AiS appears to be a damage gain only in a small window of latency, which the spreadsheet's default happens to fall into (150ms). I've tested this with +200 haste and the graph is the same, though the numbers are inflated.
SrS and ES Glyphs plus:
SrS and SS Glyphs plus:
About Kill Shot
This is a bit of a tangent, but on the topic of glyphs: I see lots of hunters glyph Kill Shot because their number gets bigger. Take caution against this, as it's probably our most misleading glyph.
There are fights where a 6 second reduction to the KS CD is clearly a fantastic usage of a glyph slot, like Yogg minus watchers, Anub ToGC25 and even Deathbringer Saurfang where there is plenty of time sub-20% to cast KS on CD and adds to handle or when you have add duty with mobs that need to die within 9-15s. Most others don’t take much advantage of that CD reduction. Remember it’s not benefitting you if you can’t cast more Kill Shots.
By default, the spreadsheet models around a purely idyllic stand-and-shoot, long-duration fight. It evaluates Kill Shot as if you’re going to get a full 1.2 minutes to use it and keep it on CD. In this time you would only be able to cast 5 Kill Shots (72s / 15s = 4.8). If you glyph for it you could cast 9 Kill Shots (72s / 9s = 8). Feel free to change your own durations in the spreadsheet to revalue the glyph appropriately.
This is a chart that shows the number of additional Kill Shots that occur within that 1.2 minutes when glyphed. The biggest thing that stands out to me is that you’re spending a Glyph slot for N additional attacks (depending on how many seconds are spent sub-20%) on the tail end of a boss fight, having been unused for the majority of the encounter just because it’s averaged out across the entire fight duration.
In some crude PHP: (48 GCDs * 1.5s = 72s)
for ($i=0,$max=48;$i<=$max;$i++) {
print(($i*1.5).":\t".floor($i*1.5/9)."/".floor($i*1.5/15)."\r\n");
}
To me the big question is do you want to buff the 84 Steady Shots cast in that 6 minute fight by 10% or would you rather squeeze in an extra 3 or maybe 4 attacks? Are you really going to see much of a sub-20% HP phase once all of your raids' DPS classes with Execute abilities start using them?