Feb 14th 2008 4:41PM A few things...
1) Haste is still a very lackluster stat for Affliction.
2) Your haste formula is wrong. 100% haste goes to 50% cast time; that is, 1570 haste rating would send your Shadow Bolt down to 1.25 seconds and your GCD to 0.75 seconds (though capped at 1.0). So, to get your GCD to 1.0 seconds, you effectively need 66.7% haste or 1047 haste rating. Here's the formula:
(cast time) / (1 + ((0.01 * haste) / 15.7))
Nov 15th 2007 5:01PM Ahh, silly me, here I was thinking we were talking about the games unit since the original article on WoW Insider is about their videogame numbers, not the company numbers. I guess I need to spell things out for some people on occasion.
It's okay, implications can be hard to follow over teh Intarwebz.
Nov 15th 2007 4:14PM @18
Here's a nice news article from '05 for you: http://www.iht.com/articles/2006/03/01/business/vivendi.php
See the quoted sections:
"The French telecommunications and media company, which flirted with bankruptcy in 2002 and wiped out the savings of thousands of private investors..."
"The success of the online game World of Warcraft helped turn an operating loss of €203 million in 2004 at the company's games unit into a profit of €41 million in 2005."
Do a little research yourself before you randomly claim things false.
Nov 15th 2007 3:16PM Fact: Vivendi was near bankruptcy before World of Warcraft.
Implication: World of Warcraft turned Vivendi around completely, making it actually a profitable company.
While World in Conflict probably did help Vivendi's profits, it has nowhere near the effect that World of Warcraft had, and continues to have on their profit margin. They no doubt make well over $1 billion per year on subscriptions to WoW, and while a significant chunk probably does go to game maintenance/development, there is also probably a significant chunk that comes in as pure profit. Combine that with package sales... yeaaaah.
Numbers are only going to go up with Wrath of the Lich King too. Tons of people say WoW's population is decreasing and while that may be true as far as actual players are concerned, their subscription count continues to increase.