Originally Posted by

**Orloth**
I'm pretty sure your example is the absurd one, as you're equation doesn't even track with basic multiplication, much less algebra.

Would you mind explaining to me how it is supposed to work then, rather then spouting off a number that is impossible to get to and proving it with math that doesn't make sense?

It is my understanding that with current gear it is impossible to get anywhere near 100% haste with Haste rating, and considering Tempus Fugit and Bloodlust are both Multiplicative, they wouldn't get you to 100% either. I've gotten my Imp Swarm Cooldown as low as 40 seconds during Bloodlust, and around 1 minute elsewise and I don't play a troll, so please enlighten me, what math do you go by?

It's common practice in video games to reduce the time necessary to do something by **dividing the base by the bonus + 100%** instead of **multiplying the base by 100% - the bonus**. This creates an asymptote or value which limits how low or high you can go.

My math seemed pretty simple to me:

modified cooldown = base cooldown / (100% + haste%)

also can be stated as:

modified cooldown = base cooldown * (100% / (100% + haste%)) - *I missed some parentheses here, maybe that confused people*

This means that getting 100% haste doubles how often you can use an ability, which is intuitive to me.

Getting 50% haste means you can use an ability 50% more often, but in actually you only reduce the cooldown by 33.3%. This is because period is an inverse of frequency. Using something 3/2 times as often means the period between uses is 2/3 that of normal. For example: Say Dark Soul has a 3 minute cooldown. You can use Dark Soul 2 times in 6 minutes. Now reduce Dark Soul's cooldown by 33.3%, so it's on a 2 minute cooldown (3 * 66.7%). You can use Dark Soul 3 times in 6 minutes now. 3 Dark Souls / 2 Dark Souls = 1.5, or a gain of 0.5 (50%) more Dark Souls.

As far as Imp Swarm cooldown goes, I've tested the values myself and it checks out to follow my above formula. Here's an easy way to check:

1. Look at your haste value on character sheet

2. (using a calculator) divide 2 (base cd of Imp Swarm) by 1 + your haste as a decimal (.18 for 18% haste)

3. Compare the value with the cooldown of your Imp Swarm, they should be the same

Edit: examples:

Code:

Haste% Imp Swarm CD
--------------------------------------------------------
0 2.0 min
10 ~1.81 min (NOT 1.8 but roughly the same)
25 1.6 min
50 ~1.333 min
100 1.0 min
100000 ~0.02 min

At low haste values, it's easy enough to confuse the two methods of computing cooldown because they give similar numbers.

However, at higher haste values, it becomes clear as to why you should compute cooldown by dividing by 1 + haste, instead of multiplying by 1 - haste.