Breakpoints
A breakpoint is the percentage needed to reach the next discrete benefit. Values between thresholds do not improve that benefit, so surplus can be traded for another useful property on gear.
FCR: only spell cooldown-skip chance
Faster Cast Rate does one thing in ARK: each positive FCR breakpoint reached adds 10% chance to omit a normal spell cast's new cooldown. All current positive breakpoints grant their full benefit; 100% is only the mathematical probability ceiling. The zero-FCR baseline grants no chance. FCR does not change turn order, grant extra turns, increase damage, or speed up visual animations.
The thresholds depend on your class or current form. See the generated breakpoint tables, where FCR is shown as percentage required and cooldown-skip chance, without cast frames.
For a Wizard:
| FCR needed | 0 | 9 | 20 | 37 | 63 | 105 | 200 |
|---|---|---|---|---|---|---|---|
| Cooldown-skip chance | 0% | 10% | 20% | 30% | 40% | 50% | 60% |
At 19% FCR the chance is still 10%; at 20% it becomes 20%. Wizard reaches 60% at 200 FCR; unshifted Druid reaches 70% at 138 FCR, and Iceni reaches 80% at 194 FCR. Above the final threshold, more FCR adds no benefit. The advanced stat sheet shows your current chance and next useful threshold.
Each successful eligible cast rolls once, regardless of projectiles or targets. Success makes the skill ready for your next turn; failure applies its full cooldown, including room modifiers. The cast still consumes its normal turn and pays life and item charges. A charged spell spends one charge even on success. If a Black Knight pays blood price to bypass an existing cooldown, that price is still paid; a successful FCR roll also removes the remaining cooldown.
Weapon attacks, instant skills, zero-cooldown skills and triggered effects do not roll. Normal cast actions include damaging spells, non-instant buffs and summons. Chance is calculated from FCR and your form before the cast, so a spell cannot improve its own roll by granting FCR or changing form. Slow and weapon speed do not change the FCR thresholds.
Haste is separate: it can shorten an already running cooldown at the end of your turn. FCR omits the newly used spell's cooldown; it does not clear other skills' waits.
IAS and round order
Attack speed uses legacy whole-frame calculations to define discrete thresholds. Basic-attack frames determine round order; being at least twice as fast as the fastest foe gives an extra turn at the end of the round. Frames are a comparison unit, not time the player waits for an animation. Your weapon's speed modifier also affects attack thresholds. Shapeshifted Druids use their form's tables.
Historical calculation
Class thresholds are derived from E = min(floor(120 * X / (120 + X)), cap) and the legacy frame formula. The calculation defines where FCR steps occur; its cast-frame result has no other effect in turn-based combat.
Hit recovery (FHR) and block (FBR) tables are retained reference calculations; those stats currently do not change turn order or the delay caused by being staggered or blocking. The combat effects themselves move an upcoming action to the end of the round. See turn-based combat.