Minimum delay here is capped at 5. That rounding affect was fixed in 2007 on live and was due to 1/12.8 sec acting as a combat "tick" and how that played out over many iterations of swings. Unsure of what was implemented here in regards to combat ticks. Haste and dps is sorta weird in that whatever applies first spell, item, or song haste has a far greater effect. Just as a hypothetical say someone casts a 60% haste on you bringing your total haste up to 160% throwing on a 40% item will only increase your effectiveness by 25% up to cap. The other way around 60% spell haste only has an effectiveness of 42%. As opposed to doing it via multiplicative rules
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