Cata Haste and Channeled Spells

#0 - April 18, 2010, 4:36 p.m.
Blizzard Post
No real bites on the Cata forums... Lets try DD.... (I'm looking at you Shadow Priests and Arcane Mages, this is something you should be concerned about)


( http://forums.worldofwarcraft.com/thread.html?topicId=24401849960&sid=1&pageNo=1#1 )

Q u o t e:
Q: How will haste affect channeled spells. Will it be similar to DoTs and HoTs?
A: They will channel faster but their duration will remain unchanged. You will get more ticks on the same cast.



No haste

0.0000 Start casting blizzard
1.0000 Tick
2.0000 Tick
3.0000 Tick
4.0000 Tick
5.0000 Tick
6.0000 Tick
7.0000 Tick
8.0000 Tick, Blizzard complete


8 ticks over 8 seconds. Add 5% haste

0.0000 Start casting blizzard
0.9524 Tick
1.9048 Tick
2.8571 Tick
3.8095 Tick
4.7619 Tick
5.7143 Tick
6.6667 Tick
7.6190 Tick
8.0000 Blizzard complete

That's .38 seconds of wasted cast there, thus encouraging the use of /stopcast macros again to regain the lost DPS time at the end of the cast. At its most extreme (at around 12.4% haste for Blizzard) you have ~.87 seconds to clip off the end of the spell since it won't result in a new tick.


For DoTs this whole leave the duration only change the frequency thing works fine if you allow refreshing DoTs to just tack on extra duration. But for channeled spells it doesn't. It just brings back an obnoxious mechanic that was removed as a requirement in 2.3 with the precasting system. All that assuming that we don't get a tick at cast completion, which is ugly.




So the question, will we get an extra tick at cast completion, either at full tick damage or modified by how much dead space there was, or will we be using /stopcasting macros again?





Preemptive counter-counter arguments:


But dude, they could just make it if you cast another blizzard / arcane missiles / mind flay / whatever that it just extends your cast bar, just like how a DoT works

They could, but unless something radically changes, I don't want to cast multiple blizzards in a row, I want to rotate between flamestrikes and blizzards. Even if something does radically change, somewhere out there there's going to be a situation where you don't want to follow up a channeled spell with a second cast of that same spell. Thus, it would be best to use a /stopcasting macro. This shouldn't be the case.


0.87 seconds? pshaw

It may be small, but it's still wrong.


Dude, stopcasting macros aren't wrong, it just shows your skill

No, it shows that you follow the online theory community. /stopcasting macros were a requirement pre 2.3 to be optimal. Blizzard said they didn't like having users optimal output tied to use of a macro and an addon (quartz in that case). Thus we got the current system of precasting.


Who cares about Mage AoE?

Well, it's not just mage AoE. It's Mage, Hunter, Balance Druid, Shadow Priest, and portions of Lock AoE. It's Arcane mage, and Shadow Priest baseline damage output. It's Disc priest healing. I'm probably missing a few channeled effects, but you get the picture.


They could just tack on an extra tick at the end, modified for how much time was left at the end of the spell as related to the tick frequency

They could. Or they could make haste influence the channel duration and not introduce that much complexity into the system.
#63 - April 19, 2010, 8:49 p.m.
Blizzard Post
It's probably more accurate to say that the haste will lower the duration until you earn a whole additional tick, at which point the duration will go back up again (but with more damage / healing because of that extra tick). Getting more haste will never be a bad thing, but there will be break points where haste is more valuable than others. You should also never want to cancel the spell early.

This is definitely one of those cases where we'll have to see how it feels, but it is more intuitive when you're actually casting spells in the game than it might sound on paper.