Explore the core mechanics of Pillars of Eternity II: Deadfire, including attack speed, casting speed, engagement, attack resolution, and penetration vs. armor rating.
Pillars of Eternity II uses its own ruleset. This section explains the mechanics behind the various systems.
Attack Speed
Attack speed is governed by how quickly a given weapon can be used (a dagger thrust is quicker than a swing from a great sword) and how long it takes a character to ready another attack (called the recovery time). Certain ranged weapons instead require time to reload before they can be used again. Reloads can be interrupted to do something else but Recovery cannot.
| Type | Speed | Attack | Recovery | Reload |
| Fist | Fastest | 0.5s | 2.1s | N/A |
| Club, dagger, flail, hatchet, rapier, stiletto | Fast | 0.5s | 3.0s | N/A |
| Battleaxe, mace, sabre, spear, sword, warhammer | Average | 0.7s | 4.0s | N/A |
| Estoc, great sword, morning star, pike, pollaxe, quarterstaff | Average | 0.7s | 4.0s | N/A |
| Wand | Fast | 0.5s | 3.0s | - |
| Sceptre | Average | 0.7s | 4.0s | - |
| Pistol | Slow | 1.1s | - | 5.0s |
| Blunderbuss | Very Slow | 0.7s | - | 6.0s |
| Hunting Bow | Average | 0.9s | 4.0s | - |
| War bow, rod | Average | 1.1s | 4.0s | - |
| Crossbow | Slow | 0.7s | - | 5.0s |
| Arbalest | Very Slow | 0.7s | - | 6.0s |
| Arquebus | Slowest | 0.7s | - | 6.8s |
Wearing armour penalises Recovery Speed.
Casting Speed
Spells have their own casting and recovery time as shown in the individual spell descriptions. Casting time ranges from 0.5s to 6s. Some spells have 0 recovery time but most have recovery times around 3-4s.
Since the casting time of an average spell is longer than the attack speed of any weapon, casting most spells in melee is tricky since your attempt may be interrupted. On the other hand, if an enemy caster is preparing a slow spell, you have a decent time window in which to interrupt him.
Dual Wielding vs. One- and Two-handed
If you have a weapon in your main hand and nothing in the off hand, you receive a +12 bonus to Accuracy. If you have a second weapon in the off hand, each weapon gets -30% reduction in Recovery Time. Wielding a two-handed weapon confers no special bonus (but two-handed weapons do greater damage).
Engagement
Two opposing characters are said to be engaged if the following conditions are met for either or both:
- Melee weapon equipped
- Not currently moving
- Not already at their engagement limit (default 0 but may be increased by equipping a shield).
When combatants are so engaged, they will provoke a disengagement attack from the other combatant if they move outside melee range. Engagement is broken if a combatant is disabled or if an attacker engages with a different enemy.
Disengagement Attacks
Disengagement attacks are free actions. The attacker gains an Accuracy and Damage bonus.
Attack Resolution
Attack rolls are made using a d100 roll. The attacker adds their Accuracy score to the die roll and subtracts the target's defence score (which varies depending on the attack type). The final value determines the attack result as follows:
- <= 25: miss
- 25-49: graze (-50% damage and duration)
- 50-100: hit (normal damage and duration)
- > 100: critical hit (+25% damage and duration, 1.5x Penetration).
Note that the attacker's Accuracy must be greater than the target's defence to have any chance of scoring a critical hit, since the base critical chance is 0.
Some abilities and weapon properties have an additional percentage chance of modifying the resolved attack. For example, the Aware Inspiration confers a 50% chance of promoting a graze to a hit while the Intuitive Inspiration additionally confers a 25% chance of promoting a hit to a critical. Only one promotion can occur. That is, it is not possible to convert a graze to a hit and then to a critical.
Full Attack vs. Primary Attack
Abilities may indicate that they are activated through a character's Primary Attack or their Full Attack. The distinction only matters when the character is dual-wielding. In this case,
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