that would be a completely different system, so it's not "restoring TP" to do that. Now it's certainly not a bad system, but it's not TP.I feel TP should be restored.
The more TP you gain from using weapon skills or using auto attacks, this builds your charges.
Or something more engaging. Combat has become more simple with its removal. I would like to see more customization and depth added, not more things taken.


I mean, at a glance, that sounds similar to the old TP system and FFXI's TP system.



TP would have worked much better if it was a different game. Instead of weaponskills being big attacks, they became your normal attacks, which made TP your stamina bar, but if they wanted to do that the refill rate wouldve had to be closer to some action/hack and slash games, where you burn it down quick for a moment, and it refreshes lightning fast. This wasnt the case with TP in ARR - since it was a resource that barely ever drained in short lived fights, but it started to show in prolongued fights. If it was used as a technique resource for a really big hit then it would make more sense to do it like it was originally done. Weaponskills, just basically were basic attacks, with auto attacks just being there instead. There wasnt any meaningful reason to use TP outside attacks either. If it was more treated like a resource in the sense, you would probably have things like shelltron spammable, or downright cd to block stuff rectively at a hefty TP cost, not to mention probably some way to roll out of aoes or dodge on command.
Theres nothing inherently wrong with TP as a stamina gauge in and of itself, its just how they handled it that made it akward.
For instance, Sprint couldve been a toggled stance, which depleted your TP as you moved, not dumped it all instantly - to begin with.
Last edited by ADVSS; 11-13-2020 at 08:08 PM.
TP would have worked if the classes and jobs reliant on it had be designed with a sustainable rotation, a regenerative rotation and a high cost burst rotation in mind. The sustainable rotation would have been the rotation that dealt the greatest dps in the long run natively as you wouldn't run out of TP while using it, the burst rotation would have the highest average dps while performing it but would drain TP fast enough that it could not be sustained for long, and the regenerative rotation would regain TP quickly but have low enough dps that cycling between the burst and regenerative rotations would deal less on average than the sustainable rotation.TP would have worked much better if it was a different game. Instead of weaponskills being big attacks, they became your normal attacks, which made TP your stamina bar, but if they wanted to do that the refill rate wouldve had to be closer to some action/hack and slash games, where you burn it down quick for a moment, and it refreshes lightning fast. This wasnt the case with TP in ARR - since it was a resource that barely ever drained in short lived fights, but it started to show in prolongued fights. If it was used as a technique resource for a really big hit then it would make more sense to do it like it was originally done. Weaponskills, just basically were basic attacks, with auto attacks just being there instead. There wasnt any meaningful reason to use TP outside attacks either. If it was more treated like a resource in the sense, you would probably have things like shelltron spammable, or downright cd to block stuff rectively at a hefty TP cost, not to mention probably some way to roll out of aoes or dodge on command.
Theres nothing inherently wrong with TP as a stamina gauge in and of itself, its just how they handled it that made it akward.
Ignoring the potential button bloat there this would just mean using the sustainable rotation for whatever the minimal amount of time in a fight would be.TP would have worked if the classes and jobs reliant on it had be designed with a sustainable rotation, a regenerative rotation and a high cost burst rotation in mind. The sustainable rotation would have been the rotation that dealt the greatest dps in the long run natively as you wouldn't run out of TP while using it, the burst rotation would have the highest average dps while performing it but would drain TP fast enough that it could not be sustained for long, and the regenerative rotation would regain TP quickly but have low enough dps that cycling between the burst and regenerative rotations would deal less on average than the sustainable rotation.
It's like any job with resources, you want to end any given fight as close to zero in everything as you can. If you kill a boss while you have 70 esprit and 2 feathers on DNC you feel bad because it's bad.
This suggestion would basically only impact decision making as far as figuring out the breakpoints for native TP regen based on potential fight timing. You'd then figure out how much of your burst rotation you can feasibly do before hitting zero and... boom, just a different kind of set in stone rotation.



Basically yeah pretty much. The problem with TP starvation in this game is that we see more and more dps checks, to where winded out fights would become really hard, and some unwinded fights would just take forever that last 20-10% They really arent hiding the fact that dps checks are per usual, and that would just make things downright difficult with how TP was initially done. They gave most dps invigorate, but it was just a bandaid for the situation, esp for high tp use jobs like monk, you go all out and hope the gas doesnt run out. Either like you said, regenerative soft rotation, or just smashing down on the TP with small pauses fully refreshing it at super speed, probably some of the only ways it wouldve worked without completely forcing BRD into every raid group.TP would have worked if the classes and jobs reliant on it had be designed with a sustainable rotation, a regenerative rotation and a high cost burst rotation in mind. The sustainable rotation would have been the rotation that dealt the greatest dps in the long run natively as you wouldn't run out of TP while using it, the burst rotation would have the highest average dps while performing it but would drain TP fast enough that it could not be sustained for long, and the regenerative rotation would regain TP quickly but have low enough dps that cycling between the burst and regenerative rotations would deal less on average than the sustainable rotation.
Buttons would not necessarily be bloated as each rotation should be using different ratios of the same set of buttons.
The sustainable rotation would be the job's greatest average dps rotation. You would want to maximize use of it not minimize it....there this would just mean using the sustainable rotation for whatever the minimal amount of time in a fight would be.
The burst rotation would be a short term dps gain in exchange for a dps loss while you recover from it.
Which is why the burst rotation should be mostly on demand but resource expensive. You would use it in things like dps check phases, add phases and during final phase enrage checks. Right now pretty much all rotations are sustain rotations with no increased resource expenditure burst rotations.It's like any job with resources, you want to end any given fight as close to zero in everything as you can. If you kill a boss while you have 70 esprit and 2 feathers on DNC you feel bad because it's bad.
That would completely depend on the needs of the fight.This suggestion would basically only impact decision making as far as figuring out the breakpoints for native TP regen based on potential fight timing.
Last edited by Ultimatecalibur; 11-14-2020 at 01:58 PM.


Wouldn't this just be "Sustain until Burst needed, then back to Sustain"? Or are you implying a third rotation for recovery period?
That would depend on the Burst rotation's TP deficit (the amount TP spent exceeds the TP gained) and how neutral or recovering the Sustained rotation is. A Burst rotation would not necessarily need to 0 out your TP each time it is used. It only needs to be not sustainable enough that continually using it is bad in the long run.
Say you have 1000 TP max, a 6 GCD Burst rotation that deals 25k dps with a TP deficit of -400, a 12 GCD Sustained rotation that deals 20k dps which is completely TP neutral (gaining and losing total 0 TP) and a 6 gcd Regenerative rotation that deals 15k dps with a TP gain of +300. This would give you 2 free floating Bursts in a no downtime fight, but also allow for 2 additional bursts (and a slight dps gain for the fight) if you do the Regenerative rotation twice at appropriate times or take advantage of other TP recovery abilities.
The Regenerative rotation would also be there for if you died (if death set your TP to 0) or if failing a mechanic ate all your TP.Or are you implying a third rotation for recovery period?
Last edited by Ultimatecalibur; 11-18-2020 at 05:17 AM.
The short and sweet? No. No, MP is never going to disappear, and its silly to even entertain the idea that it will, for multiple OBVIOUS reasons.
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