Weapon Speeds
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WeaponTypeUISpeedAttack VariationFull Action Cycle
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Idle Delay
Main Action Phases
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~0.2sAttack (s)Recovery (s)Reloading (s)
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Arquebusrangedextremely slow61.52.56.8
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Arbalestrangedvery slow61.52.56
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Pistolrangedvery slow71.52.55
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Blunderbussrangedvery slow71.52.55
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Crossbowrangedslow61.52.55 * (act.3.33)see notes below
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War Bowrangedaverage221.52.5-
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Hunting Bowrangedfast511.666-
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Wandrangedfast811.666-
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Sceptrerangedfast811.666-
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Rodrangedaverage281.52.5-
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Clubmeleefast230.6661.111
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Daggermeleefast230.6661.111
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Fistsmeleefast10.6660.555
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Flailmeleefast230.6661.111
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Hatchetmeleefast230.6661.111
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Stilettomeleefast210.6361.061
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Rapiermeleefast210.6361.061
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Battle Axemeleeaverage311.666
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Macemeleeaverage311.666
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Sabremeleeaverage311.666
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Spearmeleeaverage1911.666
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Swordmeleeaverage311.666
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War Hammermeleeaverage311.666
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Estocmeleeslow211.666
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Great Swordmeleeslow411.666
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Morning Starmeleeslow411.666
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Quarterstaffmeleeslow1111.666
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Pikemeleeslow211.666
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Pollaxemeleeslow1111.666
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Larder Doormelee-270.6660.555
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Badgradr's Barricade
melee-270.6660.555
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Notes:
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- All values from this table were logged inside of overriden NotifyAttackComplete() method from AttackBase class.
- Corresponding properties are:
-- Attack Variation: this.AttackVariation
-- Attack: this.totalTime
-- Recovery: this.m_ownerStats.RecoveryTimer
-- Reload: attack.ReloadTime

- Reload duration measured ingame might differ by 0-0.5s from the values in this table. This happens due implementation of reloading animation.
(Animation is looped. Every once in awhile the game checks if there is less than 0.5s of animation to be played. If yes, it sets the loop property
to false, and lets one last fragment to be played)
- The real (frapsed ingame) reload duration for crossbows is 3.33s. All other values are very close with empirical data.
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Weapons
Animal Companions
Druid Forms
Action Cycle (Ranged)
Action Cycle (Melee)
Recovery (Ranged)
Speed Categories
DEX Diminishings
MIG DIminishings (Theoretical)