MaxQuest Posted May 12, 2018 Share Posted May 12, 2018 (edited) With the game being released now, I have updated the speed calculator for the current v1.0 version. You can access it here: Attack Speed Calculator version 1.0.3, compliant with Deadfire v1.1.0Additionally here's the aggregated info on this topic: PART 1: History. And what has changed since PoE1: Q1. What has changed in attack-speed system from PoE1 to PoE2-beta3? A: - Recovery time of almost all weapons was doubled if not tripled. - Firearms have lost the recovery phase, and now go into reload immediately after firing. - Weapons started to deal damage at the end of attack phase (not in the middle). This was was relevant to Quick Switching. - Majority of "+% attack speed" effects have been converted into "+% action speed". And now they affect not only recovery but all 3 phases: attack, recovery and reload. - Dual-wielding was nerfed from -50% recovery time to -30% recovery time. - The system itself and stacking formula was heavily rewritten. In PoE1 you could achieve zero-recovery. In PoE2 you can't. On the other hand: in PoE1 you could achieve a x2.5-x3 faster rate of attack compared to the base values, while in Deadfire this can go up to x4. - The new system uses double inversion in order to deal with negative numbers from maluses. This results in negative effects having a higher impact than positive ones of the same displayed value. - Deleterious Alacrity of Motion potion was substituted with Potion of Deftness (+25% plus 5% per 1 alchemy point) and Potion of Relentless Striking (+50% plus 1% per 1 alchemy point) - PoE1 Attack Speed mechanics: link - Speed calculator for PoE2-beta3: link Q2. What has changed in attack-speed system from PoE2-beta3 to PoE2-beta4? A: - All effects that were influencing only recovery phase, now do affect reload phase as well. This includes armor penalties. - Action speed penalties for Arbalest and Crossbow modals were reduced from -50% Action Speed to -25% Action Speed - Recovery time penalties for Battle Axe, Quarterstaff, Rapier, Sabre, Warbow and Warhammer modals were reduced from +100% Recovery Time to +50% Recovery Time - Speed calculator for PoE2-beta4: link Q3. What has changed in attack-speed system from PoE2-beta4 to PoE2-v1.0? A: - Two-Weapon Style was nerfed from -20% recovery/reload time to -15% - Potion of Deftness base value was nerfed from +25% action speed to +15% - Potion of Deftness scalling with alchemy was nerfed from +0.05 per point to +0.005. Meaning that at 20 alchemy it will provide only +25% action speed - Potion of Delentless Striking base value was nerfed from +50% action speed to +15% PART 2: Formula. Or how the speed/time values for attack, recovery and reload phases are actually computed: The new system works in the following manner: - for each phase it gets a list of non-suppressed effects that affect that phase - it iterates through each effect, takes it's coefficient and converts it (via a special rule) into step_coefficient - after that it adds all step_coefficients together and gets step_sum - this step_sum is after that converted (via a specific rule) into the final coefficient and your base attack/recovery/reload time is divided by it. The actual formulas are the following: phase_duration = base_phase_duration / speed_coefficientwhere: speed_coefficient = steps_sum >= 0 ? steps_sum + 1 : 1 / (1 - steps_sum)where: steps_sum = step_1 + step_2 + ... + step_nwhere: step_n = coef_n >= 1 ? coef_n - 1 : 1 - 1 / coef_n PART 3: Weapon base values: For v1.1.1: For v2.0.1: PART 4: Action cycle, and phases: For usual weapons action cycle goes like this: For firearms, crossbows and arbalests, recovery phase is substituted with reload phase like this: Reloading is almost the same as recovery. The difference is: - recovery phase is affected by ActionSpeed and RecoveryTime effects. - reload phase is affected by everything that affects recovery; and in addition to that by all effects that specify reloading. - you can start a new action at any time, and reloading will resume when the character has time. While with recovery - you have to recover from previous action first. PART 5: Types of attacks: Weapon attacks can be of 3 types: - Normal (auto-attack) - the character alternates hits with main and off hands. - Primary Attack - the character makes a hit with his main-hand. - Full Attack - if you wield a single weapon, it's the same as Primary Attack; but if you dual-wield you hit with both weapons, in the following succession: The great thing about Full Attacks is that if you dual-wield you can effectively skip the recovery/reload phase of your mainhand completely. And yeap you can chain Full Attacks with something like two pistols, and your mainhand pistol won't require reload. PART 6: Mini FAQ on various related stuff: Q1. How does the math behind Armored Grace work? I don't get how the -25% armor recovery penalty from the tooltip factors in. A: It is a bit convoluted but works in the following way: - the game doesn't operate that much with [recovery_time] penalties for armors; Instead it stores and uses their speed coefficients. - for heavy armors it is: 0.645 (= 1/1.55) - for medium armors it is: 0.741 (= 1/1.35) - for light armors it is: 0.833 (= 1/1.20) Now, Armored Grace increases the armor speed coefficient by +0.1, which becomes: - for heavy armors: 0.745 coef => (1/0.745 = 1.342) => +34% displayed recovery time penalty - for medium armors: 0.841 => (1/0.841 = 1.189) => +19% displayed recovery time penalty - for light armors: 0.933 => (1/0.933 = 1.071) => +7% displayed recovery time penalty P.S. Yeap, tooltip lies. The actual value is 0.1, not 0.25. And it reduces recovery speed penalty, not recovery time penalty. Q2. Is Sure-Handed Ila working as intended for reloading weapons? A: Sure-Handed Ila chant has two components. One that lowers recovery time. And another that lowers reload time. In beta4 all effects that affected recovery now started to affect reload as well. This resulted in both components of Sure-Handed Ila chant to affect reloading time, basically granting you -20% reload_time x2; or in other words +50% reload_speed. [(1/0.8 - 1) + (1/0. - 1) = 0.5 Q3. Feel free to ask. Q4. ... P.S. If you find any bugs or inaccuracies feel free to PM me or post them in this thread. Edited August 25, 2018 by MaxQuest 36 PoE1 useful stuff: attack speed calculator, unofficial patch mod, attack speed mechanics, dot mechanics, modals exclusivity rules PoE2 useful stuff: community patch, attack speed mechanics, enemy AR and defenses Link to comment Share on other sites More sharing options...
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