The Light and How to Swing It: Don't trust your mana bar

Since patch 4.1 went live, I have been noticing some irregularities with my mana bar. I don't check it too often, as I'm usually focused on my raid's health instead. As expected, I watch my mana the most when it's running low. It seemed as if I was both gaining and spending more mana than usual, and so I started doing some research. A few threads on the WoW official forums revealed that there were others seeing the same sort of issues and that Seal of Insight and Judgement were the main suspects.
The initial reports that I found indicated that holy paladins were actually being robbed of mana after using Judgement. We normally gain mana after Judging, due to its interaction with Seal of Insight. The issue was that when casting a spell after Judging, we'd somehow lose the mana that we had just gained. Judgement actually costs us some mana, though typically we recoup the cost from the mana it grants. If we're not seeing a return from Judgement with SoI active, then we should actually stop Judging on cooldown. Luckily for us, that's not the whole story of what's happening.
You're not losing any mana
While there are a lot of sensational posts claiming that the sky is falling for paladins; that's simply not the case. I started doing my own testing of the SoI/Judgement mechanic to confirm what I was reading. While it's good to listen to members of the class community to gain a different perspective, we also have to remember to confirm things independently. In order to get the full story, I tested using a variety of methods, and I'm pretty sure that I have figured out exactly what's occurring. One note is that this bug affects any paladin using Seal of Insight, though that's typically only holy paladins.

The first issue is that when we use Judgement with Seal of Insight active, our mana bar jumps up by around 7,000 mana. If you've been playing a holy paladin during Cataclysm, you know that we usually get about 3,500 mana back from Judgement. Our combat log shows us getting about 3,500 mana, but the mana bar itself shows a 7,000 mana boost. I've seen this issue on more than one paladin and with several different unit frames addons. WoW is simply incorrectly reporting the amount of mana we gained via the mana bar.
A bug like this can be hard to catch, as we don't actually get any extra mana, and it won't show up on World of Logs since the combat log reports the correct value. In order to test this thoroughly, I defined a plan to reproduce the effect. Basically, burn through 10,000 or so mana, take note of your current mana value (via the mana bar), and then use Judgement. After Judging, you should immediately have about 6,000 more mana than when you Judged. The reason we see a 6,000 mana increase instead of 7,000 is that Judgement actually costs some mana to use. You can also run yourself completely out of mana and then spam Judgement as soon as you have enough mana to, and you'll see yourself end up with 7,000 mana immediately.
To show this graphically:
- You start with 0 mana in your pool by healing until you run out.
- You use Judgement as soon as you can, which consumes all of your recently generated mana.
- You appear to have 7,000 mana on your bar, but you're unable to cast a spell that costs 7,000 mana. That's because you only have 3,500 mana.
- Once you really have 7,000 mana (which will be displayed as 7,000 + 3,500, or 10,500), you can cast a spell that costs 7,000 mana.

Correcting the anomaly
WoW detects the disturbance in the force and makes plans to correct the problem. We clearly don't actually receive 7,000 mana from Judging, as we tested by trying to cast a spell with that "bonus" mana. In order to fix the mana bar, WoW needs to knock 3,500 mana out of our displayed mana pool. Instead of just removing that excess mana on the fly, WoW waits for us to cast our next spell. As soon as we cast a spell -- any spell -- the game simply removes bonus mana from what's displayed on our bar. Your spell didn't actually cost any extra mana, but that's what your mana bar would lead you to believe.
While I can understand the thought process behind the design, it also makes us think that we're losing mana when we're not. You could cast a Divine Light for about 7,000 mana and then see 10,000 mana deducted from your bar; the anomalous mana is tacked onto the initial cost of a heal. The interaction between casting and our mana bar dropping becomes very important when we're low on mana, which makes our mana bar incredibly unreliable. It could report too much mana if we just Judged, and we could find ourselves unexpectedly out of mana after casting. While it's important that the mana display bug is corrected quickly, having it happen on our next cast makes us very suspicious of what's actually occurring.
Testing mechanics thoroughly
If you suspect that some mechanic isn't working as intended, especially after a major patch, the best thing you can do is to test. Thorough testing will let you figure out the truth behind what's occurring. Having numbers to back up your claims is also key to getting your voice heard in the community, as most won't simply accept any statements at face value.
Finding different ways to test and break mechanics is also a key part to theorycrafting. For example, when we discovered that Holy Radiance was effected by haste, we immediately needed for people to start varying their haste levels to figure out where the breakpoints were at. If in doubt, head to a target dummy with a friend and start testing your hypothesis.
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 1)
Necromann May 8th 2011 6:07PM
I knew something was off. This makes sense.
blizzardsprules May 9th 2011 6:13AM
I knew something was off as well. During the Omnotron encounter we were taking quite a bit of aoe dmg and I was left at 10% mana (fight was at around 5% hp) so I tried to do Holy Radiance. Now I was at 10% mana and the holy radiance icon wasn't greyed out to indicate I didn't have enough mana, so I spammed the ability only to get on the screen "Not enough mana", so I used a judgement, the mana bar stayed at 10% THEN I was able to use it.
Weird stuff.
EidlonImp May 8th 2011 6:22PM
I had been experiencing something similar with runes post-patch, though it seems to have since been fixed. talk about frustrating.
With the mechanics you describe, its only an issue at extremely low mana. For my blood DK, I would have a "phantom rune," which I suspected was a death rune, but I would be unsure of what to cast to fix it. I did not have enough runes for death strike (despite my UI, the standard rune bar) saying that I had three or more of the appropriate runes (two death, one frost, and one unholy weren't uncommon) but got an error when trying to strike.
The solution was similar to what you describe- heart strike or blood tap, and things would sort themselves out, but I would always worry that I was wasting a perfectly good death rune (otherwise earmarked for a death strike) by doing so.
I'm fairly certain the issue was with rune tap, which I have macro'd to everything that doesn't take a blood rune, so I was seeing this every 30 seconds or so.
vocenoctum May 8th 2011 6:42PM
This sounds like one of those server vs client bugs. The client says "this spell gives you 7k mana back" and "this other spell can be cast because you have 7k mana!"
The server says "stfu, you have 3500, no pass go!".
At some point (the patch I assume), the client got the idea that you get more mana back from the judgement and it's incorrectly reporting it.
silentk May 8th 2011 7:08PM
Thanks for the heads up Chase, any chance of telling all the er... *pause* whiners... on the forums whats going on?
Then again, maybe its best not to risk it. Probably get some kinda troll response.
I have a solution! Don't spam FoL till you go OOM. - Not safe to say that on the forums either... :(
/sigh
Grokmar May 8th 2011 7:21PM
I've been noticing the same thing with hunter focus gains (via Termination or Thrill of the Hunt). My abilities will light up as if I can use them, but I get the "Not Enough Focus" error.
Minstrel May 8th 2011 7:54PM
Obvious solution is obvious: Keep track of your mana totals in your head! Using things like "user interface elements" is for bads and almost cheating.
:)
Frank-potato May 8th 2011 9:56PM
how do you keep track of mana consumption vs mana gained in your head when you have so many mechanics at the same time? it's really close to impossible to accurately keep your stas in your head when you put in, mana gained from:
Enchantments
Trinkets
Talent Procs
Ability Proc
4 set tier bonus
Abilities from other players that affect you
Abilities from bosses that affect you
If you really can do it.....er....i take hat before you...
Shrikesnest May 8th 2011 10:41PM
I assume cars with speedometers and fuel gauges are for idiot retard babies, amirite?
Grokmar May 8th 2011 11:10PM
Way to overreact to a snarky remark!
Minstrel May 9th 2011 12:29AM
I could almost credit your outrage if I hadn't included a smiley face, clearly indicating that I was kidding.
I wasn't even aiming for snark in this case, just a light joke. :)
:) :) :) :) :)
See? Smilies!
stephaniepaul7 May 9th 2011 12:10AM
It's amazing how something so small can cause so many issues.
I did notice while I was raiding last night that I was ooming out not even halfway through the fight when normally I end the fight on fully to 3/4 mana.
I had to use a spirit Flask to keep me afloat.
I initially blamed the fact I had gotten 4 new 359 pieces over the space of a week.
jfofla May 9th 2011 12:54AM
What is the break point for Haste in regards to Holy Radiance? What is our ideal Haste Number?
Rodrigo May 9th 2011 1:53AM
Check out the haste table over at elitist jerks:
http://elitistjerks.com/f76/t110847-holy_cataclysm_holy_compendium_4_0_6_a/
I aim for 1860 haste, but that number may vary depending on your raid setup.
Chase Christian May 9th 2011 2:05AM
Rodrigo links you to a great guide!
The haste breakpoints you want to shoot for are:
1226
1470
1820
1860
If you're near one of these, work on hitting it! After 1860 it starts to go uphill, so 1860 is definitely a key point to try to reach. You'll need nearly all epics to pull it off!
Zhiva May 9th 2011 9:20AM
I remember something about bug with Judgements firing double UNIT_SPELLCAST_SUCCEEDED event. So if this bug is still - or again - around and client listens to UNIT_SPELLCAST_SUCCEEDED event to calculate returned mana, then it thinks that there were two Judgements and reports double amount of returned mana, while server knows that there was only one judgement.
Deathknighty May 9th 2011 1:01PM
Your pathetic mana bar BETRAAAAAAAAAAAAAAAAAAAAAAAAAAYS YOU!
Chase Christian May 9th 2011 1:29PM
I wish I could give you more than one "thumbs up". This could've been the column title!!!!
Peter May 9th 2011 4:01PM
I'm curious.. does the command
/console predictedPower 0
help this? I don't know if a logout is required or not. I know there are bugs in the predictedHealth counterpart.
The general upshot is that blizzard saw things like libQuickHealth and libHealComm and the traffic they caused and built something into the client to simulate their effects. However, their track record has not been particularly stellar.
Some addons (eg: VuhDo!) ask you to turn off predictedHealth to solve some client side lockup bugs.