Haste
Haste is a secondary attribute that increases attack speed, ranged attack speed and casting speed. It also increases these attributes for the player’s pets, increases the regeneration rate of some resources, and increases the tick rate of most of the player’s damage over time and heal over time effects. Spell haste also reduces the length of the global cooldown for spells and some melee abilities.
Haste also increases the rate at which players passively regenerate energy, runes, and focus. By increasing the rate of melee auto-attacks, haste can also increase the rate at which warriors and Guardian druids generate rage.
Spell haste can reduce the length of the global cooldown. For most classes, the base GCD is 1.5 seconds, and Haste can reduce it to a minimum of 0.75 second (requiring 100% haste). Reducing the GCD allows players to use their abilities more rapidly, but does not alter the cooldown of individual abilities. Starting in Mists of Pandaria, and expanding in Warlords of Draenor, many core class abilities now have their cooldowns reduced by haste (ex. 

Haste also increases the tick rate of damage over time and heal over time effects. As of Patch 6.0.2, all DoT and HoT effects scale with haste. By increasing a periodic effect’s tick rate, the effect’s damage or healing is dealt more quickly. With sufficient haste, additional ticks will also be added, increasing the effect’s output and efficiency considerably. As of Patch 6.0.2, haste’s effect on periodic effects has changed considerably from previously. Periodic effects now always have the standard duration for that effect, regardless of haste levels. All periodic effects can be refreshed when less than 30% of their original duration remains with no «clipping» or duration loss (the full normal duration is simply added to the remaining duration, up to a maximum of 130% of the base duration). 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 15.0 seconds and due to haste has a tick interval of 2.0 seconds, it will deal 7 ticks at normal damage (14.0 seconds), then deal a final 8th tick for 50% of normal damage. 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.
Contents
Sources
Haste can be obtained from a number of different sources, temporary and permanent.
Negative Haste
Players can also acquire negative haste, usually from enemy debuffs. As of Patch 6.0.2, players no longer have access to negative haste debuffs, so negative haste now comes exclusively from NPC effects.
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.
Calculations
Haste rating
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 100 haste rating give a total of 200 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.
| Haste Rating Required Per 1% | |||||||
|---|---|---|---|---|---|---|---|
| Level 90 | Level 100 | Level 110 | |||||
| 18 | 90 | 375 | |||||
Example
A level 100 Frost mage with 1294 haste rating has the 

Attack and cast time
Generally speaking, haste represents how much more of an activity you can perform in a given time. For example, 100% haste can double DPS/HPS, by allowing the player cast two spells in the time they would be able to cast one without that haste. 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.
Example
The mage above has just popped his haste cooldowns, temporarily increasing his spell haste to 63%. This allows him to deal 63% more damage or healing in a given time.
This reduces the cast-time of 2.0-second spells such as 
Global cooldown
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 0.75 seconds. The length of the global cooldown can therefore be calculated using the same formula given above.
Following the above example, a mage with a 


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 will produce a larger benefit (measurable in DPS or HPS) than that provided if each is used separately. 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.
Since haste is dynamically updated on the fly for periodic effects, DoT/HoT recasts need not focus on haste procs any longer. However, powerful DoT/HoT abilities that are either cooldown based (eg. 

Haste cap
While there is no point at which haste becomes entirely unbeneficial, different classes may find it becomes less valuable at a certain level. In practice, haste is restricted by gear and effects, and does not exceed certain levels outside of special encounters (such as «Captain» Cookie in the Deadmines). The most significant cap for haste is the point at which its acquisition requires the trading of something more valuable, whether a superior talent, or a disadvantageous amount of a critical attribute.
In most respects haste does not have a cap; haste rating does not suffer diminishing returns, and most of its effects continue to increase in a linear fashion. For melee types (and hunters), since auto-attack speed does not have a limit, haste will continue to increase DPS, as well as generating additional talent procs and resource generation/regeneration rate. HoTs and DoTs can likewise be extended by several ticks, dramatically improving efficiency, speed and output. Many periodic effects (such as 

The most important question for haste stacking is its relative important to your class, spec and playstyle. Some classes rely heavily on haste to improve their DoTs or their auto-attack speed, while for others it is of minimal importance, and should be avoided wherever possible.
кап хасты для гкд
и так изначильное гкд в игре 1.5с
сколько надо хасты чтоб гкд стало 1с?
Спокойствие, только спокойствие
Надо собрать 50% дополнительной скорости для гкд за 1 сек.
Турбоклив головного мозга
Надо собрать 50% дополнительной скорости для гкд за 1 сек.
РДРУ скока надо хасты чтоб иметь гкд 1с?
856 без таланта на хасту, 735 с талантом
РДРУ скока надо хасты чтоб иметь гкд 1с?
следуя только математике, то для того чтобы 1.5 превратить в 1 надо 33.3% скорости, но есть еще различны модификаторы скорости для персонажей (для мага с 41% хасты скорч не стал кастовать в 1 секунду, хотя при голом 1.5 сек, но может я хлеб с яичницей ровняю). тотемы шамана/бафы дк. Надо тултипы читать по 3.3.5, как считается это дело. Вон, человек выше, пишет что 735. Могет быть. У меня в гильде друиды собирали 800+.. Друли не самые последние раки. Ледяная табуретка 25хм фармится.
а вообще 750+ что-то такое
следуя только математике, то для того чтобы 1.5 превратить в 1 надо 33.3% скорости
Нет. Набирая хаст, ты увеличиваешь скорость на n%, а не уменьшаешь время каста на n%. Поэтому 33,3% тебе дадут не 1 сек гкд, а 1,5/(1+0,33)=1,12 с.
Проще всего понять на таком примере: допустим ты собрал 100% хасты. Но кастовать ты будешь не мгновенно, а всего лишь вдвое быстрее. Не время уменьшится на 100%, а скорость вырастет вдвое.
Нет. Набирая хаст, ты увеличиваешь скорость на n%, а не уменьшаешь время каста на n%. Поэтому 33,3% тебе дадут не 1,5 сек гкд, а 1,5/(1+0,33)=1,12 с.
Проще всего понять на таком примере: допустим ты собрал 100% хасты. Но кастовать ты будешь не мгновенно, а всего лишь вдвое быстрее. Не время уменьшится на 100%, а скорость вырастет на вдвое.
аа, ну да.. пример с ндс
856 без таланта на хасту, 735 с талантом
просто с учетом, что кольцо за репу не работает на рдрулях, надо брать кольцо с леди, а там нет хасты
просто с учетом, что кольцо за репу не работает на рдрулях, надо брать кольцо с леди, а там нет хасты
Сам я не проверял, пишут что 735 это с тотемом. У меня набралось 845 хаст рейтинга (с взятым талантом на хасту +10%), по ощущениям ГКД около 1.1-1.2с. На отхил хотами хватает с головой, и с тотемом и без.
Думаю что не стоит останавливаться на капе. В 10тках бывает что хилиш временно 1, и хотанием рейда там не обойдешься.
Слепому не покажешь, глухому не расскажешь, дебилу не докажешь..
а вообще 750+ что-то такое
To reduce the global cooldown to an arbitrary value of 1 second, it would take 50% haste or a haste rating of: 1639.5
в рейде с паладином, тотемом шамана своей хасты нужно уже не 50% а 42% и рейтинга соответственно меньше
Кажись вы путаете с Анхоликом.
To reduce the global cooldown to an arbitrary value of 1 second, it would take 50% haste or a haste rating of: 1639.5[/size]
в рейде с паладином, тотемом шамана своей хасты нужно уже не 50% а 42% и рейтинга соответственно меньше
А паладин разве не урон на 3% повышает? Или хасту тоже дает? Если дает то стакается ли с 5% тотема? Сам возился, искал в шп гкд в секунду, никак попасть немог. То выше то ниже. Причем рейд состав был один)))) возможно имеет разница когда шаман ставит тотем.
Что бы узнать свой гкд берем любой скил скорость каста базовая которого 1.5 тоесть изначально равны вашему гкд, без талантов и рейтинга скорости. Допустим кап хасты набрали, с талантами и кастуете его. Для удобства кварц ставьте. И смотрите время каста. Это и будет ваше гкд.
Уменьшение времени каста в зависимости от скорости считается по данной формуле:
Либо для непонятливых ГКД=1.5/(1+%хаста/100)
Учтите что у нас сделали сначало расчет всех занижений каста т.е. таланты, бонусы т10 и тд. И только потом хаста. Таким образом без бонусов и талантов для гкд 1 секунда нужно 1640 хасты=50%. Кроме шаманов, дк, паладинов, друдов. Им для 50% нужно 1261.
Напоминаю что это чисто рейтинг скорости без тотемов, талантов и бонусов.
Ктому же гкд ниже 1 секунды уже не получить. Это починили)))))
Посаны, я вам скажу что с нашим магазином нам денег хватает вполне,
после нового года будут введены глобальные перемены, которые перекроют практически любую возможность на сервере
Что такое хаст в вов
Ад/Ады-монстры, которых вызывает бос или мобы сопровождающие босов в данжах.
БГ (Battle Ground) – зона предназначенная для сражений между игроками.
ГМ (guild master) – глава гильдии.
Дай пати-пригласи в групу.
Дру-друид.
Инстанс (instance, inst) – подземелье, предназначенное для прохождения группой. Обычно состав группы включает: Танка, Хила и 3ДД. Вещи полученные в инсте намного превосходят по качеству, чем те, которые вы можете купить у обычного торговца/вендора.
Ниндзя (ninja) – персонаж, который берет лут не нужный ему.
Профа-профессия.
Суммон (summon) – заклинание с помощью которого можно призвать другого игрока.
Танкуй— нападение на монстров танком группы. Танк при этом старается забрать агро/внимание всех монстров на себя, для того чтобы они не атаковали членов группы с меньшим показателем защиты.
Фокус атаки (focus attack) – командные действия игроков направленные на убийство одного противника из группы.
Хиты (hits, hit points, HP) – количество здоровья, определяющее объем повреждений, которые может выдержать персонаж или монстр.
Эпик-вещи очень хорошего качества (фиолетовые), выпадающие преимущественно в инстах с босов.
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Haste wow что это
Haste Rating
| Haste Rating Required Per 1% | |||||||
|---|---|---|---|---|---|---|---|
| Level 60 | Level 70 | Level 80 | |||||
| 10 | 15.77 | 32.79 | |||||
Эта характеристика влияет на:
Казалось бы, стата очень важная и полезная, но обычно она идет в конце списка приоритетов для набора, потому как лучше меньше промахиваться и сильнее бить, чем бить часто, но слабо и мимо.
In development
Changes are likely coming for haste in Patch 3.3.0. Here’s a post from the lead developer describing some changes that might be seen:
We are trying to make haste a slightly more attractive stat for classes that utilize a lot of damage or healing over time spells, specifically Shadow priests, warlocks (though especially Affliction) and Resto druids. We realize other classes use hots and dots too, but I think we can all agree that it’s a bigger problem for the ones I mentioned.
I’m going to share with you an idea that the class and item designers came up with for 3.3. This is a work in progress so it’s possible we’ll end up going a different way after we see how it plays. However I also wanted to explain our logic here in case it wasn’t obvious.
Again, these are not promises (nor ponies). For a variety of reasons, you may see these changes on the PTR or you may not. If you do see any or all of the three glyphs implemented however, we wanted you to have some idea of what we were trying to do. Feedback is certainly appreciated, especially if you get to try them out.
More detailed comment regarding all stats for Patch 4.0.1 and eventually World of Warcraft: Cataclysm, but here referencing only haste.
Haste wow что это
Хаст – происходит от английского слова haste и переводится на русский как поспешность или спешка. Что такое хаст в онлайн-играх? Этот термин обозначает быстроту действий героя, а именно его скорость передвижения и нанесения атак, блокировки атак противника, каста заклинаний и тому подобное. Как правило, уровень этой характеристики определяется качеством зачарования снаряжения персонажа.
Наибольшую известность этот термин приобрёл в игре – World of Warcraft, а именно в качестве характеристики снаряжения (таких как мастери и верса), отвечающей за скорость персонажа. Но также используется во многих других играх, например в Dota 2 есть Rune of Haste – руна ускорения, с помощью которой можно сделать отличный соло фраг, неожиданно для противников подключится к файту, собрать руны, убежать от преследователей в конце концов и многое другое – в общем штука очень полезная.
Как работает?
Успех коллективного прохождения любого игрового испытания зависит, в том числе от быстроты действий каждого игрока в пати. Насколько быстро дд смогут задомажить босса. Как быстро танк сможет перемещаться по локации и агрить на себя мобов. Насколько оперативно хил сможет вылечивать союзников. Все эти показатели игроков зависят от уровня хаста – играть нужно быстро и слаженно, конечно.
Повышению уровня haste способствует наличие соответствующего лвла зачарования на экипировке героя. При отсутствии соответствующего крафтового навыка игроки могут обратиться к согильдийцам с просьбой зачаровать шмотку на интересующую особенность. При этом следует соблюдать баланс зачарования шмота и не допускать избыток максимального лвла haste. Высокая скорость атаки при низком уровне наносимого урона является сомнительным преимуществом при прохождении игрового контента, повышенной сложности.
Хаст : 4 комментария
Contents
Contents
Haste increases attack speed and reduces the cast time of spells.
Haste stacks in a multiplicative manner. This means that it is beneficial to stack multiple haste effects. For instance, stacking Slice and Dice with Blade Flurry(Rogue abilities) gives a total of 68% haste (140% * 120% = 168% of the base attack speed). Haste rating stacks additively with itself (two sources of 100 haste rating give 200 haste rating stacked together) and then is converted into a percentage that stacks in a multiplicative manner with other sources of haste. For every 32.79 points of haste rating you will have 1% faster attack speed at level 80.
The formula for determining weapon haste speed at level 80 is:
^\left(1+>>\right)\left(1+^Haste\ Rating_>>\right)>>=>» width=»» height=»»/>
>>\right)\left(1+>>\right). \left(1++Haste\ Rating_+. >>\right)>>>» width=»» height=»»/>
Example: Beast Master Hunter
>\right)\left(1+>\right)\left(1+>\right)>>=2.11\ sec>» width=»» height=»»/>
Haste
Haste is a secondary attribute that increases attack speed, ranged attack speed and casting speed. It also increases these attributes for the player’s pets, increases the regeneration rate of some resources, and increases the tick rate of most of the player’s damage over time and heal over time effects. Spell haste also reduces the length of the global cooldown for spells and some melee abilities.
Haste also increases the rate at which players passively regenerate energy, runes, and focus. By increasing the rate of melee auto-attacks, haste can also increase the rate at which warriors and Guardian druids generate rage.
Haste also increases the tick rate of damage over time and heal over time effects. As of Patch 6.0.2, all DoT and HoT effects scale with haste. By increasing a periodic effect’s tick rate, the effect’s damage or healing is dealt more quickly. With sufficient haste, additional ticks will also be added, increasing the effect’s output and efficiency considerably. As of Patch 6.0.2, haste’s effect on periodic effects has changed considerably from previously. Periodic effects now always have the standard duration for that effect, regardless of haste levels. All periodic effects can be refreshed when less than 30% of their original duration remains with no «clipping» or duration loss (the full normal duration is simply added to the remaining duration, up to a maximum of 130% of the base duration). 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 15.0 seconds and due to haste has a tick interval of 2.0 seconds, it will deal 7 ticks at normal damage (14.0 seconds), then deal a final 8th tick for 50% of normal damage. 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.
Sources
Haste can be obtained from a number of different sources, temporary and permanent.
Negative Haste
Players can also acquire negative haste, usually from enemy debuffs. As of Patch 6.0.2, players no longer have access to negative haste debuffs, so negative haste now comes exclusively from NPC effects.
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.
Cataclysm
In World of Warcraft: Cataclysm, haste will also increase the rate at which you gain energy, runes, and focus. Retribution paladins and Enhancement shaman will have a talent that allows them to take advantage of this benefit.
Haste cap
While there is no point at which haste becomes entirely unbeneficial, different classes may find it becomes less valuable at a certain level. In practice, haste is restricted by gear and effects, and does not exceed certain levels outside of special encounters (such as «Captain» Cookie in the Deadmines). The most significant cap for haste is the point at which its acquisition requires the trading of something more valuable, whether a superior talent, or a disadvantageous amount of a critical attribute.
The most important question for haste stacking is its relative important to your class, spec and playstyle. Some classes rely heavily on haste to improve their DoTs or their auto-attack speed, while for others it is of minimal importance, and should be avoided wherever possible.
Previous patches
Patch 2.2.0
Haste has been rebalanced. It has returned to the ratios from the launch of Burning Crusade. Melee attacks and spell casts will now benefit at identical rates from haste. This change results in a reduction in the benefit of haste for melee attacks and an increase in the benefit for spellcasters.
Patch 2.1.0
The amount of haste granted by a point of haste rating is being reduced again. See combat rating system for current rating effects.
10 haste rating gives 1% haste at level 60.
Patch 1.12
Previously, haste and slow effects worked inconsistently, with spells working differently from weapons, and hastes and slows not acting as inverses of each other. We have revised the system so that all haste and slow effects work the same way, and haste and slow percentages of the same magnitude perfectly cancel each other out (30% haste and 30% slow combine to no change). As a result, we had to change the tooltip numbers on all spell haste effects, and on all melee and range slow effects. The numbers in the tooltips are different, but the game functionality is unchanged (other than slight rounding errors). Those tooltips that changed will now display larger numbers than they used to display. Conceptually, haste values indicate how much more of that activity you can perform in a given time. 30% melee haste means 30% more swings in a given time. Slow values indicate how much longer an activity takes to complete. 30% slow means an action takes 30% longer to finish.
Haste now stacks in a multiplicative manner.
Wrath of the Lich King
Early numbers are showing a 32.79 rating required at level 80 to achieve a 1% gain in speed.
Patch 3.1
Quivers and ammo bags no longer grant haste. Instead, the haste from quivers and ammo bags has been built into Auto-Shot. Some classes’ haste got buffed and now 25.21 Haste Rating provide 1% melee haste for Death Knights, Druids, Shamans, and Paladins and Warriors.
As of patch 3.0, Haste Rating also increases your Spell haste.
Calculations
Haste rating
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 100 haste rating give a total of 200 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.
| Haste Rating Required Per 1% | |||||||
|---|---|---|---|---|---|---|---|
| Level 90 | Level 100 | Level 110 | |||||
| 18 | 90 | 375 | |||||
Example
Attack and cast time
Generally speaking, haste represents how much more of an activity you can perform in a given time. For example, 100% haste can double DPS/HPS, by allowing the player cast two spells in the time they would be able to cast one without that haste. 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.
Example
The mage above has just popped his haste cooldowns, temporarily increasing his spell haste to 63%. This allows him to deal 63% more damage or healing in a given time.
Global cooldown
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 0.75 seconds. The length of the global cooldown can therefore be calculated using the same formula given above.
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 will produce a larger benefit (measurable in DPS or HPS) than that provided if each is used separately. 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.

