Mana regeneration setups should be buffed.
As it stands, mana regeneration, even if you have a maximized setup (mana regeneration potion, star in a bottle, arcane crystal, etc), will lead to a massive decrease dps in comparison to drinking mana potions and taking the reduced damage from mana sickness, as this is better than not shooting at all and waiting for your mana to come back - it would only make sense for the setup that takes the most amount of time to prepare to deal the largest amount of dps, which is why I see the need for this to change.
The only situation in which I found mana regeneration to be optimal, was with the demon scythe because the mana cost is so great that you effectively have a constant 42.5% reduction in damage (it will vary slightly depending on your setup) throughout the fight... In this case, and in only this case, is a mana regeneration best in order to avoid the absurdly high mana sickness (a calculated and in-game tested results in the inserted image with all the potential combinations of modifiers - and remember, this is the best case scenario with only a marginally lower kill time, while being forced to time when you start/ stop shooting - there is still little incentive to choose mana regen over drinking mana pots for simplicity).
(The reason why arcane modifiers are optimal with the demon scythe + a mana regen setup, is because mana regen is based on your current mana, but also your max mana; to put this into effect, you can restore larger amounts of mana when you have a greater capacity in the same amount of time. Therefore using arcane modifiers, means that you will not have to stop shooting as often ((losing dps) (which is better than menacing/ lucky stats by themselves)).
Once you reach hardmode, you will have access to more effective mana potions, but very little benefits to mana regen, making it completely useless past this point (even with high cost magic weapons such as the nebula blaze).
In order to fix this and make mana regen setups better, I would suggest increasing the max mana capacity (maybe via buffing arcane modifiers); this allows the player to shoot for longer once your mana has replenished, thus negating the cost of the setup, as you are not forced to wait for mana to regenerate as often - this would not benefit players who drink mana potions, as they will only restore a fraction of the capacity (which is the case in vanilla regardless), or they will receive negative repercussions for drinking multiple potions.
Buffs to the rate at which mana is restored (from an accessory) can also be implemented - perhaps the magic/ celestial cuffs could receive this buff, as the accessory already complements mana regen setups over any other accessory, while having continuity throughout the game - It should be considered that in order to optimize a setup, mages should only use one class specific accessory (mana cloak/ celestial cuffs - disregarding the sorcerer/ celestial emblem as these are straight up dps accessories), any more than one will not yield substantial benefits to the class, making dps/ survivability accessories more worthwhile. The reason why I want to highlight this, is because any major boosts benefitting mana regen should be focused into one accessory/ accessory tree, and not split between multiple (e.g. cuffs/ celestial cuffs and the celestial magnet/ magnet flower).
Edit - For general weapons, buffing mana regeneration may require absurd boosts, so perhaps the focus could be placed on only a few weapons: nebula blaze, unholy trident, meteor staff, frost staff, and the demon scythe receiving a slight boost in viability, that would be enough - it would also reduce the time required to implement the idea since fewer weapons have to be balanced. - this tiny selection of weapons covers a large amount of game progression so I think it's still worth looking into, e.g. demon scythe for pre hm, meteor staff for mechs, unholy trident for plantera, and the nebula blaze for moon lord.
Thank you.
As it stands, mana regeneration, even if you have a maximized setup (mana regeneration potion, star in a bottle, arcane crystal, etc), will lead to a massive decrease dps in comparison to drinking mana potions and taking the reduced damage from mana sickness, as this is better than not shooting at all and waiting for your mana to come back - it would only make sense for the setup that takes the most amount of time to prepare to deal the largest amount of dps, which is why I see the need for this to change.
The only situation in which I found mana regeneration to be optimal, was with the demon scythe because the mana cost is so great that you effectively have a constant 42.5% reduction in damage (it will vary slightly depending on your setup) throughout the fight... In this case, and in only this case, is a mana regeneration best in order to avoid the absurdly high mana sickness (a calculated and in-game tested results in the inserted image with all the potential combinations of modifiers - and remember, this is the best case scenario with only a marginally lower kill time, while being forced to time when you start/ stop shooting - there is still little incentive to choose mana regen over drinking mana pots for simplicity).
(The reason why arcane modifiers are optimal with the demon scythe + a mana regen setup, is because mana regen is based on your current mana, but also your max mana; to put this into effect, you can restore larger amounts of mana when you have a greater capacity in the same amount of time. Therefore using arcane modifiers, means that you will not have to stop shooting as often ((losing dps) (which is better than menacing/ lucky stats by themselves)).
Once you reach hardmode, you will have access to more effective mana potions, but very little benefits to mana regen, making it completely useless past this point (even with high cost magic weapons such as the nebula blaze).
In order to fix this and make mana regen setups better, I would suggest increasing the max mana capacity (maybe via buffing arcane modifiers); this allows the player to shoot for longer once your mana has replenished, thus negating the cost of the setup, as you are not forced to wait for mana to regenerate as often - this would not benefit players who drink mana potions, as they will only restore a fraction of the capacity (which is the case in vanilla regardless), or they will receive negative repercussions for drinking multiple potions.
Buffs to the rate at which mana is restored (from an accessory) can also be implemented - perhaps the magic/ celestial cuffs could receive this buff, as the accessory already complements mana regen setups over any other accessory, while having continuity throughout the game - It should be considered that in order to optimize a setup, mages should only use one class specific accessory (mana cloak/ celestial cuffs - disregarding the sorcerer/ celestial emblem as these are straight up dps accessories), any more than one will not yield substantial benefits to the class, making dps/ survivability accessories more worthwhile. The reason why I want to highlight this, is because any major boosts benefitting mana regen should be focused into one accessory/ accessory tree, and not split between multiple (e.g. cuffs/ celestial cuffs and the celestial magnet/ magnet flower).
Edit - For general weapons, buffing mana regeneration may require absurd boosts, so perhaps the focus could be placed on only a few weapons: nebula blaze, unholy trident, meteor staff, frost staff, and the demon scythe receiving a slight boost in viability, that would be enough - it would also reduce the time required to implement the idea since fewer weapons have to be balanced. - this tiny selection of weapons covers a large amount of game progression so I think it's still worth looking into, e.g. demon scythe for pre hm, meteor staff for mechs, unholy trident for plantera, and the nebula blaze for moon lord.
Thank you.
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