
Originally Posted by
Max™
Wait, what?
You're comparing the difference between a - (b%) = c, and a - (b+2%) = d.
While doing this, you're comparing c to d, and noting that for lower values of a, c - d is a larger percentage of a?
Let's take your first example, 252, giving 194 and 189, 5 delay off for 2% haste.
Great Axe, 504, giving 388 and 378, 10 delay off for 2% haste.
How you're turning 504 - 10, and 252 - 5 into 2.57% and 2.62% is still losing me, I honestly cannot determine where you're getting the importance of those numbers from.
I can however understand the benefits of haste, so here ya go.
504 - 10% = 453, 504/453 = 1.11~
504 - 25% = 378, 504/378 = 1.33~
504 - 80% = 100.8, 504/100.8 = 5~
252 - 10% = 226, 252/226 = 1.11~
252 - 25% = 189, 252/189 = 1.33~
252 - 80% = 50.4, 252/50.4 = 5~
412 - 10% = 370, 412/370 = 1.11~
412 - 25% = 309, 412/309 = 1.33~
412 - 80% = 82.4, 412/82.4 = 5~
I'll be damned, set amounts of haste give the same increase in hit rate when evaluated properly, what an amazing proof that math works.
1.11 to 1.33 is not a linear increase as the jump from 10% > 25% might suggest, 1.33 to 5 is not either, when you plot it, the curve shoots upwards towards infinity at 100% haste. Thus, increasing returns relative to each point you already had, regardless of your starting delay.