Originally Posted by
pandabearcat
This is pretty much 100% wrong.
It is patently obvious that increasing haste CAN lead to dps loss IF you run out of TP. Obviously if you never run out of TP, then increased haste is a dps increase, but since we're having this conversation, that means you are running out of TP.
In every rotation there are efficient TP spenders (usually: DoTs) and there are inefficient TP spenders. Generally speaking the most efficient TP spenders are on cooldown. Therefore, increasing the amount of attacks per "efficient TP spender CD" will lower your overall efficiency. Are we agreed on that?
Now, lets look at the other facts.
1. TP regen is static. Whether you use invigorate, goad, paeon etc, your TP gain regardless of haste is constant. This is obvious, because nothing reduces those cooldowns.
2. Regardless of how fast you spend your TP, IF you ever spend all of your TP, your "TP used per second" is identical regardless of how fast or when you ran out of TP.
3. Since total TP usage (assuming you run out of TP) is constant once you run out of TP, the constraint on your dps is no longer actions/section aka DPCT but rather DPTP.
4. Since total dps is dependant on DPTP, the higher TP efficiency will win out.
5. Since established before, TP efficiency goes down with haste, haste can definitely result in lower dps.
The painfully obvious solution is to have haste increase resource generation as well, but obviously that would make too much sense, and I'm happy (no I'm not) to see SE hasn't changed anything over the past year and a half since this idea was first proposed.
EDIT: One thing that I did not note, however, is the possibility of getting increased damage out of a cooldown, if you are able to squeeze in 1 more ability during a cooldown's duration. Suffice to say, generally speaking this doesn't happen enough for it to overcome the burden of heavily increased TP spending.