DISCLAIMER: I do not support one blitz system over another, I just thought this was a fun mathematical exercise.
A lot of people have been complaining that reaching a 10stack blitz is harder in U23 lamannia.
In the old system, every stack of blitz you attained made it easier to get the next stack, this is called acceleration. For example you could prepare 3 mobs then pop a blitz and be up to a 10 stack in no time. There was some strategy involved and players had some degree of control over their blitz acceleration. However, the new system has a static proc chance, which makes acceleration zero and now blitz building becomes a linear slope. This also lends itself nicely to a mathematical analysis because the only strategy for maintaining blitz is to just keep landing hits.
The three charts are for three different conditions. 0% downtime means you spend 100% of your time landing attacks on mobs. 33% downtime means you spend 2/3 of the quest smacking mobs and 1/3 running from mob to mob. 50% downtime means you spend half the quest smacking mobs and the other half running between them.
The blue line is the line of interest to most - it is a track of how high your blitz is at a given time. Obviously you can't go past 10 stacks but I let the blue line go beyond that just to demonstrate the overall trend.
As you can see, at 50% downtime (which I consider the most realistic), it will (on average) take about 6 minutes to reach 10 stack.
On the flipside, the new blitz system is great for bossfights, because then your chart will look more like the 0% downtime line, which permits 10 stack in about 2 minutes.
However if your boss fight lasts 2 minutes (reasonable for most raids), you will on average be hitting with a 5stack for the majority of the time.
If you want me to do analysis for THF greatsword, THF non-greatsword, TWF non-handwraps let me know, I can run those numbers too.
Happy to explain the math on a question-by-question basis, or e-mail my spreadsheets.