#11
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If you drive 60 miles in 60 minutes, it's 60 mph, yes?
If you drive 60 miles in 30 minutes, it's 120 mph, yes? Lowering the time to reach your destination by 50% also means your speed increased by double Now replace miles with dmg/hp and minutes with seconds and you have DPS. OFC if you are using procs / other things to boost damage, it doesn't apply, but I don't think anyone is taking that into account with haste. It's just raw physical DPS. | ||
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#12
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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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Last edited by Pringles; 03-21-2019 at 03:25 PM..
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#13
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Quote:
Also, I'm pretty sure it's been established that procs are independent of haste or even delay, so haste doesn't increase them at all. If I understand it correctly, essentially the server gives you a fixed chance per minute to proc, and you get that same chance whether you hit once a minute or a hundred times a minute. I might have misunderstood that, but I've given up hasting OT Hammer people (including myself) awhile ago and never had any complaints.
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#14
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Unless you have a weapon with delay like 10, you won't be hitting that limit (haste cap is 100% here).
Like I said, it ignores non-physical dmg. | ||
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#15
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If you had a 40 delay weapon, having a 100% haste value would make it a 20 delay weapon.
Something like: Delay = Weapon Delay * (1 - (Haste decimal value / 2)). So a 10% haste on a 40 delay weapon makes it: Delay = 40 * (1 - (0.1 / 2)) or Delay = 40 * (0.95) or Delay = 38 A 10 % haste won't reduce the delay by 10% as some are saying (i.e delay of 36). So a 10% haste item in this situation would increase your DPS by 5.26% Change my mind.
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Wedar - Level 60 Grandmaster <Azure Guard>
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#16
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Max total haste at level 60 is 100%. So if you go with everyone's 1:1 assumptions then 100% haste would equal 1 delay on all weapons. Clearly most of the responses in this post are wrong.
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#17
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Quote:
Explained better elsewhere Quote:
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#18
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As I understand it, It's not that you have 10 swings per minute and thus 5 procs per minute: it's that you get 5 procs per minute, period. Those procs are then divided up among however many swings per minute. It doesn't matter if you slow or haste to reduce or increase those number of swings: the server gives you 5 procs per minute regardless. If anyone has a spreadsheet or more accurate source of information I'll happily change my mind.
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Loramin Frostseer, Oracle of the Tribunal <Anonymous> and Fan of the "Where To Go For XP/For Treasure?" Guides Anyone can improve the wiki! If you are new to the Blue server, you can improve the wiki to earn a "welcome package" of up to 2k+ platinum! Message me for details. | ||||
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#19
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It's a straight 1:1 ratio until you hit the cap of 100% haste (spell + 41% worn item), giving you double the number of attacks in any given timeframe
+21% haste should yield exactly +21% dps | ||
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#20
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Quote:
255 dex 1.75 PPM OT Hammer 50 delay Unslowed: Swing hammer 12 times a minute 1.75ppm/12 = 15% chance to proc per interval Slowed: Swing hammer 6.85 times a minute 1.75ppm/6.85 = 25% chance to proc per interval that's using old stock slow code from EQEmu though if we use the correct implementation slowed hammer: swings 3 times a minutes 1.75ppm/3 = 58% chance to proc per interval Quote:
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Last edited by Pringles; 03-21-2019 at 05:51 PM..
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