The way to get mana back in FFXI is to '/heal', literally, there's a command to enter a resting stance that gives you mana every X period of time (it's long to start up because it's a PvE-mostly game). But the only requirements for you to /heal are that you are not currently taking damage and that your weapon is sheathed.
How fast would this regen you to halfmana (let's say with food)? If speed was class-specific, then what it was for mages. And then, how fast would you go through that mana if you were actively using your usual cycle of abilities?
I'm just thinking in overall terms of encounter pace. I'd imagine Predecessor is faster paced (especially given the "based on missing mp" part), so you would both go through and regen your mana relatively quickly. FF11 seems like a way more methodical game, so I'd imagine the pace was quite slow on both sides.
L2 was more of a bursty game, with super slow regen but real fast usage.
I'd personally prefer if Ashes was somewhere in the middle. And so far it seems like it might be, with the weapon passives and basic attacks mattering, and the long ttk as well.
Up to devs if they care about that sort of thing or not, I'm just used to it myself, even Armored Core can make me 'drop back to regain generator power' (in the old games, not so much the current one).
I'll finally go back and finish AC6 once I'm done with my current Starfield grind.
Want to make 2024 the year of finished games
That's a long explanation so I'll take a bit of time to try to tie back to the thread. The first thing to remember is that FFXI has 3x the TTK of Ashes, because of TP and other things meant to get around the 'dump damage and then wait for cooldowns'.
Slower PvE games tend to be like this because bursty high damage stuff is extra work and not the goal of their design space. So if we have proper PvE 'raids' in Ashes, let's say a max level strong boss takes at
least
10m to fall even to a full raid (we can reference the A1 Pyro Dragon for this, etc), the entire point is that you cannot and should not 'just throw abilities at the problem' even if you had enough of them to do so.
This would mean that Mages in Ashes would have periods where they are 'not actively blasting', instead repositioning, waiting for cues and Synergy, etc. If we don't get at least that much, it will be the equivalent of 'going into a fight with full TP on all characters' in FF against a lower HP enemy. Everyone just 'unloads damage up front, then pops defense skills, then unloads damage again when Cooldowns are back'.
If this is all we get, then it doesn't matter. If we get the other type of thing where the encounter isn't really about 'combat' but about 'knowledge' (another thing that happens in bursty/high damage games trying to improve their PvE) then the conversation doesn't matter at all (but I can't imagine this in a PvX game being fun).
So a PvE raid approaching a mob in different game types matters a lot. In Predecessor, if I 'go to take Fangtooth' solo but not as Jungler, I care about my HP more than my MP, but it depends on build. When my opponents show up, I have probably just enough MP to use the few abilities that game gives. But I don't. Someone in the group is meant to tank or disrupt enemy position.
What happens is, one enemy gets disrupted, and you decide if to spend lots of MP to shred them with the hope of killing them. If you succeed, you're at advantage, but only if they didn't get to use their abilities to do a lot of damage to you. You 'removed a person with MP from the fight before they could convert it to damage'.
If you fail, you now have a target that is hard to reach without opening yourself up, who has low HP but lots of MP. HP doesn't matter if they are attacking opportunistically. Etc. I'm sure you're reasonably familiar.
FFXI tends to work
exactly
the same way, but with the additional factor that MP can be treated similarly. A character that has time to regenerate MP is now 'a target that you must prevent from returning to a state where they have converted time into power'.
So, for example, it's a good idea to kill certain Junglers in Jungle teamfights in Pred because if you fail the kill, they will use their MP to make your fight hard without actually being in danger (Sevarog, Countess). Whereas there are certain ones where you should not care and focus on killing everyone else because you will fail and spend too much MP on them (Khaimera, Greystone). And in turn, you 'counter' Khai and Greystone by 'making sure you regenerate your MP in some way while suppressing and luring them', all standard PvP stuff.
Pred fights between people who don't understand tactics are very brawly with little need for MP regen. But even the actual brawlers of the game have to care about it in an even fight, whether it's because they need to prevent the enemy from doing it, or because they need to ensure their own team manages.
This is what I expect to see, with the current MP regen rates. And to finally answer your question directly, regenerating 'to full' is not very relevant, as neither game is super 'high numbers big heals'.
For additional clarity, my largest single target Cure spell costs about 1/12th of my MP, and it would take over 30 seconds, for sure, to get enough for just that spell, if I ran completely dry, and used /heal, even with Clear Mind and food.
Sevarog Subjugate (root then slow) costs about 1/12th of my MP in midgame, and would also take 20-30 seconds to get enough for just that ability, if I ran completely dry. The main thing here is ofc that 'one more Cure V' and 'one more Subjugate' are game changers, whereas 'anything else I can do with no mana' may not be.
If I ran out of mana, and my HP is not needed to sponge up enemy mana, I'm best served leaving the fight if I can.