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How Haste Works

Abazagaroth
Registered User
(1/19/02 3:35:17 pm)
Re: How Haste REALLY works...
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Haste is not delay reduction, it is increased swing frequency. 100% haste ends up being equivalent to 50% delay reduction.

Post haste delay can be approximated with:

old delay / (1 + haste % in decimal form)

For example, 40 delay weapon with 25% haste is:

40 / (1 + 0.25) = 32

So that 25% haste gives 20% delay reduction. Haste caps are based on increased swing frequency, making it impossible for a weapon to ever have a function delay =< 0 If you could get 900% haste on a 40 delay weapon you would get:

40 / (1 + 9) = 4

You could make haste whatever you want and delay is not reduced to equal to or less than 0.

C. David Kreger, dkreger@yahoo.com

Abazagaroth
Registered User
(1/20/02 12:40:49 am)
Reply

Re: How Haste REALLY works... in response to shaman spell
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Cutting haste in half and doing all that other stuff to it is wrong. A couple of examples were given, but taking the last one of 100 delay and 40 percent haste:

100/(1.4) = 71.43 or so for the new delay, not 80

For those not getting why this is so when 100% haste is effectively 50% delay reduction. You are increasing the frequency of swings, which, based on delay, is part of an inverse function. The haste percent is added to the "normal" divisor (in this case 1, meaning 100% of the normal delay). So basically, any non-hasted person is working with a weapon at 100% normal haste. Any spell/item/song haste is added to this. So if you have 40% haste, you are swinging your weapon at 140% of normal.

So 0 added haste gives 0% delay reduction, and 100% haste gives 50% delay reduction (because you are swinging at 200% normal, which is twice as fast, and since delay is inversed to swing frequency, you get the delay halved). Since this haste % is added to the "normal" speed of a weapon (100% of normal), as the haste % increases, the reduction in delay per point of haste decreases, because your denominator is increasing, while the numerator isn't.

Examples (to two decimals):

100 delay weapon
1% haste:
100/(1.01) = 99.01

0.99 delay per point of haste
10% haste:
100/(1.10) = 90.91

0.909 delay per point of haste
40% haste:
100/(1.4) = 72.43

0.689 delay per point of haste
80% haste:
100/(1.8) = 55.56

0.556 delay per point of haste
100% haste:
100/(2.0) = 50

0.5 delay per point of haste

Now, this is basically telling you that as your haste% increases the effective delay lost per point of haste (meaning the delay taken off your original delay) lessens. For anyone with any calculus at all, you see that this is basically a limit function as x approaches 0. You can NEVER reach zero delay on a weapon because you are starting with a numerator (old delay) that is positive. As you increase haste percent you are increasing the divisor, and this there is no linear system you can use to approximate new delay (which is what some people have proposed).

The simplest way to find new delay is just:
Old delay divided by how much faster you are swinging your weapon compared to the old delay.

So when you see 100 delay weapon and 40% haste as:
100/(1.4) = 72.43
You are seeing 72.43 delay is 40% faster than 100. Delay is inverse to speed of attack. As delay increases speed of attack decreases.

If you are lost, well, heh, don't know what to tell you. Simplest equation is:
(old delay) / (1 + haste (in decimal form)) = new delay

You can turn that equation around and restate it, but that is the simplest equation, and all this stuff about dividing the haste by 2 is incorrect.

C. David Kreger, dkreger@yahoo.com

Jonze's Note:
This means that for me using a Strength Of Grodan 51dly with a FBSS 21% haste and a Valor of Marr spell 25% haste:
New Delay = 51 / ( 1 + .21 + .25) = 34.93

Using my Arbitor's Combine Greatsword:
New Delay = 43 / ( 1 + .21 + .25) = 29.45