
Originally Posted by
Menae
What PBC (PandaBearCat) is saying is that since your most TP efficient abilities tend to be DoTs of fixed durations that aren't impacted by haste, as your haste increases these abilities become smaller proportions of your damage. This is fine if you don't run out of TP, because you are still using them as often as possible. However, if you DO run out of TP and have to delay them to wait for a TP tick, you are losing damage that you wouldn't be if you hadn't TP starved yourself. Theoretically this shouldn't happen (because you can just slow your pace down to your unhasted levels), but if you hit a button every time you can and as a result run out of TP, it's a possibility.
DpCT is short for Damage per Cast Time. It's how much damage something does versus how long it takes to execute. Holy (200 potency) does more damage than Stone II (170 potency) to a single target, but because Holy takes 20% longer to cast and only does about 17% more damage, it's less DpCT to a single target. (This is just an example because I know the potency and cast times off the top of my head, please don't Holy single targets without a damn good reason) For any ability which is instant but on the GCD, you use your GCD as the cast time, because that's how long it locks you out of doing other stuff. There's a little more nuance in here for off GCDs and abilities which animation lock you, but the basic idea is damage per time spent executing. It's not quite the same as DPS because some abilities - DoTs - have way better DpCT than they do DPS. If I do 1 damage per potency, and a DoT does 300 potency over 10 seconds, it's only 30 DPS but 300 DpCT.
DpTP is much simpler. It's just damage per TP spent. An attack that does 200 damage for 100 TP has better DpTP than one that does 400 damage for 400 TP.