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== Patch changes ==
 
== Patch changes ==
* {{patched|patch=3.1.0|note=Mana Regeneration: The amount of mana regeneration derived from [[intellect]] and [[spirit]] has been reduced by 40%; however, talents that allow for mana regeneration while in combat have been increased. As a result, in-combat regeneration for classes with those talents will stay the same, while out-of-combat regeneration will be lower.}}
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* {{Patch 3.1.0|note=Mana Regeneration: The amount of mana regeneration derived from [[intellect]] and [[spirit]] has been reduced by 40%; however, talents that allow for mana regeneration while in combat have been increased. As a result, in-combat regeneration for classes with those talents will stay the same, while out-of-combat regeneration will be lower.}}
* {{patched|patch=2.4.0|note=[[Attributes#Spirit|Spirit]]-Based [[Mana]] Regeneration: This system has been adjusted so that as your intellect rises, you will regenerate more mana per point of spirit.}}
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* {{Patch 2.4.0|note=[[Attributes#Spirit|Spirit]]-Based [[Mana]] Regeneration: This system has been adjusted so that as your intellect rises, you will regenerate more mana per point of spirit.}}
   
 
== References ==
 
== References ==
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{{Seealso|Spirit}}
 
{{Seealso|Spirit}}
 
[[Category:Formulas and game mechanics]]
 
[[Category:Formulas and game mechanics]]
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{{DEFAULTSORT:Mana Regeneration}}

Revision as of 21:43, 4 October 2009

The condition of a game character gaining mana points over time is referred to as mana regeneration. Players can gain mana from basically two sources — spirit or items. Spirit regenerates rather high amounts of mana, but suffers from the restriction that it is interrupted for five seconds after spending mana for a spell (see 5 second rule below), while item-based regeneration is usually lower, but continues uninterrupted at all times.

Mana regeneration takes place once per tick, but it's usually measured in the amount regenerated every 5 seconds (mp5), because that's the unit used in the tooltips.

Spirit-based regeneration

The main base stat which regenerates mana is spirit. To a lesser extent, intellect also contributes, and the character level adversely affects regeneration. It's a good rule of thumb to assume that 1 spi = 1 mp5 while not casting.

The mana regeneration formula is uniform across all classes: [1]

 MP5 = 5 * (0.001 + sqrt(Int) * Spirit * Base_Regen) * 0.60 rounded up

Base_Regen is a variable dependent on character level and is summarized in the following table:

Base_Regen
LEVEL BASE_REGEN LEVEL BASE_REGEN LEVEL BASE_REGEN LEVEL BASE_REGEN LEVEL BASE_REGEN LEVEL BASE_REGEN
1 0.034965 15 0.023345 29 0.016581 43 0.013363 57 0.011342 71 0.008859
2 0.034191 16 0.022748 30 0.016233 44 0.013175 58 0.011245 72 0.008415
3 0.033465 17 0.021958 31 0.015994 45 0.012996 59 0.011110 73 0.007993
4 0.032526 18 0.021386 32 0.015707 46 0.012853 60 0.010999 74 0.007592
5 0.031661 19 0.020790 33 0.015464 47 0.012687 61 0.010700 75 0.007211
6 0.031076 20 0.020121 34 0.015204 48 0.012539 62 0.010522 76 0.006849
7 0.030523 21 0.019733 35 0.014956 49 0.012384 63 0.010290 77 0.006506
8 0.029994 22 0.019155 36 0.014744 50 0.012233 64 0.010119 78 0.006179
9 0.029307 23 0.018819 37 0.014495 51 0.012113 65 0.009968 79 0.005869
10 0.028661 24 0.018316 38 0.014302 52 0.011973 66 0.009808 80 0.005575
11 0.027584 25 0.017936 39 0.014094 53 0.011859 67 0.009651
12 0.026215 26 0.017576 40 0.013895 54 0.011714 68 0.009553
13 0.025381 27 0.017201 41 0.013724 55 0.011575 69 0.009445
14 0.024300 28 0.016919 42 0.013522 56 0.011473 70 0.009327
File:MP5-Chart.png

Mana Regen Chart

The above chart was generated using this data. The formula shows that regeneration increases linearly with spirit and with the square root of intellect. The base regeneration goes down as level increases. When analyzing the plot it appears that levels 1-10 have one curve, 11-60 another and 61-70 have a jagged but almost linear decrease which seems to have been tweaked by hand.

Together these design elements seem to enforce balanced stats, so that stacking spirit to the detriment of intellect is to be avoided. It seems that 1 spirit = 1 MP5 was the target of the game designers. A level 70 caster needs about 460 intellect to reach this point.

Five Second Rule

After a character expends mana in casting a spell, the effective amount of mana gained per tick from spirit-based regeneration is reduced (interrupted) for a period of 5 seconds. This is commonly referred to as the five second rule (FSR).

Channeled spells are handled a little differently. The FSR starts when the spell's channeling starts; i.e. when mana is expended. The interruption continues for at least five seconds, and longer if the channeled takes more than five seconds. For example, Mind Flay channels for 3 seconds and interrupts regeneration for 5 seconds (from the moment the spell cast starts), while Tranquility channels for 10 seconds and interrupts regeneration for the full 10 seconds, but not longer.

By default, the interrupted mana regeneration ratio is 0%. Several effects can increase this ratio, including:

Effect Interrupted mana regeneration ratio increase
Spell shadow siphonmana [Arcane Meditation] and Inv misc volatilefire [Pyromaniac] (Mage talent) 17%-50%*
Intensity (Druid talent) 17%-50%*
Spell nature sleep [Meditation] (Priest talent) 17%-50%*
Spell magearmor [Mage Armor] (Mage spell) 50% (70% glyphed)
Spell shadow requiem [Spirit Tap] (Priest talent proc) 50% (and increases mana regeneration to app. 200%)
Inv misc ticket tarot bluedragon 01 [Darkmoon Card: Blue Dragon] proc (Aura of the Blue Dragon) 100%
Inv jewelry necklace 27 [Bangle of Endless Blessings] proc (Meditation) 15%
Spell nature lightning [Innervate] (Druid buff) 100% (and regenerates mana equal to 450% of the casting druid's base mana)

* Depending on rank

Multiple ratios do stack, but can never exceed 100%.

Spells which don't cost mana do not start the FSR. This includes spells with a normal mana cost of zero (e.g. Spell nature ravenform [Nature's Swiftness]), but also spells whose effective cost is reduced to zero by some effect (e.g. by Clearcasting or an item ability or proc like Spell shadow unholyfrenzy [Eye of Gruul]).

Prior to Patch 1.4 regeneration was also interrupted during a spells cast time (since then it's only interrupted when mana is expended). For this resaon, in-game textual references to the FSR still read "while casting" where they actually should read "after expending mana to cast".

Direct regeneration

Many effects increase mana regeneration directly i.e. without increasing spirit. These effects are governed by different rules than spirit-based regeneration, in particular they're never subject to the five second rule.

The most frequent source of non-spirit-based regeneration is the "regenerates X mana in 5 seconds" stat on items. This stat is usually written abbreviated as "mp5".

There are some effects which regenerate mana (e.g. Inv misc gem diamond 06 [Insightful Earthstorm Diamond]) which deliver their mana the instant they proc. Some items (e.g. Ability hunter harass [Second Wind]) do not regenerate mana in 2 second ticks but rather in the intervals actually advertised in their tooltip.

Druids can gain direct mana restoration in proportion to their intellect with the Spell unused [Dreamstate] talent.

Comparing spirit based and direct regeneration

In theory, direct regeneration is preferable as it is not subject to the FSR. Unfortunately though, mp5 is much harder to get and more "expensive" than spirit. All attributes have an Item Value, a kind of "cost" associated. This value for mp5 is 2.5 times higher than for spirit. For example the two top mana regeneration enchants for chest items yield either 15 spirit or 6 mp5 ([Enchant Chest - Major Spirit] and [Enchant Chest - Restore Mana Prime]) - this shows the factor of 2.5 very clearly.

In order to find out what's better, characters should first find out their personal time spent inside the FSR, e.g using an addon like Muse or RegenFu. It's important to perform the measurement under realistic conditions - the time spent inside the FSR while grinding is typically much lower than during a boss fight. Some players actually argue that in a tight situation, it's safe to assume that the FSR is in effect 100% of the time. It is possible to calculate the percentage of time which has to be spent outside the 5 second rule so that 2.5 points of spirit are more effective than 1 point of mp5. Examples:

Average lvl 70 priest with maxed Spell nature sleep [Meditation]: 2.5 spirit return 2.5 mp5 outside the FSR, and 0.75 mp5 inside. The mathematical form of the question is thus

2.5 * x + 0.75 * (1 - x) = 1
1.75 * x = 0.25
x = 0.14

So if that priest spends 14% percent of the time outside the FSR, the enchant with 15 spirit yields a higher regeneration than 6 mp5. If the time inside the rule is 86% or more, 6 mp5 is more efficient.

For lvl 70 characters without spirit regeneration inside the FSR:

2.5 * x = 1
x = 0.4

That is they have to spend 40% of their time outside the rule for spirit to be better than mp5.

MP5 vs Intellect and Spirit - Formulas

(NOTE: These calculations and everything in this section is based on formulae before the change to spirit-based regen) The following formulas relate intellect, spirit, and mp5 to mana regen both in and out of FSR in an attempt to help establish a relative value between them depending on your current stats.

Based on the formulas for spirit-based regeneration above...

ManaRegen(Int,Spirit,MP5) = [0.001 + sqrt(Int) * Spirit * 0.005575] * 5 + MP5
ManaRegenCasting(Int,Spirit,MP5) = [0.001 + sqrt(Int) * Spirit * 0.005575] * 5 * Coeff + MP5
 where Coeff is the decimal percentage of spirit-based mana regeneration that is allowed to continue while casting

The mana regen benefit per 1 point increase of Spirit, Intellect, or Mana/5 can be calculated as...

While not casting:
 NC_RegenPerInt = 0.027875 * Spirit * [sqrt(Int+1) - sqrt(Int)]
 NC_RegenPerSpirit = 0.027875 * sqrt(Int)
 NC_RegenPerMP5 = 1

While casting:
 C_RegenPerInt = Coeff * NC_RegenPerInt
 C_RegenPerSpirit = Coeff * NC_RegenPerSpirit
 C_RegenPerMP5 = 1

As you can see, MP5 is the only stat whose effect remains constant both in and out of casting. If you have no talents allowing mana to regenerate from spirit while casting, MP5 is the only way to do so. Even with them, MP5 is still quite valuable, given the most common of these effects (listed above) cap at 30% spirit-based regeneration.

Notes

Patch changes

  • Wrath-Logo-Small Patch 3.1.0 (2009-04-14): Mana Regeneration: The amount of mana regeneration derived from intellect and spirit has been reduced by 40%; however, talents that allow for mana regeneration while in combat have been increased. As a result, in-combat regeneration for classes with those talents will stay the same, while out-of-combat regeneration will be lower.
  • Bc icon Patch 2.4.0 (2008-03-25): Spirit-Based Mana Regeneration: This system has been adjusted so that as your intellect rises, you will regenerate more mana per point of spirit.

References

 
  1. ^ Whitetooth 2008-02-11. Intellect -> Spirit Conversion on the PTR. ElitistJerks. Retrieved on 2009-06-13.

External links

See also: Spirit