I’m not quite sure what you mean by ‘easing’
Anyway, 2 points:
- Instead of dividing by ‘speed’, store ‘speed’ as 1/speed (the reciprocal) and multiply. Its faster that way.
Anyway:
2) The formulae you have looks like it will zoom towards the mouse and then slow down. Is this what you mean by the easing?
If so, and you want the motion to be static, you need to normalise the offset to the max speed you desire. To do this, you normalise the velocity vector and scale it before applying:
float vx, vy, l;
vx = mousex - objectx;
vy = mousey - objecty;
l = Math.sqrt( vx*vx + vy*vy );
if( l <= speed )
{ // We are so close we get there in 1 turn
objectx = mousex;
objecty = mousey;
}
else
{
float scale = speed / l;
objectx += vx * scale;
objecty += vy * scale;
}
(Apologies for syntax errors & typos)
There are other ways but this is pretty simple & direct 
Hope it helps,