Yeah, looks like AoE DoTs that don't have a cooldown won't be very good unless you're using a two-hander.
However, I'm still betting that Blizzard isn't implemented as a DoT and instead it will work like Arcane Torrent. This would mean more projectiles as APS increases and critical hits calculated per enemy hit.
I wouldn't be surprised if the high cost AoE dots work the same way as GotD. Especially considering that you can't stack them on top of each other in one area. After you cast Blizzard once it might as well have a cooldown because you can't use it to do damage in the same area until the duration is over and has a higher AP cost.
Someone should really do some testing on how life per hit works with channeled spells, etc. I don't have beta so I can't unfortunately. It might give you some understanding of how other proc abilities will work with faster attack speeds.
Ah... it seems like it'll work differently for each skill based on how many monsters they expect you to hit with the ability. And for channeled spells it'll be based on the cycle but you won't get the full amount of life per cycle. Overall it seems like it'll be difficult to calculate honestly.
It brings another thing into question which is how it seems like skills have different base attack speeds. Like even single target skills, some of them have a faster attack speed than others. It makes everything pretty confusing.
Alright, I looked at this affix as well. I had 4 Life per hit on my gear, a 1 APS weapon and used Ray of Frost, Arcane Torrent, Haunt, Grasp of the Dead, Firebats, and Rend for my testing.
Ray of Frost: Restored about 4 Life per second.
Arcane Torrent: Restored about 1 Life per every enemy hit by one of its projectiles.
Haunt: I got 4 Life per cast and an additional 4 Life every time Haunt found a new target.
Grasp of the Dead: Gave me a regen of about 2 Life per second for every enemy hit.
Firebats: Regen'd about 2.4 Life per second per enemy.
Rend: Healed me for 1.25 Life for every enemy on the initial hit. The DoT damage didn't restore any Life.
With channeled skills, I didn't notice any clear differences between faster and slower weapons as far as this affix is concerned. However, this is most likely because the displayed numbers are rounded, so we would need much higher Life per hit numbers to better compare different weapons.
I just wanted to pop in and say that all of you are amazing, and the past three pages on this thread have been a very enlightening read.
I would imagine that the reason weapons with a faster attack speed will give you a higher resource cost with channeled spells such as Firebats and Ray of Frost is that in the endgame, fast one-handers will outperform two-handers in terms of DPS - and thus also in terms of damage-per-tick.
Yeah, strangely enough faster weapons are more bursty with channeled spell, while with other skills it's the other way around.
Don't all weapons simply do constant weapon dps over X time spent casting with channeled spells, while faster ones pay more resources/second for it? I can't even count the times I've become confused when reading this thread due to people using words differently to how I would say the same thing. Once I was writing a lengthy post about it in relation to cooldown DoTs scaling with APS, but while writing it I understood how people use the words scaling in that context. Personally I like to talk about skills dealing either x% weapon damage or x% weapon dps (which would be the 'scaling with APS' thing) per hit
I understand what you mean with slow weapons being more bursty with normal skills, the huge hit can come out of nothing but there's a large delay before the next hit connects. With fast weapons it's quicker stream of smaller hits. But when talking of channeled spells, what are you comparing the faster weapons to when you say they are more bursty?
Forget what I said, it was a brainfart on my part. Only the DPS matters for channeled skills, so two weapons with the same DPS, even if their APS differs, will do the same amount of damage over any amount of time.