Actually a universal regeneration model is what has been needed for a long time, a fusion of all the different models, some classes with moderate DoTs don't get mana per tick because it has impact damage.
The Warrior model is built for effect or low impact skills and receiving hits, Mage is built to reclaim mana per damage skill, Rogue is built for evasion and hp regen, DeathKnight for spreading damage to many DoT ticks.
Arguably a reasonable change to Mage's model can occur, make damage buffs and debuffs affect mana regeneration, since its based on impact after all.
Furthermore Player Hp may be tweaked later if there is a damage surge in Monsters with recent PTR buffs to our damage disturbing the status quo between the two variables.
Its safer to cease feeding the high number craze with Mage model which is broken to certain extents, and prepare for engine functionality related changes.
With a baseline for expected Critical chance and Evasion, we can lower the 9 mana per dodge to 6, so thats still +3 to the mana of hits received, like +3 mana of Critical strikes compared to a normal strike assuming Crit and Evasion chance are similar.
Basing skill rotation on standard Auto attack, one skill every 2 seconds, resulting in a Cool down of 8 seconds for each skill to maximize damage and efficiency, it would cost 10 mana per 200% damage.
Which is the same as basing skill rotation on Global cool down, one skill every 1.5 seconds, resulting in a Cool down of 6 seconds for each skill to maximize damage and efficiency, it would cost 7.5 mana per 150% damage.
Auto attack is worth 100% while skills 200% per 2 seconds, this ratio could be applied to 2 mana per Auto and 4 mana per skill whether it deals damage or not. The are very few DoTs that are one tick, such ones may not be truly in the spirit of damage over time but rather a form of damage delivery such as ShadowWalker's echoing attack, the minimum of 2 ticks is equal a skill's 4 mana, encouraging over time scenarios.
In battle mana regeneration will be 6 from Auto and 8 sec skills, 3 mana per hit received, .3 Crit per Auto and if applicable skill, .3 Evasion assuming 10% chance.
Not presented below is 1.5 sec Auto adds .66.
1- (9.6/10) = 4% variability necessary to sustain
1 - (9.9/10) = 1% variability necessary to sustain
As above but 6 sec skills
1- (11.03/10) = -10.3% variability buffer
1- (11.33/10) = -13% variability buffer
Departure from this model can easily occur by factoring 10% to 20% passives boosting haste, critical chance and evasion excluding the unpredictability of skills and support buffs in group combat.
< Message edited by Legendary Ash -- 9/4/2017 20:21:41 >