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Posted (edited)

I do not know if this bug is exclusive to guns. They are the only weapons I've been able to test for this issue. Testing on other weapons with a reload- + attack-speed of less than 3 sec would be desireable.

 

Reproduce  by:

1a. Load the attacher savegame.

1b. Create a Ranger with max dex and proficiency in pistols. Level  him up enough to aquire the gunnery passive. Aquire 3 pistols, and equip 2 in one set and 1 in the other.

2. Enter combat with the 2 preloaded pistol set activated.

3. Fire the initial salvo with a total combined attack-speed of 1,3 sec (in my save, I'll be defaulting to my saved numbers from her on), and observe it working in approximated accordance with tool-tips.

4. Activate the pistol-modal for a combined attack-speed of 2,5 sec. Observe it fireing at a frequency of ~3,5 sec, not in accordance with tool-tips.

5. Switch to single pistol and activate the pistol-modal, for a combined attack-speed of 2,8 sec. Observe it fireing at a frequency of ~3,5 sec, not in accordance with tool-tips.

 

 

Attached files:

https://www.dropbox.com/sh/wm91ijmhuezfi62/AAAeNnz2SCTSifAFf24-hHgRa?dl=0

 

output.log

dxdiag

save

 

 

 

EDIT

I've made a thread for an attempt to gather information on what weapons or means of attack are affected by the bug:

https://forums.obsidian.net/topic/98628-a-call-to-testing-actual-attack-frequency-caps/

 

EDIT

Weapons/Attack-types known to be affected:

Pistol

Blunderbuss (from Zzz)

 

Weapons/Attack-types known to not be affected:

"Tested on Dragon's Dowry + Blazing Fury. Works as intended, get ~3s time between attacks." (From Helar)
Sabre, bow and arquebuse (from Zzz)
Edited by EmilAmundsen
  • Like 1

8 answers to this question

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  • 0
Posted

Have same problem.

Tested reload time with pistol ( 1.1 sec) and blunderbuss (1.4 sec), this is list of mods in tooltip:

-43% dex (35)

-18% potion for range attack speed

-50% streetfighter's passive

-30% dual weapon

-15% dual weapon

-50% pistol modal (for pistol only ofc)

 

And have ~4sec between shoots.

  • Like 2
  • 0
Posted

Having a similar problem myself, made a Swashbuckler with the black jacket fighter variant, and while weapon switching works as expected, reloading doesn't, even reloading from stealth still lasts the same amount of time as it does when reloading without stealth.  I was able to get pistol reload down to .6 seconds when stealthed and it was the same speed as it was without stealth, and the reload modal.  

  • Like 1
  • 0
Posted

I've seen it mentioned on other threads, but not addressed by any developer directly.  It's a shame, I really wanted my first character to be a pistol user, and I feel very bad about wanting to play until it's addressed.  

  • 0
Posted

Same problem.

 

I created my second character, a monk/ranger, right after I found the unique hat which grants -20% reload time. I thought swift flurry + dual blunderbuss(the kitchen stove can give extra bounces) + bounce would be cool, but the attack frequency was lower than I had expected and  I ended up using spearcaster which grants extremely high accuracy and cool on-hit effect.

(I did not finish the game with that character, because bounce + swift flurry +  knockback was quite buggy, my character perma CCed and killed all enemies and killed my whole team too, sometimes i can see enemies or my companions stuck by multiple knockback)

 

 

First I thought it would be the long attack time which gives me wrong impression because it can only be reduced by DEX.

But after some tests with high dex and pistol modal I realised that it was definitely a bug that makes pistol and blunderbuss to attack slower than displayed in tooltip.

 

 

Maybe I'll try blunderbuss streetfighter later if they fix this bug, now I can only use blunderbuss modal for flanking myself and switch weapon, anyway high INT + low RES can do the job well.

  • 0
Posted

 

I do not know if this bug is exclusive to guns. They are the only weapons I've been able to test for this issue. Testing on other weapons with a reload- + attack-speed of less than 3 sec would be desireable.

 

Reproduce  by:

1a. Load the attacher savegame.

1b. Create a Ranger with max dex and proficiency in pistols. Level  him up enough to aquire the gunnery passive. Aquire 3 pistols, and equip 2 in one set and 1 in the other.

2. Enter combat with the 2 preloaded pistol set activated.

3. Fire the initial salvo with a total combined attack-speed of 1,3 sec (in my save, I'll be defaulting to my saved numbers from her on), and observe it working in approximated accordance with tool-tips.

4. Activate the pistol-modal for a combined attack-speed of 2,5 sec. Observe it fireing at a frequency of ~3,5 sec, not in accordance with tool-tips.

5. Switch to single pistol and activate the pistol-modal, for a combined attack-speed of 2,8 sec. Observe it fireing at a frequency of ~3,5 sec, not in accordance with tool-tips.

 

 

Attached files:

https://www.dropbox.com/sh/wm91ijmhuezfi62/AAAeNnz2SCTSifAFf24-hHgRa?dl=0

 

output.log

dxdiag

save

 

 

 

EDIT

I've made a thread for an attempt to gather information on what weapons or means of attack are affected by the bug:

https://forums.obsidian.net/topic/98628-a-call-to-testing-actual-attack-frequency-caps/

 

EDIT

Weapons/Attack-types known to be affected:

Pistol

Blunderbuss (from Zzz)

 

Weapons/Attack-types known to not be affected:

"Tested on Dragon's Dowry + Blazing Fury. Works as intended, get ~3s time between attacks." (From Helar)
Sabre, bow and arquebuse (from Zzz)

 

 

I don't think Arquebus is unaffected by this.

 

I tested Arquebus(to 1,9 sec reload time)  and Xbow(to 1.4 sec) , and the reload time capped at ~3 sec, both of them.

 

They seem to be faster than pistol because they have better base attack time (0,7 vs 1.1) and it is hard to make reload time lower than 3 seconds.

 

You can tested yourself by adding ApplyStatusEffect Playername  Streetfighter_SE_RecoveryBonus to get additional -50% bonus.

For example "ApplyStatusEffect Companion_Maia(Clone) Streetfighter_SE_RecoveryBonus".

 

My conclusion: reload time(regardless which weapon) capped at ~3 sec.

  • 0
Posted

Hey All,

 

Thanks for reporting this! I've logged the bug from the saves attached seeing the fire rate issue and will get it to the devs to investigate. Appreciate it being brought to our attention!

 

Best,

 

-Caleb

I like big bugs and I cannot lie...

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