Multistrike started to get a little complicated with the Jade Mists aspect, but overall it’s almost simple compared to haste. Much as in the last post, the math formulas get way too long to all type out and look neat in this space. If you want to follow along, go ahead over to the spreadsheet link on the right and make a copy for yourself to play around with.
Haste has 4 major effects: it lowers GCD/cast time, increases melee attack speed, increases DoT/HoT tick speed, and increases the proc rate of your RPPM trinkets. In crane stance, we don’t have any casts longer than the GCD except for possible mana tea channels, so the GCD decrease matters but not cast time. The primary effect of this is the increased number of special attacks you can perform, with a secondary effect of more mana being spent. Melee attack speed obviously applies. Our only periodic damage is Zen Sphere and Xuen’s Tiger Lightning, neither of which is affected by haste, so that part does not change anything.
The most annoying part is in calculating the effect of the increased proc rate of RPPM trinkets, particularly when one of them has a haste proc. I chose not to go into the recursive stuff and just compare the haste rates without the haste procs for your overall average haste, which leaves haste a tiny bit lower than it maybe should be, but overall should not make a huge difference. In my specific case I think it meant that I averaged about 5 additional haste from my haste proc going off more often.
With that in mind, we can start calculating how much of an overall increase in DPS you get from haste. I chose to add 90 haste to the base because that’s 1% by direct conversion, which would be easy to convert to crit equivalence later. Don’t forget that you need to multiply in the raid buff, which is uniquely multiplicative among raid buffs. Also, add in the extra haste from your haste proc trinket going off more, if necessary. The first part is the easiest – just see how many autoattacks you’ll have with the new haste and subtract the amount of autoattacks you currently do, then multiply by the average autoattack damage. Then, do the same thing with Xuen’s autoattacks.
Next, you have to take into account the reduced GCD. This means you get more GCDs in each 8 second period, returning to our Jade Mists calculation. Depending on your multistrike level, this could either go into partial RSK cycles or partial BoK cycles, so you consume as much RSK cycles as you can before putting the leftover globals into partial BoK cycles. You then convert those cycles into damage, just like in the Jade Mists calcs.
Then, you can add in the bonus from any non-haste RPPM procs going off more often. In this situation you don’t have to worry about recursive effects, so you can use post-proc average haste, see how much that increases the proc uptimes, and then multiply the additional stats you get out of it by their stat weights and add that in.
Finally, you have to worry about the additional mana usage with the lowered GCD, which converts to extra special attacks. This extra mana usage means you’ll need to spend additional time drinking (unless your spirit is high enough or the fight is short enough), so you take the portion of the fight you currently drink, the portion of the fight you’d drink with the extra haste, and use those to figure out what % of the fight you’re actually DPSing compared to the baseline. Then you use the new as a percentage of the old, and take that as a multiplier for your haste factor.
At this point we need to take a quick sidebar to establish mana tea drinking time. For this you need to factor in your spirit level, your haste level, and the fight length. Unless you’re using CJL or massive RJW uptime, you’re never going to run out of mana tea stacks, so that’s not a concern. Instead, you see how fast you’ll run out of your mana buffer, which is your base mana (160,000 for everyone except gnomes, who get a bit more). You do this by calculating your base regen, adding in passive spirit regen, and then finding out how much mana you spend per second. You take the difference, which is your mana deficit per second, and divide the buffer by it to find out how long you could go without drinking. Then, for the rest of the fight, you need to sustain yourself. You figure out how much mana you get from tea per second using your spirit value, determine how long it would take to use that mana, and from there you can find out what percentage of the post-buffer fight you need to drink. Convert that to seconds, take it out of the entire fight, and you have your overall % of time drinking. Finally I should note here that this is the only part of the spreadsheet that currently includes bloodlust as part of its calculations – it assumes a 40 second period where you have lust in the fight, and re-calculates the mana per second you spend in that time.
After that, all that remains is to factor in the increased tiger strikes uptime due to higher haste. Going back to the same simulations we ran for multistrike at various levels, I’m estimating that haste is about 80% as effective as multistrike at increasing tiger strikes uptime. Since that was 10% for multistrike, we can just add in 8% of multistrike’s stat weight at the end.
So, we take everything we have so far – the added damage due to extra globals, extra autoattacks (for you and xuen), and extra points for RPPM increase, and add those together. Then you multiply by your mana tea adjustment multiplier. Finally, you multiply that all by 110/90, to give your crit equivalency points, and then add in your tiger strikes increase. Simple, right?