I still have a few question about these 2 skills, I don't think I'm reading them off the OP.
1. RLTW cost the same per activation, if I active sprint when my buff is still on, does it overlap or continue the chain. If it overlap do I start from frame 1 and create new tornado or the number of tornadoes is not effected, as if the skill is a channeling skill so each of my tornado will be created at the same rate.
Each new cast overwrites the previous one. The first tornado isn´t created right when you activate the skill but a short time afterwards but you´re required to run (actually sprint). Due to the overlap, if you do run but keep spamming Sprint before even the first tornado is created, you won´t spawn any.
This is why it´s important for you to learn a certain rhythm to periodically click Sprint and not spam it. If you need to dump fury (to refresh ToC) Battle Rage is better suited, although a double Sprint click is said to work OK as well.
Again, don´t mass spam RLTW or else you won´t create any tornadoes. Ideally you´d recast it close before it runs out. I forgot to add that once a tornado spawns, it will stay until it wears off.
2. Does the creation (not the damage and its tick but the rate) of each tornado scale with aps or ms? Seems like you can only have 5 active ones from the read, please correct me if I'm wrong.
The general consensus is "distance covered" the problem is that we don´t have data on how exactly the game measures this. We know that you only have a given time frame to spawn tornadoes and that you have to cover a distance to spawn each, which means movement speed improves your chances to spawn more.
Basically you get 4-5 tornadoes fully buffed. I believe getting 5 (or even 4 in certain situations) IMO is not really expectable because you should reactivate Sprint before it runs out and I don´t think you can get the timing right 20 times per minute. Also, against small hitbox single targets you´re spinning at a smaller radius which means less distance covered.
Unless we get information about the ingame ground grid and the measurments of each patch, we´ll never figure this one out exactly. So it´s up to the player to test and learn it in action how to spawn the most tornadoes.
3. WW scale resource cost with aps, before 1.0.5 it is 16/3 per tick? So if I have 1.90 aps it will be roughly 2 attacks and cost 32 Fury. But now we have 10 and it scale with aps, so it will only be 19. I do not understand the difference between ticks and cost scaling with aps. I always thought all channeling skills scale its cost with aps, so if the cost is 16 and you aps was 2.86 then the cost will be 16 x 2.86 = 45.76. Now for WW if my aps is 2.86 will it equal = 28.6 Fury per second.
And I remember reading off the PTR that the cost of WW is 10 to start and 3 to channel. Does it still exist, or is it changed to the aps scaling.
someone please solve my confusion thanks.
Your formula (tooltip * aps) for resource cost per second isn´t exact because that´s not how the game works (due to breakpoints) but you may use it for cost estimates.
Whenever WW deals damage, on the same frame you get a fury globe response. The same applies to Strafe and Rapid Fire shots for example. But there´s other skills that have those two effects separated from each other and/or running at a different frequency formula. I won´t get into detail here to prevent further confusion.
Anyway, before the particular patch that changed the WW cost, it worked just like Strafe and Rapid Fire still do. Each damage tick (shot in case of Strafe and Rapid Fire) cost the same amount of resource, so you´d have a linear scaling with aps.
Linear means you have a set resource cost per tick and lose the amount of resource equal to number of damage ticks. In the case of WW it was 1/3 of tooltip cost each tick, so you´d lose 16/3 = 5.33 fury each damage tick. In case of Strafe, the cost is 1/4 of tooltip (1/2 for demolition) and the cost of each Rapid Fire shot is 1/6 of tooltip cost (1/3 for bombardment).
In your example you got the cost roughly right but the number of attacks is wrong. If you check the tables in the first post, at 1.90 aps the frame difference between two ticks is floor(20/1.9) = 10 frames so you get 60/10 = 6 damage ticks per second. If each tick cost 5.33 fury back then, you´d lose 6 * 5.33 = 31.98 fury per second.
What I call resource cost scaling with aps is that each WW damage tick costs less fury the more aps you have. I probably should have called it non-linear aps scaling or something.
It pains me to say this, but I wasn´t able to figure out the formula how aps directly affects the fury cost per tick since the change. There´s a post somewhere in this topic with the actual tick cost values at different aps values that I tested, it goes from 3.33 fury per tick at 1.00 aps to slightly above 1.50 fury per tick at the highest aps values I was able to test.