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  #1  
Old 08-15-2023, 03:21 PM
Troxx Troxx is offline
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Originally Posted by DeathsSilkyMist [You must be logged in to view images. Log in or Register.]
That is the same amount of haste added, but the difference in how much you gained is less. This is not difficult.
Thank you for clarifying. I was concerned that I misunderstood what you wrote and was therefore off the mark. You have clarified that I did NOT misunderstand you and that you are indeed an idiot.

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Originally Posted by Troxx [You must be logged in to view images. Log in or Register.]

No haste: 40 = 40 = 4 seconds between melee rounds
34% haste: 40/1.34 = 29.8507 delay = 2.985 seconds between rounds
68% haste: 40/1.68 = 23.8095 delay = 2.38 seconds between rounds
100% haste: 40/2 = 20 delay = 2 seconds between rounds

Abetter way to think about it?

Swings rounds per 10 minutes:
No haste = 150
34% haste = 201
68% haste = 252
100% haste = 300
First 34% gave you 51 more attacks. The second 34% gives another 51 attacks. You get just as much value relative to no haste for each additional point of haste you have.

The returns on haste are linear from 0 to 100% with 100% giving you literally twice the melee rounds per unit time compared to 0% haste.
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Last edited by Troxx; 08-15-2023 at 03:23 PM..
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  #2  
Old 08-15-2023, 03:23 PM
DeathsSilkyMist DeathsSilkyMist is offline
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Originally Posted by Troxx [You must be logged in to view images. Log in or Register.]
Thank you for clarifying. I was concerned that I misunderstood what you wrote and was therefore off the mark. You have clarified that I did NOT misunderstand you and that you are indeed an idiot.

First 34% gave you 51 more attacks. The second 34% gives another 52 attacks. You get just as much value relative to no haste for each additional point of haste you have.
Incorrect.

34% haste is reducing your delay by 10.

68% haste is reducing your delay by 6.

You are getting less returns for the same amount of haste added to your character.

You are not grasping this basic concept.

Quote:
No haste: 40 = 40 = 4 seconds between melee rounds
34% haste: 40/1.34 = 29.8507 delay = 2.985 seconds between rounds
68% haste: 40/1.68 = 23.8095 delay = 2.38 seconds between rounds
100% haste: 40/2 = 20 delay = 2 seconds between rounds
With your own quote, you are reducing the amount of seconds between rounds from 4 to 3 with the first 34% haste. The next 34% is reducing the amount of seconds between swings from 3 to 2.4 seconds.
Last edited by DeathsSilkyMist; 08-15-2023 at 03:25 PM..
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  #3  
Old 08-15-2023, 03:25 PM
Troxx Troxx is offline
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Originally Posted by DeathsSilkyMist [You must be logged in to view images. Log in or Register.]
Incorrect.

34% haste is reducing your delay by 10.

68% haste is reducing your delay by 6.

You are getting less returns for the same amount of haste added to your character.

You are not grasping this basic concept.
Swings rounds per 10 minutes:
No haste = 150
34% haste = 201
68% haste = 252
100% haste = 300

Your first 34% gave you 51 more rounds. The next 34% gives you … 51 additional extra rounds (same as the first 34%). At 100% haste you get 150 more rounds (twice what you started with).


Is this guy serious?
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  #4  
Old 08-15-2023, 03:31 PM
Troxx Troxx is offline
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Originally Posted by DeathsSilkyMist [You must be logged in to view images. Log in or Register.]
With your own quote, you are reducing the amount of seconds between rounds from 4 to 3 with the first 34% haste. The next 34% is reducing the amount of seconds between swings from 3 to 2.4 seconds.
With a weapon delay of 40 you get a round per 4 seconds.
With 34% haste the delay is now 29.85 or a round per 2.985 seconds.
With a 68% haste the delay is now 23.809 or a round per 2.381 seconds

If you are fighting for 600 seconds (10 minutes)
-you get 150 rounds with a 4 second delay between rounds
-you get 200.957 rounds with a 2.985 second delay between rounds
-you get 252 rounds with a 2.381 second delay between rounds

Don’t believe me? Use a calculator

600/4 = 150
600/2.985 = 200.957
600/2.381 = 252

This is how math, percentages, and time work …
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  #5  
Old 08-15-2023, 03:28 PM
Toxigen Toxigen is offline
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5% more dps is massive.
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  #6  
Old 08-15-2023, 03:30 PM
Lune Lune is offline
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Originally Posted by Toxigen [You must be logged in to view images. Log in or Register.]
5% more dps is massive.
Don't you know? You can only kill another 1 or 2 Travis Two-Tones in an hour...
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  #7  
Old 08-15-2023, 03:39 PM
DeathsSilkyMist DeathsSilkyMist is offline
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Originally Posted by Troxx [You must be logged in to view images. Log in or Register.]
Ok now that we have established that math is math … it is not subjective and that calculators do work …
Nobody said math was subjective. My calculator was working correctly as well. I simply got too caught up in the non-linear decrease of delay. People are allowed to make mistakes. As you can see, I am happy to admit I am wrong if I am wrong!

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Originally Posted by Toxigen [You must be logged in to view images. Log in or Register.]
5% more dps is massive.
It really isn't. 5% of 20 DPS is 1 DPS. On a mob with 900 HP, you are saving 2 seconds per kill. If they are on a 30 minute respawn timer, you are saving 4 seconds per hour.

If you are killing 10 of these mobs, you are saving a total of 40 seconds per hour.

You would need to kill this group of 10 mobs for 45 hours non-stop to see an extra spawn cycle.

40 seconds per hour isn't going to be enough time to meditate a significant amount of mana, take a longer break, etc.
Last edited by DeathsSilkyMist; 08-15-2023 at 03:45 PM..
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  #8  
Old 08-15-2023, 03:45 PM
Troxx Troxx is offline
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Originally Posted by DeathsSilkyMist [You must be logged in to view images. Log in or Register.]
It really isn't. 5% of 20 DPS is 1 DPS.
And 5% of 40 is 2.
And 5% of 60 is 3.
And 5% if 80 is 4.

For solo …

5% more dps means you kill things 5% faster. They die 5% faster resulting in 5% more kills per unit time actually playing. Coincidentally it also means they are hitting and hurting you for 5% less time resulting in 5% less damage taken when solo. It also means you have 5% less time you need to be casting spells … which results in (statistically) saving 5% mana over time.

Vs having a bit more total mana pool.

If I could choose between having to spend 5% less mana consistently over time or having an extra 20-30 low end mana or 80-200 more high end mana …

I’ll take mana preservation. Strictly from a mana standpoint and not factoring in all the other perks.

Disclaimer: yes all of this skews when grouping as the sk is only a portion of the total damage dealt. I’m groups, however, mana regen is all that really matters because you have others to help support you and the collective goals of the people hunting together.

Is it making sense yet?


Come on man … we are ALMOST THERE!

Rub dem brain cells together!
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Last edited by Troxx; 08-15-2023 at 03:48 PM..
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  #9  
Old 08-15-2023, 04:12 PM
Lune Lune is offline
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Originally Posted by Troxx [You must be logged in to view images. Log in or Register.]
Come on man … we are ALMOST THERE!

Rub dem brain cells together!
I'm sure deep down he can see it, as this point has been getting hammered for 50 pages in numerous ways by 10 different people, but he's resolved that this isn't going to be his conclusion so he's not going to accept it.
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  #10  
Old 08-15-2023, 04:13 PM
Troxx Troxx is offline
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Originally Posted by Lune [You must be logged in to view images. Log in or Register.]
I'm sure deep down he can see it, as this point has been getting hammered for 50 pages, but he's resolved that this isn't going to be his conclusion so he's not going to accept it.
[You must be logged in to view images. Log in or Register.]

The finish line is in sight!
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