We both wound up with the same result, 0.48 stuns per cast when 6 targets get hit. To maintain an average of 2 concurrent stuns, you need about 2.1 APS. To average 3 concurrent stuns, you need about 3.1 APS.
A bit excited about that result, since the tooltip description makes it sound pretty bad. Won't be the best thing in the universe for a CB build unless that spell is able to get more than 3 hits per cast. We have yet to see what the proc chance on Electrify is, so there's some hope even for large AoE non-lightning spells being able to make use of this. There might be some possible interactions with Mirror Mimics, too.
Attack speed, though, isn't the most desirable stat for a wizard. Without AP runes or prodigy, extra attack speed does nothing towards dealing more damage with your spenders (assuming you can spend more than you generate when using them), and with AP runes and/or prodigy it still doesn't generate all that much extra. Therefore, the amount of high damage spenders you can cast remains the same (or goes up a little) by increasing attack speed, and the only real gain is getting to cast some more weak signature spells. Therefore, something like 5% increase in attack speed will result in much less than a 5% increase in damage, making attack speed less likely to be a priority for a wizard.
The stun passive may be nice, but I'd rather equip my wizard so that he can kill stuff rather than stun them a little while dealing much less damage.
you are absolutely correct, most other DPS stats are substantially more attractive for most builds than the haste stats. Unless, however, you're fishing for procs. We still don't know how much CD reduction critical mass caps out at. We also haven't seen the full effect of the +AP on crit stat. +AP on crit eats into your stat budget, but if you no longer had to support high haste by turning your sig into a generator it'd suddenly become a very attractive stat.
Will take very good gear. What if you can squeeze archon downtime to 30 seconds or less, was the haste worth it then?
You convinced me in the other thread, slow will be the way to go early on and in the midgame. In fact, I made my starter build a staff/polearm/(2h mace?) build. But I'm still hedging my bets that there will be a lot of interesting things you can do with a high APS when you start getting access to good gear. I'll probably wind up spam crafting daggers just because they have the highest APS, to test some of this stuff out with.
I don't think I'm over-estimating how valuable this little bit of added group utility will be. If I free my monk a bit more to heal less often by using mirror images/mocking demise - teleport/fracture - chain lightning/paralysis, it's a DPS gain. Worth the extra sigs and a passive for being high haste? I bet it will be, at endgame.
Still, high APS will most likely only be worth it if it comes with higher DPS as well. Since faster weapons seem to have lower DPS, that means that in order for the high APS weapons to become useful you'll need a healthy amount of flat +damage affixes to bring up the DPS of the high APS weapons. Other effects just don't seem like they could be significant enough without also having a DPS advantage. They could, sure, but it just doesn't seem likely. Again, this is mostly about wizards/wds and to a lesser degree DHs, and not so much about barbs and hardly has anything to do with monks
Side note: +% attack speed is a DPS stat. It just doesn't increase your damage per hit and thus doesn't increase your resource efficiency.