So dropping a foe basically removes the "recharge" time of your weapon? Funky.
What happens if two players are fighting the same mob and player A drops the mob. Does player B get his attack "recharge" reset? What if you move away from a mob, does your "recharge" reset then? What if you are using a bow, do you get a free "recharge" if you drop a mob or only with a melee weapon?
Interesting idea with continual movement and I can see how that makes people engaged. It's hard to imagine how it would work out with 6 players and 12 mobs. Chaos?
Any time the foe you are engaged with falls, and you are not in engaged with or in melee distance with another foe, your count is reset. You can then move and once you reach another target, attack on the following second.
As for ranged weapons, every ranged attack takes time. Short and Long bows have a base rate of fire of 12, light crossbows 20 (10 seconds to crank), heavy crossbows 60 (50 seconds to crank that bad boy), slings 10, not to mention throwing daggers, axes and javelins.
For bows, loading is 5 seconds, drawing the bow 2 seconds, firing 1 second, and the rest is aiming. Quickshot (no aim) allows you to shoot faster at a penalty. Even if the foe drops, you still have to spend the time to load the bow, draw and release, so no attacking on the next second.
You can, however, increase proficiency for the ranged weapons as well (aim, load, recovery), getting the bow down to a 6, or 5 if you don't aim.
With a full party, if might seem like it would be confusing and chaotic, but.. yeah, its a bit of chaos. And that is what will keep them in their seat. Even getting up to get a can of Pepsi, they can come back and the battle has shifted. Glorious!
Also, if you go into battle with the arrow already notched and pulled back, only 1 second to fire. If you go in already notched, but not pulled back. 2 seconds to draw back and 1 to fire. This, again, is not including aiming (4 seconds i believe).