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Action Speed Inconsistencies


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Posted (edited)

1). Sign dancing:

 

UQcVq35.png

 

All of those effects are positive, and because they all reduce the mouseovered "recovery time" they should be with minus sign.

 


2). Wrong sign:

 

xzA5o7w.png

 

This was already reported for a overtuned penalty. I'd like to point the sign.

Recovery penalty: increases recovery time -> and thus it should be +1100% and not -1100%.

 


3). There are several passives and abilities whose tooltips mention "+x% Action Speed", yet their effect is different:

 

> DEX: +x% action speed -> affects attack/cast duration AND recovery duration

> Potion of Relentless Striking: +51% action speed -> affects attack/cast duration AND recovery duration

> Bloodlust: +20% action speed -> affects attack/cast duration AND recovery duration

> Swift Strikes: +20% action speed -> only affects recovery

> Frenzy: +25% action speed -> only affects recovery

> Two-Weapon Style: -20% action speed -> only affects recovery | and btw this comes with the wrong sign as well, because speed is increased

 


4). When Bloodlust is active, it's mini-icon is missing on the character portrait. You can figure out that it's on only by mouseovering your currently equiped weapons' attack and recovery durations.

Edited by MaxQuest
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Posted (edited)

Subbing.

 

EDIT: https://forums.obsidian.net/topic/94711-cat-flurry-inconsistent-signage-convention-in-speed-bonus/?do=findComment&comment=1954832

 

Cat Flurry affects both attack speed and recovery; shows up with a plus sign that should be minus.

Edited by AndreaColombo

"Time is not your enemy. Forever is."

— Fall-From-Grace, Planescape: Torment

"It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers."

— Kvothe, The Wise Man's Fears

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Posted

So the description is inconsistent in both ways:

- plus or minus

- action speed or recovery speed

 

So if an item makes you faster, it should have:

- plus action speed  OR

- minus recovery time

(opposite symbol if it makes you slower)

 

What about reload time?

Firearms show only attack time and reload time. Do things that reduce recovery also reduce reload time while things that reduce reload time work only for firearms?

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Posted (edited)

I found another bug:

https://imgur.com/a/LoCg8

 

The speed penalty from armor is used when you have a melee weapon or a ranged weapon that is not a firearm equipped.

When you have a firearm equipped the armor penalty is not added.

 

Looks like recovery and reload are completely different things now. Armor penalty works only for recovery.

Could you please test if + (or - ) recovery abilities work also for firearms?

Attack speed is applied to firearms.

 

Edit: The bug is for all weapons with reload time, not just firearms.

Sorry, I forgot to check crossbow and arbalest before.

Edited by Madscientist
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Posted (edited)

So if an item makes you faster, it should have:

- plus action speed  OR

- minus recovery time

(opposite symbol if it makes you slower)

Yeap)

 

And stating the obvious, uhm just in case: -50% recovery duration == +100% recovery speed

 

What about reload time?

Firearms show only attack time and reload time. Do things that reduce recovery also reduce reload time while things that reduce reload time work only for firearms?

Josh told us exactly so. Everything what affected recovery duration will affect reloading duration, in Deadfire, as well. While stuff that states reloading exclusively will affect only reloading.

 

There is a thing though, reloading and recovery used different formulas in PoE1. So I was curious how it gonna be in the sequel. But had no time to test it yet.

 

When you have a firearm equipped the armor penalty is not added.

 

Looks like recovery and reload are completely different things now. Armor penalty works only for recovery.

Well, looks like they forgot about:

 

Q: Speed enchant is considered by Pillars 1 equally good for all weapons while being much less powerful for weapons with reload animations. Is Deadfire going to address this issue?

JS: Yes. We're trying to make weapons with reloads—meaning Crossbows, Arbalests, and the various guns—integrate a little bit better into the whole speed economy, so that things that speed up attacks and Recovery are also going to speed up reloads, in general.

That's something we've been looking at more recently to make it flow naturally. Making Recovery the things that — instead of having a recovery buffer that goes into the reload, having the reload itself be affected by the Recovery value. Heavy armor makes reloading take longer; light armor makes it go by faster. Stuff like that. We're trying to make it seem like it works like the other mechanics.

Source: transcript #6 Edited by MaxQuest
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Posted

How should this be solved?

 

- Split reload time into recovery and reload time like PoE1?

result: since both times (recovery and reload) will be shorter than the whole reload time now, things that effect only one of them will be weaker und you will need both (recovery and reload bonus) to act significantly faster.

 

- All effects that influence recovery also work for reload the same way?

result: Both recovery and reload effects will add up and having both will make you a lot faster.

 

- something different?

 

The current situation is definitely a bug. Chars with reload weapons will use the heaviest armor without penalty.

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