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10-07-2009 @ 4:50PM
There is an easy fix to that...just because you lower the time between ticks doesn't mean you have to lower the effective up time of the DOT. If it lasts for 8 seconds it last for 8 seconds but with more haste you get say 5 ticks instead of 4. then u are getting more bang for your buck without having to cast more often.
10-07-2009 @ 5:15PM
It's an interesting idea, but it's one of those that is going to mean a lot of screwing around with gear and tweaking, and that's something they're trying to get away from.To illustrate, let's say you have a hypothetical hot that lasts 8 seconds and ticks 4 times, before your proposed haste fix. Then you add in some haste. There's going to be a dead zone where you've got enough haste to make it tick faster, but no enough to get a fifth tick. And it's a pretty sizeable dead zone; you'd have to speed up the ticks by 25ish% before you'd see a fifth tick. Then add in another hot that you've got that lasts 15 seconds and ticks 5 times. That one has an entirely different haste dead zone.A possible fix would be to make it so that there's always one final tick that ticks for whatever percent of a full tick the haste would give you, i.e., if you had enough haste to give you 50% of an additional tick, you'd get one more half strength tick at the end of the DOT's duration, but you would still probably see people overwriting their own buffs instead if they were in difficult content.The easiest fix might be to simply have the HoTs scale by a percentage of spell haste. That is, if you've got enough haste for 20% haste, for example, your HoTs simply do 20% more healing per tick, or possibly a smaller amount; this would make haste be a throughput and also sort of a mana-saving buff, so something like half haste (in the example 10%) might be more appropriate. It might scale too well, thought.
10-07-2009 @ 5:39PM
I agree that Haste in this situation should affect the number of ticks within a set amount of uptime. At that point, it becomes stictly about stacking massive amounts of Haste and Spell Power. I'm at the point with my Druid that I'm softcapped in Haste without a Boom/Elemental, but then T9.5 4-piece switches us from that to a Crit type of situation. Just think. Faster ticks through a given uptime (12seconds for Rejuv), and then they're also critting? Seems like a huge buff to Druids. With Druid Crit normally below 20%, our HoTs should be allowed to Crit anyway.Blizzard hates Hybrids (Hybrid Taxes)... I don't necessarily see it happening the way we'd like.
10-07-2009 @ 6:37PM
Isn't that kind of analogous to saying haste should let you cast multiple spells with each cast time?If in 30 seconds you could cast a 3 second spell 10 times, and with a great deal of haste you could cast the same spell in 2 seconds, then with a great deal of haste, you could cast the spell 15 times in 30 seconds.Ordinarily haste allows you to do more damage by increasing the number of spells cast in a given time frame, which, of course, means more mana is spent. It seems unlikely that haste will go from not effecting DoTs to effecting dots more than it effects spells with a cast time.If haste were to reduce the duration of a DoT's effect by the same amount as it reduces a cast time, it would appear to allow the same cast rotation regardless of haste levels (in some cases, I suppose not for DKs, but if a class normally put up a dot, then cast a spell a few times, the number of times that the spell could be cast before the DoT expired would remain the same regardless of haste).
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