discussions about speed of weapons, but playing the PoE2 beta made me realized we talked little about the speed of other things.
The biggest change is that you can't get zero recovery in Deadfire; and as Boeroer mentioned that many effects now started to affect casting/attack phase. Meaning that we'll be able to cast really fast in the late game in Deadfire, provided that we'll have bloodlust and especially high alchemy score.
P.S. Fuh, and why do replies tend to end up that long?))
Edited by MaxQuest, 13 February 2018 - 03:31 AM.