*sighs* So much misinformation and so little time to correct it.
First off, the EQ game engine uses haste as a means to calculate the number of attacks per second. However, many players prefer to look at it as decreased delay. Now the truth is that increased attack speed results in a decrease in delay but in an inverted relationship (which someone noted below). As stated below, 100% haste does NOT mean zero delay on a weapon. It means the weapon swings twice as fast, which is effectively a 50% delay reduction. To calculate the new delay reduction of a weapon, take the haste percentage of an item (say, 21%), convert it to a decimal (0.21), add 1.0 to that number (1.21), and now divide the delay of the weapon by that number. A lammy (9/19) with a 21% haste item will have a new effective delay of (19 / 1.21 = 15.7) 16 delay. If you take the difference (3.3) and divide that by the original delay you get... 17%. Voila. There is your 17% delay reduction.
Second, the primary hand attack speed is TOTALLY independent of the offhand. Don't believe me? Put a FAST piercer in the offhand and a SLOW slasher (like a wurmy) in the mainhand. Count the number of attacks per offhand (by counting the piercing messages) and time these attacks. A fast piercer like a crafted velium spear (10/18) should attack every 1.8 seconds (on a high level character with maxed dual wield skill and no haste). This will verify that the offhand is independent of the main hand for timing. So yes, Virginia, using a lammy offhand is a good deal with a wurmy mainhand. Anyone who believes otherwise is playing their character below par, and delivering less damage to the group as a whole.
Third, you can be wearing 10 haste items but only the highest haste will count. In other words, multiple haste items do NOT stack. In addition to haste from one haste ITEM, you can also receive haste from one haste SPELL. This is where enchanter and shaman buffs like quickness, celerity, etc., all come into play. There are a FEW exceptions to this, such as a ranger using a special quiver. In this case, a ranger can get item haste, spell haste, and a speed increase (in effect, a haste) from his quiver for archery. In general though, remember the rule of 1 item haste and 1 spell haste.
Fourth, there are caps on total haste. At level 60 most classes cap right around 100% haste max. A few classes (monks come to mind first) can exceed this by a small margin. At levels below 60, the caps are lower. So if you were (theoretically) a level 46 paladin with the 40% paladin haste belt from Sky, it would be a waste to cast a 60% or greater haste on you.
Fifth, the poster who thought he got 8 attacks per round does not understand the EQ combat engine. The maximum number of attacks per round (except for level 60 warriors and now monks as of today) is 4 attacks. This is using dual wield and double attack. The classes that can achieve 4 attacks per round are warriors, rogues, monks, and rangers. Paladins and SKs do not get dual wield so they can only get 2 attacks per round using double attack on their single weapon. Bards can only get 2 attacks per round using dual wield (one attack with each hand) but since they do not get double attack, there can be no second attack with either hand. At level 60 warriors and monks get TRIPLE attack allowing a level 60 warrior or monk to get 6 attacks per round max (3 per each hand) when dual wielding.
I hope this clears up some of the misconceptions, rumors, urban myths, and legends that seem to permeate EQ these days.


