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#34
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Quote:
Having more mana does not mean that you can kill more mobs, it just means that you can kill more mobs if you start from full mana. If you equip your gear and you get 300 more mana, and it takes on average ~500 mana to kill a mob, then you basically increase your exp/loot/pp by 3/5 of a mob for everytime you hit full mana. And if you're hitting full mana, you're wasting time anyways. If the goal is to be able to come back to a full mana bar, kill 3 mobs, and afk for 30 minutes -- then more mana is a good thing (for the lazy gamer!). Regeneration of mana is not based on a percentage of your mana but on a hard-coded value. That being said, two people with the same meditate skill, starting from 0 mana, using the same spells fighting the same mobs, can have the same throughput of exp/loot/pp - it doesn't matter if one of their mana pools is 2400 and the other is 1600. The only place where this is *untrue* is when you require a certain amount of mana to accomplish something. Off the top of my head this would be like, the ability to successfully quad-kite, or to keep an AoE stun chain going during Chardok AOE. Most people don't run into this. This fact, coupled with the fact that there is no way to increase the potency of magical attacks, is why twinking a caster does almost nothing while twinkinga melee makes a huge difference. The ability to apply regeneration to your most valuable asset (hp), the increase of damage by weapon ratio, the buffing of proc rates / survivability (dex / agi), and damage (str) , all gives you sizeable returns on your investment. A level 12 caster with a higher mana pool is pretty much the same as the level 12 caster in gossamer, sadly. If they changed regeneration to be percentage based, man would this be a completely different game. | |||
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Last edited by August; 12-19-2013 at 08:30 PM..
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