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  1. #1
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by KitingGenbu View Post
    The thing that people do not realize about tp is that it worked both ways for the player and the mob, at least in XI, which added an extra element of challenge. Since I do not have any experience with 1.0.
    Just an FYI, TP existed for monsters also in 1.23. I would imagine in the same way it did for XI. Starving a monster of both damage done and taken could cripple their skill output. I cannot, however, recall if different mobs gained different amounts of TP from different sources, such as some having higher scalings from damage received or damage dealt. There were also originally skills specifically to reduce enemy TP generation (e.g. Lancer's level 8 weaponskill, Moonrise). These were removed when Yoshida implemented the 1.20 system.

    In wow, the more haste you have the faster your resources on certain classes tended to build (or at least before the legion pre-patch, haven't tried all the classes to verify).
    And the WoW paradigm of other spec elements being accelerated to match the flat output increase of Haste continues into the Legion pre-patch. I've tried every DPS spec within the last couple weeks, so unless one's lost that within a very recent build, no change on that front.

    Personally, I have gotten used to current system and would just prefer that skill speed get a rework to increase resource gain... having a soft cap [that] restores extra tp per tick in combat.
    One thing I've been advocating since ARR was switching TP refreshes to a player tick rate of 50 TP per GCD (wherein reduced TP-cost classes like Monk just use normal TP costs) or per base GCD (then affected only by Skill Speed). Bonus TP ticks would similarly be reduced by 20% and be given as a bonus at the receiving player's own TP tick rate. This would mean, if I haven't forgotten something since earlier calculations way back when, that generally there is no TP-starvation disadvantage to a typical single-target rotation, but abilities with a higher TP cost (Fracture, ToD, AoE) do remain a bit more punishing to the TP pool. (Technically, Fracture and ToD's rotational use would make no difference in single-target, since their frequency is limited unless target swapping, and therefore their relative frequency would be reduced by the amount of a given TP tick they are increased.) Inversely, they'd also regain TP more quickly from bonus sources. In other words, if a party of physical DPS, half skill speed-heavy and half of other secondary stats, were to all AoE spam, they'd deal the same modified potency within a TP pool. The speedy DPS would run out first, but if a Bard were to then sing for them after they've all run out, the speedy DPS would also recover first.

    I imagine, take or keep the increase to bonus TP received, there'd be a similar effect from bonus TP gained. I just preferred a potential decimal-ly precise rate of receiving TP over getting, say, a 68.36 TP tick.

    I don't mean to ignore any of your post; I'm digesting the rest of it as I can. I'm just not sure what I can say in response, especially as would be relevant to TP systems or its alternatives.
    (2)
    Last edited by Shurrikhan; 07-31-2016 at 05:10 PM. Reason: Ugh, two typos.