Does anyone have links to the information on how much hit rating and how much haste rating see increases of 1%?

As it stands right now, I can see haste being reforged out the wazoo into Hit as hit:

A) Gives slightly more connected attacks per 1% than haste; and

B) Reduces miss-strings which can cause rage issues at any given time in a fight.

Of course, this is all assuming my math is correct.

Using my table top math, with a starting point of 73% hit (no hit, 27% miss chance DW) and 0% haste, which I know are unrealistic, but for simple understanding's sake...

using a 10,000 second interval, which is rediculous, but necessary to 'see' the difference and a base 3.5 second wep speed, at:

The baseline, 73% hit chance and 3.5 swing timer, we see 2085.714 landed attacks

@ +2% hit -> 2142.857 @ 3.43 s swing timer (+2% haste) -> 2128.063

@ +7% hit -> 2285.714 @ 3.26 s swing timer (+7%% haste) -> 2237.734

@ +12% hit -> 2428.571 @ 3.10 s swing timer (+12% haste) -> 2353.057

@ +17% hit -> 2571.429 @ 2.95 s swing timer (+17% haste) -> 2474.324

@ +22% hit -> 2714.286 @ 2.81 s swing timer (+22% haste) -> 2601.84

@ +27% hit ->2857.143 @ 2.67 s swing timer (+27% haste) -> 2735.927

So 27% hit would result in 121.2155 more landed hits per 10,000 seconds than 27% haste if those were the only changes in the stats.

If I did my math right, it looks like for ever 1% increase to 27%, hit > 1% haste.

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So... How much rating does it take for 1% hit versus 1% haste. The difference is small enough that if haste is 'cheaper' to get 1% it would end up being better, rating point for rating point, for rage generation than hit. If they are equal or hit requires fewer rating points then it's clear hit would be preferred.

So, from a gearing/reforging/gemming standpoint...

Assuming an equal rating cost... The best choice to reach a point you are comfortable with your rage generation would be to pile on the hit to 27% and only then look for haste if you still want more rage. And once you are at 27% hit (plus any haste you feel you want/need).

If haste requires less rating, then you would want enough hit to make sure your yellows land, and maybe to reduce 2x+ miss strings to point you're comfortable with and then ignore hit for haste.

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P.S. Looking at 2.6 swing timers and 1.5 swing timers, the difference is even more pronounced. For:

2.6 swing timers, 27% hit will result in 163.1747 more hits per 10,000 seconds than 27% haste

1.5 swing timers, 27% hit will result in 282.8362 more hits per 10,000 seconds than 27% haste

So hit is more valuable compared to haste for SMF than TG. But for both it looks like hit is clearly > haste for terms of rage generation.

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Does this seem right? I've probably already gone too far into the assumption that hit is cheaper than haste in rating points, and any determination of the value of hit/haste in comparison to each other would be dictated by that answer.