TheoryCraft 101: Caster haste

Welcome back once again to another installment of TheoryCraft 101. Past TheoryCraft 101 articles have already covered aspects of spellpower and melee hit; this week we are going to be discussing the ins and outs of caster haste. Haste, unlike other mechanics within the game, is a rather flat system. Haste is universal. There isn't a long list of exceptions, as you find with spellpower; every spell's cast time is changed by haste in the exact same way. Although boring, there is something beautiful in the simplicity of haste. The stat is so clean, the rules so set, that it is actually easy to predict.
For how simple the mechanic is theoretically, it is far more convoluted in practice. Haste is an odd stat in that it is the only DPS stat people stack that doesn't directly increase the damage potential of their spells. A hasted Fireball will do exactly the same amount of damage as an unhasted Fireball; it will merely do it faster. For this reason, haste is something of a fickle mistress. Haste is beautiful in that is holds no RNG variables in theory. 1% haste is always 1% haste; a spell's cast time will always be changed by the exact same amount without fail.
The only issue with haste is that although the theoretical impact is always constant, the actual impact rarely is. Haste operates on a function of time. The theoretical DPS gain of haste is merely an expression of getting more spells cast within any given time period. However, encounter mechanics do not always allow for an optimal time frame. The shorter that these time frames become, the more the value of haste fluctuates. When speaking about haste theoretically, it is often normalized across a long encounter that lasts several minutes; game mechanics often operate in terms of seconds. For example, there is only a rough 15-second window of time in which a player is able to cast before needing to move during phase 3 of Sindragosa. Within such a short time frame, it takes larger amounts of haste for haste to actually allow a player to cast additional spells. Technically speaking, there is no difference between a 2.5- and a 2.3-second cast spell within this setting. You will still only be able to complete six spell casts within a 15-second time frame. Essentially, this means that the additional haste is wasted.
There are always caveats. In the Sindragosa example, a player may not feel comfortable spending an extra 2.5 seconds after the 15-second mark in order to cast an additional spell; however, they might feel comfortable spending an additional 1.15 seconds to complete their seventh cast. This is why haste is both simple yet complex. In of itself, haste is unchanging, but the situation in which haste is being applied is constantly changing. Although it has little impact on anything in a practical sense, it does make modeling the DPS increase of haste rather difficult. As I said, most models are done around a prolonged period of time, though some have now become more sophisticated to allow for a contingency of movement at various intervals, and this is one of many reasons why a player should use caution when viewing any form of theoretical DPS model.
Calculating cast times
The boring talk aside, let's actually get into the math behind how haste functions. There is a formula for converting haste rating into a haste percentage; however, the character sheet does this automatically, which renders the need to do it on your own rather obsolete. To find a character's haste percentage, just scroll over the haste rating line on the character sheer, either in game or on the armory. Knowing the haste percentage over the rating is important, as a vast majority of haste calculations use the former over the latter.
To calculate a spell's cast time with a specific amount of haste, use the following formula:
The base cast time of a spell is merely what that spell's cast time would be without any haste effects. Note, however, that this does include talents which reduce base cast time such as Starlight Wrath or Improved Fireball. If you have any such talents, then you absolutely must use the talented cast time as the base cast time; otherwise, your results will be incorrect.New Cast Time = Base Cast Time / (1 + (Haste Percentage / 100))
Another important aspect of doing haste calculations, or any calculations for that matter, is to keep in mind that the WoW servers round to the fourth significant digit. A spell will not have a cast time of 2.54654534687454 or whatever other long result you are inevitably going to end up with; instead, it would have a cast time of 2.5465. There is a little bit of debate among some players as to exactly where Blizzard cuts off for significant figures or if they do at all; however, using the fourth significant digit formula is the common practice and has thus far proven to give highly accurate results. Keep in mind that if you are viewing the spell's cast time in game, the actual digits that are shown may not reflect your actual cast time. Many common mods out there, such as Quartz, will generally round to the either the nearest or the second significant digit when displaying a spell's cast time. This is merely for cosmetic purposes, and the additional thousands of a second that the spell actually takes to cast isn't something you are likely to notice.
If, for whatever reason, you wanted to know how much haste rating you needed in order to reach a specific cast time for a spell, then we've got a formula for that:
Haste from talents and buffsHaste Rating = ((Base Cast Time / New Cast Time) - 1) * 32.79 * 100
There is one common thing that I have heard from a lot of new players both in game and on the forums, that when they get a buff or talent that increases their haste, the haste displayed on their character sheets doesn't change. This is true. Whenever you gain a talent or buff that increases haste, it will never be displayed on your character sheet. There is a very good reason for that. Haste from talents and effects does not impact your actual haste rating. Instead, all of these effects change your base casting time directly.
If you want to calculate out your cast time with reference to any talents or buffs that increase haste, then you need to use the following formula:
Note that the haste from talents and the haste from buffs is multiplied, not added. This is because, unlike most other effects, haste buffs and talents stack multiplicatively with one another, not additively. Each one alters the base cast time of the spell independently of any other effects that you might have. The same rule would thus have to be applied if you have multiple buffs or talents that increase haste. As an example, a balance druid with Celestial Focus, Improved Moonkin Form and Wrath of Air Totem applied would have their formula look like this:New Cast Time = (Base Cast Time / (Haste Increasing Talents * Haste Increasing Buffs) / (1 + (Haste Percentage / 100))
It is imperative that you multiply out these effects instead of adding them. If you merely add them all together or add them into your normal haste percentage, then your results are going to be incorrect.New Cast Time = (Base Cast Time / (1.03 * 1.03 * 1.05) / (1 + (Haste Percentage / 100))
It should also be noted that even with these talents or buffs, it is always safe to use the haste percentage listed on either the character sheet or in the armory. Again, Blizzard does not add these effects onto a player's actual haste, so that number will never change based on talents or buffs that may be present. It is not safe to use the haste percentage listed on Wowhead.com if you are using a player-created profile. Wowhead (and possibly other similar tools) does add haste talents to a player's haste rating just the same as gear. Blizzard does not do this. If you have any haste-increasing talents at all, then using the haste percentage displayed by Wowhead is going to give you an incorrect result. You must first subtract whatever amount of haste that you gain from talents before using the haste percentage displayed.
The global cooldown
The final function of haste is how it interacts with the global cooldown for spells. Keep in mind that this does only apply to spells and not physical abilities such as those used by melee classes and hunters.
Normally, the global cooldown for all spells is fixed at 1.5 seconds. Until that time is up, you will not be able to perform another action. Haste allows a player to reduce that cooldown period by up to .5 seconds. Originally, haste did not do this; however, this limited the value of haste for instant spells and spells with cast times of 1.5 seconds (plus a few other cases wherein players were able to break the standard 1.5 GCD.) How to determine what your new global cooldown will be due to haste uses the exact same formula as that used for determining the new cast time of a spell. The only difference is that in this instance, the base cast time is merely going to be your base GCD.
Generally, the base GCD is going to be 1.5. There are a few glyphs and talents that can change this for certain classes. As with calculating cast time, always use the altered GCD value instead of the standard value first. Remember as well that you cannot drop below a 1-second GCD.
Finally, there is one last formula to mention. If you want to know how much haste it requires in order to reduce the GCD to a specific level, use the following formula:
Haste = (( Base GCD / New GCD) - 1 ) * 100
Filed under: Analysis / Opinion






Reader Comments (Page 1 of 3)
BigBadGooz May 18th 2010 3:12PM
that boomie has heroism/bloodlust so his actual cast speed more like 1 second rather than .7
on another note haste rocks as long as your class has the sp to back it up. There is a deminishing return on haste there is no deminishing return on spellpower.
Randomize May 18th 2010 7:27PM
I think you missed the entire point of why he wrote " 0.7 FML". He wrote that because after a cast goes under 1 second, it hits the GCD cap of 1 sec and it fails to be useful any longer. Which means that popping Bloodlust does not help dps faster or better. All that delicious haste is wasted because that stupid Eclipse is telling you that you have to press wrath repeatedly. It ain't fun having to wait for the GCD and can even mess up your rotation because it stops you from chain casting wraths or whatever else has a base cast time of 1.5 seconds.
mltsandwich May 26th 2010 11:49AM
No, there is no diminishing returns on haste. This misinformation is spread by people who are bad at math who think 10% haste should descrease casting time by 10% rather than increase casting speed by 10%.
hdinter May 18th 2010 3:22PM
Interesting
Sumadin May 18th 2010 3:22PM
As a holy paladin i can only say: I love haste (through blizzard don't seem to realise that yet). But haste has it's flaws. I wish they would change the way haste reacts to casttime-reduction effects. When you are haste softcapped the 0,5 second bonus from Divine grace become something around 0,3 second. And the holy paladin T10 4p bonus? Does not give ANY bonus to HPS or overall healing.
Traazu May 18th 2010 3:46PM
Nothing on HoTs/DoTs?
Oh, I get to say it. Moar Dots!
Neirin May 18th 2010 4:34PM
Most dots currently in-game do not benefit from haste and those that do require specific talents/glyphs and can vary widely in how they're used. Since this is a more generalized post (hence "101"), Mr. Caraway is leaving that aspect to the class columns. You'll notice he also doesn't go into much detail about haste capping (as seen in the picture) and such. Those topics are more like theorycrafting 201.
Kat May 18th 2010 5:20PM
If I remember correctly, come Cataclysm haste should most, if not all, DoTs and HoTs. And in a weird way, too.
Tyler Caraway May 18th 2010 5:45PM
Haste scaling only applies to a limited number of DoTs/HoTs currently. Not only that, but the current system for haste on HoTs and DoTs is being changed radically. It seemed a touch silly to me to speak about something that both only impacted a very small handful of casters - 3 DPS specs, 1 healing spec- and was going to be completely useless in a few months. :\
Dan May 19th 2010 9:39AM
"If I remember correctly, come Cataclysm haste should most, if not all, DoTs and HoTs. And in a weird way, too."
Not so weird actually, you see what really happens when you cast corruption is that you actually summon an invisible gnome warlock. Lets call him Bob. Bob flunked out of warlock school, presumably due to too much tinkering. Luckilly he has an Nigh Invulnerability Belt and a contract from the warlock council which grants him a cookie each time he is summoned.
Bob only remembers one spell from his school days, Shadowbolt. It has a 3 second cast time, and he only has enough mana to cast it 6 times. As we all know warlocks have abysmal mana regen, and since he doesn't remember how to cast Lifetap his contract (during WotLK) only stipulates that he needs to chain cast the spell 6 times before he gets his payment. At which point he uses his Wormhole Generator, and who knows where he winds up this time.
The contract also stipulates that when summoned he can share your spellpower, your crit chance if you have Pandemic and your haste if you have a Glyph of Quick Decay. So if you have 100% haste and the glyph, he will cast his spells in 1.5 second instead, but after 9 seconds he will have run out of mana and is trying to get to the nearest mailbox for his next sugar fix.
In Cataclysm however, they are changing the contract somewhat. Now he will be provided with an Endless Mana Potion as well as your crit and haste regardless of talents and glyphs, and his instructions are now to stay casting his shadowbolt for 18 seconds no matter what. Otherwise he will receive no cookie.
This means that if you have 100% haste he will cast 12 shadowbolts instead of the measly 6 he does nowadays.
Mo May 18th 2010 3:57PM
Haste is good yet unique
Undra May 18th 2010 4:13PM
haste ends up a underapreciated stat for melee and hunters, mostly because there aren't many cast bars to see a real effect. Still, it's nice to have.
Lemons May 18th 2010 5:23PM
Haste rocks for mutilate rogues...when you reach a certain gear level you start gemming 100% haste.
Maltreth May 19th 2010 10:33AM
Have you met a Enhancement Shaman?
Paenless May 24th 2010 12:20PM
@ Lemons: "Haste rocks for mutilate rogues...when you reach a certain gear level you start gemming 100% haste."
A rogues ability to do special ability damage is much more limited to energy generation than haste. I understand that Mut rogues can't see past button 2 on their keyboard, but this is even more short sighted.
To summarize, if I saw a Mut rogue gemmed for haste I would kick him in his virtual nuts...
TR May 18th 2010 4:23PM
I've gotta say this confuses the living hell outta me probably due, in no small part, to the fact that skill in math /totally/ sucks. Many of the tools out there, e.g. Rawr, recommended replacing my over hit-capped mage's runed cardinal rubies with reckless ametrines and black magic giving me more haste. I definitely saw an noticeable increase in DPS after I did so.
At one point having my haste at around 939 saw me holding my own against rogues and other mages whose gs was almost 800 points above mine. Arguments about gearscore aside, it had the other mages saying, "Whoa dud,e can I check your spec, gems, etc?" Unfortunately I eventually had to lower my haste a couple hundred points.
Too much haste + Icy Veins made the regular arcane mage rotation fly by so fast that 1) my screen fill with "That spell isn't ready yet"; the cast time for AB was /much/ shorter than the GCD; 2) I was getting 4 stacks of the AB so quickly I'd miss it 1 cast too late; 3) Missile Barrage procced a /hell/ of a lot less than it used to. If a shaman popped Heroism it was more than insane.
What having a lot of haste definitely does though, is make you go OOM a hell of a lot faster. Rolling on mana regen gear is /not/ worth getting bitch-slapped or left to die by a healer. :)
taristo May 18th 2010 4:41PM
i ahve found the "happy point" for my mage to be about 1200 haste. with that i am easilly able to get all 4 AB's off before the 2PT10 wears off. I ahve jsut had to start staggering my Icy veins with heroism or i will be under the GCD. It is extremely fullfilling to top 18k dps with cd's popped tehn have the shammy hit heroism to continue doing about14k. Just use you mana gem at 90% mana and evocate as close to 40% as possible and you should have no mana issues... also Intellect is a very easilly overlooked stat for arcane mages.. don't gem for it, but, if you are having mana issues try getting the 245 healer trinket, the one iwth 125 int and sp use, It's fantastic.
TR May 18th 2010 5:18PM
@ Taristo
Thanks, I'll give that a try!
StormDance May 18th 2010 4:35PM
2.5465 has 4 decimal places, and 5 significant figures.
it peeves my inner scientist.
Neirin May 18th 2010 5:00PM
I was looking at that and thinking "hmm, it's been a while since my last chemistry class, maybe I'm remembering it wrong." Thank you for making me feel not-so-crazy.