It's not multiplicative, one single target skill being 4x better than another would be silly.
Makes no sense, sorry. 110% with a 75% attack speed increase is nowhere near 4 times as good as 150%. It's better once you have and if you can sustain 5 stacks. But not that much better.
And please note that this is only about the Frenzy haste bonus. There is no discussion that haste bonuses, that apply to every attack, stack additively. THIS has been confirmed multiple times.
I actually don't know how to confirm the Frenzy effect one way or another with the tools available in beta since it's not displayed in the char screen and you wouldn't notice the difference from lust looking at it with human eyes.
edit: But please link me something confirming your statement if you have it at hand.
edit2: Thought you were jumping on our latest posts, if you meant the op, nevermind.
Now how about situations where you simply just want many amounts of attacks (and less concern about the actual damage dealt)
Given how oddly on hit effects work, lets give the example of "Life on hit". If you were to stack attackspeed stats on the rest of the gear, would frenzy maximize the amount of health gained from this ability (by hitting more often) or would the numbers somehow be normalized? (i.e. someone mentioning that frenzy gave 3 health on hit, while bash gave 4 for the same gear)
How about procs? Lets say bash/clobber's 35% chance to stun on hit, vs frenzy/smite 20%. Would frenzy's 20% be able to catch up to the 35% from bash? How does stacking IAS gear fit into this, (with more IAS would you want bash or frenzy for more procs) Any word about internal cooldowns whereas this cannot proc more than X amount of times in a certain timeframe?
Pretty much this, I haven't done the math but I'm sure that you'll find Frenzy to have a bigger DPS output when it comes to bosses. Whether Bash seems to be great for the quick chance stun. Great analogy too Jadefox.
Unlikely. With all the movement we can expect in a boss fight; I doubt you'll be able to get full stacks of it, much less keep them up consistently. For a single target attack, I'm considering HoTA runed (smaller area of effect, more damage - whatever that rune is), with cleave/shout/stomp/charge as generators.
Gotta see how it plays out though. I'm not a fan of frenzy, personally. If the buff had a longer duration, then perhaps.