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  • Store TP stats ?...

    Here's a peculiar question I couldn't find while stumbling through the forums, although I may have missed a huge discussion on it.

    I am wondering, not only how much Store TP the Traits that Samurai get give, whether its like, +5, +3.. or what it is.. But am also wondering, how much Store TP in strictly gear (ie. added on top of the traits) would be needed to achieve 100% TP in 5 successful hits with a 450 delay GK?...

    Thanks. Sorry if I missed the thread, and please direct me to it if I did. ありがと^^
    ★ RDM 51 / BLM 37 ★
    DRK 52 … THF 45 … WAR 37 … NIN 31

  • #2
    Re: Store TP stats ?...

    I have read that for every 1tp+ that something gives you equals .1 tp, so you would need equipment to give you +10tp to get an extra +1 tp per hit. However even with .5 tp (+5 tp in equipment) that is still +1 tp (i dont know what the tp gain on gk is) for two hits.

    I am thinkin it is very possible to get 100% tp at 5 successful hits.


    RNG67 BRD66 THF55 NIN35 WHM31 RDM35 WAR24 PLD30

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    • #3
      Re: Store TP stats ?...

      Store TP I: 10
      Store TP II: 15
      Unsure about the others.

      It's by percentages. Each point of Store TP adds one percent of your TP-per-hit.

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      • #4
        Re: Store TP stats ?...

        Originally posted by Armando
        Store TP I: 10
        Store TP II: 15
        Unsure about the others.

        It's by percentages. Each point of Store TP adds one percent of your TP-per-hit.
        And those percentages are based off the delay of your weapon. I think the minimum amount of swings to get 100 % was 6 I was told? I honestly havn't looked into the raw math of it all, and never really figured it myself despite the fact I should lol.

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        • #5
          Re: Store TP stats ?...

          6 swing 100 tp?
          little research..
          the easy stuff:
          100tp / 6s : 16,66tp/s

          normal GT with 450 delay: 11,33 TP/s
          you will nee about ~~ TP store + 47 to reach the 16,65tp/s

          but getting TP is worth another discussion, because lower delay means faster delay, but also can eman slower 100%tp+ then with higher delay

          with a bow you can break the 100tp with 6 "swings" as SAM easy, maybe with 5, i would have to play SAM again to get sure
          Monchichie

          Ayumie

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          • #6
            Re: Store TP stats ?...

            Actually, TP only has 1 decimal place and all others are dropped, not rounded, so a 450 GK Delay has 11.3 TP per hit, and for 100 TP in 6 swings you'd need 16.7. He'd need Store TP +48, including the job trait, or he'll fall one swing short ^^ I'm assuming Store TP III is +20...you'd need to get another +28 in armor. With Hachiman Armor, Rajas Ring, and Brutal Earring you get exactly +28 Store TP in equipment. It looks like it's only possible at 75. If you have a Soboro Sukehiro (Occasionally attacks 2 to 3 times) you could cut that down to around 2-4 attack rounds. If you have /DRG you can further squeeze in extra attacks with Jumps. Also, each time you WS you'd get at least one swing's worth of TP as long as it lands, which would shave off one swing from the ammount of swings required to WS again.

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            • #7
              Re: Store TP stats ?...

              you missed Store TP IV...
              i guess it is Store TP I 10
              Store TP II 15
              Store TP III 20
              Store TP IV 25, so it would be 23 in armors... still alot for <70 SAMs
              store tp list

              getting more swings in a short time is another discussion.
              Zanshin + double attack + rice balls enhanced effects would help a lot in this case.

              i like /war more then /drg, you get double attack and with zanshin you have more chance of getting it.

              but i have no experience in later SAM playing style.
              Monchichie

              Ayumie

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              • #8
                Re: Store TP stats ?...

                Thanks Last Viper, I forgot all about Store TP IV. With Store TP IV you wouldn't need the Rajas Ring to make it work. Jumps can be performed more often than Double Attack, by the way, but losing Berserk is a heavy blow. I see SAM/DRG more of a situational let's-beat-the-crap-out-of-the-mob-by-doing-6-WS-in-a-row kinda thing.

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                • #9
                  Re: Store TP stats ?...

                  And you both have left out the 10 Store TP you can access through merits.

                  Also after Tachi: Kaiten you have a temp effect of Store TP +7, but that's a bit extreme to apply to this all lol.
                  Double Post Edited:
                  Originally posted by Armando
                  Thanks Last Viper, I forgot all about Store TP IV. With Store TP IV you wouldn't need the Rajas Ring to make it work. Jumps can be performed more often than Double Attack, by the way, but losing Berserk is a heavy blow. I see SAM/DRG more of a situational let's-beat-the-crap-out-of-the-mob-by-doing-6-WS-in-a-row kinda thing.
                  If you double attack once per mob you're already doing more often than jumps ; ; and with Brutal earring now, once per mob is no problem at all.
                  Last edited by Nodachi; 02-27-2006, 05:52 PM. Reason: Automerged Doublepost

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                  • #10
                    Re: Store TP stats ?...

                    And you both have left out the 10 Store TP you can access through merits.

                    Also after Tachi: Kaiten you have a temp effect of Store TP +7, but that's a bit extreme to apply to this all lol.
                    That's pretty neat, I didn't know that. ^^
                    If you double attack once per mob you're already doing more often than jumps ; ; and with Brutal earring now, once per mob is no problem at all.
                    Thing is, on a 450 Delay Great Katana you attack every 7.5 seconds. Jumps is on a 1:30 min timer, High Jump is a 3:00 min timer. In 3 minutes, you can Jump a total of 3 times (Jump twice, High Jump once,) or if you count the first jumps which don't need to wait, 5. In 3 minutes of nonstop attacking, you'd swing the Great Katana 24 times. Double Attack has a 10% activation rate, so theoretically you're falling short of 3 Double Attacks in 3 minutes. Moreover, those Jump timers are running even in between fights, and you won't be meleeing continuously for those 3 minutes. Brutal Earring can be used on /DRG too, so while it would raise the SAM/WAR's Double Attack to 15% and would let him DA thrice in three minutes, the SAM/DRG still gets that 5% Double Attack bonus that would let him DA once in those 3 minutes as well. In fact, Double Attack can go off on Jumps, so SAM/DRG has a (very) slight advantage. /DRG would also have access to Wyvern Earring (5%) Haste which would grant the /DRG yet another extra attack if the /DRG attacks 2 minutes and 22 seconds in a row. Or you could throw in a Swift Belt and then you'd have enough haste to get an extra attack in about one and a half minutes of meleeing. /DRG would also get Accuracy bonus, which helps a bit. Overall I still think Jumps can be done more often and are more controllable, but losing Berserk or SATA REALLY hurts.

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                    • #11
                      Re: Store TP stats ?...

                      Originally posted by Armando
                      That's pretty neat, I didn't know that. ^^
                      Thing is, on a 450 Delay Great Katana you attack every 7.5 seconds. Jumps is on a 1:30 min timer, High Jump is a 3:00 min timer. In 3 minutes, you can Jump a total of 3 times (Jump twice, High Jump once,) or if you count the first jumps which don't need to wait, 5. In 3 minutes of nonstop attacking, you'd swing the Great Katana 24 times. Double Attack has a 10% activation rate, so theoretically you're falling short of 3 Double Attacks in 3 minutes. Moreover, those Jump timers are running even in between fights, and you won't be meleeing continuously for those 3 minutes. Brutal Earring can be used on /DRG too, so while it would raise the SAM/WAR's Double Attack to 15% and would let him DA thrice in three minutes, the SAM/DRG still gets that 5% Double Attack bonus that would let him DA once in those 3 minutes as well. In fact, Double Attack can go off on Jumps, so SAM/DRG has a (very) slight advantage. /DRG would also have access to Wyvern Earring (5%) Haste which would grant the /DRG yet another extra attack if the /DRG attacks 2 minutes and 22 seconds in a row. Or you could throw in a Swift Belt and then you'd have enough haste to get an extra attack in about one and a half minutes of meleeing. /DRG would also get Accuracy bonus, which helps a bit. Overall I still think Jumps can be done more often and are more controllable, but losing Berserk or SATA REALLY hurts.
                      Hm that's very true. I've seen many with 2H relic weapons completed go DRG for the purpose of Jump and the +5 haste from the earring.

                      Hmm.. with Ace's helm, and Byakko haidate, and that earring... that'd be some pretty sick constant haste for me come to think about it. I don't think subbing DRG for most situations would be ideal though really. The passive bonuses of WAR just outweigh it with every other regular hit and WS damage. But given that evidence you showed, it's very tempting to try lol. Maybe after I finish Amanomurakumo I'll give it a shot, 2X damage proc'ing on a jump just sounds too good, even if the D is only 88.

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                      • #12
                        Re: Store TP stats ?...

                        Sorry somewhat forgot about this thread... Ok so it was established that with no merits, or including previous WS TP bonuses, You'd need 48-49 +tp in total to get 6 hits for 100% correct?... Now... at 75, you have what, +25 total store TP traits? So you'd need about 23-25 additional +Store TP on gear in order to achieve this?...
                        ★ RDM 51 / BLM 37 ★
                        DRK 52 … THF 45 … WAR 37 … NIN 31

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                        • #13
                          Re: Store TP stats ?...

                          Originally posted by Last_Viper
                          you missed Store TP IV...
                          Store TP IV 25, so it would be 23 in armors... still alot for <70 SAMs
                          store tp list
                          yeah, like i meantioned before, about 23 Store TP in equipment with 450 delay to get
                          Monchichie

                          Ayumie

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                          • #14
                            Re: Store TP stats ?...

                            Im not a samurai, but I thought I would intergect, Jump does more damage then a normal attack, and at lvl 70 you could use high jump as well, thats 3 jumps for every 3 minutes, plus the added effect of acc bonus, instead of double attack. I would have to say losing berserk will obviously reduce your damage, Jump does a good hit, but berserk with your WS is priceless.

                            And I think Zanshin combines with doulble attack better then acc bonus. Because landing more hits slightly counters the zanshin ability, wile swinging more times adds more hits and if they miss you just get more zanshin. I have no idea if zanshin works with jump though, anyone?
                            Learning > Intelligence > Experience. Weak minds are subject to experience before realization. Inteligent minds understand quickly with minimal experience. Learned minds excersise knowledge gained from study, and do not require experience to reach realization. Which is your claim?

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                            • #15
                              Re: Store TP stats ?...

                              Originally posted by Bahamut Kaiser

                              And I think Zanshin combines with doulble attack better then acc bonus. Because landing more hits slightly counters the zanshin ability, wile swinging more times adds more hits and if they miss you just get more zanshin. I have no idea if zanshin works with jump though, anyone?
                              Zanshin only works for regular hits. So if you miss a JA which attacks, including sneak attack or trick attack, WS and Jumps, then it won't proc.

                              And you're right about landing more hits slightly countering Zanshin. It's not bad if you land more hits of course, but you'll see zanshin proc less because of it, of course :D This is what made me realize SAM can somewhat cheat the system a bit, and get away with ATTK food more often than some other melee, and have really geared myself towards an attack food/zanshin setup.

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