Not really. I think we can both agree that we're looking to get two ticks, each of which happen 3 seconds apart from each other. So we're guaranteed to be locked in for at least 3 to 6 seconds no matter how much spell speed you have.
(Even more math, Black Mage DPS is such a fascinating topic)
There are 3 "rotations" for Black Mages that I want to bring up.
1) You cast, in quick succession, Blizzard 3, Blizzard 4, Fire 3
2) You cast, in quick succession, Blizzard 3, Blizzard 4 but then have to wait a period of time before casting Fire 3
3) You cast, in quick succession, Blizzard 3, Blizzard 4, a filler spell and then Fire 3.
At some point during your Blizzard 4 cast you will know how long you will need to spend at a minimum in umbral ice on that 3-6 line.
To optimize DPS we want to understand when you should be doing either of the the three rotations. We understand rotation 1 is the highest DPS of them all and so from 3 to a point A on the 3-6 interval we cast rotation 1 where A is the point early enough to where you can get two ticks of mana even while chain casting your ice spells.
We understand that, given an infinitely small but still positive value e, At the point A+e Rotations 1 and 2 are indistinguishable. Given that Rotation 1 is greater than rotation 3, this yields the fact that Rotation 2 is greater than rotation 3 on some interval on this line. We need to find B the break even point where rotation 2 and 3 are equal.
This is actually easier to find than you'd think. When you cast Blizzard you are "assigned" the length of time you'll need to spend in ice. When you finish blizzard you are given the option of waiting W seconds or casting the filler spell. If you cast the filler spell, you will have spent a length of time longer than necessary in umbral ice equal to that spell's cast time minus W. The question you ask is if that value is worth the extra potency you'd get from the filler spell. In other words, we're considering that spell in two parts: the part you'd be obligated to wait anyway (where you produce 0 potency) and the extra time. We want to find the potency per second value of that spells potency over that spell's extra time. If it is equal to the expected potency per second of rotation 1, that's the break even point. It can lie anywhere from A to a value beyond 6 (that value meaning you never cast a filler).
Spell speed messes with all these values, obviously. But it doesn't do so at the same rate so we don't factor these values into the direct multiplier for DPS you get from spell speed. It can increase DPS in this way, but this way is much harder to quantify (and, in fact, we haven't). But it is only in this hard to quantify way that spell speed is "better" on longer partitions of time for rotations. What it doesn't do is affect how often you spend as little time as possible in Umbral ice. What it does do, if anything, is make you more likely to spend more time in Umbral Ice.


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