Specials tied directly to mana more of an issue than JOAT. Though JOAT was kind of extreme. An additional 10%-20%-30% LMC to all specials really makes it a no brainer playing a human over anything else (other than garg thrower).
The + 20 mana for elves, provides a bonus in low mana characters but beyond that, the regen and lower mana cost just completely trump that.
I do dislike the tie of specials to mana, but hey thats a system likely not to change anytime soon. And that being the case may be better to re-examine the racial bonuses, as part of combat balancing. Though anything implemented needs to take into account changes in light of whether they extend or provide new capabilities, or just add requirements.
Prior to the JoAT nerf, Human Warriors were better than Elf Warriors for Mana efficiency,
unless your template had 300+ Real Skill points (Like Samurais and Stealthers/Ninjas), at which point Elves were better, since they recieved the -10 Special Reduction from their skill points, while recieving an extra +20 Mana as an Elf, not to mention the +5% Energy Resist Cap.
Human Warrior with 120 real skill points qualified for -10 Special Reduction, making his Specials cost 20 Mana instead of 30 Mana. Elf Warrior with 120 real skill points had 30 Mana cost Specials, but also had +20 more total Mana than the Human. The Human would have to deal at least 2 Specials to save on the amount of Mana that a Elf recieved as a bonus. However, once LMC from items entered the mix, the difference between Mana cost became closer. Human Warrior with 40% LMC had 12 Mana cost specials, while the Elf Warrior with 40% LMC had 18 Mana cost specials. The Human Warrior would have to deal 4 regular specials to save on the Mana that a Elf got as a bonus.
When Human JoAT was nerfed, there was no more incentive at all to remain a Human Warrior, regardless of what your skill points were. Human Warriors essentially became extinct, because Elf Warriors outclassed them in every way. Elf Warriors did more damage due to higher Mana, they took less damage due to the increased Energy Resist Cap, and once Imbuing/Forged Tool came out, the gap further increased with the mods that Imbued/Enhanced Woodland Armor could get.
Gargoyles also have several racials that directly tie into combat, their +5% HCI/HCI Cap (Cap part getting removed), their +15% Dam Inc/SDI for every 20% Health lost, their 30.0 innate Mysticism (Tie this with real GM Focus skill, and you can put +41% Hit Lightning on your weps with a spell cast), and +2 MR. Their armor is also absolutely superior Resist wise to all other armor (even Woodland), allowing you to spend less imbues on Resists, and more on other useful mods. The only disadvantage a Gargoyle Warrior has against Humans/Elves, is that they can't ride Armored Swampies, which only pertains to PvM.
Humans can do a
few things that the other races can't, due to JoAT. If being chased by other players, you can run around the side of a house and try to Hide with a 20% success chance, hoping the enemies lose you and pass you by. You can use Tracking to follow someone who's running away. You can use Forensic Eval on a corpse and take a screenshot, to prove that you were the one that killed the person. Probably the biggest one, is that you can get a Lvl 6 Arcane Focus and cast Attunement/Gift of Renewal with a little more success/effectiveness than a Elf/Gargoyle can. You used to be able to cast Close Wounds, Cleanse by Fire, Remove Curse and Con Wep with about a 20-25% success chance, but when they made Chiv require high skill levels to be useful, they completely nerfed that part of JoAT.