Store TP

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Job Trait Information
 Job:  Samurai
 Level Obtained:   Store TP I   SAM10
  Store TP II   SAM30
  Store TP III   SAM50
  Store TP IV   SAM70
 Description:  Raises amount of TP gained.
 Is Meritable?  Yes


Trait Bonuses

Trait Bonus
Store TP I +10 Store TP
Store TP II +5 Store TP
Store TP III +5 Store TP
Store TP IV +5 Store TP


Notes

  • Store TP raises the amount of TP gained per hit.
  • Each merit in Store TP increases Store TP by 2 points.


Store TP Mechanics

The equation for amount of Store TP needed to gain more TP per hit is as follows:

  • aTP = bTP * (1 + STP)

Where aTP is the actual TP per hit, bTP is the base TP per hit of the weapon and STP is the amount of Store TP. Note that 1 Store TP = .01 STP.

bTP is derived from the following equations, primarily dependent on delay:

 Delay Range:  Equation
 0 - 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 - 999:  14.5 + [(Delay - 530) * 3.5] / 470


For example, Hagun has a 450 base delay, so it's base TP per hit is

  • 5.0 + [(450 - 180) * 6.5] / 270 = 11.5 TP

At level 75, Samurai have an innate Store TP of +25 (Store TP IV). The total TP generated per hit is

  • 11.5 * (1 + .25) = 14.375

It is important to note, however, that at each stage of calculation, fractions beyond the tenth decimal place are truncated. So, in the above calculation, the actual TP gained would be:

  • TRUNC(14.375,1) = 14.3

A popular (and effective) goal is to equip enough Store TP gear (or merits) to attain a "6-hit build." For example, if a 75SAM had no Store TP gear or merits, and was using a 450-delay weapon as described above, it would take:

  • 100 / 14.3 = 7 hits to reach 100% TP

In order to achieve a "6-hit" build, you need:

  • 100 / 6 = 16.666...or 16.7 TP/hit to reach 100% TP

Using the base TP as a reference, 16.7 / 11.5 = 1.452, or, rounding up, a factor of 1.46 (+46 Store TP). Subtracting the Store TP IV job trait (+25) this leaves +21 needed from gear and merits. Typically this is achieved using full Store TP merits (+10) and items such as a Rajas Ring, Chivalrous Chain or Brutal Earring (+1 for either), and a piece of Samurai JSE such as the Hachiman sune-ate (+5) or Hachiman kote (+8), or an Askar Korazin (+5).

Of course, a Warrior, Dark Knight, or Dragoon who wants to achieve this can use Samurai as a support job for +15, a Rajas Ring for +5, and a Brutal Earring (+1, totaling +21) using - for example - a Rune Chopper or Martial Bhuj (504 Delay, which translates to a base TP/hit of 13.7) would shift from a 7-hit to 6-hit build. A Dragoon using a Mezraq would need another +5 (totaling +26) from something like the Askar Korazin to achieve a 6-hit build.

This is a desirable goal because not only do most of these pieces boost the essential STR stat or Traits like Double Attack, but going from a 7-hit to 6-hit build is similar to having the Haste spell cast on you (15% increase in attack speed). It will do wonders for your damage output.

Equipment

Equipment modifications
 Shinimusha Hara-Ate:  +9
 Shinimusha Haidate:  +6
 Hachiman Sune-Ate:  +5
 Hachiman Sune-Ate +1:  +6
 Hachiman Hakama:  +3
 Hachiman Hakama +1:  +4
 Hachiman Domaru:  +6
 Hachiman Domaru +1:  +7
 Hachiman Kote:  +8
 Myochin Haidate +1:  +4
 Saotome Domaru:  +3
 Saotome Domaru +1:  +5
 Rajas Ring:  +5
 Atilla's Earring:  +1
 Brutal Earring:  +1
 Bushido Cape:  +1
 Cancer Subligar:  +1
 Chivalrous Chain:  +1
 Omokage:  +2
 Kosetsusamonji:  +2 (Assault only)
 Futsuno Mitama:  +8
 Askar Korazin:  +5
 Tournament Lance:  +3
 Usukane Haramaki:  +6
 Usukane Sune-Ate:  +7
 Skadi's Chausses:  +7
 Hikazu Hara-Ate:  +1
 Hikazu Sune-Ate:  +1
 Haten Earring:  +2
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