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


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.
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?



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.
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.



Besides limiting raise(you try rezzing with BLU?), and giving most casters a terrible recovery time after death? I mean there are other ways to do the first one, the second one was fixed for melee when TP was removed outright. The only obvious thing, i see, is that like TP which got removed, MP is now a stable resource set at a stable amount that does not grow or vary no matter which job is using it. Hence, why i call it Caster's TP,


You can't know its never going away. What are these reason it'll "never going to disappear"? People thought TP was a core mechanic of the game and wasnt going to be removed and yet MP functions nearly identically.
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