How does haste effect dots




















And while the GCD is not reduced after a certain point, the hasted cooldown of shadows spells is, meaning that even after our cast times drop below the GCD haste is still giving value. For classes that have 1. This is from when I last did research on this. Wrong, the extra tick system still exists but its really weird. So what ends up happening is after you hit a breakpoint, a partial tick appears at the end of the dot, which grows as your haste rises until its the size of a full tick, at which point you gain a new tick and a new partial appears.

I have no idea how this works with dot extension or pandemic things, I just know it smooths things out overall. Dot durations are fixed, and haste does not affect them, and the average damage of a dot scales linearly with haste. DoT-reliant specs must decide early on whether DoTs will be required for dealing with any given target; applying them to a target that is quickly downed is a waste of mana and potential damage output, while failing to apply them to a target that takes a more significant time to defeat will usually result in similar waste of mana and damage output, due to the substitution of less desirable damage-dealing abilities.

DoT-reliant Warlocks and Priests can find it hard to maintain competitive DPS against trash without high-end gear, and will often fall back solely on Area of Effect spells in those situations. One significant advantage of most DoTs is the ability to apply them to an unlimited number of targets. This allows these specs to deal huge amounts of damage on multiple targets, albeit relatively slowly and in a manner that is often easy for healers to respond to with multiple-target heals.

In PvE, on so-called "council fights", where two or more boss targets share a health pool, this effect can significantly amplify DoT class DPS. This technique is referred to as "multidotting". In PvP, DoTs are vulnerable to being dispelled, but have the advantage of continuing to cause damage if the caster is silenced, out of range or even dead.

This leads to tactics such as the warlock 's infamous "dot, dot, dot, fear". The target has no chance to dispel the DoTs until they have broken the fear, while the caster is free to heal, run away or cast further offensive spells while their opponent takes damage from the DoTs. To compensate for their vulnerability to being removed before they have fully affected a target, some DoTs will also cause additional damage or other effects if dispelled.

For example, the Affliction warlock DoT [ Unstable Affliction ] will damage and silence the dispeller for 4 seconds. One limitation of DoTs is their ability to break crowd control effects, such as [ Polymorph ]. Some crowd control spells can be modified - such as with Glyph of Polymorph - to remove all DoTs from the target, preventing this conflict.

As of patch 4. Unlike prior implementations of DoT haste scaling, DoTs do not lose duration when affected by haste. This functionality was further updated in patch 6. Between patches 4. The game engine will fit in as many full ticks as possible within that duration, and then finish the dot with a partial tick representing the portion of a normal tick proportional to ratio of the remainder time to the normal tick interval.

Periodic effects now always have the standard duration for that effect, regardless of haste levels. In addition, haste ticks no longer have breakpoints. When a periodic effect with a duration unequal to a precise multiple of the tick interval expires, a final tick will be dealt equal to the percentage of a normal tick duration that elapsed since the last full tick. For example, if a periodic effect has a duration of This means that all periodic effects scale, in both DPS and total damage done, in a smooth manner with additional haste, with no breakpoints or jumps in benefit.

In addition, like all secondary stats, haste is no longer snapshotted when the periodic effect is cast, and instead the tick interval is dynamically updated on the fly as the caster's haste varies. Players can also acquire negative haste, usually from enemy debuffs. Mobs often grant themselves or their allies effects which increase haste.

Numerous mobs have an Enrage buff that is activated when their health becomes dangerously low, increasing attack speed. Many bosses also gain haste buffs, such as Shannox or Patchwerk 's Frenzy effects, either during Enrage phases or in response to specific events. While some of these effects are dispellable , many are not. Haste stacks in a multiplicative manner. This means that it is beneficial to stack multiple haste effects.

Haste rating stacks additively with itself two sources of haste rating give a total of haste rating when stacked and is then converted into a percentage see table below that stacks in a multiplicative manner with other sources of haste.

A level Frost mage with haste rating has the [ Mark of Warsong ] and [ Icy Veins ] buffs active. Generally speaking, haste represents how much more of an activity you can perform in a given time.

Casting time and the auto-attack interval are therefore calculated by dividing the weapon or ability's base attack or casting time by the one plus the haste percentage. This reduces the cast-time of 2. Haste reduces the global cooldown GCD triggered by spells and certain physical abilities exactly as it reduces the cast time of those effects, but cannot reduce it below 0. The length of the global cooldown can therefore be calculated using the same formula given above. Following the above example, a mage with a [ Frostbolt ] cast time of 1.

However, instead of reducing his global cooldown to 0. The amount of haste required to lower the global cooldown to its 0. This minimum prevents players from using abilities more often than once per 0. However, this only directly inhibits players' use of instant cast abilities and abilities which have had their cast time pushed below 0.

Because haste stacks in a multiplicative manner, it is generally of maximum benefit for players to use any haste-generating abilities or procs simultaneously. This is ideal for dealing with emergencies, allowing the player to rise to the occasion by significantly increasing their output on command. Most haste abilities have 2 to 3 minute cooldowns. On the downside, this approach requires the player to choose the right moment to use these abilities, and by placing many of their most powerful abilities on cooldown at once, can leave them without fallback options should events take an unexpected turn.



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