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  1. #1
    Player Aarahs's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    123
    Character
    Aarahs
    World
    Quetzalcoatl
    Main Class
    DRG Lv 99

    Store TP and X-builds

    So I've seen TP sets for reaching X-hit for weaponskilling. I know it's affected by weapon delay. Aside from that I've got nothing. Does anyone know the formula for calculating TP gain and how store TP affects it? Is it different for 1 or 2-handed, dual-wield, and H2H?
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  2. #2
    Player Kristal's Avatar
    Join Date
    May 2011
    Posts
    1,552
    Character
    Kristal
    World
    Bismarck
    Main Class
    PUP Lv 99
    First calculate modified delay (for dual wield, martial arts, etc) so you get delay per hit.

    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

    Floor the value you get to the first decimal after comma (5.599 -> 5.5). This is your TP/hit.
    Store TP then adds a percentage on top of that (StoreTP/100), and again floor it on the first decimal.

    For X-hit builds, you need 100/X TP per hit. For 6-hit that means 16.7 TP/hit, for 5-hit 20.0 TP.
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    Last edited by Kristal; 06-18-2013 at 12:10 AM.
    "Puppetmaster was our last best hope for peace. It failed.
    Now it's our last best hope.. for victory!"

  3. #3
    Player detlef's Avatar
    Join Date
    Mar 2011
    Posts
    1,645
    Character
    Philemon
    World
    Valefor
    Main Class
    BRD Lv 99
    Keep in mind for true X-hit builds, the X includes the tp return from a weapon skill. Since your weapon skill gear is likely to have less store tp than your tp set, you're going to actually want to include more stp in your tp set.

    For example, for my DRG the polearm's delay is 492, equating to 13.3 tp per hit. My WS set /SAM gives me 6 stp from gear and 15 from SJ for a total of 21. 1.21 x 13.3 is a 16.0 tp return from the first hit of my WS. Now, this is assuming that the first hit connects. For a multi-hit weapon skill, your TP return could be higher depending on how many hits connect. To be conservative, I built my sets around only the first hit connecting. If the first hit misses, you're going to take 5 more hits to get to 100%.

    In order to have a true 5-hit, my TP set will need to give me at least 84.0/4 = 21.0 TP per hit. My TP set gives 45 stp for a total of 60 stp with SJ. 1.60 x 13.3 = 21.2 so my 5-hit is good.

    Note that this is for 2-handed weapons, which have higher delay.
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  4. #4
    Player maximusdecimus's Avatar
    Join Date
    Feb 2012
    Posts
    5
    Character
    Maximusdecimus
    World
    Phoenix
    Main Class
    BST Lv 99
    It's fairly simple to figure out. For single wielding/2hand weapons, this is relatively straight forward, Dual-wielded weapons add in a few more calculations, but is the same in principal.

    Obviously, you can just calculate this initial step w/o ever leaving MH, but if you're lazy, or you're not a pwnmath, you can do it the old fashioned way. Go find a mob that will survive your intended WS.

    1) Get TP, perform your intended WS in your intended WS set, and take note of the TP return. **Please note that while this method works fine, it is not the most mathematically elegant way to define this initial value as the game does not display decimal TP. There is a fractional difference between calculating n and n.2 TP return**

    2) Subtract this TP return value from 100. Assuming a 14 TP return, we would : 100-14=86

    3) Divide the remainder from the previous calculation (86) by your intended #-hit. For a 4-hit: 86/4. For a 5-hit, 86/5, etc.

    4) The quotient of the previous calculation will be the amount of TP necessary to get -per hit- in order to arrive at 100TP. In an example 5-hit build (86/5 = 17.2), so we must earn 17.2 TP each hit.

    5) While keeping that number in mind, go back and calculate your base tp per hit from the formula table Kristal posted above. For example, base TP calculation a single-wielded Almace90 of 224 delay would be: (224-180)*6.5)/270)+5) = 6.05. This value is then floored to the tenths' place, and becomes BaseTP. So Almace90 baseTP would just be 6.0 tp/hit. For a 90Calabogh of 430Del, we would use the same formula and solve to 11.0 tp/hit (430-180)*6.5)/270)+5 = 11.01 > f > 11.0)

    6) 11.0 is way less than our required 17.2, and we're compelled to add in StoreTP to achieve it. To determine how much is necessary, we can estimated it by division. targetTP/baseTP= required StoreTP value. For Calabogh, this would be 17.2/11.0=1.563~. **Take note that any quotient that doesn't resolve to a perfect 1.xx will probably need to be truncated then rounded up to the next hundredths' place. (ex. 1.563 >1.57. 1.753854 > 1.76)**

    7) StoreTP is calculated as 1% of it's listed value (#/100). Meaning, "StoreTP +5" = 5/100 = .05. It is then added to a base multiplier of 1, and further calculated as baseTP * (1 +.05) = bTP *1.05. So 11.0 baseTP, with a raja's ring, (11.0*1.05) = 11.55 > floor > 11.5 TP/hit.

    8) Our value from step 6 though was calculated and adjusted to be 1.57, so a reliable 5-hit build would require 57 StoreTP in total. (11.0*1.57=17.27 > floor > 17.2)

    9)That's about it. You need only now collect/equip the required 57 storeTP from food/equip/traits/abilities, and proceed to kill stuff.

    As a final thought, this method forgoes calculation of TP accumulated from forms of Regain and irregular enemy's offensive attacks. So basically, if you are tanking or expect to receive DMG(TP) via mob AOE, you can fudge/refine your store TP values slightly, and still meet your 5-hit TP/hit avg.
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    Last edited by maximusdecimus; 06-24-2013 at 04:37 PM.