Previous posts in this series can be found here.
This is an interim update covering a few loosely related topics about 6.0. Not exactly a normal post in this series that analyzes some point of theory in detail, but I wanted to catch up on a few issues, and I figured most of the same people who read this series will be interested in this.
6.0 Regen Math
Now that I’ve gotten to play the alpha some, I have some more concrete numbers on regen in 6.0.
As a reminder, regen currently (5.0) consists of base regen and spirit regen. Base regen is an amount of MP5 equal to 2% of your max mana (6000 MP5 currently). Spirit regen is 0.564 MP5 per Spirit, in combat.
Two important things are happening to Spirit in 6.0:
- Each point of Spirit is worth substantially more MP5 (2.061 MP5 in combat). This increase is even more dramatic when you consider that mana pools will be smaller by factor of around 2. Adjusted for this deflation, the real value of Spirit (proportional to the size of your mana bar) is about 6.85 times stronger in 6.0 than it is in 5.0.
- You will have much less Spirit, even after controlling for the item squish. This is because you will only have it on a few slots: rings, necks, cloaks, and possibly trinkets.
The end result is that these two effects, roughly speaking, cancel each other out. The amount of regen you get from Spirit, controlling for the changed size of your mana bar, will be in the same ballpark as it is now (i.e. at a comparable gear level, your mana bar will “look” like it refills at around the same rate).