Use time

Use time is a statistic that applies to weapons, tools and other usable items. It determines the time that must pass, after use, before the same item or another item can be used again. In basic terms, this is the "rate of fire", as measured in game frames ("ticks"; 1 tick = 1/60th of a second). A lower use time means a faster weapon. The shortswords, for example, usually have a use time between and, meaning that they can be used in quick succession, as compared to the exceptionally slow Fiery Greatsword, which has a use time of  – a much slower weapon which cannot be used as often.

Use time is particularly useful in comparing the speed of tools and weapons. The in-game tooltips for these items automatically group these values into categories like "Very Fast" or "Very Slow". They are grouped as following:

Modified Use Times
A modifier which applies "+10% speed" actually means "-10% use time". The modified value is rounded and produces the new use time. Due to rounding, the actual bonuses come in diverse percentages. The table below compares the rapidly firing Megashark and the much slower Musket.

Calculation
Assuming the calculation for use time is similar to damage, the calculation is as follows:

$$\text{total use time} = floor(round[\text{base use time}\ *\ (1-\frac{\text{weapon modifier}}{100})]\ *\ [1 / (1+\frac{\text{total attack speed modifiers}}{100})])\ +\ \text{use delay}$$&thinsp;(see below)

Note: Total attack speed is only used when the weapon's damage type is melee, as that is what it affects.

$$\text{secondary use time (if not autofire)} = \text{total use time}\ *\ ceil(\frac{\text{total use time}}{\text{secondary use time as calculated with above formula}})$$