Originally Posted by Mekasha
Obviously I'm bad at math and missing something. Right now IV brings fireball from 3.00 to 2.50, which is something in the realm of 16.5% haste? 20% of 3.00 should be 0.60, making fireball 2.40s. I vaguely recall this wording being used when they changed Mind Quickening Gem ages ago, but even applying that in this case it would make your cast time 80% of base which should in theory still be 2.40s unless I'm horribly mistaken and making some obvious oversight.
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DocJowles explained the actual formula.
Extrapolate what would happen if your situation was in fact the case. Then imagine what would happen if you had 100% haste. Your spells would all take 0 seconds cast time.
Now imagine what would happen if you had 100% melee haste. Your autoattacks would have 0 seconds cooldown. You would be doing infinite white dps.
The problem is, if you use your method of haste, it increases returns
Hasted cast time = cast time * (1-haste percentage)
Then:
25% haste = 75% cast time
50% haste = 50% cast time
75% haste = 25% cast time
100% haste = 0% cast time
Hasted dps = white DPS / (1-haste percentage)
At 25% haste you would do 33% more damage
At 50% haste you would do 100% more damage
At 75% haste you would do 300% more damage
At 99% haste you would do 9900% more damage
At 100% haste you would do infinite more damage
Using Blizzard method of tracking haste, which is:
Hasted cast rate = white cast rate / (1+haste percentage)
Then:
25% haste = 80% cast time
50% haste = 66% cast time
75% haste = 57.1% cast time
100% haste = 100% cast time
And damage dealt equals:
Hasted DPS = White DPS * (1+Haste Percentage)
So:
25% haste = 125% damage
50% haste = 150% damage
75% haste = 175% damage
100% haste = 200% damage
Which is much easier to deal with and balance around.
If we used the other formula, haste, and haste stacking would be wildly overpowered.