Pillars of Eternity Attack Speed Calculator

⚔️ Pillars of Eternity Attack Speed Calculator

Plan PoE I weapon timing, armor recovery penalties, dexterity, action speed, dual wielding, reload phases, frames, seconds, and DPS windows.

🎯Pillars Build Presets
Model note: This is a practical Pillars of Eternity I planning calculator. It uses common 30 FPS frame assumptions, editable weapon timings, armor recovery penalties, DEX action speed, recovery-only attack speed modifiers, and a separate reload phase for firearms and crossbows.
⚙️Attack And Recovery Inputs
Mode adds the main style adjustment before gear modifiers.
Fast 1H baseline: 20 attack frames and 24 recovery frames.
Armor penalty is applied to recovery, not the attack animation.
Each point above or below 10 changes action speed by about 3%.
Use for DEX-like effects that speed the whole action cycle.
Use for attack speed, Two Weapon Style, buffs, or recovery-only gear.
Use Gunner, Sure-Handed Ila, or reload-specific effects here.
Set to zero for shield, two-handed, bow, or reload setups.
The calculator treats attack speed wording as recovery-only.
Use this as an editable late-game recovery speed bucket.
Enter your expected damage after might, DR, lash, crit mix, and graze mix.
This keeps speed math separate from your accuracy and damage assumptions.
Use for Carnage, rods, blunderbuss pellets after DR, or multi-target pulses.
Longer windows make reload setups easier to compare fairly.
20 fr
Base attack animation
24 fr
Base recovery before armor
0 fr
Base reload phase
+15%
DEX action speed effect
Pillars attack speed estimate
Full cycle
0.00
seconds per attack
Final recovery
0.00
seconds after swing
Action rate
0.00
attacks per second
DPS window
0
damage in 30 sec
📊Comparison Grid

Current setup

0.00sCalculate to compare timing.

No armor

0.00sShows recovery without armor penalty.

Dual wield test

0.00sApplies a 50% recovery cut.

Reload trained

0.00sAdds a reload speed package.

📚Timing References
Weapon timing presets used by this calculator
Weapon profileAttack framesRecovery framesReload framesUse case
Fast 1H20240Daggers, stilettos, rapiers, fists
Average 1H30360Swords, axes, maces, spears
Slow 1H40480Slow single-hand weapons
Two-handed melee30540Great swords, estocs, pikes
Hunting bow20240Fast ranged recovery loop
War bow30360Heavier bow damage profile
Pistol4060120Short firearm burst and reload
Arquebus5076150Slow high-impact firearm shot
Blunderbuss5076192Pellet weapon with long reload
Arbalest507690Crossbow reload weapon

Frame values are editable planning baselines, converted at 30 frames per second.

Armor recovery penalty guide
ArmorPenaltyBest forSpeed note
Clothing or robes0%Casters, monksNo recovery tax
Padded20%Light hybrid buildsSmall delay
Hide25%Frontline skirmishersStill fairly quick
Leather30%Rogues, rangersNoticeable but light
Scale35%Balanced defenseMiddle penalty
Breastplate40%Off-tanksRecovery starts to drag
Mail45%Durable meleeHigh recovery tax
Plate or brigandine50%Main tanksLargest standard penalty

Armor affects recovery in this model, while DEX and action speed also compress attack and reload time.

Common speed modifier buckets
ModifierBucketTypical entryCalculator field
DexterityAction speed3% per point from 10DEX score
Deleterious AlacrityAction speedSpell or effect valueOther action speed
Two Weapon StyleRecoveryRecovery-only boostRecovery bonuses
Dual wieldingRecoveryLarge recovery cutDual wield setting
Speed enchantRecoveryWeapon speed textSpeed enchant
Durganized gearRecoveryLate-game speed tuningDurgan setting
GunnerReloadFirearm reload bonusReload bonuses
Sure-Handed IlaReloadChanter reload packageReload bonuses

Recovery and reload bonuses are separate so melee, bow, and firearm builds do not get blended together.

Preset comparison reference
PresetWeaponArmorSpeed focusCalculator reason
Rogue Dual StilettosFast 1HLeatherDual recoveryShows how fast weapons scale when recovery is trimmed.
Fighter Plate SwordAverage 1HPlateArmor dragShows heavy armor recovery tax on a steady weapon.
Barbarian Great SwordTwo-handedScaleHit sizeCompares slower cycles with better damage per swing.
Ranger War BowWar bowHideRanged recoverySeparates bow recovery from reload weapons.
Chanter ArquebusArquebusMailReloadHighlights reload time as the largest phase.
Monk Unarmored FistsFast 1HClothingAction speedShows the ceiling of low-recovery melee timing.

Use the presets as starting points, then overwrite damage, bonuses, and hit quality to match your character sheet.

Tip: Heavy armor is not automatically bad for every build. It is most painful when the weapon already spends a large share of its cycle in recovery, so compare the final recovery seconds against the whole cycle.
Tip: Firearms and arbalests often need reload-specific support. A large recovery bonus can still leave most of the cycle in reload frames, which is why the comparison grid includes a reload-trained scenario.

When you dual-wielded stilettoes in Pillars of Eternity, you expected them to strike like lightning … but they were sluggish loops of animation. That’s the gap between what you expect and what it delivers. That’s where build optimization starts.

Speed isn’t one stat in this game. It’s a layered equation made up of dexterity scaling, weapon animations, armor penalties, and certain reload mechanics. Knowing how those elements play off each other will help you predict how quickly you’ll move in combat. Guesswork about whether something feels slow or fast is less reliable than knowing the mechanics.

How to Make Your Character Faster

After plugging in your preferred gear options, the calculator spits out numbers for you. It even separates out different stages of the attack cycle and does all the counting for you. That way you don’t need to remember which shot took how many frames and what was the reloading time for crossbows and firearms. Or the recovery time you needed between attacks.

Most people pay too much attention to damage-per-hit stat without considering how long it actualy takes to get that hit off. When you miss, every wasted attack add up. With high-damage weapons, those frames can feel like a long time spent sitting there defenseless. If your weapon swings slowly then a missed attack will cost you more time than if your weapon had a faster swing time. The tool puts a number on this for you, and lets you know whether you have the burst damage pattern you want or not.

This is where dexterity comes into play, since it reduces the time required from beginning to end for each of those actions. So while a character with higher dexterity will still only do low damage through their dextrous attacks, they’ll get their attacks off faster and recover quicker afterward. You’d think something like strength or intelligence would be better suited for physical damage, but spending twice as much time registering an attack really lowers its effective damage output.

The calculator apply these modifiers sequentially. If you see a +30% speed bonus on top, you’ll notice it squeezes things tighter then just getting rid of some frames. The second wrinkle is that Armor also specifically penalize recovery time over attack speed. That’s an important detail because of dual-wielding builds.

Because dual-wielding reduces your recovery frames so heavily, you get to swing often. Heavy armor do the opposite: It extends your remaining recovery frames. This means you’re canceling out some of that speed benefit. So yeah, you can have plate AND two swords… but you won’t be fighting like a ninja.

With this tool, you can turn on/off different armor types and instantly see how much drag you’re adding to your rotation. Light armors keeps your recovery short. That’s why rogues/monks don’t run around in heavy plates even though there’s defensive value.

Another entirely new mechanic is the reload time found on firearms and arbalests. While melee fighters fret over their recovery from swing to swing, gunners fret over the lengthy delay after every bullet. The calculator split this up so you can view whether your bonuses to reloading are having any effect. Sure, a strong arquebus round may pack a mighty wallop, but if the reload occupies most of your cycle, then you’ll take a big hit in terms of average damage-per-second in extended fights.

For those using guns, reload-reducing traits or chanter abilities is often better than general attack speed boosts. You want to find the right balance between how often you fire and how much damage it does. What window of DPS are you looking at? Some early fights may be as short as ten seconds where burst is best. Others may extend to minutes (such as some later encounters) where sustained throughput is preferred. You can plug in your preferred fight length here so you can adjust to match and understand the trade-offs. What appears mediocre on a 30 second window could excel across three minutes if it has superior sustain.

Start with the pre-sets which reflect known builds, and modify the inputs from there based off what your actual gear is like. It’s not just about how fast you go, but about using good timing and making use of your characters strengths. Knowing when to hit things and for how long would of tied it all together.

Pillars of Eternity Attack Speed Calculator

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