Attack/recovery speed bonuses benefit from increasing returns. Similarly, attack/recovery speed penalties benefit from diminishing effects. In other words, going from 80 attack speed to 100 attack speed provides a much greater net reduction as a percentage of your total action time than going from no attack speed change to a 20 attack speed change, even though both are the same. Likewise, wearing -50 plate is not that much worse than -45 mail, whereas -5 priest robes is comparatively much worse than 0 simple clothing. As a result, characters who want to be fast should _really_ try to avoid any armor or attack speed penalties, while characters who are already putting on heavier armor won't be hurt too much by going all the way to plate armor. This also means that effects like deleterious Alacrity of Motion (1.5x attack speed) are most effective on characters who are already pretty fast.
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Sidebar - "hey this is all confusing!" doesn't this seem all weird? Those percentages for your armor seem to correspond to anything "real"! I mean, sure, the literal numbers are plugged into a formula, but it's hard to see how wearing Brigandine gives you "-50 attack speed". I think it all boils down to that "global recovery coefficient." Without the global recovery coefficient, pdf if you consider an "attack" to be your combined attackrecovery phase, then by default a dual-wielded weapon with a 1s attack will have a total 2s "total attack.". My best guess is that at some point during development, Obsidian wanted to make combat "feel snappier so they added this global recovery coefficient to shorten all recovery time. But the net effect of this is that all percentage modifiers actually _overstate_ their effect on your "total attack especially when not tree dual-wielding. Moreover, because your recovery can never be reduced below 0s, there is definitely a point where additional attack speed improvements provide _no_ improvement to your "total attack." Putting it all together, consider the following scenario: you have a hypothetical gun that has an attack speed. First the non-dex stuff: 1s attack (unaffected) 1s attack.2s idle (unaffected).2s idle 1s attack * (1 2 * (.5 not2w.5 plate - (.85 daz *.2 chnt - 1) /.2 1s * (1 2 * (1 -.02) /.2 1s * (1. Your base recovery.83s. (Fractions do not add up to the total due to rounding.) As to what all this means in terms of min-maxing, here are some take aways.
To get your base engelsk adjustment to your recovery time, multiply all speed mod coefficients together, subtract 1, and reduce your net armor adjustment. For example, if you had Vulnerable Attack, two-weapon Style, and were wearin Breastplate (-40 attack speed).4 breastplate - (.8 vulnerable *.2 twoweapon - 1).4 - (.96 - 1).4 - (-.04).4.04.44 After this, if you are not dual-wielding and you are doing a weapon-based action. If you are wielding a shield and it has a durgan enchantment on it, that penalty is instead.35. (This ironically means that a shield-bearer with a durgan-enchanted shield can attack faster than someone wielding just a single weapon.) you then take your base _attack_ time and either extend or reduce it by a factor equal to twice this above number; then you divide. 1s attack * (1 2 *.44) /.2 recoverycoeff 1s attack * (1.88) /.2 recoverycoeff.567s recover (.667s from breastplate,.067s from other mods,.833s base) Note that with bare fists (human or spiritshifted) or if this is a shield bash attack, you are always considered. After this is computed, your recovery phase is adjusted by dexterity as other phases are. Note that it is impossible for your total recovery phase to be reduced below 0s (earlier versions of this guide and even designer Josh Sawyer erroneously suggested so). In practice, you don't need a lot to get down to zero recovery. For example, dual-wielding while under the effects of Deleterious Alacrity of Motion and either wearing clothes or being naked will do the trick: 1s attack * (1 2 * (0 naked - (1.5 haste - 1) 1s attack * (1 2 *.5) 1s attack.
More generally, to compute the final time analysis spent in a phase after adjusted for dexterity, divide the base time by (1 plus your dexterity modifier). For example, if you have a weapon that takes 1 second to attack and 2 seconds to recover, if you have 15 Dexterity (15 action speed the final time spent is: 1s attack /.15 dex_bonus.87s attack.2s idle /.15 dex_bonus.17s idle. So with Gunner (1.2x reload speed) on a 4s reload weapon: 4s reload /.2 gunner.33s reload (net.67s reduction) Attack speed/recovery speed modifiers are different and a little more complicated. There are two broad categories of modifiers, one that largely affects armor penalties (we'll call this nashville "armor mods and another that encompasses everything else (we'll call this "speed mods. Armor mods are: * your armor's actual penalty * any reduction from Armored Grace (fighter talent) * any improvement from the highest of: the durgan armor enchant (White march-only pilferer's Grip Gloves (White march-only) Armor mods are _additive_ and cannot reduce your armor penalty past. Anything else you see are speed mods and are _multiplicative_ with each other, save for speed mods in the last bullet point: *.8x coefficient for Vulnerable Attack *.8x coefficient for Penetrating Shot *.2x coefficient for Sure-handed Ila (chanter effect) *.8x coefficient for Vicious Aim. All other effects not mentioned above (Deleterious Alacrity of Motion, svef, etc) suppress each other and only the highest among them is used.
Reload times are adjusted by reload modifiers. "Attack speed" and recovery modifiers both just adjust the recovery phase. A large category of effects that improve attack speed are a separate multiplicative category (even though most modifiers in the game are additive). To understand how different phases are timed, we create a model for Pillars of Eternity where phases are made up of "frames" and characters advance through 30 frames per second by default. So, if in an example you are attacking with a weapon that has 30 frames for action and 75 frames for recovery, you will spend 1 second on the actual action to attack and.5 seconds to recover before you can do anything else. Dexterity and reload speed modifiers increase the frames you advance per second. For example, if you have enough dexterity for 100 action speed (roughly 43 dexterity) then instead of your character advancing 30 frames per second, they advance 60 frames/second. Put another way, each frame used to take 1/30th of a second, and now they take 1/60th of a second.
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Com,act- There are four phases to each action: three primary phases and one idle review phase. There is an attack phase (the time spent actually performing an attack or ability a recovery phase (during which your character is just standing around waiting for their next action and a reload phase (for firearms, crossbows, and arbalests). There is also a hard-and-fast idle phase that acts as a "breath" your character takes after an action. Most actions (abilities, attacks, and spells) have an attack phase and a recovery phase. Some abilities like marked Prey are specially designed to have no recovery phase, but these are the exception rather than the rule.
Firearms, crossbows, and arbalests add a reload phase to the normal attack. All actions have an idle phase after the action and before recovery. The combination of how long your characters spend in attack, idle, recovery, and sometimes reload phases determines how quickly they can complete one attack/ability and move wealth on to the next. These phases are influenced by different modifiers. Note that reload phases only acts as a delay for additional weapon-based attacks or abilities; you can switch to casting a spell without waiting for a reload phase to finish. The rest of this section gets pretty math-heavy, so the quick summary is:. Dexterity adjusts all primary phases (including attack and reload).
When the sabre had a higher base damage, all damage modifiers worked off that base damage. With the lower base damage and a damage enchant, all damage modifiers work off that lower base damage and stack additively with the damage bonus. In effect, previously the higher damage was _multiplicative_ with other damage modifiers, now it is _additive_. The net effect of this, for example, is that sabres are no longer almost clearly the best weapon for rogues, since you went from essentially:.2 base * (1.5 sneak attack).8x damage to: 1 base * (1.2 sabre damage.5 sneak attack).7x damage. Ord,sta- pillars of Eternity tries to avoid degenerate stat-buffing, so one way it accomplishes this is using d d style stacking rules.
That means that if you have multiple bonuses (or penalties) to a single stat only the highest is used, _unless_ they come from different "categories." The categories of stat mods are: Racial bonuses/penalties Spell/Ability/Consumable bonuses/penalties Equipment bonuses/penalties Resting bonuses Survival bonuses Brothel bonuses so let's. Note that when it comes to spells/abilities, stat adjustments appear to stack some of the time. For example, cipher Psychovampiric Shield's -10 resolve will stack with other sources of resolve. The stat adjustments for dazed and sickened stack. For afflictions, it might be that as long as a given affliction does not explicitly override another (like petrify does to prone effects might stack. Note also that stacking rules also apply to regenerative healing. A potion of Regeneration, a druid regeneration spell, and a barbarian's savage defiance will suppress each other, and not necessarily in an order that you will find particularly advantageous - stacking rules may prefer the longest-duration effect, even if the per-tick magnitude is weaker. Finally, passive bonuses from talents/abilities appear to stack. An example: the lesser sneak attack that a priest of skaen can get (.2 damage) stacks with the cross-class sneak attack (.15 damage).
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When it comes to attack speeds, there are some exceptions that result in purely _multiplicative_ combinations. See section com, act- for more. But as an example, non-armor attack speed bonuses are true coefficients:.85x attack speed (dazed).85x coefficient.5x attack speed haste.5x coefficient so if you had a character equipped with breastplate affected by both dazed and Deleterious Alacrity of Motion, your final attack speed multiplier would. Similarly, a character with 15 might using a superb sabre would have: 1 base.15 might.45 superb.20 sabre*.8x damage instead of multiplying some combination of them together. The fact that all modifiers for a mechanic are summed has some important gameplay ramifications, especially for damage modifiers and sneak attack. See section com, dam- for more. Sabres used to have a high base damage. As a slight nerf.04, this higher essay base damage was replaced with a normal base damage and a 20 damage enchantment. The reason why this is a nerf has everything to do with how the game handles damage modifiers.
Operations "Combat Mechanics "Spell Mechanics etc. Sections and jump straight to the "Stats" part of the guide; you can always come back later. If you have any questions or comments, send me an email to the following address. Without the underscores (which are just there to prevent automatic parsers from grabbing my email note that this guide looks best if you used a monospace font like courier (Windows) or Menlo (Mac os x). Ord One thing to note, because it comes up again and again in the game, is how the game combines different modifiers. Fairly consistently, all modifiers for a given get mechanic are first summed and then the result is treated as a multiplier for that mechanic. Even when the game's text says a modifier is "1.5x damage" it is actually treated internally.5 adjustment to the damage multiplier. Some examples:.2x reload speed (Gunner).20 to reload speed multiplier -40 recovery speed (armor).40 to attack speed multiplier.5x damage (sneak attack).50 to damage multiplier.5x damage (critical hit).50 to damage multiplier 30 damage (20 might).30 to damage multiplier 15 damage fine" item).15 to damage.
comprehensive list of what i've updated in section app, ver. Just ctrl-f (or apple-f or "find in page" to section app, ver- (prefixed with an exclamation mark; I don't put the exclamation mark here so you don't end up here when actually trying to get to where you're going). how to use this guide! How, this guide is a random grab bag of tips, strategies, and math-heavy analysis. Pillars of Eternity is too large of a game for me to do a comprehensive guide, so instead this is just a grab bag of non-obvious information with a special eye towards Path of the damned difficulty. In other words, this guide is an almanac of sorts; something I myself use as a reference in case i need to refresh my memory. If you don't want to get too overwhelmed by math, you should skip the "Order.
so remember to add great that in yourself., what's new?!wha-, how to use this guide! Spe,spe- out of combat spells! Path of the damned! Rac-, quickie on classes! Qui-, more on classes! Ite,uni- very low recovery! Ite,sou- weapons and Categories!
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