+Haste Formula

iaeolan

Dalayan Elder
This gets asked quite a bit, can it be edited into the ToK post?

Delay/(1+Haste%) = Delay after Haste


Example:
80% haste on a 10 20 weapon

20/(1.8) = 11.11


EDIT: Simplified
 
So, a 100% haste cuts the delay in half(.5). An 80% haste cuts delay by (.4). etc etc

10/20 at 20% becomes 10/18

10/20 at 40% becomes 10/16

10/20 at 60% becomes 10/14

10/20 at 80% becomes 10/12

10/20 at 100% becomes 10/10


My question is this. Few hastes end in a zero or work out to be nice round numbers. How do the rounding rules work? Up, down, ignored?

10/20 at 22% haste = 10/17.8

Does it go up or down? if it were 10/17.2 would it be a different answer?
 
You are saying a hypothetical 200% haste gives you 0 delay?



Or is this a tiered compoundment based on the type of haste?
 
Danku said:
Does it go up or down? if it were 10/17.2 would it be a different answer?

As I know it, server rounds, but at such a minuscule digit that it doesn't matter
 
iaeolan said:
You are saying a hypothetical 200% haste gives you 0 delay?

No, I'm saying 100% haste makes you attack twice as fast, and 200% haste makes you attack three times as fast, and 300% haste makes you attack four times as fast...
 
rab said:
No, I'm saying 100% haste makes you attack twice as fast, and 200% haste makes you attack three times as fast, and 300% haste makes you attack four times as fast...

Maybe you should examine my formula a bit closer then
 
ya rab is right.

0 haste on a 10dly weapon = 1 atk per sec
100% haste = 2atks per second(5sec per atk)
200% = 3atks per second(3.3sec per atk)
 
Tryfaen said:
ya rab is right.

0 haste on a 20dly weapon = .5 atk per sec
100% haste = 1atks per second(1sec per atk)
200% = 1.5atks per second(.66sec per atk)

Modified your post to fit the example

using formula

0% - 20 dly
100% - 10 dly
200% - 6.66 dly
300% - 5 dly

How does this progression tell you that 80% haste = 12 dly?
 
Because some people can do algebra? I understood.... just as it was asked in the newb guild about delay, and someone replied that 1 delay = 1 tenth of a second. Someone else argued that 10 delay was one second, so they couldn't be right. ><
 
iaeolan said:
Modified your post to fit the example

using formula

0% - 20 dly
100% - 10 dly
200% - 6.66 dly
300% - 5 dly

How does this progression tell you that 80% haste = 12 dly?

hey sorry had decimal in the wrong spot. Ill argue more in a minute.
 
Tryfaen said:
hey sorry had decimal in the wrong spot. Ill argue more in a minute.

That wasn't the issue, I noticed it and saw it was a mistake.

Problem was you are using a 10 dly model opposed to the original 20 dly model
 
why are you trying to calculate dly anyway?

the equation still comes out to 1 extra attack round for every 100% haste
 
Tryfaen said:
why are you trying to calculate dly anyway?

the equation still comes out to 1 extra attack round for every 100% haste

as danku stated earlier, haste usually doesn't come out in 10% increments. And even in 10% increments, people are calculating it wrong. It's not a linear progression from 1.0*dly to 0.5*dly when going from 0% to 100% haste.
 
haste=delay;change
0%=20;0
10%=18.18;1.82
20%=16.66;1.52
30%=15.38;1.28
40%=14.28;1.10
50%=13.33;0.95
60%=12.5;0.83
70%=11.76;0.74
80%=11.11;0.65
90%=10.52;0.59
100%=10;0.52


using your formula i came up with a lot of extra numbers that will hopefully do nothing for the arguement and just cause confusion

edit: removed some numbers they caused too much confusion
 
People calculate it wrong because they are generally clueless how haste works.

There is really nothing in the ToK which explains how haste works aside from how compatible the different types are with one another.

This statement:
100% haste makes you attack twice as fast, and 200% haste makes you attack three times as fast, and 300% haste makes you attack four times as fast

along with this formula:
Delay/(1+Haste%) = Delay after Haste

explains haste rather completely.

I'm not here to argue which method is easier or more accurate, simply that there ISN'T a method listed in the ToK

EDIT: Further simplified
 
Tryfaen's table is correct. The formula is:

hasted delay = old delay / (1 + haste %), with haste % expressed as a decimal figure, ie. 20% = .20

So, a 20 delay weapon with 50% haste becomes .....

20 / (1 + .50) = 20/1.5 = 13.33
 
Rehashing to prove

Equation to determine delay after haste:
Code:
x = Hasted delay
d = Weapon delay
h = Haste percent, expressed in decimal form

x=d/(1+h)

Let d equal 20, and h equal 25%.
Code:
x=20/(1+.25)
x=20/1.25
x=16

According to Rabb, each round, you should gain 25% of an attack, so after four rounds (0.25*4=1.0), you should have gained one whole attack.
Code:
20 dly - 16 dly = 4 dly
4 dly * 4 = 16 dly
Crappy "graphical" representation:
Code:
                      Seconds
   0.0 0.5 1.0 1.5 2.0 2.5 3.0 3.5 4.0 4.5 5.0 5.5 6.0 6.5 7.0 7.5 8.0
   |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |
Delay +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+
 20  0          1          2          3          4
 16  0        1        2        3        4        5
 
 0 = Start of battle
 1 = 1st attack
 2 = 2nd attack
 3 = 3rd attack
 4 = 4th attack
 5 = 5th attack

Further examples:
Code:
x = Hasted delay
d = Weapon delay
h = Haste percent, expressed in decimal form.

x=d/(1+h)

If d=20 and h=.33:
x=20/(1+.33)
x=20/1.33
x=15.04

If d=20 and h=.50:
x=20/(1+.50)
x=20/1.50
x=13.33 repeating

If d=20 and h=.75:
x=20/(1+.75)
x=20/1.75
x=11.43

If d=20 and h=.80:
x=20/(1+.80)
x=20/1.80
x=11.11 repeating

If d=20 and h=1.00:
x=20/(1+1.00)
x=20/2
x=10

If d=20 and h=1.5:
x=20/(1+1.50)
x=20/2.50
x=8.00

                      Seconds
   0.0 0.5 1.0 1.5 2.0 2.5 3.0 3.5 4.0 4.5 5.0 5.5 6.0 6.5 7.0 7.5 8.0
   |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |
Delay +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+
20.00 0     |     1     |     2     |     3     |     4  4/4=1.00, 1.00-1=0, 0% haste
16.00 0     |   1  |     | 2    |    3 |     |  4   |     5  5/4=1.25, 1.25-1=.25, 25% haste
15.04 0     |  1  |     2     |  3  |     4     |  5  |  Ignored for simplicity
13.33 0     | 1   |   2 |     3     | 4   |   5 |     6  6/4=1.50, 1.50-1=.50, 50% haste
11.43 0     |1    | 2   |  3   |   4  |   5 |    6|     7  7/4=1.75, 1.75-1=.75, 75% haste
11.11 0     |1    | 2    | 3   |  4   |   5  |   6 |    7 |  Ignored for simplicty
10.00 0     1     2     3     4     5     6     7     8  8/4=2.00, 2.00-1=1.00, 100% haste
 8.00 0    1 |   2  |  3   | 4    5    6 |   7  |  8   | 9    10 10/4=2.50, 2.50-1=1.50, 150% haste
 
0 = Start of battle
Other numbers represent how many attacks have been made at that point.
 
Back
Top Bottom