Gift of stats, some rough maths to help decide which is best for your twink.

Footman

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  • [Vet] Gift of stats, some rough maths to help decide which is best for your twink.

    This is rough, and may have some maths which is just plain wrong. If so, feel free to correct me.

    Note: Different classes benefit from stats in different ways, which inevitably increase the worth of stats for those classes (eg haste reducing enhancement shaman cool-downs, and crit increasing warlocks chaos bolt damage, or crit giving fire mages their procs). Also, at different quantities of stats, they give slightly different stat percentages... Therefore:

    Approximate values
    . (Level 20)

    Crit % per point = 0.31
    Haste % per point =0.38
    Multistrike % per point = 0.51
    Versatility % per point = 0.26 dmg boost and 0.13 dmg reduction

    Base 100 damage, 1 hit, over 1 second, 100dps:
    Given 54 stats to play with:

    Full 54 Crit ~= 16.74% crit
    Crit in PvP is 150% normal damage.
    Leads to average dps of: ( 16.74 * 150 + ( 100 - 16.74 ) * 100 ) / 100 = 108.37dps

    Full 54 Haste ~= 20.52% haste
    new hit speed = 1 / 1.2052 = 0.830 seconds
    This gives 0.17 seconds extra to attack.
    0.17 / 0.83 = 0.2048
    So each second, you can attack your normal attack plus 0.2048 more attacks.
    0.2048 * 100 = 20.48 damage.
    Therefore Full haste gives a new average dps of 120.48 dps.

    Full 54 Multistrike ~= 27.54 % Multistrike
    So Multistrike in PvP means that 27.54 hits out of 100 will make one extra attack at 30% damage.
    Therefore reducing 100 hits to average effect at 1 hit:
    ( ( 100 * 100 ) + ( 27.54 * (100 * 0.3) ) ) / 100 = 108.262 dps

    Full 54 Versatility ~= 14% versatility dmg boost, and 7% dmg reduction
    So from Base attack, new dps = 114 dps
    damage reduction from other players base attack = -7 dps = 7% damage reduction
    damage difference 1v1 against base attack = 21 dps

    Mix of versatility with crit or haste:
    29 crit, 25 versatility:
    25 versa = 106.5 dps
    29 crit = 9% crit
    ( (106.5 * 9 * 1.5) + (106.5 * 91) ) / 100 = 111.3 dps
    and 3.25% damage reduction
    = 14.55 damage difference

    29 haste, 25 versatility:
    25 versa = base hits at 106.5 damage.
    29 haste = 11% haste
    new hit speed = 1 / 1.11 = 0.90 seconds
    This gives 0.10 seconds extra to attack.
    0.10 / 0.90 = 0.111
    So each second, you can attack your normal attack plus 0.111 more attacks.
    0.111 * 106.5 = 11.83 damage.
    Therefore Full haste gives a new average dps of 118.3 dps
    and 3.25% damage reduction
    = 21.55 damage difference

    Conclusion: If haste reduces the cooldown of your abilities, then it is almost definitely the best stat to go for, to maximize dps. Crit will always be needed for burst, but the 150% damage in PvP now has been a big nerf. Multistrike is same value as crit, and is personal preference, unless your class benefits extra from specifically crit, like destro warlocks or fire mages. Versatility is just decent. Nothing exciting, and if you remeber f2p cata onwards, where we could get around 10% damage reduction, it was never that noticeable. so 7% reduction will also be hardly noticeable. But 14% damage increase from versatility is just plain decent, with some damage reduction too, you can't complain.
     
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    you can actually have 19 (neck) + 25 (cloak) + 2*13 (rings) = 70 stats from high value enchants. there are some lower value enchants for crit and haste but lets ignore them here.
    guild heirlooms also give 22 haste. honor heirlooms can give 4 haste from plate shoulder, 12 haste from 2H weapon, 5 haste from 1H weapon, 7 haste from OH/shield.

    for a few more comparisons, lets take 22 (guild) + 12 (honor) = 34 haste from heirlooms.

    the calculations can also be simplified so that x% of haste gives x% difference, and x% versatility dmg gives (x% dmg = 0.5x% reduction) = 1.5x% difference.
    simplified further, 1 haste gives 0.38% difference and 1 versatility gives 0.39% difference.
    these are multiplicative so total difference = (1+0.0038haste)*(1+0.0039versatility) - 1
    i didnt split out the damage and reduction part of versatility when multiplying by haste because it would work with self heal as well, since more reduction would multiplied by the amount you heal. also difference would be small and i dont wanna put too many variables

    taking a few values, only looking at haste and versatility for enchants since those seem to give the best values.

    full 70 haste from enchants = 104 haste
    = 39.52% difference

    full 70 versatility from enchants = 34 haste + 70 versatility
    = 43.75% difference

    19 haste + 51 versatility from enchants = 53 haste + 51 versatility
    = 44.04% difference

    32 haste + 38 versatility from enchants = 66 haste + 38 versatility
    = 43.62% difference

    so the best difference would be when haste is equal to versatility, or more specifically when haste% is equal to versatility%.
    which of course have been explained before as : if you keep the perimeter of a rectangle constant (total stats) the area of a rectangle is highest if it is a square (where both stats are equal)
     
    Last edited by a moderator:
    Interesting, thanks for more insight. I wondered why my calculation of haste mixed with versatility seemed to give the slightest bit more damage difference than full haste or full versatility. Still not fully sure how that rectangle thing works, but I'll take your word for it as the maths does show it is higher.
     
    Last edited by a moderator:
    if you have rectangle that has to have a perimeter of 20, so 2x + 2y = 20. x + y = 10.
    the area of the rectangle is x*y
    if x = 2, y = 8, area = 18
    if x = 3, y = 7, area = 21
    if x = 4, y = 6, area = 24
    if x = 5, y = 5, (so a square) area = 25 (highest)

    you can think of x = haste, y = versatility, and area = total stats
     
    if you have rectangle that has to have a perimeter of 20, so 2x + 2y = 20. x + y = 10.
    the area of the rectangle is x*y
    if x = 2, y = 8, area = 18
    if x = 3, y = 7, area = 21
    if x = 4, y = 6, area = 24
    if x = 5, y = 5, (so a square) area = 25 (highest)

    you can think of x = haste, y = versatility, and area = total stats

    I see, makes sense now!
     
    This is getting increasing harder to figure out. Now you have things like Versatility, so do you go glass cannon gear and stack that and take the damage reduction... Or stam stack and go crit/haste chants? I figured everything out for Frost mage and then said "nope it doesn't feel right". So who the hell knows. It's hard to predict a PvP setting too, if not impossible. I can tell you from a pure damage patchwerk style fight Versatility is your best stat for Mage. But crits and haste put pressure on people, not hitting for 30 more damage...

    You also have to look at base gear too, it's stats affect which enchants are best. I've found haste gear with crit enchants to be better than crit gear with haste enchants. So then you think, ok if haste is so great how about haste gear with haste enchants? Or crit gear and crit chants... Nope, not as good. It's damn near impossible. But nice work, some interesting stuff from a pure chant basis.
     
    This is getting increasing harder to figure out. Now you have things like Versatility, so do you go glass cannon gear and stack that and take the damage reduction... Or stam stack and go crit/haste chants? I figured everything out for Frost mage and then said "nope it doesn't feel right". So who the hell knows. It's hard to predict a PvP setting too, if not impossible. I can tell you from a pure damage patchwerk style fight Versatility is your best stat for Mage. But crits and haste put pressure on people, not hitting for 30 more damage...

    You also have to look at base gear too, it's stats affect which enchants are best. I've found haste gear with crit enchants to be better than crit gear with haste enchants. So then you think, ok if haste is so great how about haste gear with haste enchants? Or crit gear and crit chants... Nope, not as good. It's damn near impossible. But nice work, some interesting stuff from a pure chant basis.

    Yea it's damn confusing trying to decide what is best. I guess that's a good thing for the game though if all stats could have relevance and yet work so differently. I'm always going to be a big fan of crit despite it apparently giving the worst dps boost. Burst is just really necessary for getting kills, and bigger numbers are satisfying. Even at only 150%. I am starting to love haste a lot more now though.
     
    I like versatility when playing as a melee and then going straight haste. Haste just has a good feeling to it. Lowering GCD and using bloodthirst more often feels right to me.
     
    I have been having issues with running full haste on my my shamans. Believe it or not I have been having mana issues. There is much experimenting left to be done. That is what is half the fun of the lower brackets. Figuring the calculations out for yourself. Rather than just going to a website and just getting a laundry list.

    /cheers
    Sweetsidney
     
    so the best difference would be when haste is equal to versatility, or more specifically when haste% is equal to versatility%.
    which of course have been explained before as : if you keep the perimeter of a rectangle constant (total stats) the area of a rectangle is highest if it is a square (where both stats are equal)

    Versatility provides more 'dmg+reduction' per point than haste. And if I understand your assumptions correctly, that means versatility is better than haste.

    So how is it possible that an equal mix of haste and versatility is better than stacking versatility, and making the rest up with haste?

    Unless there is a point where versatility does less for you, in some way.

    I guess I'm not seeing how the perimeter of a rectangle relates to our problem. What do you get when you treat both stats separately rather than doing your "multiplicative" thingy?
     
    I guess I'm not seeing how the perimeter of a rectangle relates to our problem. What do you get when you treat both stats separately rather than doing your "multiplicative" thingy?

    its multiplicative cos you cast faster as well as each of your casts deal more damage/heal. you want to find 2 numbers that multiplies together to give the highest gain. if you treat both the stats separately, your result would be inaccurate. maybe only by 1%, but people will do a lot to know they are 1% better
     
    ie. You have to find the "butterzone" for your class, spec and play style. Yet, another reason that this "shit"(as some claim) game is fun.

    /cheers
    Sweetsidney
     
    Last edited by a moderator:
    so i have been trying to figure out the effectiveness of haste vs versatility with more detail.

    consider this situation. an enemy is attacking you for exactly 100 damage per second. you can heal for exactly 100 health with a 1 second cast time.
    ignoring all other stats, that means
    -> your_dmg_taken = enemy_dmg_dealt = 100
    -> your_heal/s = base_heal/cast_time = 100/1 = 100
    => your_dmg_taken = your_heal/s
    meaning you want to match your enemy's damage with the amount you heal (no overheal)

    the same situation if you cant heal is an enemy is attacking you for exactly 100 damage per second, and you are also attacking your enemy for exactly 100 damage per second.
    -> your_dmg_taken = enemy_dmg_dealt = 100
    -> enemy_dmg_taken = your_dmg_dealt = 100
    => your_dmg_taken = enemy_dmg_taken
    meaning you want to match your ememy's damage.

    the calculations are the same so i'll just use the first situation.



    HASTE:

    now consider enemy_dmg_dealt is increased but your base_heal is still the same. only thing that is different is you have haste. ill calculate in haste% to make it easier. some values are unrealistic but it gives a good comparison.
    => your_dmg_taken = enemy_dmg_dealt

    -> your_heal/s = base_heal/cast_time
    -> your_heal/s = base_heal/(base_cast_time/(1+haste%))
    => your_heal/s = base_heal * (1+haste%) / base_cast_time

    matching your_dmg_taken = your_heal/s,
    -> enemy_dmg_dealt = base_heal * (1+haste%) / base_cast_time
    -> (1+haste%) = enemy_dmg_dealt * base_cast_time / base_heal
    => haste% = (enemy_dmg_dealt * base_cast_time / base_heal) - 1

    taking previous values base_heal = 100, base_cast_time = 1
    if enemy_dmg_dealt = 110 (10% extra damage),
    -> haste% = (110 * 1 / 100) - 1
    => haste% = 0.1 = 10%
    so you need 10% haste to give 10% extra healing to match 10% extra damage per second

    if enemy_dmg_dealt = 150 (50% extra damage),
    -> haste% = (150 * 1 / 100) - 1
    => haste% = 0.5 = 50%
    so you need 50% haste to give 50% extra healing to match 50% extra damage per second

    if enemy_dmg_dealt = 200 (100% extra damage),
    -> haste% = (200 * 1 / 100) - 1
    => haste% = 1 = 100%
    so you need 100% haste to give 100% extra healing to match 100% extra damage per second

    this means haste is linear,
    => extra_heal = base_heal * haste%



    VERSATILITY:

    for versatility, there are 2 parts to it, dmg_increase% (same as heal_increase%) and dmg_reduction%.
    to simplify things, lets use
    => dmg_increase% = versatility%
    => dmg_reduction% = 0.5*versatility%

    ignore cast_time since it will be unchanged at 1 second
    => your_heal = base_heal * (1+versatility%)

    i am not sure which formula is used for damage reduction.
    (1) your_dmg_taken = enemy_dmg_dealt * (1-0.5*versatility%)
    (2) your_dmg_taken = enemy_dmg_dealt / (1+0.5*versatility%)
    lets calculate both anyway

    for (1),
    matching your_dmg_taken = your_heal,
    -> enemy_dmg_dealt * (1-0.5*versatility%) = base_heal * (1+versatility%)
    -> enemy_dmg_dealt - 0.5*enemy_dmg_dealt*versatility% = base_heal + base_heal*versatility%
    -> base_heal*versatility% + 0.5*enemy_dmg_dealt*versatility% = enemy_dmg_dealt - base_heal
    => versatility% = (enemy_dmg_dealt - base_heal) / (base_heal + 0.5*enemy_dmg_dealt)

    taking previous value base_heal = 100
    if enemy_dmg_dealt = 110 (10% extra damage),
    -> versatility% = (110 - 100) / (100 + 0.5*110)
    -> versatility% = 10 / 155
    => versatility% = 0.0645 = 6.45%
    so you need 6.45% versatility to match 10% extra damage

    if enemy_dmg_dealt = 150 (50% extra damage),
    -> versatility% = (150 - 100) / (100 + 0.5*150)
    -> versatility% = 50 / 175
    => versatility% = 0.2857 = 28.57%
    so you need 28.57% versatility to match 50% extra damage

    if enemy_dmg_dealt = 200 (100% extra damage),
    -> versatility% = (200 - 100) / (100 + 0.5*200)
    -> versatility% = 100 / 200
    => versatility% = 0.5 = 50%
    so you need 50% versatility to match 100% extra damage

    this is not linear, you need less extra versatility% to match the same amount of extra damage

    for (2),
    matching your_dmg_taken = your_heal,
    -> enemy_dmg_dealt / (1+0.5*versatility%) = base_heal * (1+versatility%)
    -> enemy_dmg_dealt = base_heal * (1+versatility%) * (1+0.5*versatility%)
    this is a quadratic and im lazy to solve it, ill use wolfram to help me out

    taking previous value base_heal = 100
    if enemy_dmg_dealt = 110 (10% extra damage),
    -> 110 = 100 * (1+versatility%) * (1+0.5*versatility%)
    => versatility% = 0.0652 = 6.52%
    so you need 6.52% versatility to match 10% extra damage

    if enemy_dmg_dealt = 150 (50% extra damage),
    -> 150 = 100 * (1+versatility%) * (1+0.5*versatility%)
    => versatility% = 0.3028 = 30.28%
    so you need 30.28% versatility to match 50% extra damage

    if enemy_dmg_dealt = 200 (100% extra damage),
    -> 200 = 100 * (1+versatility%) * (1+0.5*versatility%)
    => versatility% = 0.5616 = 56.16%
    so you need 56.16% versatility to match 100% extra damage

    this is also not linear, but in this case, you need more versatility to match the same damage than in (1)



    COMPARISON:

    from the original post
    => 1 haste rating = 0.38*haste%
    -> 1 versatility rating = 0.26*dmg_increase% = 0.26*versatility%

    (i realise these conversions are for level 20 and not 29, but the effectiveness of haste and versatility should be about the same for all levels)

    for (1)
    to match 10% extra damage
    -> 10 haste% = 6.45 versatility%
    -> 10/0.38 haste rating = 6.45/0.26 versatility rating
    => 26.32 haste rating = 24.81 versatility rating

    to match 50% extra damage
    -> 50% haste rating = 28.57% versatility rating
    -> 50/0.38 haste rating = 28.57/0.26 versatility rating
    => 131.58 haste rating = 109.88 versatility rating

    to match 100% extra damage
    -> 100% haste rating = 50% versatility rating
    -> 100/0.38 haste rating = 50/0.26 versatility rating
    => 263.18 haste rating = 192.31 versatility rating

    for (2)
    to match 10% extra damage
    -> 10 haste% = 6.52 versatility%
    -> 10/0.38 haste rating = 6.52/0.26 versatility rating
    => 26.32 haste rating = 25.08 versatility rating

    to match 50% extra damage
    -> 50% haste rating = 30.28% versatility rating
    -> 50/0.38 haste rating = 30.28/0.26 versatility rating
    => 131.58 haste rating = 116.46 versatility rating

    to match 100% extra damage
    -> 100% haste rating = 56.16% versatility rating
    -> 100/0.38 haste rating = 56.16/0.26 versatility rating
    => 263.18 haste rating = 216 versatility rating



    CONCLUSION:

    whichever formula it uses, 1 versatility rating does give more gain than 1 haste rating.
    this is because of the fact that versatility itself is multiplicative by its 2 components of damage increase and damage reduction.
    however, this is assuming you are taking damage at the same time you are dealing damage or healing.
     
    so i have been trying to figure out the effectiveness of haste vs versatility with more detail.

    consider this situation. an enemy is attacking you for exactly 100 damage per second. you can heal for exactly 100 health with a 1 second cast time.
    ignoring all other stats, that means
    -> your_dmg_taken = enemy_dmg_dealt = 100
    -> your_heal/s = base_heal/cast_time = 100/1 = 100
    => your_dmg_taken = your_heal/s
    meaning you want to match your enemy's damage with the amount you heal (no overheal)

    the same situation if you cant heal is an enemy is attacking you for exactly 100 damage per second, and you are also attacking your enemy for exactly 100 damage per second.
    -> your_dmg_taken = enemy_dmg_dealt = 100
    -> enemy_dmg_taken = your_dmg_dealt = 100
    => your_dmg_taken = enemy_dmg_taken
    meaning you want to match your ememy's damage.

    the calculations are the same so i'll just use the first situation.



    HASTE:

    now consider enemy_dmg_dealt is increased but your base_heal is still the same. only thing that is different is you have haste. ill calculate in haste% to make it easier. some values are unrealistic but it gives a good comparison.
    => your_dmg_taken = enemy_dmg_dealt

    -> your_heal/s = base_heal/cast_time
    -> your_heal/s = base_heal/(base_cast_time/(1+haste%))
    => your_heal/s = base_heal * (1+haste%) / base_cast_time

    matching your_dmg_taken = your_heal/s,
    -> enemy_dmg_dealt = base_heal * (1+haste%) / base_cast_time
    -> (1+haste%) = enemy_dmg_dealt * base_cast_time / base_heal
    => haste% = (enemy_dmg_dealt * base_cast_time / base_heal) - 1

    taking previous values base_heal = 100, base_cast_time = 1
    if enemy_dmg_dealt = 110 (10% extra damage),
    -> haste% = (110 * 1 / 100) - 1
    => haste% = 0.1 = 10%
    so you need 10% haste to give 10% extra healing to match 10% extra damage per second

    if enemy_dmg_dealt = 150 (50% extra damage),
    -> haste% = (150 * 1 / 100) - 1
    => haste% = 0.5 = 50%
    so you need 50% haste to give 50% extra healing to match 50% extra damage per second

    if enemy_dmg_dealt = 200 (100% extra damage),
    -> haste% = (200 * 1 / 100) - 1
    => haste% = 1 = 100%
    so you need 100% haste to give 100% extra healing to match 100% extra damage per second

    this means haste is linear,
    => extra_heal = base_heal * haste%



    VERSATILITY:

    for versatility, there are 2 parts to it, dmg_increase% (same as heal_increase%) and dmg_reduction%.
    to simplify things, lets use
    => dmg_increase% = versatility%
    => dmg_reduction% = 0.5*versatility%

    ignore cast_time since it will be unchanged at 1 second
    => your_heal = base_heal * (1+versatility%)

    i am not sure which formula is used for damage reduction.
    (1) your_dmg_taken = enemy_dmg_dealt * (1-0.5*versatility%)
    (2) your_dmg_taken = enemy_dmg_dealt / (1+0.5*versatility%)
    lets calculate both anyway

    for (1),
    matching your_dmg_taken = your_heal,
    -> enemy_dmg_dealt * (1-0.5*versatility%) = base_heal * (1+versatility%)
    -> enemy_dmg_dealt - 0.5*enemy_dmg_dealt*versatility% = base_heal + base_heal*versatility%
    -> base_heal*versatility% + 0.5*enemy_dmg_dealt*versatility% = enemy_dmg_dealt - base_heal
    => versatility% = (enemy_dmg_dealt - base_heal) / (base_heal + 0.5*enemy_dmg_dealt)

    taking previous value base_heal = 100
    if enemy_dmg_dealt = 110 (10% extra damage),
    -> versatility% = (110 - 100) / (100 + 0.5*110)
    -> versatility% = 10 / 155
    => versatility% = 0.0645 = 6.45%
    so you need 6.45% versatility to match 10% extra damage

    if enemy_dmg_dealt = 150 (50% extra damage),
    -> versatility% = (150 - 100) / (100 + 0.5*150)
    -> versatility% = 50 / 175
    => versatility% = 0.2857 = 28.57%
    so you need 28.57% versatility to match 50% extra damage

    if enemy_dmg_dealt = 200 (100% extra damage),
    -> versatility% = (200 - 100) / (100 + 0.5*200)
    -> versatility% = 100 / 200
    => versatility% = 0.5 = 50%
    so you need 50% versatility to match 100% extra damage

    this is not linear, you need less extra versatility% to match the same amount of extra damage

    for (2),
    matching your_dmg_taken = your_heal,
    -> enemy_dmg_dealt / (1+0.5*versatility%) = base_heal * (1+versatility%)
    -> enemy_dmg_dealt = base_heal * (1+versatility%) * (1+0.5*versatility%)
    this is a quadratic and im lazy to solve it, ill use wolfram to help me out

    taking previous value base_heal = 100
    if enemy_dmg_dealt = 110 (10% extra damage),
    -> 110 = 100 * (1+versatility%) * (1+0.5*versatility%)
    => versatility% = 0.0652 = 6.52%
    so you need 6.52% versatility to match 10% extra damage

    if enemy_dmg_dealt = 150 (50% extra damage),
    -> 150 = 100 * (1+versatility%) * (1+0.5*versatility%)
    => versatility% = 0.3028 = 30.28%
    so you need 30.28% versatility to match 50% extra damage

    if enemy_dmg_dealt = 200 (100% extra damage),
    -> 200 = 100 * (1+versatility%) * (1+0.5*versatility%)
    => versatility% = 0.5616 = 56.16%
    so you need 56.16% versatility to match 100% extra damage

    this is also not linear, but in this case, you need more versatility to match the same damage than in (1)



    COMPARISON:

    from the original post
    => 1 haste rating = 0.38*haste%
    -> 1 versatility rating = 0.26*dmg_increase% = 0.26*versatility%

    (i realise these conversions are for level 20 and not 29, but the effectiveness of haste and versatility should be about the same for all levels)

    for (1)
    to match 10% extra damage
    -> 10 haste% = 6.45 versatility%
    -> 10/0.38 haste rating = 6.45/0.26 versatility rating
    => 26.32 haste rating = 24.81 versatility rating

    to match 50% extra damage
    -> 50% haste rating = 28.57% versatility rating
    -> 50/0.38 haste rating = 28.57/0.26 versatility rating
    => 131.58 haste rating = 109.88 versatility rating

    to match 100% extra damage
    -> 100% haste rating = 50% versatility rating
    -> 100/0.38 haste rating = 50/0.26 versatility rating
    => 263.18 haste rating = 192.31 versatility rating

    for (2)
    to match 10% extra damage
    -> 10 haste% = 6.52 versatility%
    -> 10/0.38 haste rating = 6.52/0.26 versatility rating
    => 26.32 haste rating = 25.08 versatility rating

    to match 50% extra damage
    -> 50% haste rating = 30.28% versatility rating
    -> 50/0.38 haste rating = 30.28/0.26 versatility rating
    => 131.58 haste rating = 116.46 versatility rating

    to match 100% extra damage
    -> 100% haste rating = 56.16% versatility rating
    -> 100/0.38 haste rating = 56.16/0.26 versatility rating
    => 263.18 haste rating = 216 versatility rating



    CONCLUSION:

    whichever formula it uses, 1 versatility rating does give more gain than 1 haste rating.
    this is because of the fact that versatility itself is multiplicative by its 2 components of damage increase and damage reduction.
    however, this is assuming you are taking damage at the same time you are dealing damage or healing.
    So for instance in a premade situation where a healer/ranged dps would sit back and not be targeted haste would be more beneficient?

    also does haste lower all warrior specs gcd or just fury?
     
    So for instance in a premade situation where a healer/ranged dps would sit back and not be targeted haste would be more beneficient?

    also does haste lower all warrior specs gcd or just fury?

    if you dont take any damage, then 1 haste rating = 0.38% gain and 1 versatility rating = 0.26% gain. so haste is definitely better.
    but even with a premade and you stand behind, opponents might still purposely target you, not to mention rogues and ferals sneaking up on you.

    i dont really play warrior so i cant answer that. but that is another good point that haste benefits most for classes with spells with cast time or are channeling. if most of your spells are instant cast, then haste only benefits GCD and attack speed. unless you gain a lot from procs on attack, that might not be much gain
     
    Good thread. Haste will lower the GCD for all classes/specs. Regarding Syrayeda post, so it pretty much looks like if you are playing a melee class vs playing a ranged class; you want to be rocking Versatility due to the fact you are more likely to be the taking all the hits before a ranged class does. Whereas range classes will be able to get more hits/heals off before taking any damage and should therefore stack haste.
     
    Haste don't does not work that way. It does not increase your heals nor your damage. Only your HPS/DPS.
    ie. How fast you can cast your abilities and the frequency at which you can use them.

    Versatility on the other hand just gives a flat percentage increase/decrease.

    /cheers
    Sweetsidney
     

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