Читаем, понимаем нечто новое для себя. Цитать с ссылки, которую ранее предоставлял.Haste rating increases the rate of your auto melee attacks. For every 32.79 points of haste rating, your attack rate is increased by 1%. Contrary to a common misconception, this does not decrease your swing timer by the hasted percentage but rather increases the frequency of your strikes. Consequently, with 20% haste, you cannot simply take 20% off your swing speed to calculate its effects. Rather, you are performing 20% more swings in the same amount of time, effectively granting you a swing speed reduction of 16.67%.
А-а-а, блин. Я тебя запутал и сам запутался.
Сейчас будем разбираться.
RageNormalized = 0.5 * f * sBlizzard’s Rage generation Formula
Your rage generation comes in two parts. First a normalized portion, which gives you a specific amount of rage based on if you crit or not crit, which weapon you hit with, and it's base speed. Second a scaling portion, which gives you a specific amount of rage based on how much white damage was done on that particular hit.
The normalized portion of the formula is described as such:
f - коэффициенты (в статье приведены значения)s=base weapon speed
RageNonNormalized = 0.5 * 7.5 * (d/c)The scaling portion of the formula is based off of how much white damage is dealt per strike and involves a constant c and variable d.
Rage = RageNormalized + RageNonNormalizedwhere **c = 453.3 for level 80 characters.
and d = white damage done on strike.
Combining the normalized and scaling portions, we arrive at:
RagePerSecond = 0.5 * [s / (s / HasteBuffs )] * f * (0.81 + C) + Coeff * [d / (s / HasteBuffs)] * [0.75 + 1.06 * C] =which is defined as rage gained per white melee hit. Now, using a LOT of algebra and simplification, one can arrive at a basic rage per second formula which takes into consideration multiple factors:
= 0.5 * HasteBuffs * f * (0.81 + C) + Coeff * 0.9 * 1.06 * [WeaponOHDamage + (AP / 14)] * HasteBuffs * [0.75 + 1.06 * C],
где d = 0.9 * 1.06 * (WeaponOHDamage + (AP / 14)) * BaseSpeedWeaponOH (0.625 уже учтено в Coeff).
Значит, мы обсуждаем функцию RagePerSecond (генерация ярости), которая учитывает скорость.
Но можно обсудить и функцию Rage (без множителя s / HasteBuffs, т.е. не учитывая скорость).
P.S. Прикрепленный файл был несколько неверен (но не в части выводов), обновил его, добавив ярость, получаемую с критического Удара Героя.