Player TP gain

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Accumulating Tactical Points (TP)

A player can accumulate TP in the following ways:

Hitting the mob for more than 0 damage

Players gain TP if they hit a mob for more than 0 damage. The TP gained is based on the modified delay per weapon. For modified delay calculation, 'Delay Reduction -%' equipment (such as Sword Strap) and job traits (such as Martial Arts and Dual Wield) are take into account. Unlike 'Haste', the aforementioned factors lower the actual delay of the weapon(s) and the TP gain per hit for the weapon(s) is reduced.

For compound ranged weapons such as Archery and Marksmanship class weapon, TP gain is based on the sum of the ranged weapon delay and their respective ammo delay.

For Dual Wield, the individual delay of each weapon is calculated with the formula [(Weapon 1 Delay + Weapon 2 Delay) x (1 - Dual Wield %)]/2. The Individual TP gain for each weapon is then calculated using the appropriate formula.

The latest TP gain formulas are known as follows:

Delay → TP calculation
 Modified Delay  TP gained
  <180  5.0+((Delay-180)* 1.5)/180
  180~450  5.0+((Delay-180)*6.5)/270
  450~480  11.5+((Delay-450)*1.5)/30
  480~530  13.0+((Delay-480)*1.5)/50
  >530  14.5+((Delay-530)*3.5)/470

Image:TPchart.png

Examples:

  • 317.8/2 delay (2x227 delay Katana with 30% dual wield): 4.8 TP/swing or 9.6 TP/attack round, needs 11 attack rounds of ~5.3 seconds, gets 100 TP in 58.3 seconds.
  • 280 delay (Axe): 7.4 TP/hit, needs 14 swings of ~4.7 seconds, gets 100 TP in around 65 seconds.
  • 450 delay (Great Swords and Great Katanas): 11.5 TP/hit, needs 9 swings of 7.5 seconds, gets 100 TP in 67.5 seconds.

Getting hit for more than 0 damage

Melee hits: A player gains 1/3rd of the TP that the monster gains. Monsters' TP gain can be calculated the same way a player's is. A rule of thumb is that you gain around 2 TP/hit on normal monsters (Most monsters have 240 Delay, and gain 6.4 TP per hit). Any Store TP gear/traits affect this the same way it affects melee TP gain (see below). Monsters with Subtle Blow reduce this value similar to how it works for players.

Magic: Any spell that does initial damage give the player 5 TP.

Additional TP gain

There are a few traits/abilities that either generate TP of effect the base gain of TP:

Shield Mastery: This Paladin trait affects the TP gained by a player when hit by a mob while blocking it with a shield. It starts off at +1 TP per shield block (Total Gained = 3) at level 25, it increases to 2 TP/block at level 50 and at 75 you gain the last upgrade and it goes up to 3 TP/block for a max of 5TP per hit blocked.

Store TP: This percent-based stat is found on Samurai's Job Trait list and on quite a few pieces of gear. This trait increases the amount of TP gained by the player from normal actions that generate TP. The modified TP value is calculated using the formula floor[Base TP] + floor[Base TP * (Store TP/100)]. Examplifying: a 11.5 base TP weapon (450 delay) with 20 Store TP gains [11.5] + floor[11.5 * .20] = 13.8 TP per hit.

Absorb TP: This Dark Knight only (level 45) spell drains TP from the targeted monster. It does not return any TP when the mob doesn't have TP or is of the undead family. The timing of the spell and the equipping of dark magic skill are essential to the proper use of this spell.

Meditate: This Samurai ability regenerates a player's TP when used. This ability regenerates the user's TP at the rate of 20 TP every 2 seconds for a total of 100 TP in 10 seconds. If a player with a samurai sub job uses this ability, TP is regenerated at the rate of 12 TP every 2 seconds for a total of 60 TP in 10 seconds. Samurai's with a Myochin Kabuto and/or Saotome Kote get an extra tick of 20 TP for each piece equipped during the activation of the ability.


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