Ranged Attack Speed Bugs

I. Haste (as well as Swift Salve) slows down aim speed, regardless of what sustainables you currently have toggled on. The in-game script has HASTE_AIM_SPEED_MODIFIER in place of -HASTE_AIM_SPEED_MODIFIER. Sadly, this bug is not patched as of version 1.02a. That is a relevant script, to whomever it may concern: // spell_constants_h const float HASTE_AIM_SPEED_MODIFIER = 0.8f; // spell_modal eEffects[3] = EffectModifyProperty(PROPERTY_ATTRIBUTE_RANGED_AIM_SPEED, HASTE_AIM_SPEED_MODIFIER, PROPERTY_ATTRIBUTE_ATTACK, -5.0f)

II. A workaround of sorts exists, effecvtively allowing your party melee attackers to benefit from Haste without making archers useless. Shale's Rock Mastery aura seems to override any other bonuses/penalties imposed on attack speed. Some testing was conducted during this scenario: http://www.youtube.com/watch?v=iFkR2qF7zs0 The methodology was to measure total time per 4 ranged attacks with: (a) Rock Mastery + Aim; (b) Rock Mastery + Aim + Haste; (c) Rock Mastery + Aim + Swift Salve. The results were stable: the archer was consistently firing at double the normal ranged attack speed.