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Haste increases attack speed.

Haste stacks in a multiplicative manner. This means that it is beneficial to stack multiple haste effects. For instance, stacking Slice and Dice with Blade Flurry (Rogue abilities) gives a total of 68% haste (140% * 120% = 168% of the base attack speed). Haste rating stacks additively with itself (two sources of 100 haste rating give 200 haste rating stacked together) and then is converted into a percentage that stacks in a multiplicative manner with other sources of haste. For every 32.79 points of haste rating you will have 1% faster attack speed at level 80.

The formula for determining weapon haste speed at level 80 is:

Speed=\frac{Weapon\ Speed}{\prod\limits_{i=1}^n \left(1+\frac{Haste_i}{100}\right)\left(1+\frac{\sum_{j=1}^m Haste\ Rating_j}{3279}\right)}=

\frac{Weapon\ Speed}{\left(1+\frac{Haste_1}{100}\right)\left(1+\frac{Haste_2}{100}\right)...\left(1+\frac{Haste\ Rating_1+Haste\ Rating_2+...}{3279}\right)}

Example: Beast Master Hunter

Speed=\frac{Bow\ Speed}{Serpents\ Swiftness\ (20\%)*Haste\ Built\ Into\ Auto\ (15\%)*haste\ from\ haste\ ratings}=

\frac{3}{\left(1+\frac{20}{100}\right)\left(1+\frac{15}{100}\right)\left(1+\frac{30+45+25}{3279}\right)}=2.11\ sec

Haste Rating

Haste Rating Required Per 1%
Level 60 Level 70 Level 80
10 15.77 32.79

Cataclysm-Logo-Small Cataclysm

In World of Warcraft: Cataclysm, haste will also increase the rate at which you gain energy, runes, and focus. Retribution paladins and Enhancement shaman will have a talent that allows them to take advantage of this benefit.

Wrath-Logo-Small Wrath of the Lich King

Early numbers are showing a 32.79 rating required at level 80 to achieve a 1% gain in speed.

Patch 3.1

Quivers and ammo bags no longer grant haste. Instead, the haste from quivers and ammo bags has been built into Auto-Shot. Some classes' haste got buffed and now 25.21 Haste Rating provide 1% melee haste for Death Knights, Druids, Shamans, and Paladins.

As of patch 3.0, Haste Rating also increases your Spell haste.

Previous patches

Patch 2.2.0

Haste has been rebalanced. It has returned to the ratios from the launch of Burning Crusade. Melee attacks and spell casts will now benefit at identical rates from haste. This change results in a reduction in the benefit of haste for melee attacks and an increase in the benefit for spellcasters.

See also: Patch 2.2.0 (Release Notes)

Patch 2.1.0

The amount of haste granted by a point of haste rating is being reduced again. See combat rating system for current rating effects.

10 haste rating gives 1% haste at level 60.

Patch 1.12

Previously, haste and slow effects worked inconsistently, with spells working differently from weapons, and hastes and slows not acting as inverses of each other. We have revised the system so that all haste and slow effects work the same way, and haste and slow percentages of the same magnitude perfectly cancel each other out (30% haste and 30% slow combine to no change). As a result, we had to change the tooltip numbers on all spell haste effects, and on all melee and range slow effects. The numbers in the tooltips are different, but the game functionality is unchanged (other than slight rounding errors). Those tooltips that changed will now display larger numbers than they used to display. Conceptually, haste values indicate how much more of that activity you can perform in a given time. 30% melee haste means 30% more swings in a given time. Slow values indicate how much longer an activity takes to complete. 30% slow means an action takes 30% longer to finish.

Haste now stacks in a multiplicative manner.

In development

Changes are likely coming for haste in Patch 3.3.0. Here's a post from the lead developer describing some changes that might be seen:

Dots, hots and haste | 2009-10-07 20:17 | Ghostcrawler
We are trying to make haste a slightly more attractive stat for classes that utilize a lot of damage or healing over time spells, specifically Shadow priests, warlocks (though especially Affliction) and Resto druids. We realize other classes use hots and dots too, but I think we can all agree that it's a bigger problem for the ones I mentioned.

I'm going to share with you an idea that the class and item designers came up with for 3.3. This is a work in progress so it's possible we'll end up going a different way after we see how it plays. However I also wanted to explain our logic here in case it wasn't obvious.

We have new tech that will allow specific hots and dots to tick faster -- the time between ticks would decrease. This means more damage or healing per time but also having to refresh those spells more often. Since there is a trade-off, we're not sure the change is a no-brainer, especially in the healing case.

Because of this, we are planning on introducing the concept through glyphs. Glyphs represent a great test bed for new ideas because they are easier to change (and easier on the players when we do change them) compared to core spell functions or even talents. If we like the way it feels and players like the way it feels and the glyphs prove popular or fun, then this may be the kind of thing that shifts from glyphs over time -- not unlike the way some favorite set bonuses eventually become talents.

For 3.3 we are talking about introducing three new glyphs for [Shadow Word: Pain], [Corruption] and [Rejuvenation] that would allow these spells to tick faster with the more haste you have. There are glyphs of [Corruption] and [Rejuv] already, and we're not sure how we're going to resolve those yet. For Shadow Word: Pain, we are likely to rename the current glyph to [Glyph of Mind Flay], remove the old [Glyph of Mind Flay], and increase [Mind Flay] by 10 yards in the base spell.

Again, these are not promises (nor ponies). For a variety of reasons, you may see these changes on the PTR or you may not. If you do see any or all of the three glyphs implemented however, we wanted you to have some idea of what we were trying to do. Feedback is certainly appreciated, especially if you get to try them out.

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More detailed comment regarding all stats for Patch 4.0.1 and eventually World of Warcraft: Cataclysm, but here referencing only haste.

Planned Stat and System Changes | 2010-03-01 10:19 | Ancilorn
Haste - Haste will become more attractive for melee classes by allowing them to recover resources such as energy and runes more quickly. Our intention for Haste to let you "do stuff" more often.

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