Being discussed here:
http://elitistjerks.com/f31/t21280-intelle...orycrafting_hq/
Regen outisde FSR:
(0.001+SPI*BASE_REGEN[LEVEL]*(INT^0.5))*5 = MP5 out of FSR
Class no longer affects regen.
base regen for level 70 = 0.009327
so for most practical calculations (level 70 raiding):
(0.001+SPI*0.009327*(INT^0.5))*5 = MP5 out of FSR
Apparent gains with no gearing changes are around 40-60 MP5 inside FSR for typical raiding priest / druid and ~150 outside FSR for typical raiding priest / druid
There is also significant talk of how beneficial this is for arcane mages. That stacking and gemming INT basically makes Arcane Blast sustainable at 70+% cast rates, which starts bringing arcane back in line with the other specs for damage even with the sacrifice of +damage gear.
One very interesting note is that this apparently affects innervate quite substantially as well. This screenshot of a T6 geared priest using trinkets during an innervate is particularly interesting, receiving over 7000 mana per 5 for the trinket and innervate duration overlap, essentially making it possible to regenerate over 100% of mana with innervate.
http://i28.tinypic.com/24grvp1.jpg
With the previous change to meditation / intensity it already seemed like regen was not terribly important. Now it seems as if regen is really not important. It definitely pushes pretty much any reasonable raid spec priest / druid over the line where spirit > MP5 on gemming and such. It also means that rejuv flasks are fully degraded to 'only when I don't have the money to use Draenic + Mastery'
I had been used Draenic Wisdom + Mastery most of the time already, mostly because I find the stam extremely useful in surviving dumb mistakes (I got blown up by 3 birds my first time in Phase 2 Al'ar, and survived all of them), and while dumb mistakes hurts our chances, dumb mistakes that result in death hurt a LOT more. On significant reaiding servers I'd potentially expect Terocone prices to increase if serious raid healers are going to potentially be using 4 terocone per wipe.
Here is an example of how things have changed when considering gearing:
Chest enchant: 6MP5 or +15 spirit for a priest (because I'm most familiar, druids now are even better because they get more spirit from talents than preists)
Previous model:
15 spirit = 17.25 spirit (10% for Kings, 5% from talents)
100% inside FSR = 3.25 MP5
70% inside FSR = 5.49 MP5
due to talents, also get +5.18 heal
so MP5 was almost always better for pure regen, but spirit offered a small +heal benefit.
Current model at 400 spirit / 600 int (what I figure is a pretty conservative estimate for a T4+badge-ish geared priest):
15 spirit = 17.25 spirit
100% inside FSR = 5.99 MP5
70% inside FSR = 10.19 MP5
due to talents, also get +5.18 heal
100% inside FSR in 2.4 is about as much as the raw 6MP5.
Even +6 stats becomes a good option for a healer chest enchant:
6 spirit = 6.9 spirit
6 int = 6.6 int
6 sta = 6.6 sta
100% inside FSR = 3.13 MP5
70% inside FSR = 5.32 MP5
It's much less MP5, but the stamina may be more useful than the extra regen with how much regen spirit based healers will have in 2.4.
