Page 3 of 11 FirstFirst 1 2 3 4 5 ... LastLast
Results 21 to 30 of 103

Thread: TP regen

  1. #21
    Player
    leomike35's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    439
    Character
    Sasha Calico
    World
    Hyperion
    Main Class
    Goldsmith Lv 90
    Quote Originally Posted by Luhy View Post
    I'm depressed by this new system. I played this game with excitement knowing that Yoshi-P cared about PvP as much as me. We now have to wait 3 seconds after every WS. We also have 3 seconds between Thunder and Thundara. There is no strategy behind saving your TP. There is no strategy behind the order in which you use WSs. Just run in, do something, wait 3 seconds. Everyone is equal. Everyone will be jumping like idiots. Skill doesn't matter, etc, etc.

    I never even considered quitting during Tanaka's FFXIV, but now I actually am, knowing how boring PvP will be.
    Hey here is a thought. Most ws animations are around 3 secs long and Chaos Thrust is about 3.5 secs long so honestly when one is done you in most cases can follow up with another pretty quick as the timer starts when you hit the button not when the skill is over. Might have to wait 1 whole second by the time animation is over so honestly not too bad. I think it will be fine and not a spam fest. It will be awesome for solo kills but you better pace yourself in party or against high lvl mobs or you will find yourself laying face down waiting on a raise.

  2. #22
    Player
    Raubahn's Avatar
    Join Date
    Sep 2011
    Location
    Uldah
    Posts
    304
    Character
    Rauban Daz
    World
    Omega
    Main Class
    Fisher Lv 60
    Quote Originally Posted by Zumi View Post
    All this info I got from watching the Special Talk Session. I realize all this could change by the time the game is actually out.

    -Yoshi's DRG has several weapon skills that take TP
    100
    100
    110
    120
    150
    200
    200

    -While in combat with enemies your TP regens at a rate of 30 tp ever 3 seconds.
    -Out of combat your TP regens at a rate of 100 tp every 3 seconds
    -There is a 3 second global cooldown for weapon skills.
    -Combos now require TP for the 2nd WS and onward.


    Single target boss fight
    Using high TP cost WS, then low cost once my initial TP is gone.
    Time | TP
    0:00 | 1000 -200 = 800 TP
    0:03 | 800 + 30 - 200 = 630 TP
    0:06 | 630 + 30 -200 = 460 TP
    0:09 | 460 + 30 - 200 = 290 TP
    0:12 | 290 + 30 - 200 = 120 TP
    0:15 | 120 + 30 - 150 = 0 TP
    0:18 | +30 = 30 TP - No WS used
    0:21 | 30 + 30 = 60 TP - No WS used
    0:24 | 60 + 30 = 90 TP - No WS used
    0:27 | 90 + 30 = 120 - 120 = 0 TP - 120 WS used

    Once you hit the bottom of your TP bar which happens 15 sec into the fight there is a 12 sec wait before you can do anything again. Causing a 9-12 sec wait to do another WS depending on how low your tp went.

    Try using exclusively low cost 100 TP WS
    0:00 | 1000 - 100 = 900 TP
    0:03 | 900 + 30 - 100 = 830 TP
    0:06 | 830 + 30 - 100 = 760 TP
    0:09 | 760 + 30 - 100 = 690 TP
    0:12 | 690 + 30 - 100 = 620 TP
    0:15 | 620 + 30 - 100 = 550 TP
    0:18 | 550 + 30 - 100 = 480 TP
    0:21 | 480 + 30 - 100 = 410 TP
    0:24 | 410 + 30 - 100 = 340 TP
    0:27 | 340 + 30 - 100 = 270 TP
    0:30 | 270 + 30 - 100 = 200 TP
    0:33 | 200 + 30 - 100 = 130 TP
    0:36 | 130 + 30 - 100 = 60 TP
    0:39 | 60 + 30 = 90 TP - No WS used
    0:41 | 90 + 30 - 100 = 20 TP
    0:44 | 20 + 30 = 50 TP - No WS used
    0:47 | 50 + 30 = 90 TP - No WS used
    0:50 | 90 + 30 - 100 = 20 TP

    After 39 seconds you start to get TP starved and have 9 sec wait between WS. In a real fight you probably wouldn't be exclusively using your 2 weakest WS.

    Now for short fights like quest mobs this is fine cause they don't last long at all and you get out of combat and get that 100 TP regen. Makes it look like the system seems great. However we didn't see any long boss fights. This only seems to be an issue with mobs that last longer then 30 sec. Although there might be abilities to regen tp perhaps? Guess we will see in beta how this plays out.

    After you run out of tp once it seems to stuffer from the same problem they had with stamina where people would be sitting around waiting for it to fill up then hitting their button. Hope they do something about this.
    Lovely post i always wanted to know how much tp we will regain so thanks OP.

    Considering TP regain though we all know that DRG is a TP Monster because of the abilities and 1 Trait. What am getting at what if only DRG was 30 TP per 3 secs Considering there is no longer "Hit for more TP" or in another word the "Store TP" Trait Drg has. And yes i know some abilities will change or some traits and possibly one of them is Invigorate and Store TP trait for DRG.
    Maybe Invigorate will make 30 tp per second or more tp gained who knows
    (0)

  3. #23
    Player
    Sylkis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    613
    Character
    Sylkis Tea
    World
    Sophia
    Main Class
    Scholar Lv 90
    TP:
    -Regens slowly during battle
    -Regens fast outside of battle
    -Combos use it up
    -You get none from attacking

    MP:
    -Regens slowly during battle
    -Regens fast outside of battle
    -Combos use it up
    -You get none from attacking
    (7)

  4. #24
    Player
    Ryans's Avatar
    Join Date
    Mar 2011
    Location
    Grid
    Posts
    853
    Character
    Ryans Tardis
    World
    Hyperion
    Main Class
    Gladiator Lv 53
    Quote Originally Posted by Sylkis View Post
    TP:
    -Regens slowly during battle
    -Regens fast outside of battle
    -Combos use it up
    -You get none from attacking

    MP:
    -Regens slowly during battle
    -Regens fast outside of battle
    -Combos use it up
    -You get none from attacking
    And you want everything to function the same way? Aside from the fact that most of the current boss fights are easier with blms because the individual mechanics of the encounter, all the DDs are fairly equal in terms of average damage output. I think Garuda is the best example of that, requiring both melee and mages, and both being able to deal the same damage on Garuda (not factoring in plume damage) but excelling at different stages of the fight.

    I don't think I want to play a game again (WoW, Aion, Rift etc etc) where all the DD classes function the same way and the only decisions that mattered when forming a strategy was how many tanks or healers were required and if we had the right classes to get all the possible buffs. I want to bring a blm because they have the highest peak damage for a burn phase, or a dragoon because they have a decent blend of aoe and single target weaponskills, or a monk because they can switch between physical and magical damage on the fly. Having all the classes follow the same basic rules is boring as hell and could easily ruin the allure of leveling up multiple jobs in a game that revolves around that feature.
    (3)

  5. #25
    All the more reason to reintroduce SCH and Corsair style buffs if they really want to take the system into this direction. Having everything function the same is what a generic (Standard) MMO is and what everyone wanted SE to do with XIV, everyone got their wish now lets see how long ARR lasts.
    (2)

  6. #26
    Player
    Pietro's Avatar
    Join Date
    Sep 2012
    Posts
    37
    Character
    Gael Wanderling
    World
    Midgardsormr
    Main Class
    Alchemist Lv 90
    I just hope this doesn't end up like Rogues in every other MMO now a days, being starved out of action chips or energy is a huge drag and really digs into your DPS, in DPS races it really shows.
    (0)

  7. #27
    Player
    Zumi's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,965
    Character
    Zumi Kasumi
    World
    Sargatanas
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Elexia View Post
    All the more reason to reintroduce SCH and Corsair style buffs if they really want to take the system into this direction. Having everything function the same is what a generic (Standard) MMO is and what everyone wanted SE to do with XIV, everyone got their wish now lets see how long ARR lasts.
    If it has the basic functionality of a standard MMO with Final Fantasy characters I think it would do pretty well. 1.0 had laggy servers and a lot of stuff just didn't work, laggy ui, no AH. Who's bright idea was it to make people look through countless retainers to find something they want to buy with no search feature.

    The only buff people wanted from was SCH was Embarva which SE is now nerfing cause people exploit the crap out of it for zergs.
    (2)

  8. #28
    Player
    Tonkra's Avatar
    Join Date
    May 2011
    Posts
    2,084
    Character
    Quichy Sturmbruch
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 59
    I am also worried... but honestly everytime something changes drastically people are worried. thats normal.

    lets first see how it feels in alpha/beta and hopefully we can change it then, if it feels not good.
    (0)

  9. #29
    Quote Originally Posted by Zumi View Post
    If it has the basic functionality of a standard MMO with Final Fantasy characters I think it would do pretty well. 1.0 had laggy servers and a lot of stuff just didn't work, laggy ui, no AH. Who's bright idea was it to make people look through countless retainers to find something they want to buy with no search feature.

    The only buff people wanted from was SCH was Embarva which SE is now nerfing cause people exploit the crap out of it for zergs.
    Actually, up until the cap raise from 75 SCH's main buffs were Weather via Stormsurge (Weather spells activated the actually decent weather based gear and stormsurge gave you stats along with it), Regain (TP regen) (newer cap), Enmity +/- spells (newer cap) which were used until SE never adjusted the enmity system. Embrava spamming is still a pretty "new" thing given the poor design of Uncharted and Provenance Watcher.

    If we forgo separating playstyles, especially for the sake of PvP there's going to be very few classes and jobs they can actually release because for example if everyone can pop off a TP regain ability what would be the point of introducing a mage that can buff for example? Like currently all of our WS gives off debuffs, that pretty much negates the need for a mage to have access to debuffing spells.

    The new system they're on a very fine tightrope where it can go horribly wrong at the drop of a hat if they're not careful.
    (1)

  10. #30
    Player
    Sylkis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    613
    Character
    Sylkis Tea
    World
    Sophia
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Ryans View Post
    And you want everything to function the same way? Aside from the fact that most of the current boss fights are easier with blms because the individual mechanics of the encounter, all the DDs are fairly equal in terms of average damage output. I think Garuda is the best example of that, requiring both melee and mages, and both being able to deal the same damage on Garuda (not factoring in plume damage) but excelling at different stages of the fight.

    I don't think I want to play a game again (WoW, Aion, Rift etc etc) where all the DD classes function the same way and the only decisions that mattered when forming a strategy was how many tanks or healers were required and if we had the right classes to get all the possible buffs. I want to bring a blm because they have the highest peak damage for a burn phase, or a dragoon because they have a decent blend of aoe and single target weaponskills, or a monk because they can switch between physical and magical damage on the fly. Having all the classes follow the same basic rules is boring as hell and could easily ruin the allure of leveling up multiple jobs in a game that revolves around that feature.
    They were only my observations.
    (1)

Page 3 of 11 FirstFirst 1 2 3 4 5 ... LastLast