Spiritual Guidance: The mechanics of shadow priest haste

Haste. It's a really easy to understand concept, right? It makes spells get cast more quickly. The end.
Except that's not quite the end. Haste reduces the casting time of our spells, sure, but there's a limit to how much it can do so. Haste also make our DOTs tick more quickly, meaning there are certain levels of haste where our DOT spells gain an "extra tick."
These factors give different weights to each point of haste, creating weird, nebulous concepts such as haste soft caps and haste plateaus. With a little bit of math, we can pinpoint the exact value of haste where these caps and plateaus are said to exist. But how much weight should we give these numbers? And how should these numbers affect how we gear?
How haste rating works
Haste is displayed in two different ways -- as a haste rating, and as a percentage. Haste rating is what you'll find on your gear. Ultimately, the game sums your total haste rating, and then converts it to a percentage at a rate of 128.06 haste rating = 1% haste.
Many people misinterpret haste percentages by thinking them to be a discount, that is, that 1% haste means your cast of Mind Blast will only take 99% the time it once did. This is not quite correct. You have to think of haste in terms of being a bonus, so that 1% haste means you'll be able to cast Mind Blast 1.01 times in the time it would normally take to cast 1.*Edited: As noted below in the comments, percentage haste effects such as Heroism/Bloodlust (+30%), Mind Quickening (+5%), Dark Intent (+3%), and Darkness (+3%) do stack multiplicatively. Contributions of haste rating from your gear stacks additively.
How does this work in practice? Having 1% haste (128.06 haste rating) reduces the cast time of a 1.5-second spell to 1.485 seconds; 10% haste (1,280.6 haste rating) reduces the cast time to 1.364 seconds; and 50% haste (6,304 haste rating) reduces the cast time to 1 second exactly.
For the mathematically inclined, the following formula shows how haste ultimately affects cast times:

Haste and the GCD: The haste cap myth
Before we go any further, I want to clear up a common misconception. There is no haste hard cap. There are no haste plateaus. More haste is always better. Always.
That said, there is a point at which haste becomes significantly less valuable as a stat. See, each spell a shadow priest casts triggers the global cooldown (GCD), a brief period of time in which we cannot begin another spellcast. This is most noticeable when attempting an instant-cast spell; even though the spell's effect is immediate, we have to wait until the GCD elapses before casting another spell.
The GCD has a base time of 1.5 seconds. It is affected by haste, but it can never go below 1 second, no matter how much haste you stack. The point at which the GCD hits 1 second is the haste soft cap. Hitting the haste soft cap requires 50% haste (6,304 haste rating at level 85).
The haste soft cap is relevant in theory. In practice, however, it's largely not. After all, raiding shadow priests currently have only about 15% of baseline haste (raised to
Haste and DOTs: The haste plateau myth
Without benefit of haste, understanding our DOT spells is a simple affair. Devouring Plague has a 24-second duration. Shadow Word: Pain has a 18-second duration. Vampiric Touch has a 15-second duration. The frequency of each DOT is the same -- they all tick for damage once every 3 seconds. Simple!
Of course, since Cataclysm went live, these spells do benefit from haste -- and in a not-so-intuitive way. Haste affects both the total length of a DOT and the time between ticks. For low values of haste, this happens in a simple way; at 5% haste, for example, DP ticks once every 2.86 seconds over a time of 22.86 seconds, for a total of 8 ticks.
When we start seeing larger values of haste, things get a little bit weird. See, DOT durations are indeed variable, but otherwise fixed in a range of +/- 1.5 seconds of their base duration. So, at point at which the total duration of DP would otherwise get cut to less than 22.5 seconds (6.25% haste), the spell gains an extra tick, with its duration resetting up near the maximum possible duration (now ticking every 2.82 seconds over a time of ~25.4 seconds, for a total of 9 ticks). The extra tick means more damage per cast and a longer duration of the DOT.
That extra tick is the genesis of the great "haste plateau" myth. Certainly, that moment at which your DOT duration jumps from 22.5 to 25.3 is a net DPS increase. Why? Simply put, it's because you don't have to cast Devouring Plague as frequently as you used to. The less time you spend casting DP, the more time you have to cast other spells (and the more mana you save). It's a wonky mechanism, to be sure, but it definitely works in our favor.
Here's the problem with the "haste plateau" argument, though: Just because there's a
To refresh or not to refresh
EDIT: Thanks to Tyler Caraway's incorrect advice and confirmation (sabotage?!), this section was edited in its entirety on May 26, 2011. Thanks to Xaydie for the correction.
As you may have been able to infer above, DOT frequencies and total lengths vary in a way to prevent the generation of fractional ticks on a single spell cast. That's the reason why extra points of haste continue to remain valuable to us past these "extra tick" milestones. But what happens when you refresh that initial cast?
When you refresh a DOT that's already active on a target, you're essentially telling the existing DOT to end on the next tick, with a full, new duration of the DOT to be tacked on seamlessly after. So, if you've cast Vampiric Touch (5 ticks over 15 seconds with 0% haste), and then refresh that cast at the 13 second mark, you'll get your tick at 15 seconds, and also get a full complement of five ticks for the new cast through to the final tick at 30 seconds. If the haste rating changes between casts (through, say, the Hurricane enchant), the DOT will begin to tick faster or slower after the next tick.

These mechanics suggest that you're best off refreshing your DOT after the second-to-last tick has landed, but before the final tick does. Refresh your DOT too soon, and you've inserted more casting time into the encounter than was necessary, resulting in a net DPS loss. Refresh your DOT after the initial duration ends, and you've lost a fractional second that could have been counted towards your next tick. Do it once, and it's no big deal; do it on a regular basis, and you could lose thousands of DPS over the course of an encounter.
The magic numbers
So, as you can calculate, there are many, many values of haste with added significance:
- 6.3% haste DP gains an extra tick
- 8.3% haste SW:P gains an extra tick
- 10% haste VT gains an extra tick
- 15.4% haste Heroism/Bloodlust pushes us over the soft cap
- 18.8% haste DP gains a second extra tick
- 25% haste SW:P gains a second extra tick
- 30% haste VT gains a second extra tick
- 31.3% haste DP gains a third extra tick
- 41.7% haste SW:P gains a third extra tick
- 43.8% haste DP gains a fourth extra tick
- 50% haste Haste soft cap; VT gains a third extra tick
In the long run, these magical haste points make for interesting theorycrafting discussion, but they shouldn't affect the way you gear or play the game. For now, more haste is almost always better -- there's just not reason to actively stack something else.
Filed under: Priest, (Priest) Spiritual Guidance






Reader Comments (Page 1 of 3)
Sergel May 25th 2011 6:04PM
After 3 years of playing Wow I finally rolled a priest. Best decision i made in the game =D
Finnicks May 25th 2011 6:23PM
Is it a Tauren Shadow Priest? Named Shadowburger?
Because that would be EPIC.
Caelys May 25th 2011 6:54PM
@Finnicks
No, I'm quite certain the best name for a tauren shadow priest is Moocifer.
Lesserheal May 26th 2011 1:05PM
I dunno, I still think the best is either Holywordmoo or Shadowwordmoo,
Eatz May 26th 2011 2:54PM
Beefzlebub?
Jason May 26th 2011 4:49PM
gudwitfrys
Felix_rew May 25th 2011 6:36PM
I've just hit 85 in my sPriest and I wanted to ask a question:
• What are some good ways to keep my mana up in battle, I heard spamming SW:D is great but other people have advised me not to use it, any help? :)
Xaklo May 25th 2011 7:02PM
Between Replenish and liberal use of Archangel and Shadowfiend, you shouldn't really have a problem. If you do find yourself low on mana constantly, go ahead and throw in SW:Ds and you'll be fine. I don't see what the real downside to using SW:D is anyway, it's still dealing damage and it's only one GCD, so it's not a major dps loss.
TL;DR Those advising you not to are wrong. Going oom is a MUCH bigger dps loss than wasting a GCD every once in a while
Caelys May 25th 2011 7:04PM
Using SW:D on cd will very much help with mana, and I still use it at 353 ilevel just to ensure I'm not going to look down at my mana bar and see that I'm almost oom. It might be a dps loss, but a priest with no mana does no dps. I'd rather take a dps loss than a dps stop.
shadou May 25th 2011 7:07PM
Mana gets easier with gear, I promise you. Our first week of raiding, which was the first Tuesday after Cata hit, I was in mostly blues with a few purchased epics and constantly running out of mana. Now the only time I even have to worry is on Heroic Maloriak, because of multi-dotting my arse off inbetween Mind Sears.
YES, SW:D on CD is a dps loss. However, Xaklo is correct in saying that it's a bigger loss to stand around completely oom. Try to time your shadowfiends with a spellpower proc, and if there are adds, use it on them rather than the boss. SW:D on the move and on CD until you are at a comfortable level of mana, then go back to a normal rotation. Archangel is your friend, use it on CD if you need to as well.
kevinboek May 25th 2011 7:22PM
Mana-management is VERY wonky at level 85 and I would suggest keeping SW:D on CD as much as possible. and that also goes for Shadowfiend, Dark Archangel and use Dispersion when you need to move anyway. A Glyphed SW:D and Spirit Tap is also very good on bosses with adds, as you can snipe them for additional mana.
Problem with a SP and his mana, is that ALL your returns are based on your maximum mana. The more mana you have, the more you get back in totals. Percentagewise, it's still the same. Spell cost is fixed at 85, so the get relatively cheaper the better your gear gets. Therefore, if you get more mana back from CD's, you get more spells to cast back as well and it gets a LOT easier.
So, sadly, a SP's mana-management is heavily reliant on gear. You WILL struggle at first, but gets more fun the better you get :)
zuie700 May 25th 2011 7:25PM
How i keep my mana up
- save shadow fiend until Blood Lust/Heroism or you are absolutly desperate for mana
-use dispersion right after refreshing your dots preferably during portions of a fight where you need to be constantly moving
- keep Replinishment up at all possible times (cast MB on a target affected with Vampiric touch)
- if you fall below 25% mana you can start incorperating SW:D but only prioratise it above MF
- otherwise dont use SW:D until the boss falls below 25% health
(sorry about the horrible spelling)
Tyler Caraway May 25th 2011 6:42PM
It's worth noting that Fox is actually wrong; haste break points don't represent any extraordinary gain in DPS for DOTs. As you gather haste, not only does a DOT tick faster, but its duration shortens as well to account for the "dead" tick time. Once you reach a new haste break point, the DOT duration also increases back above the original base-line. Because of this, the DPS increase on a DOT due to haste remains constant.
What does happen for the DOT is a significant increase in DPET, which is a totally different evaluation. As haste increases, the DPET of a DOT doesn't actually change, it deals the same amount of damage in the same statistical time frame. Once you gain an additional tick, the DOT is now actually dealing more damage within a shorter time frame. This is all due to the duration shortening mechanic mentioned before.
Because of the increase in DPET of DOTs at haste break point, they only really matter in multi-DOTing situation where you would have DOTs ticking out on two or more targets. On a single target, break points are rather meaningless; important, but not vastly superior to any other value of haste.
So, to say there's a "huge DPS jump at 6.67% haste" is slightly incorrect. The DPS increase from haste break points comes from the ability to cast additional spells before needing to refresh the DOT, not the DOT itself. You only see any significant increase in DPS at haste break points if you can make use of that additional casting time -- which you may or may not depending on encounter mechanics.
For shadow whom have Mind Flay, this is slightly a better deal since you can always interrupt the cast early to refresh DOTs, for other casters these break points matter even less.
Tyler Caraway May 25th 2011 6:44PM
Yes, I wrote that entire comment solely for the purpose of pointing out a minor mistake just because it's Fox. It made me smile.
Xaklo May 25th 2011 7:10PM
Maybe you can answer this question then Tyler, since I might have read about it in a BP column:
Were clipped dots not done away with in Cataclysm? I thought I read something about that sometime ago, and have since then been re applying dots just before they fall off (changed from Wrath, when it was supposed to be timed to just after they fall). This is regarding mostly Vampiric Touch, and Unstable Affliction.
Fox Van Allen May 25th 2011 7:11PM
Oh, Tyler. You're such a tool.
Xanadal May 25th 2011 7:50PM
I am really confused, firstly I want to uprate because its correct and relevant info.
But then I want to downrate it because its an horrible Balance druid who probably just wants to steal what should be a SPs Dark Intent.
I also want to downrate because Tyler is an awful, awful person for daring to make Fox look wrong.
thebitterfig May 25th 2011 8:07PM
Since this seems to be the "post minor clarifications" thread in these comments, I'll just remind folks that different haste effects stack multiplicatively rather than additively. By way of example, a Shadow Priest with 12% haste from rating on gear, 3% from Sarkness, and 5% from Shadow Form, this doesn't combine to 20% haste. Rather, we multiply 1.12*1.03*1.05 to get 1.211, or 21.1% haste. We simply don't want people getting the wrong idea from the sentence "After all, raiding shadow priests currently have only about 15% of baseline haste (raised to 20% via Mind Quickening)."
Tyler Caraway May 25th 2011 8:59PM
Xaklo
Fox did a decent job of explaining the clipping issue.
You cannot "clip" DOTs in the traditional sense of the word; you will never lose any time between ticks. However, as Fox pointed out in the article, early refreshes do reduce the DPET of a DOT because they technically reduce the number of ticks that you gain each cast.
Really you don't want to recast a DOT early unless you absolutely have to -- which only applies to instant DOTs. All DOTs deal horrible DPS, what's most effective about them is the amount of damage that they deal in total for every cast; so you want to get as much damage out of every cast as possible.
Ideally, you want to refresh every DOT as soon as it expires to get the highest DPS and DPET out of every cast.
Fox Van Allen May 25th 2011 9:03PM
Since this seems to be the "post minor clarifications" thread in these comments, I'll just remind folks that different haste effects stack multiplicatively rather than additively. By way of example, a Shadow Priest with 12% haste from rating on gear, 3% from Sarkness, and 5% from Shadow Form, this doesn't combine to 20% haste. Rather, we multiply 1.12*1.03*1.05 to get 1.211, or 21.1% haste. We simply don't want people getting the wrong idea from the sentence "After all, raiding shadow priests currently have only about 15% of baseline haste (raised to 20% via Mind Quickening)."
This is very true. I didn't crunch the numbers at that point (I was typing quickly), which is why I used the ~ sign. :)
I fixed it upon your suggestion, and added a note to the first section about the multiplicative effects of certain buffs. You're right, it's worth noting.