Me again sorry full of questions today
cant find anywhere the formula for Hastes effect on swing timer
any clues?
been all over the net but nothing as of yet :(
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Me again sorry full of questions today
cant find anywhere the formula for Hastes effect on swing timer
any clues?
been all over the net but nothing as of yet :(
Found IT
(current swing speed) / ((haste%/100) +1)
Haste functions using the following rules...
Base Time / Net Haste Effect
For example, if you have a 3 second swing timer, and 15% haste you get the following...
3.00 / 1.15 = 2.61 Seconds
Also note that Haste Effects stack multiplicatively. For example, Heroism/Bloodlust/Time Warp grants a 30% buff to haste. If you have 15% haste from the Haste Rating on your gear, these two effects combined are...
1.15 * 1.3 = 1.495
So during Heroism/Bloodlust/Time Warp you'd have:
3.00 / 1.495 = 2.01 Seconds
Cool thanks for the info
ive basically been trying to work out over the period of a fight how much haste i need to hold a rotation in arms once 4.0.6 goes live and also if there is much point goin beyond this. and also how this effects the amount of swings u take during a fight and how mastery effects this
As rage generation is a constant i thought itd be pretty simple.....but it seems now its all bit more difficult than i had hoped
That's the thing that usually throws people off. They usually assume that it is:
time x (100%-Haste%)
In actuality it is:
time / (100%+Haste%)
This is true for swing timers, cast times, tick times, etc.
One wrench in rage generation was I never was able to find out if rage was normalized to weapon speed or weapon type (old, old, old patch notes said it was weapon speed, but I don't trust those since everything else about rage in those notes is outdated).
I did some testing with a 3.3 and 3.5 2h, and I *believe* it's normalized to weapon speed, but again I was never able to confirm this.
Also for the Arms rotation, Blood Frenzy (http://www.wowhead.com/spell=29859) still gives us a random rage gain, which I guess we can just use for HS.
It's normalized to weapon speed, so that you get more or less the same amount of rage per second with each weapon.
Rage normalization is basically X*weapon speed and X is the same for all weapons regardless of speed, right? (Well at least within a spec)
the way i have understood it after some background research is that
Swing time * 6.5 = rage generated
therefor a 3.6 swing speed generates 23.4 rage
a 2.4 would generate 15.6 rage per swing but due to the faster swing time this will average out to much the same as the 3.6 over a given time
altho i think the rage generation for much faster weapons ie daggers is changed slightly to discourage there use
My other issue is nailing down and exact use of abilities over a given time as altho the arms rotation is simple enough things such as CS obviously are not used in every rotation due to there cooldown time.
One thing that has become evident is on average rage available for each GCD Overpower is a net gain due to only 5 rage cost SLAM breaks about even and MS is a loss
I don't think thats quite right, i (don't) remember trying out some stuff but it worked out to be ~20 for the first hit and then about 7 for each subsequent hit with a 1.8 weapon back in 4.0.1.
or something like that anyway.
Tried this last night on the dummy and *6.5 is correct
3.6*6.5 = 23.4 + 25% rage for talent = 29.25 with the extra carryiing over into next swings
ill have to try and post up the maths from my spreadsheet soon i am currently adding anger management and other abilities that effect rage generation